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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 133 Documents
ANALISIS DESAIN VIDEO COMPANY PROFILE TAX CENTER APLIKASI BANTU PAJAK DENGAN STRATEGI VISUAL STORYTELLING Supardianto Supardianto; Lintang Fitriani Pamungkas
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 7 No 1 (2023): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v7i1.5341

Abstract

Bantu Pajak atau E-Filing merupakan salah satu aplikasi yang dibuat oleh unit usaha Polibatam Software Team. Perusahaan ini bergerak dalam bidang software. Bantu Pajak adalah aplikasi untuk melakukan simulasi pelaporan SPT yang dibuat persis dengan milik DJP dengan tujuan edukasi. Penelitian ini bertujuan untuk mengetahui efektivitas dari video company profile sekaligus branding yang menggunakan strategi visual storytelling untuk mengetahui apakah calon pengguna/masyarakat memahami apa yang disampaikan oleh perusahaan melalui video. Dalam penelitian ini metode yang digunakan adalah metode 4D. Penelitian 4D terdiri dari empat komponen pokok yang juga menunjukkan langkah, yaitu: define, design, development, dan disseminate. Jenis data yang digunakan pada penelitian ini bersifat kuantitatif. Teknik pengumpulan yang dilakukan pada penelitian ini menggunakan data dokumentasi, dan kuesioner. Teknik analisis data yang peneliti gunakan dalam penelitian ini adalah pendekatan deskriptif. Pendekatan deskriptif ditujukan untuk mengetaui tanggapan audiens dan expert mengenai pembuatan video company profile apakah sudah layak untuk dijadikan media promosi. Setelah mendapatkan hasil dari analisis table sederhana dan skor rataan. Untuk mengetahui apakah video company profile efektif atau tidaknya kita akan menghitung ulang dengan menggunakan EPIC rate.
PEMBUATAN VIDEO LIVE SHOOT PENGENALAN PRODI TEKNIK MULTIMEDIA DAN JARINGAN POLIBATAM Arta Uly Siahaan; Puspoadi Nugroho Pratama
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 7 No 1 (2023): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v7i1.5367

Abstract

Batam State Polytechnic is one of the public educational institutions inBatam, Riau Islands. It has several departments and study programs. One ofthem is the Informatics Engineering Department, which consists ofInformatics Engineering, Multimedia and Networking, Animation, and CyberSecurity Engineering. However, based on a 2017 survey by IndonesianCareer Center Network (ICCN), 85% of students choose the wrong major. Toovercome this problem, "Video Introduction to Polibatam Multimedia andNetwork Study Program using Live Shoot Method" was made. This video isanalyzed through 3 stages, Content Reviewers, Multimedia Reviewers andTesting to the Target Audience. Content Reviewers to assess aspects of videocontent, multimedia reviewers assess visual and audio aspects, while testingto the target audience assess visual, audio, content, language and writingaspects. The results obtained through testing to the target audience, the visualaspect were 85% this video is attractive and the quality of the images is goodto see. The audio aspect is 84.3%, meaning that the audio is audible by theaudience, and is comfortable to listen to. The content aspect, 88%, meaningthat the content of this video provides new knowledge about the studyprogram and the information can be understood properly. In the aspect oflanguage and writing, 85.3%, which means that the subtitles are appropriateand readable, articulation in conveying information is clear andunderstandable.
Optimalisasi Aplikasi VR Mahakarya Vokasi Land Menggunakan Teknik Level of Detail (LOD) Riwinoto Riwinoto; Cikal Lisandi Putra
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 7 No 1 (2023): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v7i1.5681

Abstract

The development of the VR exhibition application for mahakarya vokasi Land using Level of Detail (LOD) is the focus of this research. LOD allows for adjusting the detail of 3D objects based on the user's viewing distance, reducing computational load, and improving application performance. LOD Groups are used to categorize objects based on complexity levels and dynamically adjust the level of detail. The research results indicate that the use of LOD successfully increased FPS by 284% and reduced memory usage in several important parameters such as setPass Calls, draw calls, batches, triangles, vertices, used textures, render textures, and shadow casters. Although some parameters did not show a significant improvement in FPS, it is important to monitor and optimize them. The use of LOD can be an effective strategy to improve the performance of VR exhibition applications by reducing rendering and memory load, creating a smoother and more responsive VR experience
PEMBUATAN DESAIN KARAKTER ANIMASI 2D “TERJEBAK HOAKS” DALAM BENTUK VEKTOR Umi Kalsum Nasution; Muchamad Fajri Amirul Nasrullah; Sandi Prasetyaningsih; Anis Rahmi
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 7 No 1 (2023): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v7i1.5748

Abstract

Traditional 2D animation is time-consuming and costly, but technological developments have brought innovations in 2D animation creation through digitization. Vector-based 2D animation uses computer software and utilizes vector-based images to produce smooth animation. The advantages of vector-based 2D animation are the flexibility in character changes and editing, as well as the ability to reuse vector images that have already been created. This saves animation production time and costs and speeds up the production process through rigging and tweening techniques. The character design production process of the 2D animation "Terjebak Hoaks" uses Christopher Jones' design process method and applies the basic concept, size, and variation of Tom Bancroft's character design method. Each character has a different shape, size, and pose, reflecting different characteristics. The final results of this research are three 2D animated character designs in vector form that will become characters and mediums in driving the plot of the animated story "Terjebak Hoaks".
ANALISIS EFEKTIVITAS VIDEO HSE INDUCTION BERBASIS MOTION GRAPHIC PADA PEKERJA DI PT. WASCO ENGINEERING INDONESIA Sonia Tasha Camilla; Fadli Suandi
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 7 No 1 (2023): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v7i1.5771

Abstract

This study discusses making video motion graphics for HSE induction at PT Wasco Engineering Indonesia. Usually, HSE induction delivery is carried out through presentation of material by trainers through presentation slides. However, an idea arose to create a new media that is more effective and keeps up with technological developments in the multimedia field, namely video motion graphics. This research is in the manufacturing process using the Villamil-Molina development method which has several stages including development, preproduction, production, post production and delivery. To analyze the effectiveness of video motion graphics, the EPIC model is used with four dimensions, namely empathy, persuasion, impact, and communication. The results of the analysis using the EPIC model show a value of 4.03, which indicates that video motion graphics are considered effective for HSE induction activities at PT Wasco Engineering Indonesia.
Analisis Penerimaan Terhadap Augmented Reality Dalam Desain Kapal Menggunakan Technology Acceptance Model (TAM) agung leo arsyad; Riwinoto Riwinoto
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 7 No 1 (2023): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v7i1.5775

Abstract

Perkembangan teknologi digital menuntut semua sektor untuk ikut menghadapinya, termasuk bidang perkapalan. Ini menciptakan peluang untuk inovasi dalam penggunaan teknologi augmented reality. Untuk itu perlu dilakukan penelitian untuk mengetahui penerimaan penggunaan teknologi augmented reality pada desain kapal. Penelitian ini menggunakan metode TAM untuk melihat penerimaan teknologi augmented reality pada aplikasi AR Kapal melalui 4 variabel yaitu persepsi kemudahan, kemanfaatan, sikap dalam menggunakan dan niat untuk menggunakan. Responden penelitian ini adalah mahasiswa Program Studi Teknik Konstruksi Kapal Politeknik Negeri Batam. Hasil dari penelitian ini menunjukan bahwa penggunaan augmented reality pada aplikasi AR Kapal memiliki penerimaan yang positif yang memiliki nilai yang sangat baik pada aspek kemudahan, kemanfaatan serta sikap dalam menggunakan, meskipun niat untuk menggunakan masih berada di bawah aspek lainnya yaitu dengan nilai baik. Promosi, penyesuaian dengan kebutuhan, serta peningkatan pengetahuan tentang augmented reality dinilai dapat meningkatkan adopsi penggunaan augmented reality pada bidang desain kapal.
Pengembangan Media Edukasi Melalui Model ADDIE (Motion Graphic Tata Cara Pembayaran PBB di Kantor BAPENDA Kota Batam) Evaliata Br Sembiring; Novia Sukma
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 7 No 1 (2023): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v7i1.6027

Abstract

Since the Covid-19 pandemic, the role of technology has increased, especially in the dissemination of information, educational media, and activities in other forms of digitalization. Along with this, public services also need to be continuously improved. One of the government services of the Batam City Regional Revenue Agency related to the PBB payment method at the Batam City BAPENDA office still needs to be improved, especially for problems in payments. One of the digital media that can be used for this problem is educational media for the public in the form of motion graphics. The development of educational media applies the ADDIE model. The results showed that there was an increase in public knowledge of PBB payments by 28%. Assessment based on perception, learning and product performance, obtained 98.88%, which means the product can be used as an educational medium for PBB payment procedures, especially at the BAPENDA office in Batam.
Sistem Informasi Penghasilan Pegawai Pada KPU Bea dan Cuka Tipe B Batam Muhammad Ricky
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 7 No 2 (2023): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v7i2.5967

Abstract

Belum adanya database yang menyimpan keseluruhan data penghasilan pegawai pada KPU Bea dan Cukai Tipe B Batam dan belum adanya sistem informasi yang dapat diakses oleh pegawai mengakibatkan para pegawai kesulitan untuk mengetahui rincian penghasilan yang didapat setiap bulannya. Serta belum adanya sistem pengajuan penggantian biaya perjalanan dinas membuat pegawai tidak bisa memonitor proses dan mengecek rincian pembayaran biaya perjalanan dinas. Hal ini berakibat pada banyak pegawai yang bertanya kepada bagian keuangan meminta informasi rincian penghasilan, proses pembayaran biaya perjalanan dinas atau meminta surat keterangan penghasilan. Keadaan ini tentu menambah volume pekerjaan pegawai di bagian keuangan sehingga dapat menghambat pekerjaan yang lain. Sebagai solusi untuk mengatasi permasalahan yang ada serta untuk meningkatkan transparansi dan akuntabilitas keuangan, peneliti mengembangkan sistem dengan metode Prototype yang dapat memberi akses kepada pegawai mengenai informasi rincian penghasilan dan proses pembayaran biaya perjalanan dinas dengan keberhasilan fungsional sebesar 100% pada pengujian blackbox.
VIDEO ADVERTORIAL EKSOTIS KEPRI DI BATAM TELEVISI “DESTINASI WISATA PATUNG SERIBU WAJAH TANJUNGPINANG” MENGGUNAKAN METODE EPIC MODEL Adi Baitul Yusri Arif; Satria Bayu Aji
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 7 No 2 (2023): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v7i2.6054

Abstract

The progress of society demands continuous human growth in various fields. Video is one of the media currently favored by the general public. Video advertorial is a form of advertisement that subtly persuades viewers through editorial language. Riau Islands have many unique and beautiful tourist destinations, one of which is the Thousand Faces Statue Tourism in Tanjungpinang, which is still relatively less visited by the broader public. The Thousand Faces Statue Tourism features hundreds of statues that showcase different appearances and personalities. The good and bad traits of humans can be reflected through the facial expressions carved on the statues. The stages of planning a video advertorial consist of pre-production, production, and post-production stages. The output of this design is a video advertorial of Thousand Faces Statue Tourism, which will be broadcasted on the Exotic Kepri program on Batam TV. The data collection method in this design uses a combination of qualitative and quantitative methods. Qualitative methods include observation and interviews, while quantitative methods involve surveys in the form of questionnaires. Data analysis involves the Epic Model analysis (Empathy, Persuasion, Impact, Communication) and the survey results.
Bahasa Inggris Yudo Bismo Utomo; Afif NurKholis; Putri Nur Rahayu
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 7 No 2 (2023): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v7i2.6066

Abstract

This research takes the theme of the importance of interactive digital multimedia education on the impact of Tiktok social media on children. This is due to the lack of parental supervision in the use of smartphones during online learning which makes children addicted to the use of social media, especially Tiktok. Even though the pandemic has subsided and all school activities have returned offline, it seems that children are still addicted to Tiktok. If the problem is not addressed immediately, it makes children see more entertainment content on Tiktok than listening to the lessons delivered by their teachers. The purpose of this study is to create interactive digital multimedia to educate parents and children in using TikTok social media and the impact on children's health and character. Thus, parents can increase supervision of their children. The method used in this study uses the Multimedia Development Life Cycle (MDLC) method. MDLC has stages including: concept, material collection, design, implementation, and testing. The tools used in making interactive digital media in this study used Adobe Premiere and Adobe After Effect. The result of this study is that this interactive animated film can display visualizations of the impact of TikTok social media caused, both positive and negative impacts. From the effectiveness test conducted, it can be concluded that interactive digital multimedia passed the test with a percentage of 83% with a Strongly Agree (SS) scale.

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