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
Comparison of the Work Process Methods for Scale Invariant Feature Transform and Sum of Squared Difference in Image Mosaic Widodo, Anteng; Ikhwan, Syariful; Santiko, Irfan
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.v3i2.72

Abstract

Mosaic image is an image made from a collection of many other small images placed side by side, so that from a distance it looks like one big image. The use of this mosaic image varies, for example in digital image processing, in the context of image analysis, mosaic can also mean the process of combining several images with overlap to create one large image, for example in geographic mapping using satellite imagery. Then as a pattern creation in the field of design, mosaic images are used to create complex or abstract patterns, which can be used in decoration, architecture, or product design. Mosaic image is a combination of several images to get a wider view. One of the problems in mosaic image is in the image matching process, the right image matching can produce a better mosaic image. This study will compare the image matching method with RANSAC and SSD. The mosaic image of both methods was tested using objective fidelity criteria. The results showed the RANSAC method with an MSE value of 121.5820 and a PSNR value of 27.2821 dB, while the SSD method with an MSE value of 140.8373 and a PSNR value of 26.6436 db. The RANSAC algorithm is good for use in cases of mosaic images with feature-based methods, while SSD is good for use in cases of mosaic images with direct methods.
Supplementary Factual Data An Encyclopaedia of Land Transportation Models in Jakarta Using Multimedia Technologies Dharmayanti, Dharmayanti; Permana, Dimas Dwi
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.v3i2.73

Abstract

The development of multimedia technology in various learning applications shows an increasing trend. According to the source (Head of IT Division AR & Co Indonesia) "the future of Augmented Reality has many advantages compared to Virtual Reality because users can see and touch digital objects and can interact with digital elements. Using Augmented Reality technology means that it will give birth to a new type of interaction between humans and computers". Therefore, research was conducted to create an encyclopedia of Jakarta transportation using augmented reality technology. This encyclopedia book is in the form of a book containing seven models of Jakarta transportation with a marker in the form of a QR-code. Each marker on each page displays a three-dimensional model of transportation along with its animation. This encyclopedia book about Jakarta transportation was created using the ARToolkit library software. To create a three-dimensional organ using the Blender 2.64 application, while making the marker using Adobe Photoshop CS4. The output of this application is in the form of a three-dimensional vehicle model along with animation that will be seen and the webcam is highlighted on the marker.
Micro Controller Modeling On Digital FX Pedal For Guitar And Bass Using Arduino Pro Micro Bastyan, Hanafi Dana; Utami, Putri Febi
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.v3i2.74

Abstract

A musician, especially a guitarist or a bassist, is certainly familiar with digital sounds or tones. Almost in the current technological era, they also use technology in music. Currently, there are many digital music devices. One of them is the use of digital effects for guitars and basses. These devices very widely, from large to compact. Sometimes guitarists and bassists often have difficulty controlling them. This is because the design of the device is made minimalist, so that with the large number of preset tones available with a small number of controls, it will complicate their performance on stage. The use of digital effects requires a large storage capacity, therefore, the role of the digital effect is like a processor in the CPU. If so much storage is not controlled, then it is possible to forget the configuration settings. Therefore, control is needed as a support and a tool to remind the preset memory. Therefore, additional devices are needed to control the preset tones. This paper will discuss how to create a model to control preset tones in the digital effects they use. The goal is to make it easier when they perform on stage. With good control features, and the arrangement of the appropriate tone arrangement, guitarists and bassists will find it easy to manage the presets stored in the digital effect memory.
English Educational Game Modeling Using Goal Directed Design Method Lupita, Maria; Ambarwati, Theresia
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.v3i2.75

Abstract

Language and Communication Development. Through play, children engage in conversation, listen to stories, and communicate with others. This enriches their vocabulary and helps them understand the structure of language. Early literacy is essential to early childhood learning. Playing with letters, words, and picture books helps children develop early literacy skills that are essential for later academic success. A learning aid in the media is an educational game. In this study, we developed an English vocabulary learning application for fruit and animal names. The application is used by kids between the ages of 4 and 6. The goal of this research is to create an application that will help kids recall things better and expand their vocabulary. We employ the Goal Directed Design Method for the design of the user interface. The research, modelling, requirements, definition, framework definition, refinement, and support are the eight primary stages of this method. Eighteen youngsters between the ages of four and six participated in this study. According to the application's evaluation, all participants were able to recall fruit and animal names with an approximate 10% increase.
Modeling Analysis of Arts and Culture Interest in Student Communities in Banyumas Using Talent Interest Matrix Hapsari, Ariadne Tiara; Banatuzka, Khurida
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.v3i2.76

Abstract

Good leadership helps maximize the use of resources to achieve organizational goals. Data shows that this comes from young people who are enrolling in colleges in the Banyumas area. The local government, from the village to the region, plans a way so that local arts and culture are not easily influenced by other cultures. This method is used by the local government to encourage young people at the college level to improve community activities and college student activity programs. When the organization looks less professional, this problem arises. This is caused by a number of main factors, including problems related to the vision and mission, especially in managing the organization itself. Organizations founded by young people can face various unique problems due to the dynamics and unique characteristics of young members. Based on the problems found in the previous situation analysis, it is necessary to provide counseling and guidance to young students. This is especially true for students who are members of groups and communities in the college environment. This community organization focuses on the context of arts and culture in the Banyumas area, Central Java. Solutions must be used to address problems to improve leadership in organizations managed by young people. The first thing we do is provide an important understanding of leadership in organizations, then we go into the content, namely about arts and culture in the Banyumas region of Central Java.
Combining Two Chaos Maps and Determining Selective Methods for MSB Bits in a Digital Image Encryption Algorithm Munir, Rinaldi
Journal of Multimedia Trend and Technology Vol. 3 No. 3 (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.v3i3.63

Abstract

In order to reduce the computational volume, we employ selective encryption approaches in conjunction with a chaos-based picture encryption algorithm in this research. Two chaos maps are used, namely Arnold Cat Map and Logistic Map. Before encryption, the image is scrambled with Arnold Cat Map, then selective encryption techniques are applied by selecting only four MSB bits from each pixel to be XORed with the keystream generated from the Logistic Map. Experimental results show that the use of both chaos functions can produce confusion and diffusion effects, and the use of selective encryption techniques only processes 50% of the entire image data. The encrypted image shows a relatively uniformly distributed histogram, making it difficult for attackers to perform statistical analysis to find the key or plain image. Chaos sensitivity shows that this algorithm is safe from exhaustive-key search attacks. This method is sensitive to modest changes in the key, making it safe from exhaustive-key search assaults, according to experiments conducted by gently altering the initial value of chaos. This technique is immune to brute-force attacks because of its sufficiently huge key space.
Marble Maze Game Design Using Augmented Reality Technology Mahtarami, Affan; Ertino, Eddo
Journal of Multimedia Trend and Technology Vol. 3 No. 3 (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.v3i3.67

Abstract

Augmented Reality (AR) combines computer-generated graphic objects with real objects, so that virtual collaboration occurs between the two types of objects. The main purpose of AR is the use of computers as devices to facilitate a job done by humans. Based on its characteristics, AR has great potential to be used as a computer game platform. The research reported in this paper raises the issue of utilizing AR as a computer game platform. The research was conducted in the form of developing a marble maze computer game using AR with an emphasis on the interaction aspect. The lighting conditions of the playing environment have a crucial influence. To get a consistent appearance, adequate lighting is needed. However, AR-based games are one of the interesting games to play. The game must be played in well-lit environments, with a flash light, or with a high-sensitivity camera in order to get around this. Nonetheless, the majority of volunteers acknowledged that they were open to playing games that used augmented reality.
MIDI Controller Design Using Arduino Leonardo as a Digital Audio Workstation (DAW) Management Tool Darso, Darso; Santiko, Irfan
Journal of Multimedia Trend and Technology Vol. 3 No. 3 (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.v3i3.77

Abstract

It is very possible for a musician who works in the modern technology era to be familiar with digital sounds or tones. They even use technology in music in the modern era. Currently, there are many models of digital music devices, both physical and non-physical. One of them is a digital effect for bass and guitar. The size of the device ranges from large to simple. The obstacle faced is that musicians, especially those who are still new to utilizing technology, often have difficulty controlling it. This is due to the simple design of the device, which makes it more difficult to use on stage because of the many preset tones and controls available. Because digital effects require large storage capacity, their function is similar to the processor in the CPU. Technology devices such as the Digital Audio Workstation (DAW) feature allow users to produce their own music without having to rent a recording studio. On this occasion, this article will discuss the design of a MIDI manager model as a tool in carrying out the audio processing process. In the design, we use Arduino Leonardo technology with an ATmel Mega 32u4 processor as the control engine. The result is a device that can control features in DAW, which makes it easier for musicians to manage audio both during the recording process and on stage.
City Brand Logo Design Methodology Using Local Citizen Participation Approach Wiratama, Danang Adi; Nugroho, Chendri Irawan Satrio
Journal of Multimedia Trend and Technology Vol. 3 No. 3 (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.v3i3.78

Abstract

The cruciality of a logo for city branding interests is comparable to the need for seriousness in the design process. Several studies have stated that the main problems with city brand logo design methods are: the ineffective involvement of local communities, and the low understanding that city branding is more than just designing a logo. This study aims to formulate a city brand logo design method that (1) involves local communities and (2) is connected to the overall city branding process. To that end, a study was conducted on city branding theory, brand personality, city brand visual identity, including case studies of city brand logo design in Indonesia. The city brand logo design method formulated here is divided into the idea search stage (research, brand personality exploration, city branding concept) and the visualization stage (testing preferences for logo types and their visual elements). At each stage, community involvement is carried out through questionnaires while the design team plays a role in designing alternatives for the community. This proposed method is able to facilitate collaboration between designers and the community in designing the city's visual identity, as well as providing branding output that is (not only a logo and slogan, but) integrated with the brand's personality, core ideas, and all strategies that play a major role in implementing city branding as a whole.
Analysis of Social Commerce Success Using the Expectation Confirmation Model (ECM) Method Wanti, Linda Perdana; Prihantoro, Andesita
Journal of Multimedia Trend and Technology Vol. 3 No. 3 (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.v4i3.80

Abstract

The rapid development of social commerce has changed the way consumers shop and interact with brands. However, the success of social commerce platforms cannot be separated from a deep understanding of the factors that influence consumer satisfaction and purchase intentions. This study aims to analyze the success of social commerce using the Expectation Confirmation Model (ECM) method. ECM is a model that explains that consumer satisfaction is influenced by the confirmation of their expectations of a product or service. This study identifies the main problems in social commerce, namely consumer uncertainty about product quality, transaction security, and shopping experiences that meet expectations. The research method used is a quantitative approach with a survey of consumers who have shopped through social commerce platforms. Data were analyzed using descriptive and inferential statistical techniques to test the research hypothesis. The results of the study showed that confirmation of consumer expectations about product quality, transaction security, and ease of use of the social commerce platform had a positive effect on their satisfaction. In addition, consumer satisfaction also influenced their repurchase intentions on the platform. Based on these findings, this study offers solutions for social commerce managers to increase the success of their platforms. These solutions include providing clear and accurate product information, ensuring transaction security, and improving an easy and enjoyable shopping experience.