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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 164 Documents
Penciptaan Video Klip Melayu Menggunakan Teknik Camera Follow Untuk Visualisasi Museum Raja Ali Haji Grace Dea; Kanistren, Aragani Timur
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.v9i2.10925

Abstract

Music videos are an audiovisual art that enhances multisensory experiences while acting as a medium of cultural information and communication, such as Malay culture. In this creation, cinematographic techniques are employed, particularly the camera follow technique, to create an exploratory and immersive experience. This approach is implemented in the Malay music video “Nurlela” composed by Asbon Madjid and Bing Slamet, arranged in progressive Malay pop. The study aims to determine the effectiveness of creating a Malay music video using the camera follow technique to visualize the Raja Ali Haji Museum in presenting its historical collections and visitor regulations. The production process applies the Multimedia Development Life Cycle (MDLC), consisting of six stages: concept, design, material collecting, assembly, testing, and distribution. The testing stage uses the EPIC Model, which includes four dimensions: empathy, persuasion, impact, and communication.
Educational Animation Media on the Effects of Ultra-Processed Foods to Children's Cognitive Function: A Systematic Literature Review Ramadhan Al - Aqil, Muhammad Reyhan; Agus Juhana
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.v9i2.11817

Abstract

The consumption of ultra-processed food (UPF) poses a serious risk of cognitive impairment to children during their critical brain development phase. Effective educational media is crucial, as animation is a highly engaging and proven medium for children, with 90% of them choosing animation for education in previous research. This study, therefore, aims to systematically review the topic by addressing three key research questions (RQs): (1) To what extent does UPF consumption affect children's cognitive function and health? (2) Why are animations the most effective media for transferring nutritional knowledge? (3) How effective is animation-based educational media in raising children's awareness regarding UPF risks? This study adopts a Systematic Literature Review (SLR) methodology, adhering to the PRISMA guidelines. The systematic literature search gathered scientific articles from reputable world libraries. The results confirm that UPF consumption is a significant factor contributing to cognitive decline and obesity due to its high sugar and low micronutrient content. Conversely, animation is proven effective as it significantly increases children's focus and comprehension. The core conclusion is that educational animation media serves as a strategic and highly effective tool for fostering children's awareness of the dangers of consuming UPF and promoting preventative behavior.
Pembuatan Motion Comic Chibi Sebagai Media Informasi Pendaftaran Pemberangkatan Haji Di Kantor Kementerian Agama Kota Batam rachma, Rachmawati Tsalitsah; Rahmi, Anis
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.v9i2.12027

Abstract

Penelitian ini mengembangkan motion comic bergaya chibi sebagai mediainformasi pendaftaran haji di Kantor Kemenag Kota Batam. Media cetakdinilai kurang efektif, terutama bagi generasi Z yang lebih akrab denganmedia digital. Menggunakan pendekatan art basic research kualitatif, karyaini dibuat dalam bentuk animasi terbatas berdurasi 3 menit 15 detik,menampilkan alur informasi melalui karakter ilustratif. Hasil evaluasi daridua ahli menunjukkan motion comic ini cukup informatif, namun masihperlu perbaikan pada intro-outro, transisi, font, dan visual panel. Gaya chibi,pewarnaan, dan karakter dinilai sesuai dengan target audiens. Secarakeseluruhan, motion comic ini berpotensi sebagai media informasi yangmenarik dan mudah dipahami, terutama bagi generasi muda.
Design and Development of UI/UX HRIS Application for Human Resource Management at PT Kreatif System Indonesia Widyastuti, Hilda; Haikal, M. Taufiq
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 rapid shift toward digital business requires organizations to implement integrated Human Resource Management (HRM) systems to reduce inefficiencies caused by manual processes. At PT Kreatif System Indonesia, the lack of integration between the fingerprint attendance system and core HR functions resulted in fragmented data, higher human error risk, and reduced decision-making accuracy. This study focused exclusively on PT Kreatif System Indonesia to address its internal operational challenges. The research aimed to design a consistent, easy-to-use, and memorable UI/UX based on Material Design principles and validate it through comprehensive usability evaluation. Interface consistency was emphasized to reduce cognitive load, improve recognition, and support smooth task execution across different user skill levels. The Prototyping development model enabled iterative refinements through continuous user feedback. Usability was evaluated using Task Completion Rate (TCR), Time-Based Efficiency (TBE), and the System Usability Scale (SUS). The developed HRIS successfully integrated all targeted modules. Initial testing achieved a TCR of 87.85% and a TBE of 0.0878 goals/second, which improved to 93.45% and 0.1258 goals/second after UI/UX enhancements. A SUS score of 74.42 indicates that the system is acceptable and well received. These results confirm that consistent UI/UX design significantly enhances HRIS effectiveness, efficiency, and usability.
Penerapan Teknik Rotoscoping Sudut 360 Derajat pada Animasi 2D Menggunakan Toon Boom Harmony Ifraweri Raja Mangkuto; Bernadhed; Joko Dwi Santoso
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

In this digital era, modern animation has developed as a discipline that integrates elements of art and technology. As an art form, animation is based on fundamental principles that serve as the foundation of its knowledge, such as slow in–slow out, squash and stretch, anticipation, to staging. Technological advancements have further enriched these principles and led to the emergence of various animation techniques, one of which is rotoscoping, first introduced by Fleischer Studio in 1917. The rotoscoping technique allows animators to replicate human movements precisely by tracing over live-action footage, resulting in animation with a high level of smoothness and accuracy. Along with the development of visual needs, the Motion Capture technique has emerged, capable of recording movements in a 360-degree angle, although its implementation has cost and equipment limitations. In the context of 2D animation, the development of software such as Toon Boom Harmony provides solutions through features that support effective rotoscoping applications, including onion skinning, timeline flexibility, and vector layering. This study focuses on the application of 360-degree rotoscoping techniques in 2D animation, emphasizing aspects of perspective, lighting, and shadow to create the illusion of realistic depth. Based on the results of a questionnaire with 10 respondents, the 360-degree rotoscoping technique achieved an overall percentage score of 78.89%, categorized as good.
Desain Website Gaya Hidup Sehat Menggunakan Metode Design Thinking Faila Nadhifatul Aryza; Djuniadi Djuniadi; Ahmad Fashiha Hastawan
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 10 No 1 (2026): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v10i1.11748

Abstract

Healthy lifestyles have become a focus in the modern era. This activity is an effort to balance human needs and environmental sustainability. However, public awareness of their role in adopting a healthy lifestyle is still lacking. Limited education and access to information can be a main reason. Based on this issue, the researcher created a healthy lifestyle website design as an educational medium for the public. The target audience of this media includes three generations: Millennials, Gen Z, and Gen Alpha. These three generations are potential agents of change in promoting a healthy lifestyle. The design creation uses the design thinking method. This method includes five stages: empathize, define, ideate, design, and test. After the website design was made, the researcher validated the design using the System Usability Scale (SUS) method. The SUS score calculation from 35 respondents resulted in a value of 65.86. The score above is still far from the maximum score of 100. So, the healthy lifestyle website design still needs some improvement.
Animasi Propagule Journey dalam Meningkatkan Pemahaman Pelestarian Mangrove Selly Artaty Zega; Aldian Husein; Maria
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 10 No 1 (2026): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v10i1.13045

Abstract

Indonesia has the most extensive mangrove ecosystem in the world, but its condition is worsening due to a lack of environmental awareness and outdated teaching approaches. This research intends to create the Propagul Journey educational animation using the 4D model, which includes Define, Design, Develop, and Disseminate phases. During the Define stage, a knowledge gap was recognized and tackled using a "Show, Don't Tell" strategy in the Design phase. The Development phase incorporated parallax techniques to add depth, the Rubberhose 3 plug-in for flexible character animations, as well as Suno AI and Freesound for audio improvement. using an experimental design involving pre-test and post-test measurements within a single participant group. The findings indicated a notable increase in the participants' comprehension, rising from an average of 59. 2% to 83. 4%. Analysis shows that these outcomes strongly support the Define phase, where the visual and technical features designed effectively met the needs of the MAPALA audience. With a feasibility rating of 83. 4% deemed Very Valid, this animation successfully conveys complicated environmental topics in an understandable manner.
Pengembangan Dashboard Visualisasi E-Laporan Berbasis Web yang Dievaluasi Menggunakan Skala Kegunaan Sistem (SUS) Sukma Evadini; Damarjati Abdullah Satriatama; Nadya Satya Handayani
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 10 No 1 (2026): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v10i1.13438

Abstract

Student report card data management at the Ulil Albab Foundation in Batam is currently handled manually using Microsoft Excel. This approach is highly inefficient, as it is prone to input errors, hinders real-time data monitoring, and fails to present academic information in a visual and structured manner. Although previous research developed a web-based e-Report (Electronic Report) system, its focus remained limited to structured grade processing and storage. It lacked an optimal, interactive, and user-friendly dashboard for presenting information. To address these gaps, this study aims to design and build a web-based e-Report system equipped with a data visualization dashboard to support more effective, efficient, and well-documented management of student academic data. The issues addressed in this study fall into the category of broadly defined academic management problems, which impact teacher workflow efficiency, information transparency for parents, and the principal's capacity to monitor overall institutional academic performance. The system incorporates data visualization implemented via the Recharts library, generating interactive Bar Chart, Radar Chart, and Line Chart components. The expected outcome of this research is a web-based e-Report platform that simplifies grade inputting for teachers, provides streamlined report card access for students and parents, and delivers a real-time academic data visualization dashboard to assist school administrators in decision-making. System performance and user experience are evaluated using the System Usability Scale (SUS).
Video Company Profile Lembaga Pelatihan Offshore Technology Institute Dalam Membangun Brand Awareness Putri Andini Arlianisa Utoyo; Gendhy Dwi Harlyan
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 10 No 1 (2026): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v10i1.13678

Abstract

Offshore Technology Institute (OTI) faces the challenge of building brand awareness amid competition from the job training industry, because the superior program information for HSE, Quality Control, Engineering, and Production has not been packaged attractively and strategically. The research aims to design motion graphics-based video profile as a digital promotional medium to introduce the identity and service of OTI, reach out to prospective participants and business partners, and improve its professional image. The method used was ADDIE with a descriptive quantitative approach through a five-point Likert scale questionnaire. The ±3 minute video in MP4 format contains the history of institutions, mission-vision, training services, facilities, and testimonials of participants with communicative and structured visuals. The trials of 50 respondents (candidate participants, alumni, prospective clients, staff, and partners) on 15 indicators of brand awareness, information effectiveness, visual-narrative preferences, and influence on audience decisions resulted in a total score of 3,358 out of 3,750 (89.55% on average), including the "Very Effective" category. The majority of respondents considered agreeing strongly on all indicators. The findings show that the company's video profile OTI is able to convey comprehensive profiles, visions, missions, and training programs, while effectively attracting attention and building a positive impression of the audience. As such, motion graphics-based video profiles proved effective, adaptive, and contributed significantly to the development of brand awareness OTI.
Perancangan Visual Branding UI/UX Website dan Logo E-Koperasi Sebagai Media Digital Layanan Koperasi Politeknik Negeri Batam Fatma Nabila; Ayu Surani Triningsih; Muhammad Rahendra Try Putra Gagatan; Lea Stefanny Lawrence; Doni Jefrian; Farhan Satyaputra Faisal; Kawan Pandiangan; Miftahul Husna Ghawa
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 10 No 1 (2026): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v10i1.13682

Abstract

With the rapid development of digital technology, cooperatives are required to transform from conventional systems to digital-based services in order to improve efficiency and accessibility. This transformation encompasses not only service systems but also visual communication and brand identity. However, the E-Koperasi website of the Batam State Polytechnic does not yet have a specifically designed and consistent visual identity. This study aims to design a visual brand identity through the development of a logo and the UI/UX design of the E-Koperasi website, which is accessible via both desktop and mobile devices. The study employs a descriptive quantitative approach using the Design Thinking methodology, which includes the stages of empathize, define, ideate, prototype, and test. Data collection was conducted through observation, interviews, literature review, and questionnaires. Testing was performed using Expert Judgment and Usability Testing, while evaluation utilized Nielsen’s Attributes of Usability (NAU) method. The research resulted in a final logo and a responsive website UI/UX design. The evaluation using the NAU method on 100 respondents yielded an average (mean) score of 4,24, falling into the “Very Good” category. Based on these results, the visual branding and UI/UX design of the SOKA website are deemed to have met user needs as a digital platform for the services of the Batam State Polytechnic Cooperative.