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Jurnal of Applied Multimedia and Networking
ISSN : -     EISSN : 25486853     DOI : -
Journal of Applied Multimedia and Networking (JAMN) is a journal published by Study Program of Multimedia and Networking, Politeknik Negeri Batam. The JAMN is issued 2 times a year in electronic form. The electronic pdf version is accessible on the internet free of charge. We encourage all interested contributors to submit their work for consideration. e-ISSN: 2548-6853
Articles 12 Documents
Search results for , issue "Vol 9 No 1 (2025): Journal of Applied Multimedia and Networking" : 12 Documents clear
Strategi Perancangan Dan Penerapan Konten Instagram @Helloskinhouse Untuk Meningkatkan Engagement Nasrullah, Muchamad Fajri amirul; Sari, Nurmala
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 9 No 1 (2025): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v9i1.9786

Abstract

The growth of the beauty industry in Batam demands business owners, such as Hello Skin, implement effective digital marketing strategies, particularly through the Instagram social media platform. This study aims to design and implement a content marketing strategy for the Instagram account @helloskinhouse to enhance customer engagement. The development method used is design thinking, comprising five stages, empathize, define, ideate, prototype, and test. Data were collected through observations, interviews, and the distribution of questionnaires to 202 respondents, who are followers of @helloskinhouse. The results of the study indicate that the implementation of the content marketing strategy, which includes a variety of content types, persuasive copywriting, appealing visuals, the use of relevant hashtags, and optimal posting times, significantly increased audience interactions by 2,500%. The content marketing index reached 86.20%, and customer engagement achieved 87.22%, both of which are categorized as excellent. Simple linear regression and partial tests (t-tests) demonstrated that content marketing has a positive and significant effect on customer engagement (significance value < 0.05). Thus, a well-structured content marketing strategy has been proven effective in increasing audience engagement and building brand trust on the @helloskinhouse Instagram account amid the competitive beauty industry.
dalam, pada Peran Komik Strip “Proyek Molor” dalam Strategi Pemasaran Digital pada Perusahaan GoCement Susandi, Natasha Audrey; Nuryadi
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 9 No 1 (2025): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v9i1.9885

Abstract

The digital revolution has completely changed the way companies approach marketing, especially in industries such as construction that have traditionally relied on conventional methods. Since then, comic strips have been seen as an effective medium to build brand identity and connect with audiences. Their unique combination of visuals and storytelling cuts through the noise of digital content, making complex topics accessible and memorable. This study examines how GoCement, as a progressive construction platform, has integrated comic strips into its digital marketing strategy. Using Robin Landa's structured design approach, a five-stage process (orientation, analysis, conception, design and implementation) was used to create a comic strip that aligns with GoCement's brand values. The goal of the project was to increase engagement, with audiences not only interacting more frequently but also retaining brand messages for longer. Insights from this project show how a comic titled “Project Molor” can remind and educate readers how to use the GoCement app to avoid mistakes. This approach offers a way to balance education, promotion and entertainment, creating specialized content that appeals to both experts and newcomers. This strategy highlights the growing importance of creative visual storytelling in B2B marketing, where standing out and being remembered is just as important as consumer-facing campaigns.
Penerapan Metode Pose to Pose dalam Film Animasi 3D Edukasi Nura Sang Cahaya Harapan Mubarok, Muhamad Husni; Nugroho, Fresy; Hasanah, Novrindah Alvi
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 9 No 1 (2025): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v9i1.9887

Abstract

This research aims to develop an educational 3D animation film titled "Nura the Light of Hope" by applying the Pose to Pose method as the main technique in character animation. The story focuses on the main character, Nura, a humble old lamp, which teaches moral values such as gratitude, humility, and the importance of appreciating differences. The animation production process is divided into three main stages, namely pre-production (script writing, character design, and storyboard), production (modeling, texturing, rigging, animating, rendering), and post-production (final rendering, dubbing, and editing). The results obtained show that the use of the Pose to Pose method is able to create expressive character movements and in accordance with the emotions of the story, thus supporting the delivery of educational messages effectively to children aged 7-12 years. This movie is expected to be an alternative learning media that is interesting and meaningful in the context of children's education in the digital era.
Visualisasi 3D Exterior Masjid Penyengat maria, Maria; Apriliaca , Vinchica
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 9 No 1 (2025): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v9i1.10009

Abstract

The Sultan Riau Grand Mosque, also known as the Penyengat Mosque, is an important landmark due to its historical architectural details and symbol of the grandeur of the Islamic kingdom in Riau-Lingga. The grand imam of the mosque stated that, although it can be used as a religious and historical tourist destination. Therefore, the author plans to create a 3D visualisation of the mosque's exterior by employing the multimedia development life cycle (MDLC) method and conducting qualitative analysis with experts to ensure that the visualisation closely resembles the original. The process of creating the 3D visualisation of the Penyengat Mosque focused on important parts, such as the dome, minarets, and distinctive mosque decorations. The results of the study based on qualitative analysis indicate that the 3D visualisation of the exterior of the Penyengat Mosque is an accurate representation of the original structure, including architectural details and realistic textures that reflect the original building, although there are minor differences in the floor area.
Analisis Teknik Facial Expression oleh Animator 3D: Studi Kasus Proyek Animasi X Rahmi, Anis; Taufiqurrahman, Adhitya
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 9 No 1 (2025): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v9i1.10013

Abstract

The rapid development of 3D animation highlights the importance of realistic facial expressions for non-verbal communication and narrative emotion, making it necessary to research urgent shot handling techniques on relevant facial expressions. However, the production is often hampered due to technical challenges, such as the X Animation Project at PT Kinema Systrans requires special handling related to urgent shot handling techniques that require detailed notes and uniformity of facial expression handling by animators. This research uses an art-based research method with a qualitative approach that analyzes the results of urgent shot notes on the facial rig model free character Mr. Vincent. Based on the findings of the urgent shot notes, there are various terms that need to be addressed in facial expression problems. These notes indicate specific areas that need to be improved in the workflow of making facial expressions.
Video Edukasi Animasi 2d Tentang Pemilu 2024 Untuk Perum Lkbn Antara Biro Kepulauan Riau Chantiequ, Angiela; Kanistren, Aragani Timur
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 9 No 1 (2025): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v9i1.10107

Abstract

First-time voters play a significant role in the 2024 elections in Batam City, necessitating engaging and accessible information media to enhance audience engagement. Therefore, a 2D animated educational video was developed as a platform for socialization and disseminated through digital platforms. The design method used was the Multimedia Development Life Cycle (MDLC), which consists of six main stages: Concept, Design, Material Collection, Assembly, Testing, and Distribution. Testing was conducted using the EPIC Model, which encompasses four aspects: Empathy, Persuasion, Impact, and Communication. The 2D animated video proved effective in educating first-time voters in Batam about the 2024 elections, combining visual elements and narrative information to reinforce the message.
Analisis Penambahan Efek Partikel dan Suara yang Indah dan Bervariasi Untuk Meningkatkan Pengalaman Pemain Pada "Game VR Mahakarya” Adivka, Muhammad Diffgi; Riwinoto, Riwinoto
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 9 No 1 (2025): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v9i1.10171

Abstract

Virtual Reality (VR) technology has brought significant changes to the gaming industry, offering more interactive and immersive experiences. The integration of precise audio-visual elements can further enrich these experiences. While previous studies have examined audio-visual elements in VR games, most have not specifically addressed the impact of particle effects and sound in enhancing player immersion. Therefore, this study incorporates varied particle and sound effects to explore their influence on player immersion in the "Mahakarya VR Game." The research employs a qualitative method, including semi-structured interviews, participatory observation, and thematic analysis to explore players’ subjective experiences. The findings indicate that the addition of varied particle effects, such as crystal glows and visual explosions, along with responsive sound design, can significantly enhance player immersion and overall gameplay satisfaction. This study provides recommendations for VR game developers to more effectively integrate multimedia elements to create more engaging gaming experiences.
Pembuatan Animasi 2D "Nampak Gonggong" sebagai Media Pengenalan Batik Gonggong Janah, Nurul; Lumombo, Laura; Cahyono, Yusuf Rizky Nur
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 9 No 1 (2025): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v9i1.10230

Abstract

This research aims to introduce and preserve gonggong batik as one of the local cultural heritages of the Riau Islands through 2D animation media. The problem raised is the declining interest of the younger generation in gonggong batik, which is caused by a lack of promotion and understanding of its cultural value. This research uses a creative method, starting from visual observation of gonggong batik motifs and collecting related literature data. The production process includes pre-production stages (idea formulation, script writing, storyboarding, character design, and batik design), production (visual asset creation, rigging, animation with cut-out animation techniques, and adding visual effects), to post-production (compositing, editing, color correction, and adding audio). The final result is a 1 minute 14 second animated trailer video in Full HD resolution published on YouTube. Through 2D animation media that combines visual power and storytelling, this work is expected to be an interesting educational tool and support efforts to preserve gonggong batik, as well as contribute to the development of local cultural promotional media.
Evaluasi User Experience Game Aaron Lost in the Jungle Menggunakan Metode Game Experience Questionnaire (GEQ) Muhammad Iffaturrahman; Purnamasari, Dwi Amalia
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 9 No 1 (2025): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v9i1.10242

Abstract

User experience is a crucial indicator in triggering the quality of interaction in digital games. This study aims to provide user experience in the game Aaron Lost in the Jungle using the Game Experience Questionnaire (GEQ) method. The GEQ instrument consists of four modules: the Core Module, the In-game Module, the Post-game Module, and the Social Presence Module. However, due to the single-player nature of the game, the Social Presence module was not implemented in this study. This study uses a quantitative descriptive approach, with data collection through a questionnaire and structured observations of 30 participants who have completed the game. Analysis was conducted on the mean and standard deviation of each experience dimension measured by each GEQ module. The analysis results show that the Tension/Annoyance dimension (3.250) and Negative Experience (2.961) obtained the highest scores, while Flow consistently showed the lowest scores across the two modules, namely 2.540 and 2.300. These findings indicate that although the game successfully elicits emotional engagement, there are still obstacles in building an optimal gaming experience. Several factors are thought to have contributed to this, including the lack of interactive tutorials, linear level design, and a lack of narrative elements. Therefore, further development focused on improving the instructional aspects and storyline is recommended to enhance the overall user experience.
Animasi Aset Permainan “Safe Space” Sebagai Edukasi Pencegahan Kekerasan Terhadap Anak Rizkika, Septiana; Santika, Khofifah Rahardiyah; Prasetya, Happy Yugo
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 9 No 1 (2025): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v9i1.10265

Abstract

Violence against children remains a serious issue that continues to occur in many environments. Unfortunately, there is still a lack of effective visual educational media that help children recognize signs of danger or unsafe situations. Children need learning tools that are engaging, easy to understand, and appropriate for their developmental stage. Therefore, this study focuses on the design and development of two-dimensional animation assets for an educational game titled “Safe Space” as a medium for educating children about violence prevention. This research employs a product creation method, emphasizing the visual design and 2D animation production processes that support the game's content. The stages in this method include observation, concept formulation, character and environment design, and animation production. The process is divided into pre-production, production, and post-production phases, which involve client brainstorming in pre-production, creation of 2D vector assets and animation using the cut-out technique during production, and rendering in post-production for game implementation. The final result of this project includes animated movements such as idle, jump, run, walk, slide, and fall, rendered as image sequences to be used as assets in the “Safe Space” educational game. These animations were created using the cut-out technique with the aid of Adobe Illustrator and Adobe After Effects. It is expected that the resulting animation will serve as an interactive and informative educational tool, helping children better understand preventive actions against violence.

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