cover
Contact Name
Irfan Santiko
Contact Email
irfan.santiko@amikompurwokerto.ac.id
Phone
+6281542308186
Journal Mail Official
info@journal.educollabs.org
Editorial Address
Jl Letjen Pol Sumarto, Watumas, Purwanegara, Purwokerto Utara, Banyumas
Location
Kab. banyumas,
Jawa tengah
INDONESIA
Journal of Multimedia Trend and Technology
ISSN : -     EISSN : 29641330     DOI : https://doi.org/10.35671
The Journal of Multimedia Trend and Technology is an online journal organised and managed independently by a consortium of multimedia and visual communication design lecturers. JMTT is an open-access journal that is provided for researchers, lecturers, and students who will publish research results in the field of all things about digitalized multimedia and its process. Currently, JMTT is under the auspices of the Amikom University Purwokerto higher education organisation, with the management of the Multimedia, Game, and Mobile Apps Study Centre together with Educollabs.
Articles 64 Documents
Digging Deeper With Machine Learning for Unbalanced Multimedia Data Categorization Nihayatusyifa, Nihayatusyifa; Febrianti, Dita
Journal of Multimedia Trend and Technology Vol. 3 No. 1 (2024): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v3i1.47

Abstract

Since many real-world data sets have skewed class distributions—in which the majority of data instances (examples) belong to one class and considerably fewer instances belong to others—classifying unbalanced data is an important area of research. While minority instances (fraud in banking operations, abnormal cells in medical data, etc.) in many applications actually represent the concept of interest, a classifier induced from an imbalanced data set is more likely to be biassed towards the majority class and show very poor classification accuracy for the minority class. Unbalanced data classification, particularly for multimedia data, continues to be one of the most difficult issues in data mining and machine learning, despite substantial research efforts. In this research, we present an extended deep learning strategy to address this difficulty and get encouraging results in the classification of skewed multimedia data sets. In particular, we examine the combination of advanced empirical research on convolutional neural networks (CNNs), a cutting-edge deep learning technique, and bootstrapping techniques. Given that deep learning techniques, like CNNs, are typically computationally costly, we suggest feeding low-level features to CNNs and demonstrate that this may be done in a way that saves a significant amount of training time while still producing promising results. The experimental findings demonstrate how well our methodology performs in the TRECVID data set when it comes to categorising highly unbalanced data.
Development of Interactive Multimedia Learning Based on Educational Games in Basic Chemistry Learning Media Oktadio, Albynola Agis; Pardede, Andrew Naftali
Journal of Multimedia Trend and Technology Vol. 3 No. 1 (2024): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v3i1.48

Abstract

The purpose of this study is to investigate the features and efficacy of educational game-based MPI for high school colloid system learning. The stages of problem and potential identification, data collection, product design, design validation, product revision, product testing, design revision, use testing, and product revision were all included in the Research and Development (R&D) research method's design in order to produce a final product. Following the development process, learning media with the following qualities were created as the end product: 1) interactive; 2) engaging and enjoyable; 3) serving as a general and autonomous learning medium on high school curriculum; and 4) practical and compatible. All of the criteria—students who completed KSM 70, which represents no less than 70% of the total student body, students who exhibited very good interests, and students who exhibited very high activity, which represents no less than 70% of the total student body—were found to be effective in the trial use. With a completeness of 92.44%, very good interest of 87.33%, and very high activity of 88.11%, it can be concluded from the research and discussion results that MPI based on education games is effectively implemented in chemistry learning in class XI colloidal systems material at SMA Level.
An Examination of Audio-visual Effects on Memory Capacity of Production Workers Based on Educational Targets Kurniawan, Juliadi; Tubagus, Putra; Domingus, Rafael
Journal of Multimedia Trend and Technology Vol. 3 No. 1 (2024): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v3i1.49

Abstract

Humans have two different types of memory: short-term memory and long-term memory. Information is momentarily stored in short-term memory before being transferred to long-term memory. A string of characters, numbers, colours, or names that can be spoken or presented in less than two seconds can be stored in short-term memory. Many work environments overwhelm workers; for instance, a tailor may be able to maximise productivity if he works while listening to music. One of the things that can affect the workplace is audio-visual. Humans differ in how old their short-term memory is. Those who are still productive tend to have stronger memories than those who are older. The purpose of this study is to ascertain, in light of educational attainment, how audio-visuals affect short-term memory in adults of working age. Because it can still use short-term memory to effectively receive, process, and communicate information in a work environment, productive age is used. The results of an analysis conducted using Work Design software and Design Tools for Methods Standard indicated that the mistake rate at the productive age level at the undergraduate education level had a greater impact than it did at the high school level. This may be the result of short-term memory loss brought on by ageing.
Literature Review: Study of the Use of Interactive Multimedia in Mathematics and Natural Sciences Learning in Indonesia Hartanto, Bayu Sri
Journal of Multimedia Trend and Technology Vol. 3 No. 1 (2024): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v3i1.50

Abstract

The use of information and communication technology (ICT) in teaching has become an important issue in recent years in order to improve the quality of education. One use of ICT is as a learning tool, namely in the form of interactive multimedia. Learning using interactive multimedia develops on the basis of conventional learning which cannot meet students' learning needs. This interactive multimedia can be a supplement and complement to learning which represents learning resources. Interactive multimedia is multimedia that is equipped with a controller that can be operated by the user, so that the user can choose what they want for the next process. Interactive multimedia has been widely created and used in Mathematics and Natural Sciences learning in Indonesia. In this paper, a literature review study will be carried out on the use of interactive multimedia in learning in the fields of mathematics and natural sciences, to see developments, development methods, weaknesses and the results that have been achieved. On this occasion, the author provides observation results based on evidence through a literature review regarding the extent of multimedia use in learning, especially in the field of exact sciences such as mathematics and natural sciences.
Transforming Computer Network Learning: The Role of Animation Media in Developing Students' Understanding of Abstract Material Zamzuri, Anwar; Hasan, Mohd
Journal of Multimedia Trend and Technology Vol. 3 No. 1 (2024): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v3i1.51

Abstract

The Malaysian Polytechnic's job is to supply the nation with semi-skilled labor to meet its demands. Numerous study programs, such as the Sequence Systems Diploma program, whose material is integrated with the CISCO professional certification program, have been established for this aim. This effort is in response to industry demand for skilled labor. However, based on examination decisions made by students, it was discovered that there might be shortcomings in the way this subject—which has a lot of abstract content—is taught, which could affect how well students do. This working paper proposes a transformation towards the use of new media such as animation, which has been proven through the study to be effective in depicting abstract lesson content to students. In this regard, a pilot study has been conducted among the teaching staff of this subject to identify the problems being faced. The results of a pilot study carried out in the form of interviews found that teaching staff actually faced problems in understanding students' abstract content in the form of lectures alone. This is because creating a workforce that is semi-skilled, competent, and capable of competing in the more demanding workplace of today requires a precise grasp of the contents of this abstract knowledge.
Analysis of Music Brand Similarity Levels Using a Visual Computing Approach Joshima, Jodhi; Hillary, Maldric
Journal of Multimedia Trend and Technology Vol. 3 No. 1 (2024): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v3i1.52

Abstract

Currently, many trademarks have emerged, especially for music equipment products circulating in the community. Especially in Indonesia, musical instrument brands with various models have emerged. The problem occurs when the brand is considered to resemble the original brand, which makes it uncomfortable for musicians. Even though the quality of the tone produced is not assessed from a brand perspective, it is felt by brand owners to be quite a violation of the code of ethics. This has an impact on marketing products that are considered genuine. In this paper, a concept will be proposed in determining whether a trademark is considered authentic in terms of the logo. Use of Visual Computing with SIFT and SURF algorithms. SIFT (Scale-Invariant Feature Transform) and SURF (Speeded-Up Robust Features) are two popular algorithms for feature extraction and matching in image processing. Both are frequently used in computer vision applications such as object detection, image matching, and object recognition. The results of this analysis will be used for musicians who want to buy musical equipment to be able to detect the logo to compare the success of a musical instrument product. The appropriateness of the quality itself will be discussed in a different discussion. The benefits that can be generated will make musicians, especially in Indonesia, more conscientious. The possibility of sorting so that you can like your own product will be very possible.
UI/UX Design Modeling on Chatting and Forum Applications Using Design Thinking Anantya, Arya Rezza; Wijaya, Anugerah Bagus; Suliswaningsih, Suliswaningsih
Journal of Multimedia Trend and Technology Vol. 3 No. 2 (2024): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v3i2.68

Abstract

Informatics is one of the study programs at the private university of Amikom University Purwokerto which prioritizes learning on the development of Information Technology, but the problems faced vary such as the absence of a campus facility for discussion and community, difficulty in conveying the problems they face, especially related to assignments and materials presented by lecturers. The purpose of this study is to design a visual concept of user interface design and prototype flow design for the Chatting and Forum Discussion Forum application using the Design Thinking method. The method used involves iterative steps to understand user needs, build prototypes, and test the resulting solutions. In addition, the usability testing method is used to test the prototype results of the interface that has been created, with a focus on user experience. The final result of this study is a user interface and prototyping that have passed the testing stage according to usability testing standards, task completion testing using the SEQ (Single Ease Question) method on each task has an average task completion above 6. And the results of the SUS (System Usability Scale) method have a value of 88.3 meeting the SUS acceptable scoring aspect with a grade scale B which shows that the project created is easy to use. Successfully designed a visual design concept through user interface and user experience design of online discussion forum platform media using the Design Thinking method through the stages of Empathize, Define, Ideate, Prototype, and Testing.
Redesign of the "Si Bangga" Application at the Purbalingga Narcotics Agency Using the Design Sprint Method Nuraziz, Reza Eka; Hamdi, Aulia
Journal of Multimedia Trend and Technology Vol. 3 No. 2 (2024): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v3i2.69

Abstract

In the contemporary era driven by technological developments, global transformations encompass every aspect of human life, where the digital revolution, the internet, social media, and artificial intelligence are the foundations of change in communication, industry, and human interaction with the environment. While these developments bring significant benefits, they also pose challenges for privacy, security, and access gaps. In this context, the National Narcotics Agency (BNN) of Purbalingga Regency responded by launching the SiBangga application to improve efficiency in providing information and services related to the main tasks of the BNN through a mobile platform. Although this application is a progressive step, competitor analysis shows significant potential for development in terms of user engagement, responsiveness, and functionality. This study aims to identify areas that need to be updated in SiBangga to more effectively meet user needs and overcome competitor weaknesses. Using the Design Sprint method as the basis for the redesign, this study will produce an updated user interface to provide a better experience, ensure active engagement, and meet quality standards in the competitive digital technology market. Thus, this study not only responds to market and technology dynamics but also makes a positive contribution to the development of the SiBangga application for a more innovative and competitive future.
Designing an Educational Video About the Dangers of Software Piracy Using 2D-Based Motion Graphic Techniques Puspitawati, Endah; Prakosa, Herjuna Ardi
Journal of Multimedia Trend and Technology Vol. 3 No. 2 (2024): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v3i2.70

Abstract

This study explores the potential of 2D animation-based educational videos with motion graphic techniques as a tool to increase public understanding and awareness of the dangers of pirated software. With the increasing prevalence of pirated software that can be easily accessed from various websites, there needs to be an innovative approach to increasing public understanding and awareness of its negative impacts. This study uses pre-production, production, and post-production methods to produce animated videos. The focus of the study is on the use of 2D animation and motion graphics to communicate messages about the risks of pirated software effectively. By utilizing the advantages of 2D animation in efficiency, simplicity, and cost-effectiveness, as well as the ability of motion graphics to combine text and moving images, this study aims to increase public understanding, especially young people, students, and computer users, about the illegal consequences and negative impacts of using pirated software. The results of the study indicate that 2D animation videos with motion graphics can convey complex messages about the dangers of pirated software effectively and attractively.
Movie Recommendation System Model using Bisecting K-Means Technique and Collaborative Filtering Gohzali, Hernawati; Panjaitan, Dita Maria
Journal of Multimedia Trend and Technology Vol. 3 No. 2 (2024): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v3i2.71

Abstract

In the current film industry, the competition is very big. We can see it in online streaming content through the ratings obtained. Film itself is a visual work that is packaged as a product of public entertainment for a specific purpose. However, there are also many films that are considered not to meet the audience's expectations. Even the films presented are sometimes illegal or pirated films. We can also find out whether a film is recommended or not. The problem is that viewers rarely understand how to see recommendations or even provide appropriate film recommendations. This study aims to develop a film recommendation system model using a combination of K-Means bisecting and Collaborative Filtering. The film data used in this study comes from Movie-Lens which consists of 100,000 ratings from 668 users for 10329 film titles in 18 film genres. The training process consists of a cluster process with the K-Means bisecting algorithm and calculating similarity values ​​with collaborative filtering (item-based and user-based). The testing process is carried out to calculate the system error value by calculating the Mean Absolute Error (MAE) value. The results of the study show that recommendations with bisecting K-Means and user-based collaborative filtering get lower MAE values ​​compared to bisecting K-Means and item-based collaborative filtering.