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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
Pembuatan Iklan Game Berbasis Instagram Agnes Renica Irwan; Riwinoto Riwinoto
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 5 No 2 (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.v5i2.3755

Abstract

Current developments have made online media or social media a platform that is widely used and in demand, and there have been many uses of social media such as Instagram for advertising or promotion. To promote products, among others, game ads "Bisa Jadi" are products that will be advertised on the Instagram social media platform in the form of video game ads. The game "Bisa Jadi" is a puzzle game where the player aims to guess the instructions and rules of the game. And the main purpose of making this game ad is to introduce or promote games made by the Indonesian Float Game company. Instagram is considered the right place to promote products in the form of advertisements and Instagram-based game ads. In Instagram there are also various kinds of features, and the features used in advertising the “Bisa Jadi” game use the Instagram Story.
Media Pembelajaran Berbasis Motion Graphic Sebagai Alternatif Materi Mesin Esec 3088 Untuk Teknik Manufaktur Elektronika Politeknik Negeri Batam Pragus Ilham Nayomi; Arta Uly Siahaan
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 5 No 2 (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.v5i2.3763

Abstract

The motion graphics that are made are about the ESEC 3088 machine which is used as a circuit packaging machine or what is commonly called IC Packaging. So far, students and lecturers of Electronic Manufacturing Engineering have only used material from the ESEC 3088 machine in pdf and word form obtained from e-learning. From this problem, the author made a study "Motion Graphic-Based Learning Media as an Alternative ESEC 3088 Machine Material for Batam State Polytechnic Electronics Manufacturing Engineering", which aims as an alternative learning media that makes it easier for students to learn the procedures for using the ESEC 3088 machine. Research method The method used is Villamil-Molina's multimedia development method using pre-test and post-test methods, to assess the level of student understanding of the material presented in motion graphics. The results of this study are the results of the post-test test scores which are higher than the pre-test scores, which means that the motion graphics created by the researchers succeeded in increasing the level of students' understanding of the material presented.
Analisis User Experience Web halal Batam Di Pusat Kajian Halal Politeknik Negeri Batam Menggunakan User Experience Dimas Surya Fitriansyah; Riwinoto Riwinoto
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 5 No 2 (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.v5i2.3768

Abstract

The web is a technology currently being developed in various fields, one of which is in the field of tourism, but in the world of tourism it is still not widely used. Batam Halal Web, is one example of the use of web technology in the field of halal tourism in the city of Batam. The limitations of using brochures as promotional media or information make the web one of the best promotional and information media to use today. This study uses the User Experience Questionaire method to analyze users of the Batam Halal Web application against the community or tourists in the city of Batam which will later produce data related to the level of user experience quality for the Batam Halal Web application. The results of the User Experience measurement for the Batam Halal Web Application get results that are above the average on the attractiveness parameters (1.43), perspicuity (1.54), dependability (1.36), and novelty.(1.08, while the efficiency (1.53) and stimulation (1.41) aspects are in the good category.
Analisis Usability Aplikasi Augmented Reality Procedure Mesin Wafer Mounting Di Teaching Factory Manufacture Of Electronics Faradina Perdana Jodanayang; Riwinoto -
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 5 No 2 (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.v5i2.3770

Abstract

Augmented Reality adalah teknologi visualisasi yang saat ini cukup besar dikembangkan dalam berbagai bidang salah satunya dalam bidang pendidikan, namun di dunia pendidikan masih belum terlalu banyak digunakan. Teaching Factory Manufacturing of Electronics (TFME), saat ini masih menggunakan modul buku dan pembelajaran tatap muka sebagai sarana penyampaian materi khususnya di bidang pembelajaran mesin wafer mounting. Keterbatasan mesin yang digunakan secara bersamaan dengan minimal 5 mahasiswa, sehingga efektivitas pembelajaran menjadi kurang maksimal. Penelitian ini menggunakan metode Usability Testing atau uji ketergunaan dan kuesioner. Menurut Jacob Nielson (2012), uji usability berdasarkan lima aspek, yaitu learnability (dipelajari), efficiency (efisien), memorability (mudah diingat), errors (mengurangi tingkat kesalahan), dan satisfaction (tingkat kepuasan). Kuesioner penelitian berisi 13 pertanyaan yang mewakili kelima aspek usability dan disebar ke 5 responden, yaitu mahasiswa mahasiswa dari program studi Teknik Elektronika dan Teknik Elektronika Manufaktur Politeknik Negeri Batam. Berdasarkan pengolahan data diperoleh hasil bahwa aplikasi Augmented Reality Procedure mesin wafer mounting telah memiliki kelima aspek usability yang sangat baik. Hal itu ditunjukkan oleh nilai semua atribut yaitu di atas 3 (di atas nilai tengah) dari skala 5 dengan persentase kelayakan antara skor yang diobservasi terhadap skor yang diharapkan dimana hasilnya mencapai 84.92 %.
Analisa Gameplay Metric pada Game “Survive Jok” menggunakan unity analytics riwinoto riwinoto; Alfian Akmal
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 5 No 2 (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.v5i2.3776

Abstract

Gameplay Metrics are about measuring a player's habits in a game such as navigation, items, use of abilities, jumping, progress or whatever a player in a game is doing either 2D or 3D. one way to get data for Gameplay Metrics is to use an application that can calculate each interaction between the player and the game being played and can provide data in the form of interaction results for each specified variable. In this case, the author wants to use Unity Analytics in the Unity 3D application to get Gameplay Metrics results to be able to analyze Gameplay in the game. The game used is a game that was created by the author with the title "Survive Jok". This is a 3D isometric game action platform where players must avoid collect the items and enemy to proceed to next level . By using Unity Analytics unity 3D in the game, each game is played, the game will provide data according to the specified variable that calculates every player's progression during game play. The results of this will be used to analyze Gameplay made to evaluate the gameplay that has been made .
Analisis Performa Prototype Game Pada Platform Android riwinoto riwinoto; William Tan
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 5 No 2 (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.v5i2.3781

Abstract

Currently, technological developments are very advanced. Some people already use and have Smart Phones or Mobile Phones. One aspect of Smart Phones is Mobile Games which can be downloaded in the App Store or Play Store. Mobile games have compatibility with today's users. In the development of mobile games, one of the important things is the optimal performance of the game that can run on the device. This research is an initial study to determine the performance of the game prototype that is being worked on. Performance analysis includes computational rendering, scripting, physics, animation, garbage collection, global illumination, UI and others. Performance is done using the Unity Profiler tool available in the Unity 3D IDE. Observation results show that the game prototype that has been developed still has poor computational performance because the FPS produced is only up to 15-20 FPS level where ideally it gets 60 FPS. Further research is needed to determine the optimization steps on the game prototype before moving on to full-featured game development
Analisis Usability Testing pada User Interface dalam Game Idle Breeder Agung Riyadi; James James
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 5 No 2 (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.v5i2.3782

Abstract

In today's development, children are used to using smart phones or smartphones. Most of these smartphones run on the Android or IOS operating system. In smartphones there are applications that can be used for various purposes. One type of these applications is games. In this case, there are still many users who play the game having difficulty understanding the layout and menus that have been presented in a game, making it difficult for users to play it. In this study the author will discuss the user experience in the game "idle breeder" Idle Breeder is a top-down game with an idle genre with a relaxing feel. The formulation of this research is how to design a user interface in the idle breeder game and also how to do analysis in terms of user experience from users. User experience focuses on the comfort and convenience of users in using idle breeder games (usability)
Analisis Usability dengan Metode Heuristic Evaluation pada Web IFBT People Dashboard One Agustiranda; Muchamad Fajri Amirul Nasrullah
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 6 No 1 (2022): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v6i1.4066

Abstract

Usability yang ditemukan oleh pengguna pada web harus dilakukan analisis dan evaluasi lebih mendalam, diperlukannya evaluasi oleh beberapa ahli untuk menemukan potensi masalah lainnya yang tidak dapat ditemukan oleh pengguna. Penelitian ini menggunakan heuristic evaluation yang akan menilai antarmuka web untuk menemukan potensi masalah, dengan 10 prinsip dari Nielsen yang merupakan prinsip umum dalam menangani hal antarmuka yang dapat digunakan dalam penelitian ini. Evaluator bekerja secara mandiri dan melakukan pendekatan dalam memeriksa objek uji untuk memastikan kualitas web, evaluasi yang dilakukan evaluator menghasilkan severity rating dan rekomendasi yang dapat digunakan sebagai masukan tambahan kepada pengembang dalam pengembangan berkelanjutan pada web IFBT People Dashboard.
Analisis Efektivitas Video “Good Health And Well-Being-Nory” Berbasis Motion Graphic Menggunakan EPIC Model Adhe Tertiasusman; Teddy Setyawan
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 6 No 1 (2022): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v6i1.4069

Abstract

Many people think that people who are physically fitis a healthy person, whereas a healthy person is a person whophysically and mentally or physically healthy. When mental healthIf a person's spirituality is disturbed, he will experience health problemsMental health In Indonesia alone, there are around 14 million people over the age of 15years with mental health problems. One of the solutions thatoffered from the problem is through the "NORY" application, which is an application thatintended for teenagers who have problems with healthmentally packaged in the form of a motion graphics-based videoand then analyzed its effectiveness using the EPIC Modelwhich consists of several dimensions, namely Empathy, Persuasion, Impact andCommunications. Then it is calculated whether the video has been effectiveaccording to the EPIC Model or EPIC Rate scale range.
Implementasi Video Motion Graphic Penggunaan Aplikasi Ujian CBT Terhadap Pemahaman Siswa Dengan EPIC Model Elvyna Nur Azizah Wisnu Wardani
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 6 No 1 (2022): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v6i1.4125

Abstract

Submission of information at Batam State vocational high school 3 uses conventional methods which in the era of the industrial revolution 4.0 were less desirable. So we need a model for delivering information that is more attractive and easily understood by the audience, one of them is motion graphics. Based on these conditions, it is necessary to create or design a Motion graphic video which is an alternative as a medium for distributing information that is interesting and adapted to the character of students during the era of the industrial revolution 4.0. Based on the research that has been done, the results obtained from 4 aspects of the EPIC Model with an empathy value of 4.2, persuation value of 3.9, impact value of 4.13, and the value of communication is 4.33. after that look for the value of the EPIC Rate of the four values ​​and get the value of the EPIC Rate of 4.15 with effective category. From the data that has been obtained, it can be concluded that This video on how to use the Beesmart CBT application is effectively used as a media to provide information on how to use the Beesmart CBT exam application for students of atam State vocational high school 3.

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