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Journal : Conference on Management, Business, Innovation, Education and Social Sciences (CoMBInES)

SHORT 2D ANIMATION FOR INCREASING DEPRESSION AWARENESS Deli Deli; Winna Winna
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol 2 No 1 (2022): The 2nd Conference on Management, Business, Innovation, Education and Social Scie
Publisher : Universitas Internasional Batam

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Abstract

Depression is a mental health disorder that affects a person’s mood which is characterized by sadness, hopelessness, stressed and loss of interest in doing any activity. This condition has a very negative impact on a person thoughts, feelings and mental health. Although depression is a mental health disorder that can be treated, unfortunately there is very little public awareness to recognize the symptoms of depression. Which causes a lot of people ignoring depression and leaving it without treatment or consultation with experts. Untreated depression can be life threatening. The number of deaths due to suicide each year can reach 800,000 to 1,000,000 victims and 80% of these deaths are caused by depression. The high mortality rate due to depression reflects the low public awareness of mental health disorders. With this problem, the author wants to increase public awareness and concern for depression through a 2D animated video. In designing this 2D animation, the author uses some software assistance, namely Procreate and Capcut. By using the Multimedia Cycle Development (MDLC) method to assist the animation design process as well as data collection techniques by conducting interviews and literature studies. The final result of this research is a 2D animation with a duration of 2 minutes and 49 seconds with the title "Candle: A Short Animation About Depression" which is distributed to the public through the Youtube platform.
Studi Komparasi Hasil Foto Dan Video Antara Mirrorless Camera Dan Iphone Deli Deli; Inezhya Mayang Kirana Putri Sofiandi
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol 1 No 1 (2021): Conference on Management, Business, Innovation, Education and Social Sciences (Co
Publisher : Universitas Internasional Batam

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Abstract

As technology such as digital camera advances, now the mirrorless camera is already invented, where this device is much lighter and easier to use compared to the DSLR. However, in this digital age, cameras can now be attached to other equipments, most notably cell phones and since people are almost never separated from cell phones, mirrorless cameras may start falling behind. This research will determine the differences between the iPhone and mirrorless camera. It will also try to determine which type of camera the public prefer.
DESIGNING EDUCATIONAL GAME “MATH MAZE” IN MATHEMATICS FOR GRADE 10th USING UNITY 3D Melvin Nicholas Armansyah; Deli Deli
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol 2 No 1 (2022): The 2nd Conference on Management, Business, Innovation, Education and Social Scie
Publisher : Universitas Internasional Batam

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Abstract

Mathematics is a basic science that is used in everyday life, but so many children find it difficult to understand it at school. Children tend to like playing games rather than learning because games are very exciting and competitive, like wanting to have the highest score from other children. Game addiction is very dangerous, children tend to get emotional easily if they lose while playing games. However, if educational games are designed in such a way that children can play and learn in peace, it is very helpful. In this study, the author designed an educational game called "Math Maze" to help students learn mathematics, especially in the subject of numbers. The research method used in this research is the research and development method. This study aims to develop the “Math Maze” game as a medium for practicing numbers in mathematics and to test the effectiveness of the “Math Maze” game as a learning medium. The participants for this “Math Maze” game design research were students of grade 10th. The development model that the researcher uses in this study is the ADDIE model with the stages of analysis (analysis), design (design), development (development), implementation (implementation), and evaluation (evaluation). By this research, it is hoped that it will make it easier for students to understand number material in mathematics through the “Math Maze” game.
DESIGN AND DEVELOPMENT OF 2D ANIMATION VIDEO AS A GENETIC MATERIAL BIOLOGY LEARNING MEDIA USING ADDIE METHOD Deli Deli; Widya Risma Ilahi
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol 2 No 1 (2022): The 2nd Conference on Management, Business, Innovation, Education and Social Scie
Publisher : Universitas Internasional Batam

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Abstract

Genetic material is one of the lessons that is abstract, so that abstract material becomes easier to understand, a learning media that applies animation is needed. The use of animation in the design of this video makes the media more creative to attract students' attention, the use of animation media can also generate interest and increase student learning motivation. In addition, animated videos can also specifically explain abstract material to help students understand biology, especially genetic material. This study uses the ADDIE method which has five stages, namely Analysis, Design, Development, Implementation, Evaluation, and is designed using Adobe After Effects software. The results of the design and development of animated videos that have been carried out by the author will be implemented on youtube. Thus, the use of animated media is easy to find and can help students in studying the biology of genetic material.
BATIK MOTIF DESIGN WITH CHARACTERISTICS TIONGHOA CULTURE USING VECTOR ART TECNIQUE Deli Deli; Christine Christine
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol 2 No 1 (2022): The 2nd Conference on Management, Business, Innovation, Education and Social Scie
Publisher : Universitas Internasional Batam

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Abstract

Batik motif is a work of art from traditional time till now, one example of tradition batik motif which is the Tionghoa cultural. See from our techonology now, can design by using one of the technology drawings aplication system. In this case study, the purpose was to design batik motifs in Tionghoa cultural by using a drawing application system, which is Adobe Illustrator CS6 and use vector art techniques. This research uses the R&D method where at this stage the design will be designed, validated, revised, and product tested. The final result will be a photo in the form of a JPEG or PNG that has been designed in the application.
DESIGN AND DEVELOPMENT OF VIDEO TESTIMONY COVID-19 SURVIVOR WITH EDITING CONTINUITY CUTTING TECHNIQUES Deli Deli; Donny Zhang
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol 2 No 1 (2022): The 2nd Conference on Management, Business, Innovation, Education and Social Scie
Publisher : Universitas Internasional Batam

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Abstract

Over time, on December 30, 2019, a group of patients with an unknown pneumonia disease were observed in Wuhan, China, and reported to the China bureau of the World Health Organization (WHO) in Beijing. Patients with COVID-19 infection were shown to have a reaction to the average age of 55 years and a rare reaction to the age of children. The reactions of COVID-19 sufferers will occur such as fever, dry cough, shortness of breath, and the most severe case is suffering from pneumonia. Documentary is a story that uses a model as a representation of factual events. Documentary videos have the potential to convey complex information effectively, especially when used in innovative ways by taking into account their needs, to find out a story from another person who is a survivor of COVID-19, and to convey that story to the public as knowledge and awareness raising against COVID -19, which is supported by a documentary as a representation of factual events, using Adobe Premiere Pro CC 2017 with the Editing Continuity Cutting technique, which is posted to youtube.
2D ANIMATION VIDEO AS INFORMATION ABOUT HEALTHY LIFESTYLES USING MOTION GRAPHIC TECHNIQUES Deli Deli; Rino Rino
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol 2 No 1 (2022): The 2nd Conference on Management, Business, Innovation, Education and Social Scie
Publisher : Universitas Internasional Batam

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Abstract

Healthy lifestyle is something that everyone needs to pay attention to, because a healthy lifestyle is important to maintain a healthy body. But unfortunately, not everyone has implemented a healthy lifestyle. This is due to several reasons, such as lazy to eat healthy food because it is considered ineffective, and lack of knowledge about how to implement the right healthy lifestyle. Therefore, the author wants to design a 2D animation video about the importance of a healthy lifestyle, the animation video will be made as clear and attractive as possible, so that the video is interesting to watch and the message in the video can also be easily understood by the public. In designing this 2D animation video, the author uses several software such as, Adobe Illustrator 2019, Adobe After Effects 2020, and Adobe Premiere Pro 2020. The final result of this research is an information media in the form of 2D animation video that informs the importance of a healthy lifestyle, which was developed using the MDLC method and has a duration of 2 minutes and 10 seconds. This 2D animation video is distributed to the public through the Youtube platform, so that the animation video can be easily watched by the public. With this 2D animation video, it is hoped that it can provide information and also motivate the public to be able to implement a healthy lifestyle.
DESIGN OF FOOD PHOTOGRAPHY MEDIA AS A RECOMMENDATION FOR STREET FOOD IN BATAM USING IDI METHOD Deli Deli; Eko Prastius
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol 2 No 1 (2022): The 2nd Conference on Management, Business, Innovation, Education and Social Scie
Publisher : Universitas Internasional Batam

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Abstract

Photography has become one of the technology development form in this digital era. One form of the photography is food photography. Food photography is one of business development that has a high standard of selling by using food as its media object. Food industry has actually experienced a quite significant growth, but everything changed when the world being infected by COVID-19. This phenomenon of pandemic is certainly has a bad impact on the small business sector such as street vendors. In this research, author designed a street food photography using the Research and Development method which refers to the IDI (define, develop, evaluate) instructional model. Street food often defined as ready to eat food that sold by street vendors in public place such as parks, field, and public street sidewalks. This food photography design was created based on data that had been collected by author at street vendors in Batam. Data is obtained from observations, interviews and market research. The output of this research is 27 digital image of street food photography which was edited by using Adobe Lightroom. The development of this street food photography is expected to help street vendors to increase their sales turnover during this post-pandemic COVID-19.
Studı Kualıtatıf Penerımaan M-Learnıng Bahasa Jepang Oleh Mahasıswa Wiwie Sanjaya; Deli Deli
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol 1 No 1 (2021): Conference on Management, Business, Innovation, Education and Social Sciences (Co
Publisher : Universitas Internasional Batam

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Abstract

Universitas Internasional Batam’s students who have interests in Japanese cultures facilitated by the existence of J-Club (Japanese Club). In J-Club, students sometimes gather to learn about Japanese language together. In this case, me as a researcher wants to do research about whether Japanese M-Learning can be accepted by J-Club members as their Japanese Learning media. This research is a qualitative study with Technology Acceptance Model (TAM). This research is done by interview and questionnaire. The result of this research is Japanese language M-Learning apparently can’t be fully well accepted. And the conclusion is that with TAM we can acknowledge that perceived usefulness and perceived ease of use variables take a big part of users’ satisfaction.
DESIGN AND DEVELOPMENT OF LIFE STORY AND WISDOM OF THE ELDERY SHORT FILM Deli Deli; Jose Armando
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol 2 No 1 (2022): The 2nd Conference on Management, Business, Innovation, Education and Social Scie
Publisher : Universitas Internasional Batam

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Abstract

The increasing population of elderly people has become a globalphenomenon. Most developing countries have had this special achievement, including southeast Asia, countries like Singapore, Indonesia. Storytelling is the activity of telling stories. Digital video is rapidly spreading across modern life from telivision to Youtube to private streaming channels. Technological advances in Digital Video have been widely use and availability in the field of social services, Digital Video provides new possibilities for service provision, allows elderly people to provide stories of their life experiences, and new possibilities for social research, through recording and analyzing data video