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Jurnal of Applied Multimedia and Networking
ISSN : -     EISSN : 25486853     DOI : -
Journal of Applied Multimedia and Networking (JAMN) is a journal published by Study Program of Multimedia and Networking, Politeknik Negeri Batam. The JAMN is issued 2 times a year in electronic form. The electronic pdf version is accessible on the internet free of charge. We encourage all interested contributors to submit their work for consideration. e-ISSN: 2548-6853
Articles 97 Documents
Ease in, Ease Out, value graph Analisis Graph Editor Ease In dan Ease Out dengan Value Graph AYADDIN DAMU
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 2 No 1 (2018): Journal Of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (537.475 KB) | DOI: 10.30871/jamn.v2i1.478

Abstract

Animation ease in and ease out the value of graph is crucial dal am workmanship every frame count with a movie shot is limited, due to address the limited frame count using value graph to adjust ease in and ease out. There are two methods used in this research that the value graph and deviation deviation (standard deviation). Value graph is the coordinate value of a graph that can affect the movement and position of the character in 3D animation, while the deviation deviation (standard deviation) is a statistical value used to determine how the distribution of data in the sample and how close the individual data points of the average value of the sample. Observation data used is swing and pendulum animation. Animation swing version has 3 pieces each have a value range on the 2 first keyframe graph respectively -120, -100 and -130 with an average deviation deviation 67.69680305, 79.60766893, 52.79835856. While pendulum aniamsi has 3 pieces of each version has the average range value graph on keyframe 4-11 is 10,07379, 14, 83451, 26,25119 with deviation deviation 7,211590762, 9,191676474, 14,50964475. Based on the qualitative test animation expert respondents as many as 15 people can be concluded that in the swing, animation has the greatest deviation graph deviation value 79.60766893 quality ease in and ease out the best 73.3%. While. At the pendulum animation, the animation has a qualitative test against animation expert respondents as many as 15 people can be concluded that the pendulum animation, the animation has a deviation value deviation graph 9.191676474 quality best ease in ease out by 66.7%.
Backpropagation ANALISA DATA PERGERAKAN TANGAN UNTUK OBJEK ANIMASI 3D DENGAN METODE BACKPROPAGATION MENGGUNAKAN DATA INPUT APLIKASI LEAPMOTION Fredi Aryanto
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 2 No 1 (2018): Journal Of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (331.089 KB) | DOI: 10.30871/jamn.v2i1.485

Abstract

Teknologi Informasi saat ini berkembang sangat maju . Dengan ditemukan berbagai macam teknologi yang mengembangan informasi menyebabkan teknologi informasi berkembang dengan pesatnya, setiap informasi yang ada di dunia semakin mudah untuk didapatkan dengan waktu yang relatif singkat menggunakan teknologi yang semakin canggih. Perkembangan teknologi yang terus meningkat dibidangnya mempengaruhi perkembangan informasi yang semakin mudah diakses. Perkembangan teknologi informasi akan menjadi penggerak utama yang sangat penting dalam pertumbuhan ekonomi dunia ke depan. Teknologi informasi juga dipandang sebagai hal yang sangat penting dalam perluasan kesempatan belajar serta memperolehan informasi masyarakat di dunia. Berkembangannya dunia teknologi tidak terlepas dari perkembangan teknologi pada bagian sistem anggota tubuh manusia. Dengan menggunakan perangkat pendeteksi gerak leapmotion, pengguna dapat mensimulasikan objek animasi 3D. Perangkat tersebut dapat mendeteksi tangan sehingga pengguna dapat mensimulasikan objek animasi 3D dengan menggunakan metode Backpropagation agar bisa menjadi acuan ilmu terapan lainnya. Simulasi ini dibangun menggunakan perangkat lunak Unity, dan leapmotion core asset sebagai library untuk menghubungkan perangkat dengan Unity. Simulasi ini dapat menampilkan objek animasi 3D. Dengan ini penulis membuat sebuah aplikasi simulasi yang dapat menggerakkan objek animasi 3D tersebut dengan menggunakan pergerakan tangan. Simulasi dapat dijadikan sebagai alternatif untuk membangun sebuah sistem lebih baik. Penilitian ini mendapatkan hasil terbaik Mean Absolute Percentage Error, sebesar 1.15% dan akurasi 96.667% dari beberapa pengujian.
The SIMULASI PENGIRIMAN DATA PADA TOPOLOGI MANET DENGAN PROTOKOL AODV (AD-HOC ON-DEMAND DISTANCE VECTOR) MENGGUNAKAN APLIKASI NS 2 (NETWORK SIMULATOR 2) andika ari rahadiyanto
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 2 No 1 (2018): Journal Of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (311.909 KB) | DOI: 10.30871/jamn.v2i1.490

Abstract

Indonesia adalah negara yang memiliki hutan sangat luas dan tersebar di berbagai wilayah di seluruh Indonesia. Kebakaran hutan adalah bencana alam yang sering terjadi di Indonesia ketika Musim kemarau datang. Karena itu perluadanya sistem yang melakukan pemantauan kedalam hutan sehingga meluasnya kebakaran hutan dapat dicegah sebelumnya. Simulasi pengiriman data pada topologi manet ini mensimulasikan sebuah topologi yang bisa digunakan kedalam hutan sehingga kebakaran hutan dapat dengan cepat terdeteksi. AODV (Ad-hoc On-demand Distance Vector) dipilih sebagai routing protocol yang paling sesuai karena sebagai salah satu reactive routing AODV dapat cepat mengirimkan data karena setiap node dapat menyimpan dan memperbaharui tabel routing yang ada pada jaringan Kata kunci: Manet, AODV, NS2 (Network Simulation2)
ANALISA EKSEKUSI WAKTU DARI OBJEK AUGMENTED REALITY PADA APLIKASI AUGMENTED REALITY PENGENALAN TEMPAT MEMANCING BATAM Riwinoto - May Jackson
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 1 No 1 (2017): Journal Of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (364.685 KB) | DOI: 10.30871/jamn.v1i1.589

Abstract

Augmented reality or in Indonesian commonly called as an additional reality is a technology that combines the objects in three-dimensional and two-dimensional then displayed it to a real world environment. Augmented reality is used for interactive games, presentations, and media promotions. When we used augmented reality, time that requires to display the object is very important, so that users do not have to wait too long for the object to appear. In augmented reality, there are several methods and researchers using marker-based tracking. After testing by calculating the average time that required by every three-dimensional objects and two-dimensional objects, it showed that two-dimensional objects require less time than the three-dimensional objects.
Deteksi serangan maya pada komputer server berbasis SMS Gateway Nur Cahyono K, S.Si., M.Sc - Supardinata
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 1 No 1 (2017): Journal Of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (640.74 KB) | DOI: 10.30871/jamn.v1i1.590

Abstract

Seiring komputer server terhubung dengan jaringan internet maka diperlukan proteksi yang lebih protektif guna menghindari dari ancaman serangan dari penyusup. Sering kali kendala yang dihadapi oleh para administrator jaringan adalah keterlambatannya penanggulangan langkah responsif untuk mencegah terjadinya serangan pada komputer server. Sistem deteksi ini memanfaatkan aplikasi Snort dengan mode IDS (intrusion detection system) dan SMS gateway yaitu Gammu dengan tujuan untuk mendeteksi terjadinya serangan maya secara realtime, mengirimkan SMS kepada Administrator secara automatis jika terdapat aktivitas jaringan yang mencurigakan, dan mencegah aksi terlalu jauh bagi penyusup. Akhirnya, administrator jaringan tidak perlu berada didepan komputer server seharian karena sistem deteksi ini dapat memonitoring selama sistem berjalan.
PEMBUATAN GAME 3D “AGEN PEMBURU HEWAN” MENGGUNAKAN METODE FUZZY LOGIC UNTUK PEMBERIAN SARAN PADA FPS TERHADAP NPC Riwinoto - Asyam Ahmadi - Lia Nurwahdini
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 1 No 1 (2017): Journal Of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (271.548 KB) | DOI: 10.30871/jamn.v1i1.591

Abstract

Game First Person Shooter (FPS) adalah game dengan senjata api yang menggunakan sudut pandang orang pertama dengan mengsimulasikan seperti yang dilihat melalui mata karakter yang dimainkan. Game Agen Pemburu Hewan merupakan game FPS yang dibuat menggunakan Unity 3D sebagai game engine. Game ini memiliki Non-Player Character (NPC) musuh yang memiliki kecerdasan buatan untuk melakukan tindakan sesuai dengan kondisi NPC saat itu. Tidak hanya pada NPC, FPS atau player juga memiliki sistem support yang dibangun dari teknik kecerdasan buatan berupa saran yang ditampilkan menggunakan GUI Box. Kecerdasan buatan untuk FPS dan NPC menggunakan metode Fuzzy Logic. Pengamatan pada first person shooter yang menggunakan fuzzy logic dan non fuzzy logic terhadap sisa peluru memiliki hasil yang berbeda untuk player ketika game dimainkan. Menggunakan fuzzy logic dari 15 percobaan permainan rata-rata sisa peluru yaitu 56,06 peluru. Sedangkan non fuzzy logic rata-rata sisa peluru yaitu 27,73 peluru dari 100 jumlah peluru. Pengamatan ini memberikan manfaat yang berguna ketika memainkan game dalam menyelesaikan misi dengan sisa peluru yang banyak. Pada Non player character berbeda denga FPS, NPC dapat diuji coba menggunakan fuzzy logic dan non fuzzy logic terhadap waktu yang diperlukan dalam menyelesaikan game sebanyak 15 kali. NPC ketika diberikan fuzzy logic memiliki jumlah rata-rata yaitu 661 detik. Sedangakan pada NPC non fuzzy logic waktu yang di perlukan adalah 457,6 detik. Hal ini menunjukkan bahwa NPC ketika di berikan fuzzy logic akan menyulitkan dan memerlukan waktu yang cukup lama oleh player dalam menyelesaikan misi game.
Observasi Tingkat Ketertarikan Anak Terhadap Video Klip Animasi 2D Lagu Daerah di Indonesia Riwinoto - Muthmainah - Rani Wulansari - Tia Tamita - Elvira Amanda - Selly Artaty Zega
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 1 No 1 (2017): Journal Of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (431.753 KB) | DOI: 10.30871/jamn.v1i1.592

Abstract

Animation means animate, the attempt to move something that can’t move. Making animations can be performed using Luther Sutopo methods, what is divided into six stages, namely Concept, Design, Master Collecting, Assembly, Testing and Distribution. Making the Animation has been done in many countries, so do Indonesian country. Then Animation turned out to have a big hand in folk song to children. And attract children to learn more about Indonesia, especially for Yogyakarta folk song.
ANALISIS TEKNIK RENDERING MENGGUNAKAN MENTAL RAY DAN ARNOLD PADA FILM ANIMASI 3D "GARA-GARA HOAX" Rahmi Santy Nazir; Afdhol Dzikri; Oktavianto Gustin
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 2 No 1 (2018): Journal Of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (504.005 KB) | DOI: 10.30871/jamn.v2i1.643

Abstract

The final result in the creation of 3D animation is the rendering process in which the result of the rendering determines the final result of the created movie. 3D animation will surely pass through the process of rendering which is a very important process commonly used by the world of animated cinema. Each animation uses a different rendering engine depending on rendering using what rendering engine. In this study will generate rendering of rendering time from rendering using mental ray and arnold on 3D animation film "Because of HOAX". In addition, this study will also compare the results of the size per scene of both rendering techniques are mental ray and arnold. The way it works is to run one by one rendering using Autodesk Maya, then compare the render results in the size of each scene, the length of time renders from each render. The results of this test that rendering techniques using arnold is superior in terms of size size per scene, because arnold save the file memory is not too much. While the rendering speed of mental ray faster than the arnold although the time difference is not much different.
Pembuatan Game Bamboo Menggunakan Aplikasi Unity 3D noval kustriawan; Timothy Ronaldy
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 2 No 2 (2018): Journal Of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (673.404 KB) | DOI: 10.30871/jamn.v2i2.650

Abstract

The Making 3D games that can provide knowledge not only provide entertainment, but one of them aims as knowledge and give a positive impact for lovers of gaming applications. In this case Bamboo game can introduce more about the Indonesian war tool to fight the former colonizers in the form of bamboo. It can be seen in terms of characters, backround, tools used characters and stories that introduce bamboo used by the fighters as a means of war to fight the invaders. In making bamboo game writer use unity 3D application where this application facilitate writer in making. In addition to the manufacture of game writers using a combination of software development methodology and multimedia development. Case diagrams, resistance diagrams, sequence diagrams, class diagrams. To find out how interesting the game the author performs a questionnaire analysis and uses T-Test to perform analysis, from the results obtained no changes before and after playing bamboo games.
The Implemetation genetic algorithm Timun Mas Game Indah Permatasari; Muchamad Fajri Amirul Nasrullah
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 3 No 1 (2019): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (671.501 KB) | DOI: 10.30871/jamn.v3i1.653

Abstract

Timun Mas Game was inspired by a fairy tales story from Cental Java. It is fairy tale of Timun Mas. This game will makes the player has an experience and missions as Mbok Sarni who is the part of the original storyline. Therefore the game genre is Role Playing Game (RPG). The game story has 2 missions, first the player needs to plant the seed of Timun and collect all magical weapons to attack Buto Ijo. In this undergraduated thesis, the author designed the first mission of Timun Mas Game, which is planting the seed of Timun Mas until it was grow up The Planting activities are watering and fertilizing seeds until it is grow up to golden Cucumber. During the planting process, there will be rats as pest that attack the growth of seed. Player need to eliminate the pest by using the hammer that provide from system. The pest is a NPC (Non Player Character) that was controlled by an artificial Intelligence using a monodevelop while the game environment is built with unity 5.4.1f1 (64-bit) game engine. The type of artificial intelligent that was used to create an intelligence system is Genetic Algorithm (GA). It has a function to maximize genes in the chromosome strength on the NPC including attack power, speed of movement, and health point of the pest which is affected by player behaviour/action. The dynamic changes of pest's strength will affected the difficulty level of the game that will be useful to make a good experience for the player as the main goal of this research.

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