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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
Perancangan Video Animasi 3d Iklan Layanan Masyarakat Sebagai Pengenalan Pemilahan Sampah Kepada Masyarakat Kota Mojokerto Maulana Arsaq, Ahmad; Samodra, Joko; Wardani, Nuril Kusuma
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.v8i2.9014

Abstract

The increasing population growth every year results in a number of social problems, one of which is waste management. If permitted, this issue can lead to various problems related to aesthetics, sanitation, health, and the environment. Mojokerto City is one of the cities experiencing an annual increase in waste volume, indicating that the community in Mojokerto has limited knowledge about waste sorting. Therefore, the aim of this research is to design a 3D animated Public Service Advertisement for community service that introduces waste sorting to the people of Mojokerto City, and then to test the results of the design. The Public Service Advertisement is created using 3D animation with the Multimedia Development Life Cycle (MDLC) method, which includes several stages: concept, design, material collecting, assembly, testing, and distribution. This 3D animated Public Service Advertisement has a duration of 2 minutes and 40 seconds, in mp4 format, with a resolution of 1280x720. It is distributed through social media platforms, specifically YouTube. The Public Service Advertisement. has been tested with media experts resulting in 79.44%, Then, it was tested with content experts resulting in 85.67%, and finally, media testing was conducted with the audience, yielding a result of 84.55%. So that this 3D animated Public Service Advertisement can be utilized as an introduction to waste management for the people of Mojokerto City. It is hoped that the presence of this 3D animated community service advertisement will be beneficial to the entire community of Mojokerto City and help reduce improper waste disposal.
Perancangan Animasi 3D Pylo dan Sofie Mengenalkan Cara Berpikir Rasionalisme Satria Putra, Nanda; Istiar Wardhana, Mitra; Fefiana Mustikasari, Bunga; Wardani, Nuril Kusuma
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.v8i2.9015

Abstract

The era of Industry 4.0 integrates technology in physical, biological, and digital dimensions, introducing new complexities into our lives. However, the understanding of philosophy, especially rationalism, is often neglected in media. This study aims to design media that are contemporary and to test the media on audiences. To address this, 3D animation was adopted as a means to introduce the concept of rationalism in an engaging and easily understandable manner. The MDLC (Multimedia Development Life Cycle) method was used in developing the animated film "Pylo and Sofie." The film design process went through six stages: concept, design, material collection, production, testing, and distribution. The film, with a duration of 5 minutes and 19 seconds, was uploaded on YouTube and evaluated by 30 viewers via a Google Form questionnaire distributed through WhatsApp and Discord. The film successfully conveyed the concept of rationalism. Positive responses from viewers, with an average score index of 86.29%, rated it as "Highly Suitable" in the evaluation, indicating the film's success in capturing interest and clearly conveying the concept. The evaluation results confirm that "Pylo and Sofie" is effective as an educational tool to enhance public understanding of the concept of rational thinking.
An Audit Tata Kelola Teknologi Informasi di PT. SMOE Indonesia Menggunakan Framework COBIT 2019 Mouf, Depri Al; Sari, Festy Winda
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.v8i2.9067

Abstract

Information technology governance is an important part of the Company. Every Company that has implemented information technology in its activities must have good IT governance so that the company's business goals can be achieved with optimal utilization of information technology. This study examines the implementation of information technology governance at PT. SMOE Indonesia with the aim of improving information security. In this context, the information technology governance audit uses the COBIT 2019 framework. The audit was conducted to determine the domains and processes that exist at PT. SMOE Indonesia, the domains and processes used are APO13 and DSS05. The audit was conducted to determine the level of capability of each IT process running at PT. SMOE Indonesia
Perancangan Game Visual Novel Sebagai Media Pembelajaran Alternatif Pengenalan Asal Usul Aksara Jawa Pada Gen Z Purwanto, Syaila; Harditama, Marwah Mahayaidha; Prasetya, Miranda Rizky; Ulhaq, Achsanul Khluq Banis Dhiya; Wicaksono, Muhammad Raditya
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 9 No 2 (2025): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The visual novel "Aji Saka and the Origin of Javanese Script" is designed as a digital-based interactive media to introduce local culture, especially the origin of Javanese script, to the younger generation, especially Generation Z. Generation Z is a group that was born and grew up in the digital era with characteristics that are very familiar with technology, social media, and interactive applications, so they have a more effective learning style through digital and visual media. This game was developed using the Multimedia Development Life Cycle (MDLC) method which consists of six systematic stages, from concept to distribution. The final product is an educational interactive media that presents the legend of Aji Saka in the form of an interesting visual and textual narrative. User evaluation shows a significant increase in understanding with an average of 4.538/5 (90%), as well as a positive user experience in terms of usability.
Pembuatan Animasi Aset 3D dalam Film Pendek Gugu si Gonggong Ajaib sebagai Media Promosi UMKM Menggunakan Blender 3D Aqid, Aizudin; indonesia, indonesia
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 9 No 2 (2025): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The development of digital technology opens up new opportunities for Micro, Small, and Medium Enterprises (MSMEs) to increase their competitiveness through 3D animation-based promotional media. This study aims to design and animate 3D assets in the short film "Gugu si Gonggong Ajaib" as a promotional media for MSMEs in the Riau Islands using Blender 3D software. The research method used is a qualitative method with a product design approach, which consists of three main stages, namely pre-production, production, and post-production. In the pre-production stage, story idea development, storyboard creation, character design, and environmental design are carried out. The production stage includes modeling, texturing, rigging, animation, lighting, and rendering of 3D assets. While the post-production stage includes compositing and video editing. The result of the study is a 1 minute 13 second animated video with a resolution of 1920 × 1080 pixels (Full HD), which displays local characters with an attractive visual approach to support MSME product promotion. The application of 3D animation has been proven to increase visual appeal, strengthen product image, and expand the reach of digital promotions. This research is expected to be a reference for MSMEs and digital content creators in utilizing 3D animation as an innovative promotional medium.
PENGARUH KURIKULUM PEMODELAN 3D TERINTEGRASI AI PADA PEMAHAMAN ANAK USIA 10-12 TAHUN DI DIGIKIDZ Tulkadar, Nur Laila; Riwinoto, Riwinoto
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 9 No 2 (2025): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The growing dominance of digital technology presents a significant challenge for the younger generation, who must be well-prepared to face it. Early exposure to digital skills is essential to equip children with the necessary knowledge and capabilities. One such emerging field is 3D modeling, which has seen rapid development in recent years. Through the learning process of 3D modeling, students can enhance their cognitive abilities, creative thinking, and critical problem-solving skills. This study aims to analyze the effectiveness of a 3D modeling curriculum in improving the understanding of children aged 10–12. A comparative approach is used to determine which curriculum demonstrates a higher level of effectiveness. The research employs a mixed-methods approach, combining both qualitative and quantitative data, to obtain more accurate and comprehensive findings.
Media Pembelajaran Interaktif pada Pendidikan Teknik Penerbangan Nurfikri, Aditia; Firmanda, Ardiman
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 9 No 2 (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.v9i2.10428

Abstract

The advancement of Virtual Reality (VR) technology has significantly contributed to the field of education, particularly in vocational learning environments. This study aims to develop and evaluate FLIGHTECH IMMERSION, an interactive learning application based on VR technology integrated with hand tracking, designed to help students explore aircraft components virtually. The application was developed using the Multimedia Development Life Cycle (MDLC) method, consisting of six stages: Concept, Design, Material Collecting, Assembly, Testing, and Distribution. Functional testing was conducted using the black-box testing method, while user evaluation employed a quantitative descriptive approach through a questionnaire distributed to 32 students of the Aircraft Maintenance Engineering Program at Batam State Polytechnic. The results showed an average user satisfaction score of 4.42, classified as "Very Feasible". These findings indicate that FLIGHTECH IMMERSION can serve as an innovative and effective educational medium for immersive learning in the field of aviation technology.
Implementasi Video Company Profile PT. Sanindo Multi Tekno Dengan Gabungan Cinematic Dan Motion Graphics Menggunakan Metode MDLC Nehara, Renetha; Amadia, Rini
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 9 No 2 (2025): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

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Abstract

This study aims to design a company profile video for PT. Sanindo Multi Tekno using the MDLC method with a combination of cinematic and motion graphic techniques. Development was carried out through six stages: Concept, design, material collection, assembly, testing, and distribution. Production involved interviews, storyboarding, material collection, and editing using CapCut Pro and Adobe After Effects. Evaluation was carried out through alpha testing by multimedia experts and validation from the company. Beta testing involved 35 respondents using the AIDA model and brand awareness analysis. The video was distributed through YouTube and Instagram to expand reach and increase the company's brand awareness.
The Analysis of the Effectiveness of SMPIT Tunas Cendekia Profile Videos as Digital Promotion Media: Mixed Method Approach with Epic Model, Qualitative Interviews, and Youtube Analytics Hariadi, Rudi; Yeni
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 9 No 2 (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.v9i2.10508

Abstract

In the era of digital competition, educational institutions are required to adopt innovative and technology-based promotional strategies. This study aims to evaluate the effectiveness of a school profile video of SMPIT Tunas Cendekia as a digital promotional medium to support student enrollment campaigns. A mixed-method approach was applied by integrating the EPIC Model (Empathy, Persuasion, Impact, Communication), qualitative interviews, and YouTube Analytics. Quantitative data were collected from 66 respondents using a Likert-scale questionnaire based on the EPIC Model, while qualitative insights were gathered through in-depth interviews with prospective parents and school representatives. Additionally, YouTube performance metrics such as view count, watch time, and click-through rate (CTR) were analyzed. The findings show that all four EPIC dimensions scored in the "Highly Effective" category, with an overall EPIC Rate of 4.26. Interview results confirmed strong emotional resonance, increased interest, and a positive perception of the school’s image. YouTube data indicated solid engagement, with a CTR of 4.39% and an average watch duration of 2 minutes and 44 seconds. The integration of audience perception, qualitative insight, and digital metrics provides comprehensive evidence that profile videos serve as an effective communication tool in educational marketing. This study recommends content enhancements based on audience needs to improve future promotional efforts.
Analisis dan Perancangan Antarmuka Pengguna Situs Web PT. ACW Tour dan Travel Menggunakan Metode Design Thinking Bertuah Sikumbang, Rezeki; Suandi, Fadli
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 9 No 2 (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.v9i2.10679

Abstract

PT. ACW Tour and Travel is a company engaged in the field of tourism services that still uses traditional promotion methods. This study aims to design the UI/UX of the PT. ACW Tour and Travel website using the Design Thinking approach, in order to provide a better user experience and support digital marketing strategies. The design process includes five stages, namely empathize, define, ideate, prototype, and test. Data were collected through interviews and questionnaires to potential users. The final result is a website prototype design that was tested using the System Usability Scale (SUS) method with an average score of 77.3, which is categorized as "very good" and "acceptable". These results indicate that the Design Thinking approach is effective in creating a UI/UX that is in accordance with user needs and expectations.