https://jurnal.polibatam.ac.id/index.php/JAMN/issue/feed JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING 2024-08-07T14:51:12+00:00 JAMN Admin [email protected] 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/7940 IMAGE ENCRYPTION USING COMBINATION OF CHAOTIC SYSTEM 2024-07-30T15:32:42+00:00 Festy Winda Sari [email protected] Ummi Aisha Ibrahim [email protected] <p>These days, image encryption relies on chaos-based theory. Encrypting and decrypting images using random sequences is becoming increasingly popular. Accordingly, this study proposes a method of image encryption based on the Logistic Map and Lorenz System. The encryption and decryption process involves permutation and substitution steps. A permutation is performed using the Logistic Map, which is used for leading randomness of pixels through confusion, while the diffusion process is finished using the Lorenz System. Afterwards, the substitution is performed by bitwise-XORing the value. Throughout the permutation process, the value of the original image's red, green, and blue (RGB) channels will be swapped amongst each and then sent to the next stage, i.e., diffusion. The diffusion process involves changing the values of pixels of the original image. The disturbance in plain images will increase when pixel and bit levels are changed, usually called cypher images. A study will evaluate the effectiveness of chaos-based security and the time cost of key processes. Furthermore, we will investigate the relationship between contiguous pixels.</p> 2024-07-30T15:32:08+00:00 ##submission.copyrightStatement## https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/7203 Layout Design of 3D Assets In Making Minecraft Comic Strips Using Blender 2024-08-05T04:30:14+00:00 Maria Maria [email protected] Nur hidayat [email protected] <p><span style="font-weight: 400;">Minecraft Hub or MCHub is one of the divisions of PT. Pallas Bukit Batukaras which focuses on the media game Minecraft. In 2021, MCHub created a Minecraft comic strip as collaboration content and advertising about the game Minecraft, but stopped production in 2022. Based on an interview with the manager project, MCHub wants to return to making Minecraft comic strips and develop innovation with 3D style according to reference in the game Minecraft. Comic creation goes through pre-production, production and post-production processes. This research focuses on the production process stages layouting. Layout quality analysis uses qualitative model methods Miles and Huberman. This research produced 8 comic strips with each comic having 4 panels. The comic strip is published on the social media platform Instagram @minecrafthub_id.</span></p> 2024-08-02T08:45:18+00:00 ##submission.copyrightStatement## https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/7699 Pembuatan Motion Graphic Penyelenggaraan Tata Naskah Dinas Berdasarkan Peraturan Walikota Batam 2024-08-03T11:24:49+00:00 Balqis Nabel Fadilla Rusymaidad [email protected] Agung Riyadi [email protected] <table> <tbody> <tr> <td width="388"> <p>Penelitian ini membahas tentang pembuatan video <em>motion graphic </em>penyelenggaraan tata naskah dinas berdasarkan peraturan walikota batam. Berdasarkan pengamatan, banyak pegawai yang tidak melaksanakan penyelenggaraan tata naskah dinas sesuai prosedur yang ada di dalam pedoman tata naskah dinas. Faktor usia serta padatnya jadwal dan kesibukan kegiatan membuat pegawai jarang membaca pedoman tata naskah dinas yang mencakup banyak hal. Pembuatan media informasi dengan video <em>motion graphic </em>menjadi cara untuk memfasilitasi pegawai dalam mempelajari penyelenggaraan tata naskah dinas. Proses pengembangan produk menggunakan metode pengembangan Villamil-Molina dengan beberapa tahapan, terdiri dari pengembangan, pra produksi, produksi, pasca produksi, dan distribusi. Pengujian produk video <em>motion graphic </em>menggunakan EPIC model dengan fokus pada empat dimensi, yakni empati, persuasif, dampak, dan komunikasi. Penggunaan EPIC model dalam menguji keefektivitas video memperoleh nilai 4.22 dengan kategori sangat efektif, yang berarti video <em>motion graphic </em>penyelenggaraan tata naskah dinas berdasarkan peraturan walikota batam tersebut sangat efektif sebagai media informasi.</p> </td> </tr> </tbody> </table> 2024-07-31T00:00:00+00:00 ##submission.copyrightStatement## https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/7949 Development Of Interactive Virtual Tour 360º Using Uptale at PT. Schneider Electric Manufacturing Batam 2024-08-03T12:25:01+00:00 Aditya Pratama [email protected] Heppy Yugo Prasetiya [email protected] <p>PT.Schneider Electric Manufacturing Batam or also known as SEMB has a 360º virtual tour which is quite good by only using 360-based video, there is a note that a virtual tour previously existed but is no longer accessible and the virtual tour still uses old software where on this occasion the development was carried out using a new device and replacing the platform that previously used 3D Vista to become Uptale and using hybrid innovation using photos and videos based on 360° which can provide an updated experience in using the SEMB virtual tour</p> <p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 360º virtual tour research on SEMB PEM will use the Villamil-Molina multimedia development method which has five main process stages in the form of development, pre-production, production, post-production, and delivery. Then the results of the SEMB virtual tour development product will go through the stages of usability analysis to measure how big is the level of usability using the System Usability Scale (SUS) analysis method. The use of SUS analysis has the goal of determining whether the SEMB virtual tour meets the standards or not.</p> <p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; This research can be drawn into several conclusions, namely: (1) This SEMB virtual tour development product has a platform update, namely Uptale with the development of interactivity, increasing the number of location points, and increasing video information on certain <em>Hotspot</em>s. (2) Based on the analysis using the System Usability Scale method, results that enter the B (Good) range enter the acceptable category with a value of 80</p> 2024-08-01T00:00:00+00:00 ##submission.copyrightStatement## https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/7865 Penerapan Teknik Motion Graphics Pada Video Edukasi Bahaya HIV/AIDS di Puskesmas Hulu Gurung 2024-08-03T12:28:42+00:00 Heri Kurniawan [email protected] Moch Farid Fauzi [email protected] <p>Efforts to prevent the spread of HIV/AIDS require effective education to the public. One innovative approach to conveying information involves the role of technology and interactive media, such as animation, to improve instruction quality. One of the challenges faced by the Hulu Gurung Community Health Center is increasing public awareness about the prevention and dangers of HIV/AIDS. Conventional extension methods, such as lectures and brochures, are starting to receive less attention from the public. 2D animated videos use motion graphic techniques by applying pre-production, production, and post-production design methods. The research data collection used interviews and direct observation methods at the Hulu Gurung Community Health Center. The results of this video were tested using a questionnaire with testing based on the information and multimedia elements used. The results of the questionnaire are calculated using a Likert Scale. The results of this educational video were implemented on the social media platforms Instagram and YouTube. This research can increase knowledge about making animated videos using motion graphic techniques.</p> 2024-08-01T00:00:00+00:00 ##submission.copyrightStatement## https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/7986 User Experience Analysis of VR Tower Defence Game The Rise Of Majapahit Using User Experience Questionnaire Method 2024-08-07T14:51:12+00:00 Handika Putra Ahmad Hibatullah [email protected] Riwinoto Riwinoto [email protected] <p>Tower Defence the Rise of Majapahit Kingdom adalah aplikasi yang membantu pengguna mempelajari memanah dengan akurasi yang tepat menggunakan <em>Virtual Reality </em>sehingga akan lebih imersif dan meningkatkan pengalaman pengunjung, serta menawarkan Edutainment interaktif yang memungkinkan pengunjung untuk bermain, belajar, dan bersenang-senang secara simultan. <em>Virtual Reality </em>adalah teknologi komputer yang menciptakan lingkungan maya yang memungkinkan pengguna untuk berinteraksi dan merasa seolah-olah berada di dalamnya. Penelitian ini bertujuan untuk mengevaluasi permainan VR "Tower Defence the Rise of Majapahit Kingdom" yang berfokus pada tema sejarah Majapahit, khususnya dalam konteks memanah. <em>Virtual Reality </em>memiliki aspek penting yang terkait dengan pengalaman pengguna dan perlu diukur. Pengukuran pengalaman pengguna sangat penting karena dapat mempengaruhi kesuksesan aplikasi. Aspek <em>usability </em>adalah bagian penting dari pengalaman pengguna yang menentukan kapasitas aplikasi untuk menyelesaikan tugas dengan cara yang efisien dan memuaskan pengguna. Karenanya aplikasi VR harus diuji untuk memastikan pengalaman pengguna yang baik dan efektif. <em>User Experience Questionnaire </em>(UEQ) digunakan untuk menguji kemampuan. Berbentuk kuesioner yang terdiri dari 26 pertanyaan yang dinilai berdasarkan skala nilai dari 1 hingga 7. Metode ini membuktikan kualitas aplikasi VR Tower Defence the Rise of Majapahit Kingdom memiliki kualitas yang cukup bagus. Lima elemen menerima skor di atas rata-rata, sedangkan satu elemen berada di bawah rata-rata. Ini disebabkan oleh fakta bahwa aplikasi masih memiliki beberapa kekurangan.</p> 2024-08-06T12:49:13+00:00 ##submission.copyrightStatement## https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/7684 The Influence of Canva Application Features on The Graphic Design Confidence: A Case Study of College Students 2024-08-06T12:54:11+00:00 Desinta Nur Rahma [email protected] Kayla Attya Ramadhani [email protected] Marcella Corazon [email protected] Amata Fami [email protected] Irma Rasita Gloria Bagus [email protected] <p><span style="font-weight: 400;">As technology evolves rapidly, opportunities for enhancing skills, such as graphic design, among college students continue to expand. Graphic design plays a crucial role in visually communicating ideas and messages. Canva, a popular graphic design platform, offers a user-friendly interface and diverse design templates, facilitating the creation of compelling graphics.</span> <span style="font-weight: 400;">This study aims to investigate the influence of the Canva application on the confidence levels of college students in their graphic design skills. Specifically, this research seeks to identify how Canva contributes to increasing students' confidence in creating graphic designs from the perspectives of interest, effectiveness, and time efficiency. Using a mixed-methods approach, the study employed both a questionnaire and interviews. The questionnaire, consisting of eight questions, collected responses from 67 participants. Additionally, in-depth interviews were conducted with 8 participants to gain further insights. The study finds that Canva significantly boosts graphic design confidence among college students. Its user-friendly interface and diverse templates enable easy creation of professional-quality designs, fostering creativity and skill development. This empowers students to feel more competent and self-assured in their design abilities, highlighting Canva's valuable role in education.</span></p> 2024-08-06T12:54:11+00:00 ##submission.copyrightStatement## https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/7625 PENGEMBANGAN GAME EDUKASI 2 DIMENSI BERBASIS RPG PADA MATERI TOPOLOGI JARINGAN UNTUK SISWA KELAS XI TKJ SMKN 2 BANGKALAN 2024-08-06T13:03:26+00:00 Ahmad Jumadi [email protected] Muhlis Tahir [email protected] <p>Based on the results of observations and interviews with network device subject teachers at SMKN 2 Bangkalan, it was found that learning network topology in class XI Computer Network Engineering only used teaching modules, making students feel bored and limited to learning at school. To overcome this, the research developed a role-playing game (RPG) for network topology learning using the Game Development Life Cycle (GDLC) model, which includes six phases: initiation, pre-production, production, testing, release, and maintenance. This game was tested by material and media experts using ISO 25010, and also tested on small and large groups, with results showing high feasibility. Based on the research results, this RPG game is considered suitable for use as a learning medium and can be disseminated to help students understand network topology in a more interesting and interactive way.</p> 2024-08-06T13:03:26+00:00 ##submission.copyrightStatement## https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/8193 Virtual Try-On Batik Berbasis Augmented Intelligence: Tantangan dan Peluang Implementasi dalam Pemasaran Digital 2024-08-07T14:49:41+00:00 Ardiman Firmanda [email protected] Chairoel Adam [email protected] Yusuf Risky Nur Cahyono [email protected] <p>Penelitian ini mengkaji tantangan dan peluang implementasi teknologi Virtual Try-On (VTO) dalam industri batik Indonesia di era digital. Melalui analisis literatur komprehensif, penelitian ini mengidentifikasi tantangan teknis utama seperti keterbatasan perangkat, akurasi penangkapan gerakan, dan ketersediaan data batik digital. Tantangan non-teknis meliputi perlindungan hak kekayaan intelektual, penerimaan pengguna, dan keamanan data. Meskipun demikian, VTO batik menawarkan peluang signifikan untuk meningkatkan penjualan, personalisasi pengalaman berbelanja, efisiensi operasional, dan pelestarian budaya. Penelitian ini menyimpulkan bahwa melalui kolaborasi antara pengembang teknologi, pelaku industri batik, dan pemangku kepentingan terkait, VTO batik dapat menjadi katalis penting dalam transformasi digital industri batik Indonesia, memadukan tradisi dengan inovasi untuk menciptakan nilai baru bagi konsumen dan produsen batik secara global</p> 2024-08-06T13:23:42+00:00 ##submission.copyrightStatement## https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/6922 Pemanfaatan Augmented Reality Untuk Mengenal Makanan Nusantara 2024-08-06T13:28:18+00:00 Aliya Adzanisya [email protected] Najmi Dinda Ayuni [email protected] Putri Reginawati [email protected] Unuy Nurjanah [email protected] Intan Permatasari [email protected] <table width="593"> <tbody> <tr> <td width="387"> <p>Indonesia merupakan negara yang kaya akan budaya termasuk kuliner yang ada dari tiap daerah. <em>Augmented Reality</em> merupakan teknologi yang menggabungkan dunia nyata dengan dunia virtual dengan tujuan untuk memvisualkan informasi yang ada agar kita dapat berinteraksi langsung dengan objek virtual tersebut. Dengan memanfaatkan teknologi AR, peneliti&nbsp; bertujuan&nbsp; untuk memperkenalkan kuliner yang ada di Indonesia kepada masyarakat dari dalam maupun luar negeri. Metode yang dilakukan pada penelitian kali ini ialah metode MLDC (<em>Multimedia Development Life Cycle</em>) dimana peneliti merancang dan melakukan pengembangan pada produk multimedia. Dalam proses rancangan pembuatan AR sendiri ada tahap-tahap yang dilewati seperti : Pembuatan desain 2 dimensi kemudian dilanjutkan Modelling 3D sampai dengan Coloring, dan Texturing, dan terakhir dilanjutkan dengan membuat AR sederhana menggunakan unity AR. Pengimplementasian AR dilakukan dengan memanfaatkan aset 2 dimensi yang digunakan sebagai <em>marker</em> untuk kemudian memunculkan objek 3D dari makanan tradisional sehingga menampilkan hasil <em>Augmented Reality </em>sederhana.</p> </td> </tr> </tbody> </table> 2024-08-06T13:28:18+00:00 ##submission.copyrightStatement## https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/8163 Analisis Video Reels Terhadap Pemasaran Digital Untuk Meningkatkan Engagement Media Sosial Instagram @ruasjaricoffee 2024-08-07T04:43:15+00:00 Muhamad Iqbal [email protected] Evaliata Br Sembiring [email protected] <p>Cafe Ruas Jari has recently experienced a decline in visitors, so the management needs innovative promotional media. Adapting to current trend developments, the management of Cafe Ruas Jari highlights promotional activities through social media. This is because social media has the opportunity to increase the number of visitors who come to Cafe Ruas Jari. This research focuses on creating promotional content in the form of videos that will be distributed via social media, then analyzing the increase in visitors through Instagram engagement. The research method used is Research and Development, namely creating promotional content in the form of video reels, which is then analyzed in order to determine the development of video promotional content based on the AIDA approach model. This analysis is carried out by measuring aspects of the development of engagement and insight contained in promotional video content that has been published on Instagram. The research results show that promotional content that has interaction and is produced using the AIDA model has quite a significant difference in user reach when compared to previous videos. There has been an increase in engagement on the Finger Segment Instagram to increase visitors and through respondents' assessment that the video meets the criteria for use as promotional media and can attract the attention of the audience.</p> 2024-08-07T04:01:52+00:00 ##submission.copyrightStatement## https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/7952 Implementasi Jaringan Dan Uji Kelayakan Fiber To The Home (FTTH) Pada Cluster Rananta 2024-08-07T14:48:27+00:00 Maidel Fani [email protected] Dony Octamilanov [email protected] <p>Perkembangan jaringan komunikasi disebabkan adanya kebutuhan pengguna untuk dapat terhubung kapanpun dan dimanapun. Modernisasi internet terus meningkatkan <em>bandwidth</em> untuk meningkatkan layanan multimedia, khususnya di perkotaan. Di antara banyaknya transmisi telekomunikasi, fiber optik menjadi pilihan paling baik untuk membangun jaringan telekomunikasi yang andal. Penggelaran jaringan akses fiber optik baru ini menjadi solusi bagi operator telekomunikasi agar kebutuhan pelanggan terpenuhi akan layanan data, suara dan video terintegrasi. Salah satu teknologinya ialah FTTH<em> (Fiber to the Home</em>). Artikel ini menggunakan jaringan konifgurasi FTTH dengan teknologi GPON<em> (Gigabit Capable Passive Optical Network</em>) untuk kawasan perumahan atau pemukiman. Penelitian ini bertujuan untuk menguji kelayakan jaringan dengan mengukur redaman total pada FTTH. Penelitian ini menggunakan metode <em>power link budget</em> dan metode <em>Quality of Service</em> (QoS). Nilai total redaman pada kabel fiber optik memiliki Batasan yang dapat diterima, yaitu sekitar 15-23 dB. Analisis desain dilakukan berdasarkan parameter anggaran dari <em>power link budget</em> sedangkan nilai Quality of Service berada dalam kategori sangat bagus.</p> 2024-08-07T14:41:40+00:00 ##submission.copyrightStatement##