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Contact Name
Tri Anggraeni
Contact Email
tri.anggraeni@gmail.com
Phone
+62895391032353
Journal Mail Official
tri.anggraeni@gmail.com
Editorial Address
Pusat Penelitian dan Pengabdian kepada Masyarakat Sekolah Tinggi Multi Media "MMTC" Yogyakarta Jln. Magelang Km. 6 Yogyakarta Telepon: (0274) 561531, 562513 Fax: (0274) 623537
Location
Kab. sleman,
Daerah istimewa yogyakarta
INDONESIA
Jurnal Ilmiah Multimedia & Komunikasi
ISSN : 25412086     EISSN : 27760006     DOI : 10.56873
Jurnal Imiah Multimedia dan Komunikasi memiliki fokus di bidang multimedia dan komunikasi seperti desain grafis, teknik animasi dan game, teknik pengolahan audio video, desain dan pengembangan web atau sistem informasi, media interaktif, fotografi, industri media, periklanan, komunikasi pemasaran, dan sebagainya.
Articles 62 Documents
Perancangan Buku Pop-up Tema Pertemanan guna Mencegah Bullying dalam Proses Pembelajaran di Kelas Maharani, Anastacia Ruth; Haryadi, Toto
Jurnal Ilmiah Multimedia dan Komunikasi JIMK Vol. 9 No. 2, Bulan Desember 2024
Publisher : Sekolah Tinggi Multi Media "MMTC" Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56873/jimk.v9i2.341

Abstract

Bullying is a hostile act that is deliberately carried out by irresponsible individuals or group to hurt or threaten so that the victim feels sad, scared, and traumatized. Bullying can happen anywhere, one of which is in the State Elementary School of Sumberagung 2 Bojonegoro environment. To educate about bullying, it is necessary to design attractive learning media so that it is easy to understand and attracts students' focus. Pop-up book has the potential to solve this problem because it has attractive elements in it. The 3-dimensional pages that can move when opened are an added point in creating a more enjoyable learning process. The research method used is qualitative descriptive, which supported by data analytic method of 5W + 1H and the Design Thinking method for creative process, which produces the main media in the form of pop-up books and supporting media in the form of banners, posters, drawstring bags, and stickers. This design is expected to be able to help minimize the problem of bullying that occurs at SDN Sumberagung 2 Bojonegoro, especially in grade 1 students.
Penerapan Teknik Koreksi Warna pada Rekaman High Dynamic Range Film Dokumenter Di Balik Seragam Biru Zhahirin, Muhamad Nujjiya; Komariah, Kokom; Mahameruaji, Jimi Narotama
Jurnal Ilmiah Multimedia dan Komunikasi JIMK Vol. 9 No. 2, Bulan Desember 2024
Publisher : Sekolah Tinggi Multi Media "MMTC" Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56873/jimk.v9i2.338

Abstract

The documentary film “Di Balik Seragam Biru” was created using the HDR format, in which it produces realistic images with a wider color gamut. This process presents unique visual challenges, particularly in color correction, since changes in shooting conditions can affect visual consistency. This study aims to apply color correction techniques to address inconsistencies in HDR footage. The study provides academic benefits by developing color correction methods for the HDR format, which can serve as an important reference for researchers exploring similar techniques in film and television production. Practically, the workflow and techniques used offer actionable guidance for practitioners to ensure consistent visual quality and to provide an optimal viewing experience for the audience. The creation process includes color management, the application of the scene-referred concept, and color correction techniques such as normalization, balancing, and shot matching. The findings of the study show that color management in modern cameras allows for recording image data with greater detail. The scene-referred workflow provides better control in achieving the desired visual outcome. Color correction techniques play an essential role in ensuring visual uniformity and consistency. Normalization helps standardize brightness levels across shots, while the balancing technique ensures color stability throughout the film. Shot matching aligns colors and contrast, ensuring smooth transitions between shots without visual disruptions.
Penerapan Teknik Drum Miking Pada Program Music Show Sound Session Baharuddin, Nabhan; Sunarsa, Sunarsa; Utari, Tituk
Jurnal Ilmiah Multimedia dan Komunikasi JIMK Vol. 9 No. 2, Bulan Desember 2024
Publisher : Sekolah Tinggi Multi Media "MMTC" Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56873/jimk.v9i2.344

Abstract

Music show program is one of the entertainment programs that reviews music. In this program presents a musical performance of a person (Solo) or several people (Group) and talks with guest stars with the aim of meeting the needs of the audience. In this case, the author found several music show works that have not applied miking techniques and stereo miking techniques to the drum instrument, so that the microphone cannot capture the sound produced by the sound source optimally. So the author uses the miking and stereo miking technique methods in the music show work Sound Session. The aim is to produce a music show program Sound Session by applying miking techniques including selection techniques, microphone placement and applying stereo miking techniques. From the results of the analysis, after applying the selection technique, microphone placement and stereo miking techniques to the drum instrument, the goal of the music program is achieved which has harmonious and harmonious audio quality results, so that the information conveyed can be received well and can be enjoyed by the audience.
Pengembangan Konvergensi Media Berbasis Website Company Profile “Swacreative” Pradhani, Anindya Rahma Putri; Astuti, Aprilina Dwi; Kristiadi, David
Jurnal Ilmiah Multimedia dan Komunikasi JIMK Vol. 9 No. 2, Bulan Desember 2024
Publisher : Sekolah Tinggi Multi Media "MMTC" Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56873/jimk.v9i2.339

Abstract

Companies need to present their identities, services, products and works to the public, using company profile websites. Some media can be converged into a company profile website to inform complete company information in an interesting way. However, in developing media convergence for company profiles based on websites, there are still many websites that have not implemented usability yet, so users face difficulties to get the information. Therefore, the development of a media convergence based on company profile website "Swacreative", implements the principle of usability with aspects of learnability and efficiency. Learnability and efficiency are applied to content layout, text types and colors, navigation features, photo and video display options. Usability testing was followed by 41 respondents. The test result shows that the website met the learnability and efficiency aspects.  Majority of respondents agree  that the website was easy to understand and to learn, the website's interactions were clear and easy to understand, the website's pages appeared without errors, the website's text types and colors were clearly readable and  the website’s menu structures were easy to understand. Meanwhile, about the efficiency aspect of the website, the majority of respondents agree that the menus were displayed fast, navigation options were available, content design was structured, photo and video display options were available, and the website was able to be accessed using a multi web browser.
Pengaruh Kualitas Situs Web Dinas Kependudukan dan Pencatatan Sipil Kota Yogyakarta Terhadap Kepuasan Pengguna Masyarakat Kota Yogyakarta Zulkarnain, Guntur Akhmad; Khuntari, Diana; Marwati, Arum
Jurnal Ilmiah Multimedia dan Komunikasi JIMK Vol. 9 No. 2, Bulan Desember 2024
Publisher : Sekolah Tinggi Multi Media "MMTC" Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56873/jimk.v9i2.340

Abstract

In the era of technological advancement, information system transformation affects public services, including those at the Population and Civil Registration Office (Dindukcapil) in Yogyakarta City. The Dindukcapil website plays an essential role in delivering information and administrative services; however, low ratings indicate user dissatisfaction. This study aims to assess the impact of the Dindukcapil website quality on user satisfaction in Yogyakarta, utilizing the Webqual 4.0 theory, which includes dimensions of usability quality, information quality, and service interaction quality, as well as user satisfaction theory covering expectation alignment, revisit intention, and recommendation availability. This research uniquely contributes by specifically examining the impact of Dindukcapil website quality on public service user satisfaction at the regional government level. A descriptive quantitative method using an online questionnaire was analyzed with SPSS version 26 through validity, reliability, classical assumption tests, simple linear regression, and T-tests. Results indicate that website quality positively and significantly influences user satisfaction by 54.4%, while 45.6% is affected by other variables. Based on the study’s findings, recommendations for Dindukcapil include evaluating and improving website content by enhancing SEO, user personalization, security, reputation, and providing a feedback section to strengthen engagement and address community aspirations.
The Influence of Game Use and Video Game Content in Managing Students' Emotional Balance Amid Academic Pressure Khairunnisa, Erinna; Nurhidayatulloh, Ade
Jurnal Ilmiah Multimedia dan Komunikasi JIMK Vol. 10 No. 1, Bulan Juni 2025
Publisher : Sekolah Tinggi Multi Media "MMTC" Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56873/jimk.v10i1.444

Abstract

The rapid development of digital technology has made games and video game content an integral part of students' lives today. Amidst high academic pressure, students often experience stress and difficulty in maintaining emotional balance. This study aims to analyze the effect of using games and video game content in managing students' emotional balance amid academic pressure. The method used is a descriptive quantitative approach with purposive sampling technique and data collection through online questionnaires to college students who have experience playing games and watching video game content. The results showed that most college students allocated more than 3 hours a day to play games, which helped them manage stress and maintain emotional balance. Casual games were most effective in reducing stress and improving mood. However, excessive use can interfere with academic concentration, so time management is necessary. In addition, games provide a space to express emotions and interact socially, which contributes to students' emotional balance. Overall, games can be an effective tool in the management of emotional balance if utilized carefully.
Implementasi Jaringan Fiber Optik Dalam Integrasi Studio Produksi Media di STMM Yogyakarta Wahyudin, Ade; Prasetyo, Lilik Jatmiko; Astuti, Aprilina Dwi
Jurnal Ilmiah Multimedia dan Komunikasi JIMK Vol. 10 No. 1, Bulan Juni 2025
Publisher : Sekolah Tinggi Multi Media "MMTC" Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56873/jimk.v10i1.482

Abstract

This study aims to evaluate the implementation of fiber optic networks to improve integration and transmission efficiency in the media production studios at STMM Yogyakarta. In broadcasting environments, network stability and high-speed data transmission are essential to ensure seamless delivery of high-quality audio-visual content. Optical fiber, known for its superior bandwidth and low latency, presents a suitable technological solution. Through experimental testing using Wireshark software, this research measures key network parameters—throughput, delay, packet loss, and jitter—in two studio environments. The results reveal that Studio 2 demonstrates optimal performance with a maximum throughput of 11,286.42 Kbps, an average delay of 2.98 ms, 0% packet loss, and minimal jitter. In contrast, Studio 1 exhibits lower throughput, higher delay and jitter, and packet loss of up to 5.5%, indicating the need for technical improvement. The study highlights a research gap regarding fiber optic implementation in educational broadcast studios and offers practical recommendations such as network configuration optimization, equipment upgrades, and Quality of Service (QoS) implementation. These findings are expected to enhance practicum quality and align the learning environment more closely with industry standards.
Perkembangan Budaya Instan Melalui Aplikasi Kencan Daring Abisono, Firya Qurratu’ain
Jurnal Ilmiah Multimedia dan Komunikasi JIMK Vol. 10 No. 1, Bulan Juni 2025
Publisher : Sekolah Tinggi Multi Media "MMTC" Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56873/jimk.v10i1.492

Abstract

Globalization and digitalization have brought significant changes to societal culture, introducing a way of life that emphasizes speed and convenience. Technological advancements have accustomed people to an instant culture, where everything can be achieved quickly without lengthy processes. One manifestation of this culture is online dating applications, which offer ease in quickly and conveniently finding a partner. This article aims to analyze how online dating applications influence instant culture and shape the thinking and social behaviors of their users, using a literature review approach. This research examines various literature on instant culture, online dating technology, and the impact of digitalization on interpersonal relationships in the modern era. The findings indicate that online dating applications have transformed how individuals perceive and form relationships, creating patterns of interaction that are shorter and more superficial. Phenomena such as hookup culture, ghosting, and catfishing exemplify the instant behaviors emerging within the context of online dating. These applications not only facilitate the instant search for partners but also shift societal expectations around romantic relationships—from those previously valued for their long-term commitment to casual, non-committal relationships. Furthermore, this research finds that digitalization and online dating technology contribute to changes in social norms, where romantic relationships are now viewed as something that can be chosen and abandoned quickly. The contribution of this research is to provide a new perspective on how instant culture within online dating affects cultural values and social norms in relationships. By understanding these changes, this study aims to serve as a basis for further research on the impact of digitalization on social relationships and offer guidance for online dating application users in navigating instant culture.
Dramatic Curiosity Dengan Pengembangan Produk Sistematis Pada Penceritaan Animasi 2D “Karateka” Maharani, Faiza Zahwa; Dewi, Nuria Indah Kurnia; Atmani, Agnes Karina Pritha
Jurnal Ilmiah Multimedia dan Komunikasi JIMK Vol. 10 No. 1, Bulan Juni 2025
Publisher : Sekolah Tinggi Multi Media "MMTC" Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56873/jimk.v10i1.435

Abstract

Performance anxiety is a common type of anxiety experienced by athletes in the realm of sports, even among those in excellent physical condition. This anxiety significantly impacts athletes' mental and psychological performance, which serves as the inspiration for creating a 2D animated film titled Karateka. The film addresses the theme of performance anxiety among athletes. Additionally, animated films that explore anxiety within the context of sports are relatively limited in number. The first step in creating the Karateka 2D animated film was determining the core idea based on the issue to be discussed. This idea was then developed into a script through the process of structuring the storyline. As a result, a compelling narrative and plot were crafted to captivate the audience’s interest in this 2D animated film. To further engage viewers, the creator incorporated elements of dramatic curiosity into the film. In developing the script for Karateka, the ADDIE method (Analysis, Design, Development, Implementation, and Evaluation) was employed. During the analysis stage, the creator conducted a literature review and observational studies. In the design phase, dramatic curiosity was distributed throughout the storyline using a dramatic graph. The development stage involved refining the plot and story outline, while the implementation phase focused on creating script segments infused with elements of dramatic curiosity. Finally, during the evaluation stage, the creator conducted focus group discussions and expert validation tests to assess the application of curiosity elements in the developed segments
Penciptaan Daya Tarik Visual dengan Menerapkan Komposisi Gambar dalam Produksi Program Musik Televisi “Weska” Fadlilah, Mohammad Fikri; Oktora, Dina Dwika
Jurnal Ilmiah Multimedia dan Komunikasi JIMK Vol. 10 No. 1, Bulan Juni 2025
Publisher : Sekolah Tinggi Multi Media "MMTC" Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56873/jimk.v10i1.493

Abstract

The production of this television music program emphasizes the application of visual composition to create an optimal appeal. The process of creating works is carried out through three stages of production, namely pre-production, production, and post-production. In its application, the author uses various elements of image composition, such as headroom, look room, rule of thirds, and camera angle. The application of these elements aims to create visual balance and produce an attractive appearance for the audience. The application of composition principles in the Production of the Television Music Program "Weska" is able to create visual appeal and improve the quality of visuals and viewing experiences, both in the context of musical performances and direct interaction between musicians and audiences.