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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 154 Documents
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.
Analisis Perancangan Video Promosi Koran Digital Batam Pos: Case Study Menggunakan Metode Design Thinking Nurani H, Tia Cahya; Amadia, Rini
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.v9i1.10572

Abstract

In terms of news delivery, especially after the Covid-19 pandemic, the transition from print media to digital media has accelerated, just as Batam Pos must be prepared to face various challenges in the digital realm. One solution implemented by Batam Pos is to shift the medium of news delivery from a print newspaper to a digital newspaper. Although it has been running since the end of 2023, many people are still unaware that the Batam Pos print newspaper can be accessed digitally. As of January 2025, the total number of digital newspaper subscribers for Batam Pos is only 60, with a target of 2500 subscribers to be achieved by the end of 2025. Therefore, this research was conducted to promote the Batam Pos digital newspaper to the public using the design thinking method. This research uses a quantitative approach with validation testing by the content production manager of Batam Pos, followed by testing using the Single Ease Question (SEQ) method on 100 respondents. The evaluation results show an SEQ score of 4.06, which falls into the good/successful category. This research concludes that the designed promotional video is able to meet the information needs of potential customers regarding the subscription process and benefits and has the potential to increase the number of Batam Pos digital newspaper subscribers.
Optimasi Kualitas Animasi “Generate” melalui Video Referensi Menggunakan Metode Pose to Pose Zega, Selly Artaty; T. Deepa
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.v9i1.10578

Abstract

This study aims to optimize the quality of the 3D animated short film “Generate” by applying the pose-to-pose animation method supported by the effective use of reference videos. Previously, the animation was done using the straight-ahead technique, which was considered ineffective in highlighting key poses, timing, and arcs. Through an experimental qualitative approach, the animation was improved using the pose-to-pose method, which included analyzing reference videos to determine the correct key poses, breakdowns, and in-betweens. The resulting animation was then validated by professional animation practitioners based on aspects of timing, arcs, and overall visual quality. The findings showed a significant improvement in the clarity of the animation, arcs, and character poses. The pose-to-pose method is also considered effective for novice animators because it provides a more structured workflow to support staging and storytelling. However, challenges remain in the ability to accurately understand and apply references, requiring more in-depth training. This study offers a practical framework that can bridge the animation learning process in an academic environment with professional industry standards.
Analisis Perbandingan Render Engine Cycles & Eevee Pada Blender Melalui Metode Quasi- Monte Carlo Untuk Meningkatkan Rendering Di PT. Labtech Penta International Timur Kanistren, Aragani; Liannardie, Muhammad
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 8 No 2 (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.v8i2.7909

Abstract

This research focuses on analyzing the comparison between Cycles and Eevee render engines within the open-source software Blender 3D. The test results will assist PT. Labtech Penta International and users of three-dimensional applications in selecting the appropriate render engine for 3D model projects with still image outputs. The study aims to find configurations between Cycles and Eevee render engines or investigate them using the Quasi-Monte Carlo method, where the values or configurations in the settings of each render engine are tested using multiple samples. In each sample, the values or configurations are randomly adjusted. The measurement parameters for this test use three variables: rendering speed, size of the rendered file output, and image quality of the render result, taking into account the vertices and texture nodes on the 3D object. The results of this study indicate that Eevee outperforms Cycles in terms of rendering speed, while Cycles and Eevee produce similar file sizes in their render outputs. Regarding image quality, the results show that Cycles is superior to Eevee. The research aims to find a solution for rendering at PT. Labtech Penta International with stable and effective configurations.
Analisis Perbandingan Teknik Optimasi Occlusion Culling & LOD Group Pada Game VR Mahakarya Vokasi Dengan Perangkat VR Oculus Quest 2 Kusuma, Anandika Prima Bayu; Riwinoto, Riwinoto
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 8 No 2 (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.v8i2.7985

Abstract

Penelitian ini bertujuan untuk mengoptimalkan kinerja grafis dalam pengembangan game VR Mahakarya Vokasi dengan menggunakan teknik optimasi Occlusion Culling dan Level of Detail Group (LOD). Melalui analisis data menggunakan Profiler dan Profiler Analyzer, penulis menganalisis parameter rendering seperti Setpass Calls, Draw Calls, Batches, Triangles, Vertices, Used Texture, Render Texture, Used Buffers, dan lain-lain. Hasil penelitian menunjukkan bahwa penggunaan teknik optimasi Occlusion Culling dapat signifikan meningkatkan Frame Per Second (FPS) sebesar 13,26%, sementara teknik optimasi LOD tidak memberikan perubahan yang signifikan. Meskipun beberapa parameter tidak menunjukkan perubahan yang signifikan, penting untuk terus memantau dan mengoptimalkan parameter ini untuk menjaga kinerja game secara optimal. Penelitian ini memberikan panduan yang jelas bagi pengembang game VR dengan gameplay adventure dalam memilih teknik optimasi yang tepat untuk menciptakan pengalaman pengguna yang lebih stabil dan responsif.
Rancang Bangun Sistem Informasi Aset Manajemen Berbasis Web Di PT Feen Marine Abdi, Arie Kurnia; Idris, Muhammad
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 8 No 2 (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.v8i2.8012

Abstract

Pembuatan sistem informasi manajemen aset yang dapat menunjukkan bagaimana seluruh aset dikelola merupakan tujuan dari penelitian ini. Penelitian ini dilatarbelakangi oleh PT Feen Marine yang memerlukan suatu sistem informasi yang dapat menyampaikan informasi aset dengan cepat dan tepat. Hal ini disebabkan oleh tidak efisiennya penggunaan Microsoft Excel secara manual dalam memberikan informasi aset. Organisasi juga dapat menangani informasi aset penelitian dengan lebih mudah dengan penggunaan sistem informasi ini. Berdasarkan grafik peringkat persentil SUS, sistem informasi manajemen aset responden memperoleh nilai evaluasi akhir sebesar 81 termasuk nilai A sehingga konsumen dapat menggunakannya dengan mudah. agar pengguna dapat memperoleh layanan informasi yang diperlukan dengan mudah.
Perancangan Dan Analisis Desain Maskot Sebagai Representasi Identitas Visual Bagian Promosi Badan Pengusahaan Batam Rahmadhani Cokrodirjo, Rizki; Suandi, Fadli
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 8 No 2 (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.v8i2.8014

Abstract

Hingga saat ini, kegiatan promosi Badan Pengusahaan Batam (BP Batam) yang dilakukan oleh Bagian Promosi BP Batam belum memiliki maskot resmi yang dapat merepresentasikan identitas visual Promosi BP Batam. Perancangan maskot promosi BP Batam sebagai langkah yang tepat untuk merepresentasikan identitas visual yang kuat dalam meningkatkan investasi dan membangun citra positif instansi kepada masyarakat terutama masyarakat yang bergerak di dunia usaha, baik lokal maupun asing. Maskot Promosi BP Batam terinspirasi dari logo BP Batam yang merupakan seekor burung elang laut yang bernama SI PRIMA sebagai wujud tugas Bagian Promosi BP Batam untuk memberikan pelayanan PRIMA dalam meningkatkan INVESTASI, promosi dan industri kota Batam. Maskot SI PRIMA bergambar burung elang laut jantan dengan memakai baju dinas BP Batam dan dipadupadankan dengan ciri khas adat Melayu. Perancangan maskot menggunakan metode design thinking dan metode kuantitatif deskriptif untuk mengukur tingkat ketercapaian tujuan perancangan dan analisis maskot SI PRIMA sebagai representasi identitas visual Promosi BP Batam. Hasil pengujian user testing pada penelitian ini menunjukkan dari aspek visual dan aspek media bahwa berdasarkan pada skala ketercapaian tujuan perancangan maskot SI PRIMA dalam bentuk 2 dimensi sebagai representasi identitas visual Promosi BP Batam berhasil berada pada tingkat positif atau sangat baik dalam rentang 75,1% - 100%.
Implementasi Efek Warp Stabilizer dalam Pembuatan Video Profil Program Studi Teknik Mesin Muhazzar, Rifki; Prasetyaningsih, Sandi
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 8 No 2 (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.v8i2.8017

Abstract

The instability of video recordings is a common issue that often occurs during recording, especially when using limited equipment or in uncontrolled situations. This problem can become serious when it is not possible to re-record. Therefore, a solution is needed at the video editing stage. One existing solution is using the warp stabilizer effect in Adobe Premiere Pro. Based on research conducted on the profile video of the Mechanical Engineering Study Program, there were 8 recordings that experienced this issue according to the profile video creators. Alpha testing resulted in 6 video recordings being categorized as unstable. Then, beta testing yielded 95.33% in the unstable category, 89.37% in the very unstable category, and 91.36% overall, which means that the implementation of the warp stabilizer is very effective in reducing instability, making the profile video of the Mechanical Engineering Study Program more professional.
Optimasi Level of Detail dan Occlusion Culling dalam Game Aaron Lost in the Jungle Simatupang, Frans Anderson; Amalia Purnamasari, Dwi
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 8 No 2 (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.v8i2.8020

Abstract

This research analyzes the effectiveness of Culling Occlusion optimization techniques andLevel of Detail (LOD) optimization techniques in improving the performance of non-optimized 3D games.optimized. Using quantitative research methods with an experimental approach.experimental approach. Culling Occlusion is a technique that hides objects that are not visible to the player.that are not visible to the player, while LOD is a technique thatLOD is a technique that displays a version of the object with reduced detail based on the distanceThe results show that by using the LOD technique managed to increase the FPS by 107%, while using theOcclusion Culling technique only marginally improved by 19%. This finding indicates that while both techniques are effective in optimizing performance, the LOD technique provides aboth techniques are effective in optimizing performance, the LOD technique provides a more significant improvementmore significant.
Penerapan Metode Design Thinking pada Model Perancangan UI/UX untuk Aplikasi Daur Minyak AlAzhari, Muhamad Roihan; Indrawan, Ricky; Soewardikoen, Didit Widiatmoko; Yunidar, Dandi
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 8 No 2 (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.v8i2.8897

Abstract

The Daur Minyak application is designed as a used cooking oil pick-up service, allowing customers to sell their oil, while the service buys and collects it. The app aims to tackle environmental issues caused by improper disposal of used oil. It provides a sustainable solution by enabling users to sell oil that is no longer safe for cooking, in partnership with PT. MBIO. This study focuses on proposing a UI/UX model for the Daur Minyak application using the design thinking method, which includes five stages: Empathize, Define, Ideate, Prototype, and Testing. The prototype was built using Figma and was tested on 12 respondents. Usability was measured with the System Usability Scale (SUS), where the app received a high score of 90, indicating a positive user experience. This design approach aims to create an intuitive and functional app to support efficient used oil management