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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 94 Documents
TATA KELOLA PEMERINTAHAN BERBASIS E-GOVERNMENT Surasa, Surasa
Jurnal Ilmiah Multimedia dan Komunikasi JIMK Vol. 4 No. 1, April 2019
Publisher : Sekolah Tinggi Multi Media "MMTC" Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56873/jimk.v4i1.92

Abstract

Penelitian ini bertujuan mengetahui tahap perkembangan e- government berbasis pelayanan di Kelurahan Pangenrejo Kecamatan Purworejo, Kabupaten Purworejo Provinsi Jawa Tengah. Proses pengumpulan data dilakukan melalui penelitian deskriptif kualitatif. Penelitian ini dilaksanakan dari tanggal 6 sampai dengan 11 Agustus 2018. Berdasarkan hasil penelitian dapat disimpulkan bahwa Kelurahan Pangenrejo, Kecamatan Purworejo, Kabupaten Purworejo Provinsi Jawa Tengah telah mengimplementasikan e-government seperti yang diamanahkan inpres No. 3 Tahun 2003 tentang Kebijakan Strategi Nasional Pengembangan E-government. Namun demikian implementasi dari pelaksanaan e-government masih memerlukan banyak factor pendukung yang harus dipenuhi, diantaranya adalah jaringan internet yang masih sangat terbatas, peralatan (komputer), dan sumber daya manusia. Masyarakat yang menjadi sasaran dari pelaksanaan e-government, masih belum tersentuh secara maksimal disebabkan minimnya faktor pendukung kualitas pelayanan di Kelurahan Pangenrejo, Kecamatan Purworejo, Kabupaten Purworejo Provinsi Jawa Tengah.
PERANCANGAN PROTOTIPE MULTIMEDIA PEMBELAJARAN INTERAKTIF MATA KULIAH “TATA KAMERA” DI STMM YOGYAKARTA Haan, Charles De
Jurnal Ilmiah Multimedia dan Komunikasi JIMK Vol. 4 No. 1, April 2019
Publisher : Sekolah Tinggi Multi Media "MMTC" Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56873/jimk.v4i1.93

Abstract

Proses pembelajaran secara tradisonal pada saat ini kurang menarik bagi peserta didik, seiring dengan kemajuan teknologi proses pembelajaran memerlukan cara terbaik sebagai alternatif pengembangan untuk menyampaikan materi pembelajaran agar menarik dan dapat diterima oleh pebelajar untuk meningkatkan pembelajaran dikelas. Penggunaan multimedia pembelajaran secara interaktif dan mandiri dapat mendorong peserta didik untuk berpartisipasi aktif dalam proses belajar, dengantujuan agar pebelajar dapat menguasai konsep dan keterampilan sesuai dengan tujuan pembelajarannya. Penelitian ini bertujuan : 1). Menghasilkan Prototipe Rancangan Multimedia Pembelajaran Interaktif Tata Kamera. 2). Mengetahui kebutuhan materi dan desain yang sesuai dengan pembelajaran Tata Kamera. Penelitian menggunakan pendekatan penelitian dan pengembangan untuk menghasilkan desain produk berupa prototipe menggunakan Adobe Flash CS6 dan untuk mengetahui konten materi pelajaran yang diminati dilakukan dengan menyebarkan kuesioner kepada mahasiswa dan tenaga pengajar untuk dianalisis. Hasil analisis Multiple Response Frequecies menyatakan bahwa 51,5% mahasiswa setuju materi pembelajaran pada saat ini perlu dikembangkanmenjadi Multimedia Pembelajaran interaktif dengan materi yang kekinian dan 75% tenaga pengajar menyatakan setuju materi pembelajaran untuk dikembangkan dan digunakan dalam kelas pembelajaran. Hasil penelitian berupa prototipe Rancangan Multimedia Pembelajaran Interaktif TataKamera yang dapat diterima untuk diproduksi dan digunakan sebagai materi pembelajaran di kelas.
Cover Depan & Belakang J. Multkom, Cover
Jurnal Ilmiah Multimedia dan Komunikasi JIMK Vol. 7 No. 2, Desember 2022
Publisher : Sekolah Tinggi Multi Media "MMTC" Yogyakarta

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Abstract

Cover Depan & Belakang
Cover Dalam, Hlm Tim Redaksi, Daftar Isi Daftar Isi, Cover Dalam, Hlm Tim Redaksi
Jurnal Ilmiah Multimedia dan Komunikasi JIMK Vol. 7 No. 2, Desember 2022
Publisher : Sekolah Tinggi Multi Media "MMTC" Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Cover Dalam, Hlm Tim Redaksi, Daftar Isi
Cover Dalam - Daftar Isi Multimedia & Komunikasi, Jurnal Ilmiah
Jurnal Ilmiah Multimedia dan Komunikasi JIMK Vol. 3 No. 2, Oktober 2018
Publisher : Sekolah Tinggi Multi Media "MMTC" Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56873/jimk.v3i2.234

Abstract

Cover Dalam - Daftar Isi
PROFILE INDUSTRI KREATIF ANIMASI 2D DI SLEMAN, YOGYAKARTA Yuhanto, Priya Wintar
Jurnal Ilmiah Multimedia dan Komunikasi JIMK Vol. 3 No. 2, Oktober 2018
Publisher : Sekolah Tinggi Multi Media "MMTC" Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56873/jimk.v3i2.235

Abstract

The creative animation industry is an industry that originates from the utilization of creativity, skills and individual talents to create animated works which in turn can produce welfare and employment by exploring the individual’s creative and creative abilities. This can be interpreted as a collection of activities related to the creation or use of knowledge and information that produces animated works. Sleman, Yogyakarta which is a city of education and city of culture has a large potential of creative human resources (HR), as evidenced by the success of the wide screen animated film “Batlte of Surabaya” by MSV Picture, “Home Land” by the Invisible Studio Studio by Sleman animators, Yogyakarta. The Ministry of Industry in the Communication Forum for Telematics Strengthening in Yogyakarta has launched Yogyakarta as one of the embryo cities of the creative animation industry in Indonesia in addition to Bali, Jakarta, Semarang and Pacitan. The purpose of the research is to review the profile of the creative creative industry in Yogyakarta (especially the Sleman area). By using qualitative descriptive analysis, it can be seen the picture of the creative creative industry profile in general in Sleman, Yogyakarta. The results of this study indicate that most 2D animation studio profiles in Sleman are quite good, this is shown from the data of formal and non-formal education working in the animation industry in accordance with their competencies, namely graduates of animation, multimedia and DKV vocational schools. The work is quite numerous and of high quality. The results of this analysis are expected to provide recommendations for conducting a strengthening agenda for the 2D animation creative industry, so that the competitiveness and productivity of the creative animation industry in Sleman Yogyakarta can be improved.
IMPLEMENTASI ELEMEN EDITING PADA PRODUKSI FILM ANIMASI UNTUK MEMPERTAHANKAN KESINAMBUNGAN IMAJINASI PENONTON Sarwanto, Sarwanto
Jurnal Ilmiah Multimedia dan Komunikasi JIMK Vol. 3 No. 2, Oktober 2018
Publisher : Sekolah Tinggi Multi Media "MMTC" Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56873/jimk.v3i2.236

Abstract

Several cases of the production of animated films of Yogyakarta Multi Media High School students paid little attention to some elements of editing, so that the movement of images in the film often caused discomfort in the viewers. This discomfort can interfere with the continuity of the audience’s concentration. The disturbed concentration in the middle of the journey, resulting in the continuation of the imagination’s appreciation of the story being disrupted and even cut off. The research technique used is a qualitative descriptive approach, with the aim of describing objectively and systematically the extent to which the application of editing elements in animated film production is able to maintain the continuity of the audience’s imagination in understanding the meaning of the film. The research process was carried out by playing two types of animated films by students of the Animation Study Program in the presence of several viewers as respondents. Data analysis techniques are carried out by examining several images or shots from one image to another. The move is analyzed based on the editing element, the extent to which the editing element is applied. From the research process carried out, it was concluded that an animated film that applied the elements of editing, was easier to understand and remembered the whole storyline. So it is possible that information that is inserted through the film can reach the audience.
BEHAVIORAL SCIENCE DAN PENDEKATAN BERBASIS DATA DALAM PEMBUATAN KEBIJAKAN BAGI LEMBAGA PEMERINTAH Gulang, Riska Ana
Jurnal Ilmiah Multimedia dan Komunikasi JIMK Vol. 3 No. 2, Oktober 2018
Publisher : Sekolah Tinggi Multi Media "MMTC" Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56873/jimk.v3i2.237

Abstract

Measuring the level of achievement of government targets on public policies made and issued in the form of hard policies, must be done with a different approach than the classical style that only uses classical economic models based on value-benefit analysis. This is due to the growing development of internet technology and the speed of data transfer information that is quite high, making it possible to obtain very large amounts of data more efficiently which in the past was difficult to do. Based on research conducted by Stephen Davidovit it was concluded that in the presence of the Internet specifically search engines such as Google, the public / user can behave very honestly, an indication of this can be seen from the keywords used when searching so it is possible to obtain data with a minimum bias for a number of samples. At present there are also new scientific disciplines that are known as the “Big Data” market and the actors are called “Data Scientists”. These things should be included in consideration when making a policy, so that policies are made right on target. In addition to Big Data currently developing research related to the behavioral aspects / human habits, this research is motivated by Amos Tvesrky and then brought in a more advanced direction by Richard Thaler who won the 2017 Nobel Economics, in the field of behavioral economics. Big data and principles used in behavioral economics are expected to produce policies that are more appropriate and more comfortable to be used by the public.
POLA PENGGUNAAN SMARTPHONE REMAJA DESA GLAGAH, KECAMATAN TEMON, KABUPATEN KULON PROGO Sudarman, Sudarman
Jurnal Ilmiah Multimedia dan Komunikasi JIMK Vol. 3 No. 2, Oktober 2018
Publisher : Sekolah Tinggi Multi Media "MMTC" Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56873/jimk.v3i2.238

Abstract

This study aims to determine the Pattern of Youth Smartphone Use in Glagah Village, Temon District, Kulon Progo Regency. Smartphones are a very sophisticated development of communication technology in the current era of globalization, which gives users the flexibility to access information as well as communication to others, by providing very complex features. The ever-expanding smartphone technology is one of the technologies that can have a tremendous impact on the positive and negative sides. Because on the one hand it provides education to the public on the other hand destroying its user community. The research method used in this research is descriptive qualitative method by relying on logic and interpretive excavation. With the formulation of the problem What is the Pattern of the Use of Teenage Smartphones in Glagah Village, Temon District, Kulon Progo Regency. The result of the discussion, is that the pattern of the use of Teen Smartphone in Glagah village, Temon Subdistrict, Kulon Progo Regency is very alarming where the time pattern of smartphone use is very excessive, 4 hours and even some are infinite. education, entertainment, and 2 informants have said they saw negative sites. Most informants stated that they were used for excessive selfies. Parents ‘attitudes toward teenagers are often angry because they don’t always respond to orders from parents and even procrastinate from parents’ orders and don’t leave. Most of the achievements in using smartphones stated that the learning achievement had declined, only 1 informant stated that it had increased.
Desain Signsystem Toilet untuk Pengembangan Brand Miyosa, Atmaja Septa
Jurnal Ilmiah Multimedia dan Komunikasi JIMK Vol. 3 No. 2, Oktober 2018
Publisher : Sekolah Tinggi Multi Media "MMTC" Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56873/jimk.v3i2.239

Abstract

Brand development built to strengthen the public memory of an information on a brand. Strategies undertaken by designers include exploring the visual strength attached to the brand. The result of effective visual exploration is the creation of a sign, because the sign is a visual object that is directly visible to the public. Signs that have a chance to be processed in aesthetic and communicative is a signsystem of toilet. Signsystem in the Recheese Factory uses the symbol of cheese, De Tjolomadoe uses the symbol of landmark, Bali Safari Marine Park uses tribal and craft symbols, Museum Tubuh Jatimpark1 uses biological symbols and illustrations of cartoon.

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