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Pelatihan Pembuatan Peta Kelurahan Se-Kecamatan Galang Kota Batam Sudra Irawan; Oktavianto Gustin; Arif Roziqin; Rizki Widi Pratama; Luthfiya Ratna Sari; Nanik Lestari; Fajar Muliana; Vina Selvia Dwiyanti; Muslimin Muslimin; Gregorius Harry Saktian Sinaga; Agus Fatulloh; Mir'atul Khusna Mufida; Afdhol Dzikri; Evaliata Sembiring; Selly Artaty Zega
Jurnal Pengabdian kepada Masyarakat Politeknik Negeri Batam Vol 1 No 2 (2019): Jurnal Pengabdian kepada Masyarakat Politeknik Negeri Batam
Publisher : Pusat P2M Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/abdimas.v1i2.1531

Abstract

Galang, with Sembulang as its capital city, is located in Batam, Riau Islands. Based on the results of the field survey on August 21st-23rd 2018 conducted in the Galang Administration Office and the Sembulang Administration Office, it was found that there was no subdistrict and village map which is up to the cartographic rules, which could pose a problem. In fact, there were no villages in Galang, other than Sembulang, which possessed a village map. The awareness from the community regarding the importance of charting a village map was still relatively low, resulting in many errors regarding cartometric boundaries. In addition, the community and the village officials’ understanding regarding the use of a map as a basis to manage space in developing the region was still also inadequate. To overcome this problem and fulfill the need of the people, the Galang Subdistrict Head approved this community service activity. The program aims to deliver a training on charting maps of villages in Sembulang, Batam, which consists of three main activities: instruction on the use of handheld GPS, delineation of Google Earth imagery, and documentation of geospatial information. The training (in the form of Bimtek) was carried out on Tuesday, August 6th, 2019, attended by 39 participants, comprising the Galang sub-district officials as well as the head, secretary, and officials of each village. The activities started from the delivery of topics regarding the scope of geospatial information and the use of map, followed by training in the use of handheld GPS to record spatial data such as public facilities and tourist attractions, and concluded by training in plotting village maps using the Argish software.
Penerapan Prinsip-Prinsip Animasi Pada Film Pendek Animasi “Nohoax” Selly Artaty Zega; Gerson Julyfer Parulian Tambun; Wahyu Adhitya; Ilmi Nazar Hamdi
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 6 No 1 (2022): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v6i1.4179

Abstract

Animation is one of the media that is often used to convey information, communication media, and entertainment. Animation is a collection of images arranged in an orderly manner following the flow of movement at a certain timeline to create the illusion of moving images. The image can be any object such as a character, object, or text. Animation is no longer foreign to us, especially children, this is because we often enjoy animated content, whether in cinemas, YouTube videos, or TV shows. An animated short film entitled “nohoax” is one of the implementations. “nohoax” animation tells about two young people who want to stop hoax news circulating in the community by creating a hoax news detection application. The purpose of this study is to explain and describe the application of animation principles in the animated short film “nohoax”. This study uses descriptive qualitative research methods by observing “nohoax” animation, conducting interviews with parties who understand and have knowledge of the principles of animation, and using literature that discusses the principles of animation. The results of this study describe the principles of animation used in “nohoax” animated short films and show the application of animation principles to “nohoax” animated short films to make animations look more alive and interesting.
Perancangan 3D Modeling Kapal dan VFX Water Simulation Dalam Animasi 3D Berjudul "Blue & Flash" Perdinan R. Simamora; Selly Artaty Zega; Weimpy Ocastian Putr Pratama
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 3 No 2 (2019): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (239.429 KB) | DOI: 10.30871/jamn.v3i2.1429

Abstract

Modeling is the process of modeling according to the object. Modeling is also called the process of modeling digitally from a tangible form using a special software. In animated videos, good modeling does not quite attract the viewer's attention without visual effect. Visual effects or VFX are computerized processes where images or object models are created and manipulated that involve making digital effects recordings and special effects generated by computers to create a virtual environment. 3D models created and given VFX will provide visual looks that look more real. VFX is commonly used in 3D animation filmmaking especially in fantasy themes. One of the most used VFX is water, including wakes, splashes of water and waterfalls. It is hoped that the making of this research can explain the the creation of VFX that supports environment and character.
Creating Multimedia Content for Prevention of Covid 19 Virus Transmission in the tradisional market Riwinoto Riwinoto; Selly Artaty Zega; Evaliata BR Sembiring; Afdhol Dzikri; Gendhy Dwi Harlyan; Happy Yugo Prasetya; Arta Uly Siahaan; Cahya Miranto; Ardiman Firmanda; Ahmad Saropi; Melsha Haq Zulfikar; Weimpy Ocastian; Gunawan Humiras Pangestu Nababan; David Hasmito Tanbari; Novi Anggraeni; Ica Yolanda; Diella Marfika Tama; Muhammad Ikhlas Habibi
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 4 No 2 (2020): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v4i2.2681

Abstract

The COVID-19 pandemic outbreak has caused difficulties for the community, for example official trips, tours, shopping, watching films and others, which in turn caused the general economy to decline. This is what makes lecturers, workers and students in the multimedia field take the initiative to make or develop multimedia products that have educational value to the public about the prevention of the Corona virus. One of the places that is the central point of the spread of the Corona virus is the market because the market is a meeting place for people who have an interest in buying and selling if one person is infected with Corona, the virus can spread to the community around the market. Therefore, the product we have developed is a multimedia product that contains educational materials for Corona virus prevention on the market. These products are community services and educational games, comic posters, motion graphics, video advertisements. The results of internal testing to students and external testing to communities related to traders show that comic media is best used in spreading service messages to the community.