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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
Implementasi dan Analisis Teknik Color Grading dalam Pembuatan Film Dokumenter “Kampung Vietnam Batam” Muhammad Fariez Nur; Muchamad Fajri Amirul Nasrullah
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 (522.183 KB) | DOI: 10.30871/jamn.v3i2.1682

Abstract

Pembuatan film dokumenter saat ini sudah menjadi karya yang dapat merepresentasikan subjek–subjek daerah tertentu. Seperti sejarah, ilmu pengetahuan, dan sosial/lingkungan. Sebuah karya film yang disajikan biasanya bukan merupakan film murni dari hasil pengambilan awal namun sudah melalui proses editing. Salah satunya ialah proses color editing yang mana pada tahap ini biasanya disebut sebagai teknik color grading. Dalam pembuatan film dokumenter “Kampung Vietnam Batam” penulis menggunakan metode villamil-molina sebagai tahapan penyelesaian masalah. Metode ini terdiri dari 5 tahapan diantaranya development, preproduction, produksi, postproduction, dan delivery. Pada Implementasi color grading dilakukan dalam tahap productio. Selanjutnya pada tahap postproduction pengujian dilakukan dengan evaluasi pengembang melalui pengujian storyboard, kemudian pemeriksaan hasil pewarnaan yang dilakukan oleh tim internal, lalu mengalami proses perbaikan dan proses akhir setelah pengujian beta dilakukan, film akan di unggah melalui media youtube. Adapun analisis dengan menggunakan kuesioner sebagai instrumen pengujian kepada responden/audiens yang bertujuan untuk mendapat data objektif terhadap kualitas pewarnaan yang telah di implementasikan terhadap film ini. Sehingga menghasilkan secara keseluruhan penilaian dari hasil data statistik, didapatkan nilai total perbandingan antara pada saat sebelum dan sesudah dilakukannya color grading adalah sebesar 47% : 82%. Hal itu menunjukan bahwa rata-rata responden/audiens menyatakan setuju adanya peningkatan pada kualitas pewarnaan dalam pembuatan film dokumenter “Kampung Vietnam Batam”.
Implementasi dan Analisis Gamifikasi pada Aplikasi Manajer Keuangan Pribadi Rina Yulius; Muchamad Fajri Amirul Nasrullah
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 (269.365 KB) | DOI: 10.30871/jamn.v3i2.1812

Abstract

This study aimed to design a gamification-based personal financial application and investigate the relationship between self-determination motives and user engagement. Data of 152 participants were collected through online questionnaire. The participants consisted of users who have Android-based smartphone and use the personal financial application, EasySaku, at the same time. Simple linear regression analysis and multiple linear regression analysis were used to test the hypotheses. The results show that there is a significant relationship between self-determination motives and user engagement. The relationship is partially mediated with gamified app, EasySaku.
Pembuatan Aplikasi Simulasi Training Picking Process Di Warehouse Pt. Schneider Electric Manufacturing Batam Elisa Margareth Sihombing; Nur Cahyono Kushardianto; Fadli Hamsani; Yogi Ilhami
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 4 No 1 (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.v4i1.1544

Abstract

Warehouse is store to keep the goods production or the result of the production process, which is for a certain period of time will be distributed such as demand. One of the job in this part is as a picker. The location of warehouse is too large and make the picker have little trouble for their job. Simulation game is the way to make this job more attractive and excited. Simulation and training game is one of the games that growing rapidly in various fields include in industry, so this final project will making the game application warehouse picking at PT. Schneider Electric Manufacturing Batam. In this game it can combine with new technologies such as augmented reality technologies or we can call it Augmented Reality(AR). In making this game is using the augmented reality technology in conducting warehouse picking simulation to minimalize the occurrence of errors and harm for the company and train the speed and accuracy of a picker.
Multimedia interaktif Multimedia Interaktif “Belajar Kosa-Kata Bahasa Arab” Sebagai Media Edukasi Belajar Bahasa Arab Untuk Anak Sd Kelas IV Kadariah Kadariah; Ahmad Hamim Thohari; Riwinoto Riwinoto
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 4 No 1 (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.v4i1.1545

Abstract

Appropriate and appropriate learning methods in educating children are veryimportant things. With interactive multimedia technology that is widespread,we can use it as a learning media. Interactive multimedia development makesit possible to create an interactive educational media called "Learning ArabicVocabulary". The making of interactive multimedia "Learning Arabic Kosa-Kata" is designed based on a case study from the Elementary School (Al-Azhar Elementary School) that applies Arabic language learning. Using theright and varied media in the learning process can increase learningmotivation and can reduce student passivity (Hardianto,2005). Vocabularylearning is a very important material in language learning. A person will notbe able to speak a language before he enriches himself with vocabulary fromthat language. Likewise with children in this case. After the survey andinterview conducted at Al Azhar Elementary School located at Tiban 1,Patam Lestari, Kec. Sekupang, Batam City Prov. Riau Islands, on October31, 2018, the parties from the school in question were very hopeful that thisinteractive multimedia "Learning Arabic Kosa-Kata" could immediately beready for distribution.
Video Profil SMK Animasi Bina Nusantara Batam Berbasis Motion Graphic Budi Prio Utomo
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 4 No 1 (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.v4i1.1630

Abstract

Bina Nusantara Animation Vocational School Batam is an educational institution founded in 2018 that needs utilization of technological developments on the medium promotion, both on print and online medium. However, In the previous year, there were only print medium such as billboard, banner, brochure and others so that many people do not know about the school profile in detail causing them to directly visit the school. Creating Motion graphics on the video profile of Bina Nusantara Animation Vocational School Batam applied multimedia design method of Villamil-Molina consisting of development, preproduction, production, postproduction, and delivery, then this video profile was conducted by employing alfa and beta testing as well as the product feasibility analysis to determine that it is appropriate to be published to the public via various media. The product testing result shows that this video profile meets the eligibility indicators which are from 100% of display element aspect, 99% of knowledge aspect and 100% of comprehension aspect. In conclusion, the respondents agreed that the product is suitable for publication..
Game 3D “Lawan Narkoba” Menggunakan Metode Game Development Life Cycle (GDLC) Mei Roselina Siregar; Nelmiawati Nelmiawati; Muhammad Ikhlas Habibi
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 4 No 1 (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.v4i1.1634

Abstract

Drugs have an adverse impact towards young generation. The Increasing number of young generation get involved in this situation has been impacted a serious problem every year in Indonesia. National Narcotics Agency report about 3.5 million people has abused drug usage in 2017, in which 1.4 million are regular users and one million has become a drug addict. Thus, education and preventive are keep being done to protect them. Several Android Games possibly help as a preventive way as well as an effective learning media. The research works on a Game as a preventive way to young generation. This two level game tells the user about several ways to prevent from drugs such as the impact of how to save themselves from drugs, as well as type of drugs that are available. By accomplishing this, GDLC (Game Development Life Cycle) method has been used. The result shows that 97,3% of the contents can be understood by 30 people of respondents.
Penyerapan Informasi Masyarakat Terhadap Media Informasi Dinas Kominfo Kota Batam Studi Kasus Pembuatan Kartu Pencari Kerja Online Suci Tria Setianingsih; Nelmiawati Nelmiawati
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 4 No 1 (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.v4i1.1635

Abstract

The vision of Diskominfo Batam City is “Realization of governance and public service ICT-based integrated and aasily accessible public.” To find out if media used Diskominfo Batam City facilitate the absorption of public information, it is necessary to test to the media with testing before and after disclosed media information. Using quantitative research design and survey, this research was conducted against 60 respondents (30 respondents video testing and 30 respondents web testing) at productive age work. Data collection in this research using test to respondents in the from of 10 questions before and after showing the media. Data processing using the application IBM SPSS Statistics Subscription Preview to Shapiro-Wilk Test, Paired Sample T-Test and Wilcoxon Signed Rank Test. Result 0.0075 < 0.025 on Paired Sample T-Test for video testing and 0.001 < 0.05 on Wilcoxon Signed Rank Test for website testing. But researchers did not find significant distinction on the results, and assumed that the cause is a little more questions and less profound material make information obtained less varied.
Game 2D “Gangguan Jalur Akses Optic Telkom” Joan Neibel Ginting; Nelmiawati Nelmiawati
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 4 No 1 (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.v4i1.1670

Abstract

Material delivery to the maximum for new companies is accepted for the company. Maximum delivery of material is considered very important for all activities in the field carried out by employees for the company. Material that is considered lay must be conveyed well to the new employee. As a solution to the complexity, 2D games will be designed using the MDLC research method version of Luther-sutopo. In the development of this study, the authors focused more on the analysis of 2D game usability. The technique of collecting data to study the results is done by distributing questionnaires to employees of PT Telkom Batam Access as many as 30 respondents who were then analyzed from the results obtained as parameters of quality of use. The average results of respondents' responses get 87.4% categorized very well.
Pengembangan Interactive Virtual Tour PT. Schneider Electric Manufacturing Batam Pungky Agustine; Paniophan Siregar
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 4 No 1 (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.v4i1.2109

Abstract

Schneider Electric Manufacturing Batam Virtual Tour is good enough using 360º interactive photos, but in order to create a new form of innovation that will give a better user experience this study will focus on how to develop the virtual tour using 360º videos and interactive objects. Video is considered to give a better engagement than photo in a term of effectiveness because video is a combination of visuals and sounds. This study was conducted using Villamil-Molina method as a method on how the product will be produced and developed. Villamil-Molina method consists of 5 main basic steps: development, pre-production, production, post-production and delivery. The virtual tour result will be analyzed for its usability rate using System Usability Scale (SUS) in order to know if the usability rate already meet the standard or still below average. The research resulted in several conclusions: (1) The product was successfully produced, a new virtual tour with the development of interactivity, additional locations, and additional informations. (2) Based on the System Usability Scale (SUS) score, the result shows virtual tour’s adjective rating is “Good” (B) with the final score of 72.15.
Media Pembelajaran Final Line Assembly Contactor Tesys D Size 1&2 Berbasis Video Henny Juliana
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.v4i2.2150

Abstract

Learning video is a learning process where users watch and listen and then get information in the form of knowledge and skills. Previously the operator was collected in class and got paper containing only pictures and writings, now operators can do learning on the laptop that has been provided by having a lot of material in the form of videos. The learning video is also equipped with an explanation dubbing, images of what material will be taken by the operator until the assembly process is finished or the product finished good. The method in this study uses the EPIC Model to measure the effectiveness of the video which has 4 dimensions, namely the Empathy Dimension, the Persuasion Dimension, the Impact Dimension and the Communication Dimension. The results of the video will be uploaded on the digital training website that is already available.

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