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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
Pengujian Game Berbasis Konten Budaya, Who is He: Let Me Out Ervin Ahmad Nur Hidayanto; Muhammad Ilham Werdiansyah; Riwinoto Riwinoto; Waode Hafizah Ramadhani; Abdurrafi Naufal. S; Fadhli Yahya
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 6 No 2 (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.v6i2.4211

Abstract

Games are one of the advances that are extremely mainstream with youngsters. The issue is, with the presence of games, youngsters and even grown-ups frequently abuse their time, so that games are made into something negative by society. Then again, Indonesian culture is currently progressively being abandoned, one of the variables is innovation like this game. The best arrangement is to join the two, by making an Indonesian cultural game, however education alone is not enough to attract the attention of gamers, since they are worried about ongoing interaction and game storyline, accordingly there should be a decent and designated bundling as a special attraction to players. An exceptional fascination for game players. Indonesian culture as far as understanding is exceptionally wide, relatively few people know about the ancient stories of society and unique things like shamans, the story can be utilized as a fascination for bundling the story in the game in light of the fact that so far there has been no Indonesian game that has taken Indonesian stories and pamali with great designs or appearance. 97% of gamers in Indonesia play games from abroad, this is very unfortunate because many foreign cultures enter through this platform. The research methods used in this research are quantitative. This game was tested on 100 gamer respondents at the Game Prime event in 2019. Based on the results of the questionnaire, it can be concluded that this game is quite interesting both in terms of graphics, mechanics, and cultural content. It will then be published on global platforms.
Implementation of Multi-host Podcast-Based Learning Videos in Multimedia Concept Courses Feggie Violency Tarigan
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 6 No 2 (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.v6i2.4253

Abstract

Learning through digital means is a modern method of education that has been influenced by rapid development of communication technology and information in the era of industrial revolution 4.0. In universities, teaching and learning activities have been changed because of the COVID-19 pandemic. Multihost podcasts based on learning videos have emerged as an alternative learning media for online study in Multimedia Concept programs. Based on the results of distributing a questionnaire, the research method used has been a 4D Model with the conclusion that multihost podcast-based learning videos are highly feasible with a percentage rate of 86,8% from the perspective of video display, learning content and understanding. As an effective and efficient learning medium, podcasts have substantial potential for university students.
Analisis Efektivitas Dan Implementasi Motion Grafis Sebagai Media Informasi Untuk HSE Induction Agung Riyadi; Miranda Valen
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 6 No 2 (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.v6i2.4588

Abstract

This research is about making motion graphics videos for information mediaHSE Induction at PT. Cameron Systems Batam. Based on e-form datavisits, there are 35% in one month the number of visitors who will work inPT. Cameron System Batam or there are 20-30 people in one month,with this amount, make a submission about HSE inductiondone continuously and takes a lot of time. Submission processinformation about previous HSE induction still using filepower point presentation, so the trainer must explain directlyto new employees or visitors, this step is less effective, so make ita new information media that is better in its delivery, namely,motion graphics videos. The use of motion graphics due to delivery throughillustrated motion pictures and videos are more attractive, effective andunlimited delivery compared to descriptive writing. OnThis research is in the manufacture of products, using the development methodvillamil molina, in this method there are five stages, namely development, pre-production, production, postproduction, then delivery. Then foranalysis of the effectiveness of motion graphics videos using the EPIC model methodwith dimensions of empathy, persuasiveness, impact, and communication. Resultsfrom this research in the form of a motion graphic video about HSE induction, the resultsanalysis using the EPIC model gets a value of 4.35 withthe very effective category means that the HSE induction motion graphics video is effectiveused for the delivery of HSE induction by the company
Pengukuran User Experience Pada Aplikasi Simulasi Kebakaran Keselamatan Dan Kesehatan Kerja Berbasis Augmented Reality Bisma Khairunnas; Riwinoto Riwinoto
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 6 No 2 (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.v6i2.4646

Abstract

Occupational safety and health is very important to learn, one of which is fire disaster management. But to do learning in fire management, it takes time and adequate space. Fire simulation application is an application that utilizes augmented reality technology to facilitate users in learning and understanding how to deal with fire disasters if they occur indoors. However, to make fire simulation applications attractive and make users feel satisfied, user experience measurements must be made to determine the level of user satisfaction. To get user experience measurements, research was conducted using the Quality in use Integrated Measurement (QUIM) method where this method determines quality requirements such as identifying, analyzing, and validating processes and quality metrics in augmented reality-based fire simulation applications. QUIM which has 10 consolidated model factors for its assessment, namely efficiency, effectiveness, satisfaction, productivity, learnability, safety, trustfulness, accessibility, universality, and usefulness. data collection by means of users will test the application first. After that, a questionnaire will be given, this is done in a closed manner where users can only answer "yes" and "no". Based on the analysis and data that has been processed in this study, after obtaining the data, it will be processed by producing a value for each factor and the average of the whole is 70.86% which has a "good" category. In the productivity factor by producing a value of 86.66% in the "very good" category and the lowest value in the effectiveness factor with a value of 60% in the "sufficient" category.
Analisis Pengaruh Multiplayer services terhadap Daya Tarik Game MOBA Tofent Tofent; Hendi Sama
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 6 No 2 (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.v6i1.4893

Abstract

Video Games have evolved rapidly over the last few decades and come in a variety of genres. MOBA or Multiplayer Online Battle Arena is one of them, this genre is known for its multiplayer and competitive scene. This study aims to analyze if MMO or Massively Multiplayer Online affects player’s interest in playing MOBA games using multi-method to gather a consensus of respondents. DeLone & McLean is the model used in this study. The findings in this study show that people are interested in MOBA games because of the visual and gameplay of MOBA itself, While MOBA games do not affected by player’s interest in MMO or multiplayer services’ variable.
Media Presentasi Dalam Bentuk Motion Graphic (Studi Kasus: Proses Produksi Detak Kepri Malam Batam Tv) Evaliata Br Sembiring
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 6 No 2 (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.v6i2.4905

Abstract

Apprentices at Batam TV are required to understand the production process at Batam TV, such as the production process for the Detak Kepri Malam, and other programs. The presentation of the material is delivered through presentations using the PowerPoint application and presented by the presenter. The level of visits is very high, taking up Batam TV's time for presentations. The solution offered is the presentation of material in the form of motion graphics. The research method uses RnD, namely making presentation material products in the form of motion graphics using the Villamil-Molina method, then analyzing the application of motion graphic aspects and presentation material aspects using Quasi Experiment Nonequivalent Control Group Design through a Paired sample T-test. The results showed that the media presentation to explain the production process of Detak Kepri Malam in video form was considered effective. The video lasts 2 minutes 30 seconds and is in Mp4 format and is displayed using a prompter in the Batam TV broadcast studio so it doesn't depend on the presenter of the material, and is easy to access via the Batam TV YouTube channel.
Jurnal Proses Pra Produksi Ebook Cermat Bertani Dengan Kalender Tanam Husnu Tazkiya Ulwah, Yuni Nur Rohmatilah, Amata Fami
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 6 No 2 (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.v6i2.4935

Abstract

The development of all-digital information technology facilitates access to e-book. The existence of e-books will certainly make it easier for readers to access the desired reading sources wherever and whenever. Therefore, we need an e-book design that is made as attractive as possible. E-book creation is carried out through several processes with graphic design concepts as a reference, namely pre-production, production and post-production. The method used in making this journal is an applied method, where this method aims to solve practical life problems. This journal aims to educate public about the pre-production process in making e-books. The pre-production process for making e-books includes design concepts, media, visualization, client briefs and brainstorming. The pre-production process is the key to producing an interesting e-book. This e-book which contains 41 pages aims to convey information in the form of an invitation to the public to be careful in farming using the planting calendar as an effort to minimize the occurrence of crop failure which is packaged in an attractive design and makes it easier for readers. The community is expected to be able to produce e-book works well, after getting to know the pre-production stage to continue at the production and post-production stages.
Analisis Analisis Pada Aplikasi Simulasi Pergudangan Berbasis Virtual Reality Menggunakan Metode Game User Experience Satisfaction Scale (Guess) yosua millyandi hutagalung; Riwinoto Riwinoto
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 6 No 2 (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.v6i2.4952

Abstract

In the world of simulation, there are many issues related to how to make a simulation interesting and make users want to use it again. One of them is user satisfaction. User satisfaction is the extent to which players feel satisfied when using an application. The warehouse simulation application is an application that is based on three dimensions and can only be run using virtual reality technology. This application aims to simulate how the activities of a picker in the warehouse. This research was conducted to determine the level of user satisfaction when using the warehouse simulation application. The research was conducted using the Game User Experience Satisfaction Scale (GUESS) method which has nine subscales, namely usability, narratives, play engrossment, enjoyment, creative freedom, audio aesthetics, personal gratification, social connectivity, and visual aesthetics. Data collection was carried out by distributing questionnaires through online media. Respondents in this study were 30 students of the Batam State Polytechnic International Trade Logistics study program. The analysis method uses a descriptive quantitative method. The results of the analysis show that of the nine subscales of user satisfaction with the Warehouse simulation application, four subscales are below average, namely enjoyment, audio aesthetics, personal gratification, and social connectivity. From these results, what needs to be improved is the addition of audio and UI that gives appreciation to users to increase personal gratification, changing the color concept in each scene so that users do not feel bored with the application.
Motion Graphic Sebagai Media Edukasi Cybercrime di Kalangan Mahasiswa Selly Artaty Zega; Samuel Butar- Butar; Nelmiawati Nelmiawati
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 7 No 1 (2023): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v7i1.5091

Abstract

Cybercrime is crime using the internet network, this crime can be snared by anyone, one of them is Informatics Engineering Students, the author has distributed questionnaires, to obtain data on victims of cybercrime crimes for Informatics Engineering Students, data obtained that victims of cybercrime crimes are higher than those who are not ensnared become victims of cybercrime, this happens because of the lack of information obtained by students.Motion graphics are used as a medium to provide education to Informatics Engineering students regarding cybercrime crimes, these media are used because they can display videos with a visual text, images, and audio that are interesting and easy to understand.The research method used is Research And Development (RND), with the product development method, namely Villamil Molina, using quantitative descriptive analysis, through alpha testing with the interview method to motion graphic media experts and beta testing with the Likert scale measurement method to Informatics Engineering Students. This research produced a motion graphic video with a duration of 5 minutes 12 seconds in mp4 format, and obtained the results of a product feasibility analysis with a percentage of 86% and categorized as very feasible.
Perancangan Corporate Identity dan Graphic Standar Manual Pada Polibatam Software Team Supardianto Supardianto; Uchti Syarafina
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 7 No 1 (2023): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v7i1.5340

Abstract

Polibatam Software Team merupakan unit pengembangan perangkat lunak milik Politeknik Negeri Batam yang melayani jasa mengelola pembuatan aplikasi perangkat lunak berdasarkan rancangan menggunakan berbagai platform. Polibatam Software Team sebelumnya sudah memiliki identitas visual berupa logo, namun logo tersebut masih belum diterapkan ke dalam media promosi untuk mengangkat citra perusahaan itu sendiri. Sehingga dari permasalahan tersebut dilakukan perancangan ulang corporate identity yang berkarakter. Tujuan perancangan ini adalah membuat corporate identity yang terdiri atas pembuatan logo dan penerapannya ke dalam berbagai media promosi untuk meningkatkan citra Polibatam Software Team. Dalam merancang corporate identity, digunakan 5 tahapan Design Thinking antara lain: empathize, define, ideate, prototype dan test. Hasil penelitian berupa corporate identity Polibatam Software Team yang baru dan Graphic Standar Manual sebagai pedoman penerapannya

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