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Contact Name
Muhammad Azmi
Contact Email
muhammad4zmi@gmail.com
Phone
+6281918405331
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admin@jurnal.stmiksznw.ac.id
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Jln Raya Mataram- Lb. Lombok KM 49 Desa Anjani Lombok Timur, NTB 83611
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Nusa tenggara barat
INDONESIA
Jurnal Teknimedia: Teknologi Informasi dan Multimedia
ISSN : 27226263     EISSN : 27226271     DOI : -
JURNAL TEKNIMEDIA : Teknologi Informasi dan Multimedia terbitan berkala ilmiah nasional diterbitkan oleh STMIK Syaikh Zainuddin NW Anjani. Tujuan diterbitkannya Jurnal TEKNIMEDIA adalah untuk memfasilitasi publikasi ilmiah dari hasil penelitian-penelitian di Indonesia serta ikut mendorong peningkatan kualitas dan hasil penelitian untuk akademisi dan peneliti. Jurnal TEKNIMEDIA terbit 2 (dua) kali dalam satu tahun (lima bulan sekali) pada bulan Januari-Mei dan Juni-Desember dengan ruang lingkup bidang ilmu Informatika, Telekomunikasi dan rumpun Komputer Sains.
Articles 16 Documents
Search results for , issue "Vol. 5 No. 1 (2024): Juni 2024" : 16 Documents clear
PERANCANGAN VIDEO PANDUAN PENGGUNAAN WONDERSHARE FILMORA 12 MENGGUNAKAN BAHASA MELAYU DENGAN MODEL 4D Bayu Syahputra; Tony Wibowo; Said Teguh Putra Ramadhan
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 5 No. 1 (2024): Juni 2024
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v5i1.144

Abstract

Video is a series of moving images accompanied by audio to convey information. Video itself is the most popular medium for conveying information today. Information media via video is considered easier to understand and not boring. With increasingly massive technological advances, many foreign cultures have also entered and been implemented by society. As a result, many regional cultures are starting to be abandoned or even forgotten. With the aim of preserving the Malay regional language, which is increasingly fading in the Riau Islands, the author uses Malay as the language of instruction in this video guide. The design of the video guide uses qualitative methods by conducting interviews with quasi-experts and the RnD (Research and Development) method with the 4D model (define, design, development, disseminate). This model is a model used to develop learning tools. At the define stage, the author conducted interviews to dig up information. At the design stage, the writer develops the material obtained in the previous stage into a narrative script and storyboard. In the develop stage the author develops the previous process into a video which will then go through a feasibility and suitability test process by language experts. Then at the disseminate stage, the videos that have been tested are distributed via the YouTube platform.
ANALISIS PERENCANAAN PENGEMBANGAN PERPUSTAKAAN DIGITAL DI SMA NEGERI 1 CIMALAKA Haria Saputry Wahyuni; Diah Sri Rejeki; Merryam Agustine
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 5 No. 1 (2024): Juni 2024
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v5i1.160

Abstract

Limited library space to support the availability of collections and also service time is sometimes an obstacle in the process of developing a library that is desired by students with increasingly diverse information needs in meeting learning information needs. In order to support online school activities in the future, like it or not, schools need to develop libraries in a digital direction so that all collections which are student learning resources can be accessed anywhere at any time without being limited by distance and time which have been obstacles. This is done so that students can make maximum use of all the learning resources provided according to their needs. This research aims to determine the development of the digital library at SMA Negeri 1 Cimalaka. The method used in this research is descriptive qualitative by triangulating the data. The result of this research is that the new library has a library automation application, in other words there is no digital library or school website available so that access to learning resources and utilization of collections cannot be utilized optimally by all students, teachers and also education staff at SMAN 1 Cimalaka. It is hoped that the development of the digital library at SMAN 1 Cimalaka can increase the maximum use of library facilities and learning resources without being limited by space, distance and time and can make library management more efficient and more modern
ANALISIS KARAKTER PROTAGONIS DALAM FILM “PERFUME: THE STORY OF A MURDERER” Hakim, Agus; M. Firdaus Benyamin; Budiman, Budiman
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 5 No. 1 (2024): Juni 2024
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v5i1.162

Abstract

This article contains the results of the analysis of the protagonist's character in the film "Perfume: The Story of a Murderer." The purpose of this writing is to describe the results of the analysis of the protagonist's character, which is not a human but a perfume that plays the role of the protagonist. This research was conducted using a qualitative research method with a descriptive approach that will result in descriptive data based on theoretical foundations using Sigmund Freud's psychoanalytic theory. The result of this research is an analysis of the protagonist's character in the film "Perfume: The Story of a Murderer," which is not a human but a perfume. Observing this phenomenon can be used as a reference to convey that the main character in the film is not a human but an object in the form of perfume.
PENGEMBANGAN KOMIK DIGITAL SEBAGAI MEDIA PEMBELAJARAN AGAMA BUDDHA DI VIHARA GRHA BUDDHA MANGGALA BATAM Pratama, Jimmy; Viona Viona; Wibowo, Tony
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 5 No. 1 (2024): Juni 2024
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v5i1.163

Abstract

Vihara Grha Buddha Manggala is one of the places of worship for Buddhists in Batam, this monastery also held the Buddhist Sunday School. Buddhist Sunday School is a non-formal learning activity that are held every Sunday and is aimed for Buddhist children. With the sophistication of technology that had developed rapidly, it also impacted the diversity of forms and types of learning media, such as webtoon digital comic. By utilizing webtoon digital comic, Buddhist Sunday School students can understand the learning material better rather than through discussions and usual lectures. The aim of this research is to develop a more interesting learning media to maximize the learning activities. The result of this research is a webtoon digital comic that are designed and developed using ADDIE (Analyze, Design, Develop, Implement, Evaluate) model.
ANALISIS PENERAPAN TEKNIK SINEMATOGRAFI PADA VIDEO PERSEMBAHAN WISUDAWAN DI LINGKUNGAN PERGURUAN TINGGI I Gede Nyoman Wisnu Satyadharma; Mario Rinaldi; Annisa Bela Pertiwi
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 5 No. 1 (2024): Juni 2024
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v5i1.167

Abstract

This research focused on "Analysis of the Application of Cinematographic Techniques in Graduation Presentation Videos in the Higher Education Environment." A qualitative approach using a descriptive method was employed to collect data through video observation and interviews with the production team. Data analysis centered on the concept of John V. Mascelli's "Five C's of Cinematography", which highlights the Five C's of Cinematography. Mascelli's "Five C's of Cinematography" concept, which highlights the Aspects of Composition, Continuity, Cropping, Close Shooting, and Camera Angle. The results showed a good application of the elements of cinematography in the video, featuring a variety of camera angles, good visual continuity, dynamic cutting techniques, the use of close shots to express emotion, and a strong variety of visual compositions. However, the research also revealed potential areas for improvement, especially as technology evolves. Despite the success of the video, the research recommendations suggest further analysis of older similar works as well as investigation into the influence of current technology in video shooting and editing. The conclusions of the research emphasize the successful application of cinematographic techniques in the video, while suggestions for future research call for maximizing the potential for development through the continued use of available technological developments.
APLIKASI GAME EDUKASI PEMBELAJARAN SENI BUDAYA MENGGUNAKAN LINEAR CONGRUENTIAL GENERATOR (LCG) Ahmad Thariq; Mita Paramitha
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 5 No. 1 (2024): Juni 2024
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v5i1.168

Abstract

Cultural arts have several types. One of them that has developed in Maluku for generations is traditional music. The lack of knowledge of students about the introduction of traditional music is partly due to limited facilities and lack of cultural arts learning hours at school. The existence of this research aims to create an innovative educational game for learning cultural arts that is more modern by utilizing smartphone technology. Making this educational game will use the MDLC (multimedia development life cycle) model using the C# programming language and unity 3D as software. In addition to displaying some material about learning cultural arts, in this case the introduction of Maluku traditional musical instruments in the application there is also a quiz that displays 10 randomized questions with a total of 20 questions. The method used in randomizing questions is linear congruential generator (LCG). By utilizing a linear congruential generator (LCG) can produce randomized question numbers so that students have questions with different numbers and the learning process at SD Negeri 9 Namlea becomes more effective. This application can be a learning media for students at SD Negeri 9 Namlea, because it provides cultural arts learning information about the types of traditional musical instruments in Maluku and is equipped with a quiz that can be played by the user.
IMPLEMENTASI REACT SERVER COMPONENT DAN SERVER ACTION UNTUK MENINGKATKAN PERFORMA APLIKASI WEB Mulyanto, Yudi; Haryanti, Eka; Lazarus, Lazarus
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 5 No. 1 (2024): Juni 2024
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v5i1.174

Abstract

This research explores the use of React Server Components (RSC) and Server Action to improve web application performance, with a focus on the legislative election vote counting system in Sumbawa Regency, West Nusa Tenggara for internal party needs. Looking at the geographical and infrastructural challenges in Sumbawa, this research aims to overcome the limitations of signal and telecommunication infrastructure distribution through the use of RSC and Server Action. RSC allows the server to render components while maintaining interactivity on the client side, reducing load and speeding up load times. Advantages include avoiding chained network requests and minimizing Javascript on the client side, which is especially beneficial in areas with limited internet connectivity. Server Action eliminates the traditional API layer, reducing latency and improving application responsiveness. By utilizing Next.js as a framework, this research aims to maximize the use of server resources and minimize client resource requirements, improving speed in vote counting and reporting. This implementation is expected to not only improve overall application performance but also ensure smooth application accessibility in areas with limited internet infrastructure.
LITERATUR SURVEY : PEMANFAATAN TEKNOLOGI UNTUK PENGELOLAAN SAMPAH Ma'we, Hannatul; Fitriani Fitriani; Heri Wijayanto
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 5 No. 1 (2024): Juni 2024
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v5i1.184

Abstract

The majority of countries are currently struggling with unsustainable levels of waste production and lack of recycling, especially household waste, and this field is in dire need of new solutions. In general, the waste management sector has difficulties with a lack of consumer trust, fraud, manipulation, significant manual processes, and low levels of information and control. Waste is the result of waste from various activities carried out daily by humans who do not have clothing, as a result of which waste can cause losses because it will cause floods, increase climate warming, cause bad odors, disturb beauty to worsen environmental sanitation. The purpose of this study is to provide an overview of various studies on Waste Management by utilizing technology, namely how methods are applied in regions in Indonesia and other countries in managing waste both waste from households, hazardous biomass, and industry. The study also reviewed 12 scientific papers that have been published in various international journals. The most frequently used management method is utilizing technology based on websites, android, and blockchain with waterfall and incremental software development processes. Keywords: Enter keywords or phrases in alphabetical order, separated by commas. The number of keywords must be between 3-5 words.
SISTEM PENDUKUNG KEPUTUSAN SELEKSI PELANGGAN TERBAIK INDIHOME CUSTOMER GATHERING MENGGUNAKAN METODE WP (STUDI KASUS: PT. TELKOM WITEL PAPUA) Hasan, Patmawati; Heru Sutejo
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 5 No. 1 (2024): Juni 2024
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v5i1.185

Abstract

This study aims to conduct customer selection and determine the ranking of the best customers to receive rewards and invitations as guests in the annual Indihome Customer Gathering event at PT. Telkom Indonesia Witel Papua. Data from 13,038 Indihome customers in Jayapura in August 2021 were processed, with 8 selected as samples. The Rapid Application Development (RAD) method was employed for system development, comprising four phases: Requirements Planning, User Design, Construction, and Cutover. The system design utilized the Unified Modeling Language (UML), incorporating Use Case, Class, and Sequence Diagrams. The Decision Support System was tested on 8 customer samples using Blackbox testing, comparing manual and system testing for validation. The research result is a decision support system for customer selection and ranking based on the Weighted Product Method. Among the 8 customer samples, the top 3 rankings were identified. Invitations were sent via email, with Bimbo Thalib ranking first with a score of 0.1929, Alfa Rieuwpassa second with 0.173, and Minggu Roben 0168 third. The system is expected to aid employees in customer selection, invite the best customers, and enhance event effectiveness.
VISUALISASI KATA KUNCI PEMBERITAAN PEMILU 2024 MENGGUNAKAN SCAPY DAN WORDCLOUD Arif Chandra, M. Iqbal; Yusuf, Ridwan
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 5 No. 1 (2024): Juni 2024
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v5i1.187

Abstract

In the digital information age, understanding relevant keywords in internet search results has become increasingly important. This article discusses the analysis of keywords from Google Custom Search results using the text processing tool Spacy and the WordCloud visualization technique. This method allows for more effective processing and presentation of keywords, assisting users in understanding the essence of various search queries. The experimental results demonstrate that this approach can reveal the most significant keywords in search results, helping users identify trends and focus on topics that appear in their searches. Thus, this article provides insights into enhancing the understanding of keywords in internet search results with the assistance of powerful text processing and visualization tools.

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