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INDONESIA
JUVOTEK JURNAL: Jurnal Vokasi Teknik
Published by CV. Medan Tekno Solusi
ISSN : 30251125     EISSN : 30251125     DOI : 10.67922/juvotek
JUVOTEK JURNAL: Jurnal Vokasi Teknik (JuVoTek) is a peer-reviewed, open-access scientific journal that publishes original and high-quality research in vocational engineering, applied technology, and multidisciplinary engineering studies. The journal provides an academic platform for researchers, lecturers, engineers, practitioners, students, and policymakers to disseminate innovative findings and practical solutions to contemporary engineering and technological challenges. JuVoTek emphasizes the integration of theoretical knowledge, technological innovation, industrial applications, vocational education, and sustainable engineering practices. The journal welcomes empirical studies, experimental research, applied research, development studies, review articles, case studies, and conceptual papers that contribute to the advancement of engineering science and vocational technology. Subject Areas Mechanical Engineering Chemical Engineering Electrical and Electronic Engineering Civil Engineering Industrial and Manufacturing Engineering Informatics and Computer Engineering Mechatronics and Automation Instrumentation and Control Systems Materials Science and Engineering Energy and Renewable Energy Systems Artificial Intelligence and Engineering Applications Internet of Things (IoT) and Embedded Systems Robotics and Autonomous Systems Production Engineering and Quality Systems Environmental Engineering Engineering Management Engineering Education
Articles 175 Documents
Implementasi Teknik Audio Pada Pembuatan Film Pendek “Demi Cinta” Marcella Aprilia Bandua; Anton Topadang; Agusdi Syafrizal
JURNAL VOKASI TEKNIK Vol 2 No 03 (2024): November Issue | JUVOTEK JURNAL
Publisher : CV MEDAN TEKNO SOLUSI

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Abstract

Sound is an important element in enhancing the visuals in a movie and providing a deep emotional dimension to the audience's experience. With proper use, sound can be an effective tool in creating strong emotional engagement and bringing the overall atmosphere of the movie to life. The main process of making a short film is to consider the selection of appropriate audio to achieve a deep dramatic impression. Adobe Premiere Pro as an application used to edit video and audio. This research produces a short film that implements audio settings with the title “Demi Cinta” which lasts 16 minutes 24 seconds, and is published through the youtube page    with    the    URL https://youtu.be/JDHMKfO7MyQ?si=fmvmTj4je8BcHGyK, with 322 views, 69 likes, 31 comments, 358 subscribers.
Implementasi Metode Low Poly Pada Animasi 3D “Serendipity” Dengan Teknik Animasi Sethyani Kadang Allo; Muchamad Zainul Rohman; Damar Nurcahyono
JURNAL VOKASI TEKNIK Vol 2 No 03 (2024): November Issue | JUVOTEK JURNAL
Publisher : CV MEDAN TEKNO SOLUSI

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Abstract

The process of creating 3D animation has experienced rapid development through creative innovations and computer technology. Animated films, particularly those based on 3D, have become popular across various age groups. Low poly modeling was the focus in the production of the animation 'Serendipity.' This research employs the Multimedia Development Life Cycle (MDLC) method with the goal of providing practical references for 3D model creation. The research object references the modeling of Bebaya Park in Samarinda City. The animated video was successfully created by applying low poly techniques to the modeling of Bebaya Park. Testing was conducted with 5 respondents, and the results indicated that the low poly approach used was appropriate.
Aplikasi Pemesanan Makanan Dan Minuman Pada Safaa Coffee Space Berbasis Mobile Android Elvito Ruby Chenarna; Agusdi Syafrizal; Muchamad Zainul Rohman
JURNAL VOKASI TEKNIK Vol 2 No 03 (2024): November Issue | JUVOTEK JURNAL
Publisher : CV MEDAN TEKNO SOLUSI

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Abstract

Safaa Coffee Space, a coffee shop in Samarinda, faces issues with efficiency and comfort in its food and beverage ordering services due to cashier queues, leading to wasted time for customers and hindering the ordering process. This study aims to develop a mobile Android-based ordering application to enhance the efficiency and comfort of visitors. The identified problems include inefficient ordering processes and queue times that can diminish the customer experience. This research provides a solution by designing an ordering application that allows customers to select menus freely and place orders without having to queue at the cashier. The research methodology employs a prototype approach using the Dart programming language, the Flutter framework, and Firebase as the database. The results indicate that the application can improve the efficiency and comfort of visitors when ordering food and beverages. Black box testing demonstrates that all application features function properly. Additionally, the results of a questionnaire analysis involving 20 respondents show a satisfaction level of 78.4% with the application. Respondents were generally satisfied with the ease of use and the application's user interface, although there were suggestions for improving accessibility and the payment system.
Pembuatan Game Edukasi Sebagai Media Pengenalan Huruf Hijaiyah Berbasis Android Andra Ravi Hermawan; Tommy Bustomi; Damar Nurcahyono
JURNAL VOKASI TEKNIK Vol 2 No 03 (2024): November Issue | JUVOTEK JURNAL
Publisher : CV MEDAN TEKNO SOLUSI

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Hijaiyah letter learning isan important first step in the process of reading the Qur'an. However, the interest ofchildren in learning hijaiyah letters is often low due to the lack of interesting learning media.This research aims to developan Android-based educational game as a medium for introducing hijaiyah letters to elementary school students aged 6-8 years. Hijaiyah letters to elementary school students aged 6-8 years. The methodology used in this research is the Game Development Life Cycle (GDLC) which involving six stages: initialization, pre-production, production, alpha beta testing, and release. This game application is designed with a 2D visual display and interactive features such as the introduction of the name of the hijaiyah letter, visualization of the pictures, audio pronunciation, and letter matching game. Testing is done through alpha and beta tests to ensure the application functions run well and are easily understood by users. The results showedthat this educational game can be a fun learning media to help students recognize hijaiyah letters in helping students recognize hijaiyah letters.
Film Dokumenter Kehidupan Sosial Anak Asuhan Menggunakan Teknik Sinematik Elzar Nataniel Kalombak Parammak; Yusni Nyura; Damar Nucahyono
JURNAL VOKASI TEKNIK Vol 2 No 03 (2024): November Issue | JUVOTEK JURNAL
Publisher : CV MEDAN TEKNO SOLUSI

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This research explores the social life of orphaned children in Samarinda City, wherefoster children have problems such as sexual harassment, domestic violence (KDRT), children of disaster victims, and neglected children. Therefore. This research will make a documentary film using Cinematic Techniques with the title Documentary Film on the Social Life of Foster Children. This Research will explore the lives of children in foster care, presenting an in-depth picture of social dynamics, internal conflicts, and the search for urban identity. In making this documentary, we used the Adobe Premiere Pro application for video editing. The aim of this research is to create aesthetic shots and improve image quality through cinematic techniques and convey messages about the social life of orphaned children in documentary films. The process of making a documentary film consists of pre production, production, post production and post distribution stages using cinematic techniques, which include the principles of Extreme Long Shot, Long Shot, Medium Long Shot, Close Up, and Medium Shot. the results of this research are a documentary film about the lives of children in foster care. Which has been uploaded to the youtube page https://www.youtube.com/watch?v=4WMW_MuSRVU&t=21s, with 1.500 views, 3 likes, subscribers 358.
Aplikasi Pencarian Pendonor Darah Untuk Pasien Menggunakan Metode Extreme Programming Berbasis Mobile Fajrian Nur; Muchamad Zainul Rohman; Farindika Metandi
JURNAL VOKASI TEKNIK Vol 2 No 03 (2024): November Issue | JUVOTEK JURNAL
Publisher : CV MEDAN TEKNO SOLUSI

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This research aims to develop a mobile application for blood stock information, blood requests, and donor searches using Extreme Programming (XP) methodology at the Indonesian Red Cross (PMI) in Balikpapan City, East Kalimantan. The main issue addressed is the process of finding blood donors for patients. Using the XP approach, the application is designed to provide information on the availability of blood stocks according to the blood type and specific needs of the patients. The research method includes Planning, Design, Coding, Testing phases. Data collection techniques involve observation, interviews, and literature studies. The application is developed using the Dart programming language and Firebase as the database. It is hoped that the developed application will provide significant benefits to patients and relevant parties at PMI Balikpapan City, as well as contribute to the advancement of information technology in the healthcare field
Perancangan Aplikasi Berbasis GUI dalam Pengelolahan Citra Gambar Kulit Buah Kelapa Sawit Dengan Metode Konvolusi Dian Kurnia
JURNAL VOKASI TEKNIK Vol 2 No 1 (2024): April Issue | JUVOTEK JURNAL
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Image convolution is a technique for smoothing an image or clarifying an image by replacing pixel values with a number of pixel values that match or are adjacent to the original pixels. This study discusses the design of a program for processing images using the Convolution method, which consists of the Gaussian blur, prewitt, image sharpening (sharpen) and sobel algorithms. But with the convolution, the size of an image that has been processed with the Convolution method remains the same, the size of the image does not change. The application designed to apply the convolution method uses Matlab R2009b software, where each image will be processed convolutionally with a choice of Gaussian blur, prewitt, image sharpening (sharpen), and sobel algorithms. Then the previous image size will be compared with the results of the image that has been processed with the Convolution method, so that it is expected that even though there is a pixel conversion that occurs, the image size will be the same, and image changes only occur in the color display of the image.
Rancang Bangunmedia Pembelajaran Pengenalan Museum Mulawarman Berbasis Desktop Muhammad Awang Ghozali; Damar Nucahyono; Yusni Nyura
JURNAL VOKASI TEKNIK Vol 3 No 02 (2025): July Issue | JUVOTEK JURNAL
Publisher : CV MEDAN TEKNO SOLUSI

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"Learning Media Design Introduction To The Mulawarman Museum Desktop Based" is a learning media that carries the concept of introducing the history and artifacts at the Mulawarman Museum in the form of educational games. This game aims to increase access and interest of visitors, especially students and young people, towards museums. The main problem faced is the low interest in direct visits to museums. By designing learning media, players can learn while playing, creating an interactive and educational experience. The development of this learning media was carried out using Godot Engine 4.0 and the Game Development Life Cycle (GDLC) method to ensure structured stages, including initiation, pre-production, production, alpha testing, beta testing, and release. The results of this research are in the form of learning media that can provide information about the Mulawarman Museum to students and the younger generation, as well as preserving history through modern technology. This educational game not only functions as a learning tool but also as a medium to increase the attractiveness of the Mulawarman Museum in the digital era. With a score of 79.6%, this game was well received by young respondents aged 11-24 years, proving its success in providing information, ease of play, excitement, and increasing interest in visiting. This learning media is able to enrich history learning methods and foster cultural awareness among the younger generation, making museums more relevant and attractive for students and young people.
Implementasi Teknik Sinematografi dan Color Grading dalam Film Pendek “Demi Cinta” Ester Theressa Hutagalung; Muchamad Zainul Rohman; Yusni Nyura
JURNAL VOKASI TEKNIK Vol 3 No 02 (2025): July Issue | JUVOTEK JURNAL
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Health is a highly valued condition for every individual and society. Health not only refers to the absence of disease or disability, but also includes optimal physical, mental and social well-being. Health is often overlooked in the routine of daily life where many individuals are too focused on the demands of work to earn a great income. Short films have the potential to deliver messages about the importance of prioritizing health. The purpose of this research is to create aesthetic shooting and improve image quality through Cinematography and Color Grading techniques. The use of Cinematography Techniques is applied to the filmmaking process at the pre-production, production and post-production stages. Cinematography techniques include the 5'C principle, namely camera angle, close up/shot size, compositions, continuity, and cutting/editing. The use of Color Grading in a film to adjust colors and tones consistently to achieve the desired visual mood, strengthen the atmosphere of the story, and express character emotions and Adobe Premiere Pro as an application used to edit videos. This research produces a short film that applies Cinematography and Color Grading Techniques with the title "Demi Cinta" with a duration of 16 minutes 18 seconds.
Pembuatan Video Polusi Sampah Plastik Berbasis Iklan Layanan Masyarakat Menggunakan Teknik Frame Cutting Points Dan Voice Over Hafid Pradana; Anton Topadang; Agusdi Syafrizal
JURNAL VOKASI TEKNIK Vol 3 No 02 (2025): July Issue | JUVOTEK JURNAL
Publisher : CV MEDAN TEKNO SOLUSI

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Abstract

The unchecked growth of plastic consumption has caused problems among society, such as polluting soil and water, as well as environmental damage. Plastic pollution can also negatively affect human health, through microplastics entering the food chain. In an effort to increase public awareness of the negative impacts of plastic waste pollution, the creation of a Public Service Announcement video is needed to help people realise the dangers of plastic waste pollution and also to reduce plastic consumption. This research aims to produce a video that is effective in providing insight into plastic waste pollution and encouraging action to reduce plastic waste pollution by using Frame Cutting Points and Voice over techniques. The use of Frame Cutting Points Technique can provide a strong visual effect and attract the attention of the audience, while the use of Voice Over aims to strengthen the message conveyed through clear narration. In making a Public Service Announcement video using the Frame Cutting Points technique supported by Voice Over, the video making process with pre-production, production and post-production stages is applied as the method of choice in video making. The research produced a Public Service Announcement video using the Frame Cutting Points technique and Voice Over with a duration of 2 minutes 45 seconds.