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                            Pemanfaatan Augmented Reality Untuk Mengenal Makanan Nusantara 
                        
                        Aliya Adzanisya; 
Najmi Dinda Ayuni; 
Putri Reginawati; 
Unuy Nurjanah; 
Intan Permatasari                        
                         JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 8 No 1 (2024): Journal of Applied Multimedia and Networking 
                        
                        Publisher : Politeknik Negeri Batam 
                        
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                                    DOI: 10.30871/jamn.v8i1.6922                                
                                                    
                        
                            
                                
                                
                                    
Indonesia merupakan negara yang kaya akan budaya termasuk kuliner yang ada dari tiap daerah. Augmented Reality merupakan teknologi yang menggabungkan dunia nyata dengan dunia virtual dengan tujuan untuk memvisualkan informasi yang ada agar kita dapat berinteraksi langsung dengan objek virtual tersebut. Dengan memanfaatkan teknologi AR, peneliti bertujuan untuk memperkenalkan kuliner yang ada di Indonesia kepada masyarakat dari dalam maupun luar negeri. Metode yang dilakukan pada penelitian kali ini ialah metode MLDC (Multimedia Development Life Cycle) dimana peneliti merancang dan melakukan pengembangan pada produk multimedia. Dalam proses rancangan pembuatan AR sendiri ada tahap-tahap yang dilewati seperti : Pembuatan desain 2 dimensi kemudian dilanjutkan Modelling 3D sampai dengan Coloring, dan Texturing, dan terakhir dilanjutkan dengan membuat AR sederhana menggunakan unity AR. Pengimplementasian AR dilakukan dengan memanfaatkan aset 2 dimensi yang digunakan sebagai marker untuk kemudian memunculkan objek 3D dari makanan tradisional sehingga menampilkan hasil Augmented Reality sederhana.
                                
                             
                         
                     
                    
                                            
                        
                            Perancangan Layout 3D Asset Dalam Pembuatan Komik Strip Minecraft Menggunakan Blender 
                        
                        Maria Maria; 
Nur hidayat                        
                         JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 8 No 1 (2024): Journal of Applied Multimedia and Networking 
                        
                        Publisher : Politeknik Negeri Batam 
                        
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                                    DOI: 10.30871/jamn.v8i1.7203                                
                                                    
                        
                            
                                
                                
                                    
Minecraft Hub or MCHub is one of the divisions of PT. Pallas Bukit Batukaras which focuses on the media game Minecraft. In 2021, MCHub created a Minecraft comic strip as collaboration content and advertising about the game Minecraft, but stopped production in 2022. Based on an interview with the manager project, MCHub wants to return to making Minecraft comic strips and develop innovation with 3D style according to reference in the game Minecraft. Comic creation goes through pre-production, production and post-production processes. This research focuses on the production process stages layouting. Layout quality analysis uses qualitative model methods Miles and Huberman. This research produced 8 comic strips with each comic having 4 panels. The comic strip is published on the social media platform Instagram @minecrafthub_id.
                                
                             
                         
                     
                    
                                            
                        
                            PENGEMBANGAN GAME EDUKASI 2 DIMENSI BERBASIS RPG PADA MATERI TOPOLOGI JARINGAN UNTUK SISWA KELAS XI TKJ SMKN 2 BANGKALAN 
                        
                        Ahmad Jumadi; 
Muhlis Tahir                        
                         JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 8 No 1 (2024): Journal of Applied Multimedia and Networking 
                        
                        Publisher : Politeknik Negeri Batam 
                        
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                                    DOI: 10.30871/jamn.v8i1.7625                                
                                                    
                        
                            
                                
                                
                                    
Based on the results of observations and interviews with network device subject teachers at SMKN 2 Bangkalan, it was found that learning network topology in class XI Computer Network Engineering only used teaching modules, making students feel bored and limited to learning at school. To overcome this, the research developed a role-playing game (RPG) for network topology learning using the Game Development Life Cycle (GDLC) model, which includes six phases: initiation, pre-production, production, testing, release, and maintenance. This game was tested by material and media experts using ISO 25010, and also tested on small and large groups, with results showing high feasibility. Based on the research results, this RPG game is considered suitable for use as a learning medium and can be disseminated to help students understand network topology in a more interesting and interactive way.
                                
                             
                         
                     
                    
                                            
                        
                            The Influence of Canva Application Features on The Graphic Design Confidence: A Case Study of College Students 
                        
                        Desinta Nur Rahma; 
Kayla Attya Ramadhani; 
Marcella Corazon; 
Amata Fami; 
Irma Rasita Gloria Bagus                        
                         JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 8 No 1 (2024): Journal of Applied Multimedia and Networking 
                        
                        Publisher : Politeknik Negeri Batam 
                        
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                                    DOI: 10.30871/jamn.v8i1.7684                                
                                                    
                        
                            
                                
                                
                                    
As technology evolves rapidly, opportunities for enhancing skills, such as graphic design, among college students continue to expand. Graphic design plays a crucial role in visually communicating ideas and messages. Canva, a popular graphic design platform, offers a user-friendly interface and diverse design templates, facilitating the creation of compelling graphics. This study aims to investigate the influence of the Canva application on the confidence levels of college students in their graphic design skills. Specifically, this research seeks to identify how Canva contributes to increasing students' confidence in creating graphic designs from the perspectives of interest, effectiveness, and time efficiency. Using a mixed-methods approach, the study employed both a questionnaire and interviews. The questionnaire, consisting of eight questions, collected responses from 67 participants. Additionally, in-depth interviews were conducted with 8 participants to gain further insights. The study finds that Canva significantly boosts graphic design confidence among college students. Its user-friendly interface and diverse templates enable easy creation of professional-quality designs, fostering creativity and skill development. This empowers students to feel more competent and self-assured in their design abilities, highlighting Canva's valuable role in education.
                                
                             
                         
                     
                    
                                            
                        
                            Pembuatan Motion Graphic Penyelenggaraan Tata Naskah Dinas Berdasarkan Peraturan Walikota Batam 
                        
                        Balqis Nabel Fadilla Rusymaidad; 
Agung Riyadi                        
                         JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 8 No 1 (2024): Journal of Applied Multimedia and Networking 
                        
                        Publisher : Politeknik Negeri Batam 
                        
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                                    DOI: 10.30871/jamn.v8i1.7699                                
                                                    
                        
                            
                                
                                
                                    
Penelitian ini membahas tentang pembuatan video motion graphic penyelenggaraan tata naskah dinas berdasarkan peraturan walikota batam. Berdasarkan pengamatan, banyak pegawai yang tidak melaksanakan penyelenggaraan tata naskah dinas sesuai prosedur yang ada di dalam pedoman tata naskah dinas. Faktor usia serta padatnya jadwal dan kesibukan kegiatan membuat pegawai jarang membaca pedoman tata naskah dinas yang mencakup banyak hal. Pembuatan media informasi dengan video motion graphic menjadi cara untuk memfasilitasi pegawai dalam mempelajari penyelenggaraan tata naskah dinas. Proses pengembangan produk menggunakan metode pengembangan Villamil-Molina dengan beberapa tahapan, terdiri dari pengembangan, pra produksi, produksi, pasca produksi, dan distribusi. Pengujian produk video motion graphic menggunakan EPIC model dengan fokus pada empat dimensi, yakni empati, persuasif, dampak, dan komunikasi. Penggunaan EPIC model dalam menguji keefektivitas video memperoleh nilai 4.22 dengan kategori sangat efektif, yang berarti video motion graphic penyelenggaraan tata naskah dinas berdasarkan peraturan walikota batam tersebut sangat efektif sebagai media informasi.
                                
                             
                         
                     
                    
                                            
                        
                            Penerapan Teknik Motion Graphics Pada Video Edukasi Bahaya HIV/AIDS di Puskesmas Hulu Gurung 
                        
                        Heri Kurniawan; 
Moch Farid Fauzi                        
                         JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 8 No 1 (2024): Journal of Applied Multimedia and Networking 
                        
                        Publisher : Politeknik Negeri Batam 
                        
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                                    DOI: 10.30871/jamn.v8i1.7865                                
                                                    
                        
                            
                                
                                
                                    
Efforts to prevent the spread of HIV/AIDS require effective education to the public. One innovative approach to conveying information involves the role of technology and interactive media, such as animation, to improve instruction quality. One of the challenges faced by the Hulu Gurung Community Health Center is increasing public awareness about the prevention and dangers of HIV/AIDS. Conventional extension methods, such as lectures and brochures, are starting to receive less attention from the public. 2D animated videos use motion graphic techniques by applying pre-production, production, and post-production design methods. The research data collection used interviews and direct observation methods at the Hulu Gurung Community Health Center. The results of this video were tested using a questionnaire with testing based on the information and multimedia elements used. The results of the questionnaire are calculated using a Likert Scale. The results of this educational video were implemented on the social media platforms Instagram and YouTube. This research can increase knowledge about making animated videos using motion graphic techniques.
                                
                             
                         
                     
                    
                                            
                        
                            IMAGE ENCRYPTION USING COMBINATION OF CHAOTIC SYSTEM 
                        
                        Festy Winda Sari; 
Ummi Aisha Ibrahim                        
                         JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 8 No 1 (2024): Journal of Applied Multimedia and Networking 
                        
                        Publisher : Politeknik Negeri Batam 
                        
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                                    DOI: 10.30871/jamn.v8i1.7940                                
                                                    
                        
                            
                                
                                
                                    
These days, image encryption relies on chaos-based theory. Encrypting and decrypting images using random sequences is becoming increasingly popular. Accordingly, this study proposes a method of image encryption based on the Logistic Map and Lorenz System. The encryption and decryption process involves permutation and substitution steps. A permutation is performed using the Logistic Map, which is used for leading randomness of pixels through confusion, while the diffusion process is finished using the Lorenz System. Afterwards, the substitution is performed by bitwise-XORing the value. Throughout the permutation process, the value of the original image's red, green, and blue (RGB) channels will be swapped amongst each and then sent to the next stage, i.e., diffusion. The diffusion process involves changing the values of pixels of the original image. The disturbance in plain images will increase when pixel and bit levels are changed, usually called cypher images. A study will evaluate the effectiveness of chaos-based security and the time cost of key processes. Furthermore, we will investigate the relationship between contiguous pixels.
                                
                             
                         
                     
                    
                                            
                        
                            Pengembangan Interactive Virtual Tour 360º Menggunakan Uptale di PT. Schneider Electric Manufacturing Batam 
                        
                        Aditya Pratama; 
Heppy Yugo Prasetiya                        
                         JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 8 No 1 (2024): Journal of Applied Multimedia and Networking 
                        
                        Publisher : Politeknik Negeri Batam 
                        
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                                    DOI: 10.30871/jamn.v8i1.7949                                
                                                    
                        
                            
                                
                                
                                    
PT.Schneider Electric Manufacturing Batam or also known as SEMB has a 360º virtual tour which is quite good by only using 360-based video, there is a note that a virtual tour previously existed but is no longer accessible and the virtual tour still uses old software where on this occasion the development was carried out using a new device and replacing the platform that previously used 3D Vista to become Uptale and using hybrid innovation using photos and videos based on 360° which can provide an updated experience in using the SEMB virtual tour 360º virtual tour research on SEMB PEM will use the Villamil-Molina multimedia development method which has five main process stages in the form of development, pre-production, production, post-production, and delivery. Then the results of the SEMB virtual tour development product will go through the stages of usability analysis to measure how big is the level of usability using the System Usability Scale (SUS) analysis method. The use of SUS analysis has the goal of determining whether the SEMB virtual tour meets the standards or not. This research can be drawn into several conclusions, namely: (1) This SEMB virtual tour development product has a platform update, namely Uptale with the development of interactivity, increasing the number of location points, and increasing video information on certain Hotspots. (2) Based on the analysis using the System Usability Scale method, results that enter the B (Good) range enter the acceptable category with a value of 80
                                
                             
                         
                     
                    
                                            
                        
                            Implementasi Jaringan Dan Uji Kelayakan Fiber To The Home (FTTH) Pada Cluster Rananta 
                        
                        Maidel Fani; 
Dony Octamilanov                        
                         JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 8 No 1 (2024): Journal of Applied Multimedia and Networking 
                        
                        Publisher : Politeknik Negeri Batam 
                        
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                                    DOI: 10.30871/jamn.v8i1.7952                                
                                                    
                        
                            
                                
                                
                                    
Perkembangan jaringan komunikasi disebabkan adanya kebutuhan pengguna untuk dapat terhubung kapanpun dan dimanapun. Modernisasi internet terus meningkatkan bandwidth untuk meningkatkan layanan multimedia, khususnya di perkotaan. Di antara banyaknya transmisi telekomunikasi, fiber optik menjadi pilihan paling baik untuk membangun jaringan telekomunikasi yang andal. Penggelaran jaringan akses fiber optik baru ini menjadi solusi bagi operator telekomunikasi agar kebutuhan pelanggan terpenuhi akan layanan data, suara dan video terintegrasi. Salah satu teknologinya ialah FTTH (Fiber to the Home). Artikel ini menggunakan jaringan konifgurasi FTTH dengan teknologi GPON (Gigabit Capable Passive Optical Network) untuk kawasan perumahan atau pemukiman. Penelitian ini bertujuan untuk menguji kelayakan jaringan dengan mengukur redaman total pada FTTH. Penelitian ini menggunakan metode power link budget dan metode Quality of Service (QoS). Nilai total redaman pada kabel fiber optik memiliki Batasan yang dapat diterima, yaitu sekitar 15-23 dB. Analisis desain dilakukan berdasarkan parameter anggaran dari power link budget sedangkan nilai Quality of Service berada dalam kategori sangat bagus.
                                
                             
                         
                     
                    
                                            
                        
                            Analisis Pengalaman Pengguna Game VR Tower Defence The Rise Of Majapahit Menggunakan Metode User Experience Questionnaire 
                        
                        Handika Putra Ahmad Hibatullah; 
Riwinoto Riwinoto                        
                         JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 8 No 1 (2024): Journal of Applied Multimedia and Networking 
                        
                        Publisher : Politeknik Negeri Batam 
                        
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                                    DOI: 10.30871/jamn.v8i1.7986                                
                                                    
                        
                            
                                
                                
                                    
Tower Defence the Rise of Majapahit Kingdom adalah aplikasi yang membantu pengguna mempelajari memanah dengan akurasi yang tepat menggunakan Virtual Reality sehingga akan lebih imersif dan meningkatkan pengalaman pengunjung, serta menawarkan Edutainment interaktif yang memungkinkan pengunjung untuk bermain, belajar, dan bersenang-senang secara simultan. Virtual Reality adalah teknologi komputer yang menciptakan lingkungan maya yang memungkinkan pengguna untuk berinteraksi dan merasa seolah-olah berada di dalamnya. Penelitian ini bertujuan untuk mengevaluasi permainan VR "Tower Defence the Rise of Majapahit Kingdom" yang berfokus pada tema sejarah Majapahit, khususnya dalam konteks memanah. Virtual Reality memiliki aspek penting yang terkait dengan pengalaman pengguna dan perlu diukur. Pengukuran pengalaman pengguna sangat penting karena dapat mempengaruhi kesuksesan aplikasi. Aspek usability adalah bagian penting dari pengalaman pengguna yang menentukan kapasitas aplikasi untuk menyelesaikan tugas dengan cara yang efisien dan memuaskan pengguna. Karenanya aplikasi VR harus diuji untuk memastikan pengalaman pengguna yang baik dan efektif. User Experience Questionnaire (UEQ) digunakan untuk menguji kemampuan. Berbentuk kuesioner yang terdiri dari 26 pertanyaan yang dinilai berdasarkan skala nilai dari 1 hingga 7. Metode ini membuktikan kualitas aplikasi VR Tower Defence the Rise of Majapahit Kingdom memiliki kualitas yang cukup bagus. Lima elemen menerima skor di atas rata-rata, sedangkan satu elemen berada di bawah rata-rata. Ini disebabkan oleh fakta bahwa aplikasi masih memiliki beberapa kekurangan.