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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
Company Profile KPKNL Batam dalam Bentuk Video Evaliata Br Sembiring; Try Widya Hastuti
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 4 No 2 (2020): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v4i2.2420

Abstract

Informasi tentang layanan KPKNL Batam perlu diketahui oleh masyarakat terutama pemangku kepentingan. Media informasi saat ini adalah brosur, buku profil, banner, situs dan media sosial. Namun, memiliki kekurangan terutama informasi tentang tugas, fungsi dan layanan KPKNL Batam seperti lelang dan penyewaan asset BMN. Solusi yang ditawarkan adalah video company profile. Metode penelitian menggunakan R & D yaitu pembuatan video menggunakan pendekatan Luther-Sutopo dan analisis kelayakan sebagai media informasi berdasarkan kualitas video melalui aspek visual dan suara menggunakan skala Likert. Sementara analisis keefektifan video sebagai media informasi berdasarkan materi menggunakan pendekatan Quasi Experimental model Nonequivalent Group Design dengan pengolahan data uji-t. Hasil penelitian yaitu: (1)Video Company Profile berdurasi 3 menit 50 detik dalam format MP4, dapat dijalankan dalam berbagai perangkat serta dapat diakses secara online di media sosial KPKNL Batam; (2)Video memiliki kualitas yang baik berdasarkan pencapaian persentase 98,80%, sehingga layak memberikan informasi; (3)Video dinilai efektif sebagai media informasi berdasarkan aspek konten tentang layanan KPKNL Batam bagi pemangku kepentingan melalui hasil uji-t kelompok eksperimen dengan nilai Sig. sebesar 0,000 < 0,05 nilai probabilitas; (4)Produksi video dapat dipengaruhi oleh perangkat, sehingga direkomendasikan untuk mengemas informasi dan layanan yang lebih spesifik dan rinci di KPKNL Batam.
Implementasi Teknik Masking Dalam Pembuatan Video Company Profile PT Tropical Electronic Aziza Az Zahrawani; Maidel Fani
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 5 No 1 (2021): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v5i1.2424

Abstract

PT Tropical Electronic is the one of the companies that contributed to industrial growth in Batam City. The company which is manufacturing digital scales is a member of the Digi Group. The company profile video was created to introduce PT Tropical Electronic as a company that manufactures digital scales in Indonesia. Also, the video will be made with the agreement of the company. The video will be made based on the Villamil Molina method which consists of 5 stages, there are development, pre-production, production, post-production, and delivery. For editing, PT Tropical Electronic's company profile video will be edited by applying masking techniques with blurred effects. Furthermore, quantitative research was carried out by distributing questionnaires to get audience response to PT Tropical Electronic's company profile video. The questionnaire was made in the form of attitude measurement using a Likert Scale.
Evaluasi User Experience Game 2D Bajaj Keliling Menggunakan Metode Game Experience Questionnaire Nike Joncicilia; Riwinoto Riwinoto; Intan Iqlima
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 4 No 2 (2020): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v4i2.2475

Abstract

In this digital era, the smartphone game became popular for all people. Even though the number of gamers in Indonesia is increasing, it does not guarantee that every game has a large number of enthusiasts. Every game industry is competing to have a good user experience so that those interested in the game industry always increase. This indicates that user experience in a game is very important to support the success of a game. The Bajaj Keliling game has never done a user experience evaluation before. For the success of the Bajaj Keliling game, it is necessary to evaluate the user experience. After evaluating the user experience in the Bajaj Keliling game, a redesign will be conducted based on the recommendation of the first user experience evaluation, then the results of the redesign of the Bajaj Keliling game will be re-evaluated. The evaluation uses the Game Experience Questionnaire method, while the design process uses the Design Sprint method. After the first analysis, the results showed that the Core Module for the flow component was 2.17 and challenge components was 2.21, and the challenge components on the In-game Module was 2.22, all of these mean values were low and below the median. This shows that the game is easy to play and not too challenging. The solution implemented is to change the stage feature to a level and add a new challenge in the form of a question at the beginning of each level. After the second evaluation, the results on the Core Module for the flow component were 3.17 and challenge components were 3.09, the mean values increased and was above the median. The results of the challenge component in the In-game Module also increased to 2.37, but the mean value was still below the median.
Implementasi Teknik Foley Dan Voice Over Dalam Pembuatan Film Dokumenter Wonderful Batam Julio Tathohud Putera Kuba; Happy Yugo Prasetya; Denta Masiddhakarya Safira Kinayoman
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 5 No 1 (2021): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v5i1.2492

Abstract

Wonderful Batam documentary is a documentary video featuring 3 tourist destinations in Batam city, namely entertainment tourism, culinary tourism and religious tourism. Movie goers and creators often only put visual elements forward in filmmaking. In fact, in a film there is also an audio element that also plays an important role in supporting the portrayal of emotions and messages that want to be presented in the film. The purpose of this research is to implement foley and voice over techniques on audio making in the documentary Wonderful Batam, this is done to clarify the information and atmosphere that occurs in the video as well as improve the audio in the documentary Wonderful Batam, which focuses on maximizing foley techniques and voice over in the making. Wonderful Batam documentary filmmaking method uses Villamil-Molina method consisting of 5 stages of development, prep roduction, production, post production, and delivery where foley and voice over techniques are performed at the post production stage. Wonderfull Batam documentary was then conducted alpha testing to media and beta experts to 30 respondents. It is hoped that this research will introduce foley and voice over techniques to readers who are studying the topic of filmmaking
Making a Video Profile of the Sultan Mahmud Riayat Syah Mosque Ananda Roy; Ahmad Hamim Thohari
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 4 No 2 (2020): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v4i2.2508

Abstract

In making mosque profile videos, the author chooses to use video to make it more interesting to see both in the community and for a wider scope such as introducing the media as religious tourism. Methods for using data using observation and literature study. After obtaining data to solve existing problems, namely using SWOT analysis (strengths, weaknesses, opportunities, threats) in order to position which ones need attention in the mosque profile video and be different from other mosques. In making a video profile of the Sultan Mahmud Riayat Syah Mosque, the author uses the Luther Sutopo method. There are 6 (six) stages of the development method, namely concept, design, material collection, assembly, testing and distribution. The research that resulted from the making of video profiles was analyzed from the quality of the video which was measured from the material and media aspects using the Likert scale and got "Very Good" results from the respondents with an interpretation value of 83.4%. Then with an analysis of the aspect of public understanding using the One Group Pre-test and Post-test, which before watching the video with an average value of 45 and after watching the video increased with a value of 83.
Perancangan Motion Graphic Iklan Layanan Aplikasi Garuda Kasir Sebagai Media Promosi Di Sosial Media Syarifah Shakila Alatas; Afdhol Wahyudi
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 4 No 2 (2020): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v4i2.2525

Abstract

Guidance programme that doesn’t provide appropriate information to the student will prevent them from progress their ideas even further as they want the opportunity to learn and benefit on the information given. Giving the broad extent of information given to the student, they need to be clear and be able to differentiate which information is clear and which is not clear, and what type of information is related to services, facts that have not changed and which facts can change over time. The solution that will be used to solve the problem is by using motion graphic as an intermediate platform aimed at the audience/community in delivering application service information which will later be shared with social and public media to attract the attention of audiences with interesting animations from different aspects of motion graphic
Pembuatan Motion Graphic Sebagai Media Promosi Profil EO Batam Pos Monika Pradila; Sandi Prasetyaningsih; Sonia Novi Rahman
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 5 No 1 (2021): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v5i1.2532

Abstract

Batam Pos Event Organizer (EO) is a professional event service provider and a part of PT. Sijori Interbintana Pers. Batam Pos EO, has not famous among people since Batam Pos is well-known by newspaper publisher. A media promotion is needed in order to give much more information to public. Research and development is used as a method to do a research in producing motion graphic. The result of this study ther media promotion can give information about Batam Pos EO effectively.
Pengembangan Media Virtual Tour Gedung Teaching Factory Politeknik Negeri Batam Ika Juniar Kristiani; Riwinoto Riwinoto; Muhammad Ersandi Mangaraja
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 4 No 2 (2020): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v4i2.2586

Abstract

Virtual reality is currently growing rapidly; a variety of industrial products have emerged that are integrated with the virtual world in various sectors. Since 2018, the virtual laboratory of the Batam State Polytechnic has developed learning products that support virtual reality technology. These learning products are in the form of games and learning simulations. It is expected that through the learning products produced, the learning activities will be more targeted and the effectiveness of lectures will increase. Virtual touring is one of the benefits of virtual reality technology. In the tourism sector, many virtual touring media have been developed that are useful in the introduction and promotion of local tourism place. Adopting the advantages and benefits of virtual tours in the tourism sector, the education sector has also developed many virtual tour media that are useful in introducing related educational institutions or institutions. These benefits will be developed by Batam State Polytechnic to introduce one of the Lecture Buildings, the Teaching Factory. This virtual tour media will be addressed to Batam State Polytechnic guests who come to visit to introduce virtual laboratory facilities and students who need information on the location and condition of the Batam State Polytechnic Teaching Factory Building.
Media Promosi Gudnyus.id Berbasis Motion Graphic Moch Calvin Ali; Arta Uly Siahaan; Muhammad Irwanda
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 5 No 1 (2021): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v5i1.2662

Abstract

Gudnyus.id is an online media and social news website concept. To support its popularity and bring out its existence, a promotional medium is needed. Based on the questionnaire that the author has distributed online via google form with the target of general public respondents in the urban center of Batam, information is obtained from the questionnaire, 60.6% of the public does not know while 39.4% knows, but only sees Gudnyus. Id posters or flyers on social media. Consequently, Gudnyus.id requires promotional support in the form of video, which is chosen because Gudnyus.id has no promotional support in the form of videos, particularly animated videos. In the production of promotional videos, the author uses the Villamil-Molina search method to support the design. There are five phases: development, pre-production, production, postproduction and delivery. The author uses the epic model method as an analysis to test the efficacy of Gudnyus.id's promotional media based on motion graphs. The information in the promotional video includes an introduction to Gudnyus.id as an online media, website heading, and the social media used by Gudnyus.id to transmit the information. from the output of the efficacy analysis using epic model, it’s known that the promotional video of Gudnyus.id based on the movement charts was found to be effective with an average value of 4.05 empathy, 4.26 persuasion, 4.0 impact, 4.22 Communication.
Analisis Perbandingan Mesin Render Redshift, Arnold Renderer, Maya Hardware 2.0 Pada Shot Indoor Dan Outdoor Di Dalam Kondisi Siang Dan Malam Pada Animasi 3d “Telat” Hasil Bangun Taras Barus; Riwinoto Riwinoto; Prananda Justis
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 5 No 1 (2021): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v5i1.2667

Abstract

The development of computer graphics technology in Indonesia continues to grow, especially in the 3D animation film industry. In the process of making 3D animated films Some steps that must be done are, Modeling, Texturing, Rigging, Animating, Lighting Setup, and Rendering. At the rendering stage, it is often found that the time and quality problems produced on each existing rendering machine are because each rendering machine has a great importance to the time and quality produced. It is expected to choose the right rendering engine in the production process of 3D animated films so it is necessary to do research to understand the rendering engine with the best image quality and the rendering engine with the fastest rendering time by using facts and facts related to indoor and outdoor in conditions of day and night . The study was conducted by rendering on 3 rendering machines namely redshift, Arnold Renderer, and Maya Hardware 2.0 on the 3D animation film "Telat" by 10% of the total shots. Then compare the results using the Sampling Technique. Then do an analysis of each rendering result by meeting the graphic / visual feasibility standard for animated films from the allocation of the three rendering machines determined by the animation company PT. Kinema Systrans Multimedia.

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