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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 143 Documents
Early Warning System Berbasis Internet Of Things (IOT) pada Daerah Rawan Bencana Banjir di Kota Semarang Sari, Putri Novita; Christanto, Febrian Wahyu
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.v7i2.6503

Abstract

Semarang is a city that often experiences flooding. One of the causes of frequent flooding in Semarang City is land subsidence. The rise in sea water in Semarang is currently reaching 3-5 millimeters per year while land subsidence is reaching 9 cm. Land subsidence in the city is 30 times greater than global sea level rise. This land subsidence causes the city of Semarang to often be hit by floods during high rainfall because the land position on the coast is lower than sea level water. Efforts to anticipate floods include creating an early flood detection system. This flood height detector aims to describe the status of the water level when the water level has reached the maximum level. This flood detection system uses a water level sensor to detect water levels, a NodeMCU ESP8266 to read data and send it via the internet, as well as a buzzer which functions to make a sound when the sensor detects water and has the potential for a flood disaster. The system will work automatically when water hits the sensor by sending flood detection status information via the Blynk application on a smartphone. This technology aims to provide early notification of a flood for public safety. It was found that the average value of user satisfaction reached 75% when testing the prototype results from this study and the accuracy value of prototype testing reached 100%.
PERANCANGAN NETWORK MONITORING SYSTEM (NMS) DAN SYSLOG SERVER MENGGUNAKAN LIBRENMS PADA PT. MAXINDO MITRA SOLUSI Marwan, Marwan; Putra, Jordy Lasmana
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.v7i2.6684

Abstract

The development of the internet has become an important part of modern life and plays a significant role in shaping the current digital world. PT Maxindo Mitra Solusi, as one of the internet service provider companies which of course needs to have a very good infrastructure, monitoring the network conditions requires an application known as the Network Monitoring System (NMS) and a Syslog Server, both of which are essential for monitoring customer network devices such as routers, switches, access points, and servers. The current issue faced by the network administrators is the lack of detailed information, such as CPU load resources and historical logs, on each target device being monitored. This study aims to propose a design of a network monitoring system and Syslog server at PT Maxindo Mitra Solusi. The benefits of this study lie in enhancing the service provided to customer networks by offering regular monitoring and surveillance. LibreNMS is one of the network monitoring system applications based on a Simple Network Management Protocol (SNMP), which quite a lot provides support features for customer network monitoring. One of these support features is Syslog Server, which provides historical log information for each monitored target device. Based on the results of the conducted research, LibreNMS shows potential in delivering an effective monitoring system and assisting network administrators in early troubleshooting of disruptions that may occur in customer networks.
Analisis Efektifitas Iklan Video Pada Studio recording Dottore Menggunakan Pengukuran EPIC Model Supardianto, Supardianto
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.v7i2.6699

Abstract

Video advertisements play a crucial role in promoting services and enhancing the brand awareness of a business, including Dottore Recording Studio. This research aims to analyze the effectiveness of the video advertisements utilized by Dottore in influencing its audience. The development method employed is the Villamil-Mollina design, using the EPIC model as its measurement tool. The examined advertisement video has a duration of 48 seconds and focuses on presenting Dottore Recording Studio as a solution to audio recording challenges. The EPIC rate measurement for this advertisement showed a result of 4.09, indicating its effectiveness, suggesting that the ad successfully achieved its communication objectives and effectively influenced the audience. Analysis using the EPIC model revealed that Dottore's video advertisement managed to capture the audience's attention and interest (empathy), convince them to consider and utilize Dottore Recording Studio's services (persuasion), create a strong impression on the audience (impact), and convey the message clearly and efficiently (communication). These findings affirm that video advertisements with a visual storytelling approach and creative content can be an effective instrument in achieving marketing targets and strengthening brand awareness. The results of this study provide insights and recommendations for Dottore to continuously optimize the use of video advertisements in its marketing strategy.
The Effectiveness of Using Motion Capture and Pose-to-Pose Techniques in Animating Bengkulu Traditional Dance Wijanarko, Andang; Yusa, Mochammad; Hidayatullah, Muhammad Pratama
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.v7i2.6783

Abstract

Animation techniques are evolving in accordance with the times. Motion capture is one of the most popular animation techniques today. The motion capture method has a number of drawbacks. Problems with bodily mobility, in particular, that are not captured on video. We studied how to use the pose-to-pose technique to solve movement issues in motion capture techniques, as well as how motion capture can produce complexly animated movements, such as those found in traditional Bengkulu dance movements. The research design follows a methodical approach to media production, beginning with pre-production and ending with post-production. The result in this study shows, many traditional Bengkulu dance movements in animated videos that only used motion capture techniques did not match the original movements, particularly those of the wrists, fingers, thighs, and knees, according to the results of a twenty-person experiment. On the other hand, respondents believe that animated videos using motion capture and pose-to-pose techniques are the same as the original movements. This means that motion capture and pose-to-pose techniques work better for creating traditional Bengkulu dance movements.
Analisis Film Animasi dalam Game Valorant: Tinjauan Pustaka sistematis Aisyah, Inas Hana
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.v7i2.6806

Abstract

This article aims to detail the role and impact of animated films in games, specifically in the game Valorant, with the aim of providing valuable insights for players, developers and practitioners in the industry. Through a systematic literature review approach, this research reveals that cinematic elements have a central role in creating a compelling and powerful game experience. The careful integration of cinematic elements and gameplay in modern FPS games, such as Valorant, has achieved a high level of aesthetic and visually appealing quality, significantly impacting the player experience. The implications of these findings not only enrich the literature studies in the field of animation and games, but also provide valuable insights for game developers in improving the visual and narrative aspects of their games. Furthermore, a deeper understanding of the correlation between animated movies and games may pave the way for the development of comprehensive and engaging FPS games in the future.
Sistem Informasi Manajemen Praktek Kerja Lapangan Berbasis Website Studi Kasus SMK Ma'arif Kota Batam Nelmiawati, Nelmiawati
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.v7i2.6913

Abstract

SMK Ma'arif Kota Batam adalah sekolah kejuruan yang saat ini menjalankan program Praktek Kerja Lapangan (PKL). PKL menjadi salah satu persyaratan utama dalam menyelesaikan proses pendidikan yang dijalankan oleh siswa/i kelas tiga setiap tahunnya. Pelaksanaan mekanisme PKL pada SMK Ma'arif Kota Batam masih menggunakan sistem konvensional, dimana siswa/i datang ke sekolah untuk memenuhi semua administrasi yang berkaitan dengan PKL. Dengan begitu, terdapat beberapa hambatan dalam hal koordinasi antara pihak sekolah dan pihak industri, terutama pada saat melaksanakan pengawasan selama siswa/i menjalankan PKL. Berdasarkan permasalahan tersebut, penelitian ini membangun Sistem Informasi Manajemen Praktek Kerja Lapangan Berbasis Website atau E-PKL yang dibutuhkan guna menyelesaikan permasalahan tersebut. Beberapa fitur yang tersedia seperti: pengajuan surat permohonan PKL, mencetak surat permohonan PKL, melengkapi presensi, log book dan laporan mingguan, mencetak surat penarikan PKL, serta laporan untuk penarikan data dari laporan PKL dalam format (.pdf) sehingga menjadikan pengelolaan dan pengawasan pelaksanaan PKL dalam satu sistem yang terpusat. Dalam metode pengembangan sistem menggunakan metode Personal Extreme Programming (PXP) yang diimplementasikan oleh pengembang perangkat lunak tunggal serta pengujian sistem mendapatkan hasil bahwa kebutuhan fungsional 100% valid menggunakan metode black box testing. Dengan demikian, sistem beroperasi dengan lancar dan dapat digunakan dengan baik.
Pemanfaatan Augmented Reality Untuk Mengenal Makanan Nusantara Adzanisya, Aliya; Ayuni, Najmi Dinda; Reginawati, Putri; Nurjanah, Unuy; Permatasari, Intan
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 8 No 1 (2024): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v8i1.6922

Abstract

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.
Analisis Efektivitas Customer First Quality First Approach Pada Training Quality Dojo Dengan Metode Quasi Eksperimen One Group Pretest Posttest Design: Analisis Efektivitas Customer First Quality First Approach Pada Training Quality Dojo Dengan Metode Quasi Eksperimen One Group Pretest Posttest Design Al Muhandis, Muhammad Ayasy; Riyadi, Agung
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.v7i2.6931

Abstract

Salah satu Training yang dilakukan di PT. Panasonic Industrial Devices batam yaitu Training Quality Dojo. Training ini bertujuan menyampaikan kepada karyawan supaya meningkatkan kualitas dan kuantitas dalam produktivitas serta untuk menghindari terjadinya kecelakaan kerja. Adanya kenaikan jabatan karyawan sebagai leader atau diatasnya sehingga diwajibkan untuk mengikuti Training Quality Dojo. Alhasil Training Quality Dojo cukup sering dilakukan dalam waktu dua kali dalam seminggu dan banyak memakan waktu dengan proses penyampaian materi sebelumnya masih dilakukan dengan menggunakan metode presentasi sehingga trainer menjelaskan materi secara satu persatu melalui powerpoint. Hal ini cukup dirasa kurang efektif sehingga dijadikanlah sebuah media informasi yang menarik dalam segi penyampaian materi yaitu motion grafis. Penyajian materi dalam bentuk motion graphic dapat lebih mudah untuk dipahami dan diilustrasikan melalui gambar dan suara sehingga tampilan lebih menarik, efektif serta dapat memperkuat dari materi yang disampaikan. Terdapat lima tahapan metode Villamil Molina yaitu development, preproduction, production, postproduction, dan delivery yang digunakan dalam pembuatan produk motion graphic. Selanjutnya, analisis produk dilakukan dengan menggunakan metode Quasi Eksperimen One Group Pretest Posttest Design metode ini bertujuan untuk mengetahui seberapa efektif materi yang disampaikan dalam bentuk animasi motion graphic untuk mengukur tingkat pemahaman responden dengan menggunakan Uji Paired Sample T-Test. Hasil dari penelitian ini berupa video motion graphic yang berisi tentang Training Quality Dojo dengan format Mp4, hasil dari analisis berdasarkan rumus Uji-t sampel menghasilkan nilai 6,211(thitung) > 2,45(ttabel) sehingga hipotesis penelitian Ho ditolak dan Ha diterima berdasarkan hasil uji Paired Sample T-Test sebesar 0.00 yang kurang dari tingkat signifikansi 0,05. Hal ini menunjukkan bahwa pemahaman materi responden meningkat secara rata-rata. Oleh karena itu, Training Quality Dojo dengan motion grafis sangat efektif untuk diterapkan.
Pembuatan Aplikasi Augmented Reality Terkait Bisnis Pelayanan Infrastruktur PT. PLN Batam Nurdiansyah, Dian; Riyadi, Agung
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.v7i2.6932

Abstract

The use of Augmented Reality (AR) technology in promoting the infrastructure service business of PLN Batam will provide a more interactive and enjoyable experience for the community. However, many infrastructure service companies have not yet utilized this technology to promote their business. Therefore, this research aims to develop an augmented reality application related to the infrastructure service business of PT. PLN Batam using the waterfall research methodology on the Unity platform. The research will be conducted in stages following the waterfall methodology, starting from user needs analysis to application testing. The development of this AR application will utilize the Unity platform as the application development tool and also utilize Vuforia as a plugin for detecting target markers. The results of this research are expected to provide a solution for PT. PLN Batam to utilize AR technology in promoting their business, introducing the company to the community, and strengthening its reputation as a trusted and professional infrastructure service provider.
Potret Netnografi Masyarakat Terhadap Video Branding Majesty Group Sembiring, Evaliata Br; Diana, Asna
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.v7i2.7064

Abstract

Majesty Group is a parent company that has evolved in various business fields, especially in Batam City, and wants to build assets to be developed so that they can be known by the public. Company branding is very important, especially in today's digital age. Therefore, in this study, branding was made in the form of a Company Profile video. This study applies the R n D approach, namely making branding videos using the production stages on Villamil-Mollina and analyzing the influence of video in introducing the company with the Netnography approach. The result of the study was an increase in the percentage of public recognition of Majesty Group by 79.2%. Meanwhile, the introduction of the company based on Youtube data through the number of likes, views, and comments based on 4 features, including: Summary, Reach, Interaction and Audience, obtained an engagement rate reaching 4.0%. This indicates that the video as a company branding has a "High" value so that the resulting product has an influence in introducing the company.

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