https://jurnal.polibatam.ac.id/index.php/JAMN/issue/feed JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING 2023-02-13T14:03:19+00:00 JAMN Admin jamn@polibatam.ac.id Open Journal Systems <p>Journal of Applied Multimedia and Networking (JAMN) is&nbsp;a peer-reviewed open access 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. <em>e</em>-ISSN:&nbsp;2548-6853</p> https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4952 Analysis Analysis Analysis of Virtual Reality-Based Warehouse Simulation Applications Using The Game User Experience Satisfaction Scale Method 2022-12-30T14:56:35+00:00 yosua millyandi hutagalung yosuamillyandi0@gmail.com Riwinoto Riwinoto Riwinoto@polibatam.ac.id <p>In the world of simulation, there are many issues related to how to make a simulation interesting and make users want to use it again. One of them is user satisfaction. User satisfaction is the extent to which players feel satisfied when using an application. The warehouse simulation application is an application that is based on three dimensions and can only be run using virtual reality technology. This application aims to simulate how the activities of a picker in the warehouse. This research was conducted to determine the level of user satisfaction when using the warehouse simulation application. The research was conducted using the Game User Experience Satisfaction Scale (GUESS) method which has nine subscales, namely usability, narratives, play engrossment, enjoyment, creative freedom, audio aesthetics, personal gratification, social connectivity, and visual aesthetics. Data collection was carried out by distributing questionnaires through online media. Respondents in this study were 30 students of the Batam State Polytechnic International Trade Logistics study program. The analysis method uses a descriptive quantitative method. The results of the analysis show that of the nine subscales of user satisfaction with the Warehouse simulation application, four subscales are below average, namely enjoyment, audio aesthetics, personal gratification, and social connectivity. From these results, what needs to be improved is the addition of audio and UI that gives appreciation to users to increase personal gratification, changing the color concept in each scene so that users do not feel bored with the application.</p> 2022-12-30T14:13:39+00:00 ##submission.copyrightStatement## https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4206 Usability Analysis in Visual Simulation of 8 Department Logistics Building Based on Unity 3D 2022-12-30T14:56:37+00:00 Marsella Aurora Agustin m.aurora1808@gmail.com Fadli Suandi fadli.suandi@polibatam.ac.id <p>Simulasi Visual merupakan duplikat dari kehidupan nyata tanpa harus berada pada kondisi sesungguhnya dan dibuat dengan bantuan alat teknologi serta sofware pendukung lainnya yang dapat ditemukan didalam komputer. Simulasi visual ini dibuat dengan bantuan sofware yaitu Blender dan Unity 3D. Untuk mengetahui layak serta berguna nya simulasi visual tersebut, maka diteliti dengan menggunakan metode dari <em>System Usability Scale (SUS) </em>dengan membuat 10 pernyataan yang berupa kuesioner kepada karyawan serta karyawati pada Department <em>Logistic. </em>Simulasi Visual Gedung 8 Department <em>Logistic </em>Berbasis Unity 3D telah dinyatakan layak dan berguna, hal tersebut dapat diketahui dari hasil skor kuesioner dari <em>System Usability Scale (SUS</em></p> 2022-12-30T14:17:35+00:00 ##submission.copyrightStatement## https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4211 Game Testing Based on Cultural Content, Who is He: Let Me Out 2022-12-30T14:56:38+00:00 Ervin Ahmad Nur Hidayanto ervin.4happy@gmail.com Muhammad Ilham Werdiansyah ilhamngebland@gmail.com Riwinoto Riwinoto riwi@polibatam.ac.id Waode Hafizah Ramadhani waodehafizahramadhani030100@gmail.com Abdurrafi Naufal. S rafinaufal355@gmail.com Fadhli Yahya fadhliyahya04@gmail.com <p>Games are one of the advances that are extremely mainstream with youngsters. The issue is, with the presence of games, youngsters and even grown-ups frequently abuse their time, so that games are made into something negative by society. Then again, Indonesian culture is currently progressively being abandoned, one of the variables is innovation like this game. The best arrangement is to join the two, by making an Indonesian cultural game, however education alone is not enough to attract the attention of gamers, since they are worried about ongoing interaction and game storyline, accordingly there should be a decent and designated bundling as a special attraction to players. An exceptional fascination for game players. Indonesian culture as far as understanding is exceptionally wide, relatively few people know about the ancient stories of society and unique things like shamans, the story can be utilized as a fascination for bundling the story in the game in light of the fact that so far there has been no Indonesian game that has taken Indonesian stories and pamali with great designs or appearance. 97% of gamers in Indonesia play games from abroad, this is very unfortunate because many foreign cultures enter through this platform. The research methods used in this research are quantitative. This game was tested on 100 gamer respondents at the Game Prime event in 2019. Based on the results of the questionnaire, it can be concluded that this game is quite interesting both in terms of graphics, mechanics, and cultural content. It will then be published on global platforms.</p> 2022-12-30T14:21:09+00:00 ##submission.copyrightStatement## https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4253 Implementation of Multi-host Podcast-Based Learning Videos in Multimedia Concept Courses 2022-12-30T14:56:41+00:00 Feggie Violency Tarigan feggieeviolencyy@gmail.com <p><em>Learning through digital means is a modern method of education that has been influenced by rapid development of communication technology and information in the era of industrial revolution 4.0. In universities, teaching and learning activities have been changed because of the COVID-19 pandemic. Multihost podcasts based on learning videos have emerged as an alternative learning media for online study in Multimedia Concept programs. Based on the results of distributing a questionnaire, the research method used has been a 4D Model with the conclusion that multihost podcast-based learning videos are highly feasible with a percentage rate of 86,8% &nbsp;from the perspective of video display, learning content and understanding. As an effective and efficient learning medium, podcasts have substantial potential for university students.</em></p> 2022-12-30T14:24:04+00:00 ##submission.copyrightStatement## https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4588 Effectiveness Analysis and Implementation of Motion Graphics As Information Media For HSE Induction 2023-02-13T14:03:19+00:00 Agung Riyadi agung@polibatam.ac.id Miranda Valen mirandavalen99@gmail.com <p>This research is about making motion graphics videos for information media<br>HSE Induction at PT. Cameron Systems Batam. Based on e-form data<br>visits, there are 35% in one month the number of visitors who will work in<br>PT. Cameron System Batam or there are 20-30 people in one month,<br>with this amount, make a submission about HSE induction<br>done continuously and takes a lot of time. Submission process<br>information about previous HSE induction still using file<br>power point presentation, so the trainer must explain directly<br>to new employees or visitors, this step is less effective, so make it<br>a new information media that is better in its delivery, namely,<br>motion graphics videos. The use of motion graphics due to delivery through<br>illustrated motion pictures and videos are more attractive, effective and<br>unlimited delivery compared to descriptive writing. On<br>This research is in the manufacture of products, using the development method<br>villamil molina, in this method there are five stages, namely development, pre-<br>production, production, postproduction, then delivery. Then for<br>analysis of the effectiveness of motion graphics videos using the EPIC model method<br>with dimensions of empathy, persuasiveness, impact, and communication. Results<br>from this research in the form of a motion graphic video about HSE induction, the results<br>analysis using the EPIC model gets a value of 4.35 with<br>the very effective category means that the HSE induction motion graphics video is effective<br>used for the delivery of HSE induction by the company</p> 2022-12-30T14:27:32+00:00 ##submission.copyrightStatement## https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4646 Measurement of User Experience in Augmented Reality-Based Occupational Health and Safety Fire Simulation Application 2022-12-30T14:56:43+00:00 Bisma Khairunnas bismakpc@gmail.com Riwinoto Riwinoto riwi@polibatam.ac.id <p>Occupational safety and health is very important to learn, one of which is fire disaster management. But to do learning in fire management, it takes time and adequate space. Fire simulation application is an application that utilizes augmented reality technology to facilitate users in learning and understanding how to deal with fire disasters if they occur indoors. However, to make fire simulation applications attractive and make users feel satisfied, user experience measurements must be made to determine the level of user satisfaction. To get user experience measurements, research was conducted using the Quality in use Integrated Measurement (QUIM) method where this method determines quality requirements such as identifying, analyzing, and validating processes and quality metrics in augmented reality-based fire simulation applications. QUIM which has 10 consolidated model factors for its assessment, namely efficiency, effectiveness, satisfaction, productivity, learnability, safety, trustfulness, accessibility, universality, and usefulness. data collection by means of users will test the application first. After that, a questionnaire will be given, this is done in a closed manner where users can only answer "yes" and "no". Based on the analysis and data that has been processed in this study, after obtaining the data, it will be processed by producing a value for each factor and the average of the whole is 70.86% which has a "good" category. In the productivity factor by producing a value of 86.66% in the "very good" category and the lowest value in the effectiveness factor with a value of 60% in the "sufficient" category.</p> 2022-12-30T14:30:49+00:00 ##submission.copyrightStatement## https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4893 Analisis Pengaruh Multiplayer services terhadap Daya Tarik Game MOBA 2022-12-30T14:56:44+00:00 Tofent Tofent 1931017.tofent@uib.edu Hendi Sama hendi.sama@uib.ac.id <p>Video Games have evolved rapidly over the last few decades and come in a variety of genres. MOBA or Multiplayer Online Battle Arena is one of them, this genre is known for its multiplayer and competitive scene. This study aims to analyze if MMO or Massively Multiplayer Online affects player’s interest in playing MOBA games using multi-method to gather a consensus of respondents. DeLone &amp; McLean is the model used in this study. The findings in this study show that people are interested in MOBA games because of the visual and gameplay of MOBA itself, While MOBA games do not affected by player’s interest in MMO or multiplayer services’ variable.</p> 2022-12-27T00:00:00+00:00 ##submission.copyrightStatement## https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4935 Journal of Pre-Production Process of Careful Ebook Farming with Planting Calendar 2022-12-30T14:56:46+00:00 Husnu Tazkiya Ulwah, Yuni Nur Rohmatilah, Amata Fami husnutazkiyaulwah@gmail.com <p>The development of all-digital information technology facilitates access to e-book. The existence of e-books will certainly make it easier for readers to access the desired reading sources wherever and whenever. Therefore, we need an e-book design that is made as attractive as possible. E-book creation is carried out through several processes with graphic design concepts as a reference, namely pre-production, production and post-production. The method used in making this journal is an applied method, where this method aims to solve practical life problems. This journal aims to educate public about the pre-production process in making e-books. The pre-production process for making e-books includes design concepts, media, visualization, client briefs and brainstorming. The pre-production process is the key to producing an interesting e-book. This e-book which contains 41 pages aims to convey information in the form of an invitation to the public to be careful in farming using the planting calendar as an effort to minimize the occurrence of crop failure which is packaged in an attractive design and makes it easier for readers. The community is expected to be able to produce e-book works well, after getting to know the pre-production stage to continue at the production and post-production stages.</p> 2022-12-30T14:43:58+00:00 ##submission.copyrightStatement## https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4905 Media Presentation in the Form of Motion Graphic (Case Study: Production Process of Heartbeat Kepri Malam Batam Tv) 2022-12-30T14:56:47+00:00 Evaliata Br Sembiring evaliata@yahoo.com <table width="593"> <tbody> <tr> <td width="387">Apprentices at Batam TV are required to understand the production process at Batam TV, such as the production process for the Detak Kepri Malam, and other programs. The presentation of the material is delivered through presentations using the PowerPoint application and presented by the presenter. The level of visits is very high, taking up Batam TV's time for presentations. The solution offered is the presentation of material in the form of motion graphics. The research method uses RnD, namely making presentation material products in the form of motion graphics using the Villamil-Molina method, then analyzing the application of motion graphic aspects and presentation material aspects using Quasi Experiment Nonequivalent Control Group Design through a Paired sample T-test. The results showed that the media presentation to explain the production process of Detak Kepri Malam in video form was considered effective. The video lasts 2 minutes 30 seconds and is in Mp4 format and is displayed using a prompter in the Batam TV broadcast studio so it doesn't depend on the presenter of the material, and is easy to access via the Batam TV YouTube channel.</td> </tr> </tbody> </table> 2022-12-30T14:47:56+00:00 ##submission.copyrightStatement## https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/3203 Analisis User Interface Pada Website TFME Interactive Learning Media Dengan Heuristic Evaluation 2022-12-30T14:56:48+00:00 Resa Putri Jelita resapj01@gmail.com Sandi Prasetyaningsih sandi@polibatam.ac.id <p>User interface dapat dikatakan sebagai elemen terpenting dalam membangun <br>sebuah website atau produk berbasis komputer. Interface yang lemah dapat <br>menyebabkan kegagalan aplikasi yang telah dirancang dan di <br>implementasikan dengan baik. Penelitian ini bertujuan untuk merancang <br>desain user interface dan menganalisis user interface pada website TFME <br>Interactive Learning Media dengan metode heuristic evaluation. Jenis <br>penelitian ini adalah penelitian kuantitatif. Pengambilan sampel menggunakan <br>teknik simple random sampling, dengan jumlah sampel sebanyak 70 <br>responden yang masing-masing terdiri dari 35 orang mahasiswa dari prodi <br>elektronika prodi elektronika manufaktur. Instrumen dalam penelitian ini<br>menggunakan kuesioner yang dikembangkan dari metode heuristic <br>evaluation. Hasil analisa deskriptif menunjukkan desain user interface dari <br>website TFME Interactive Learning Media yang dikembangkan sudah sangat <br>layak digunakan karena indeks capaian responden terhadap kuesioner <br>penelitian yang dikembangkan dengan metode heuristic evaluation mencapai <br>86,63%. Hasil uji hipotesis menunjukkan bahwa tidak terdapat perbedaan yang <br>signifikan antara skor jawaban kuesioner kelompok mahasiswa Prodi Teknik <br>Elektronika dengan kelompok mahasiswa Prodi Elektronika Manufaktur <br>terhadap tingkat desain user interface dari website TFME Interactive Learning <br>Media karena thitung (-0,995) &gt; ttabel (-0,544).</p> 2022-12-30T14:49:58+00:00 ##submission.copyrightStatement##