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				<identifier>oai:jurnal.polibatam.ac.id:article/1386</identifier>
				<datestamp>2022-07-11T01:09:33Z</datestamp>
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	<dc:title xml:lang="en-US">THE EFFECT OF PLAYABILITY ON USER EXPERIENCE IN &quot;JOKO RUN&quot; GAME</dc:title>
	<dc:creator>Pertiwi, Marisha</dc:creator>
	<dc:creator>, S.T., M.Kom., Riwinoto</dc:creator>
	<dc:creator>Hamdi, Ilmi Nazar</dc:creator>
	<dc:creator>Putri, Wenny Febrina</dc:creator>
	<dc:subject xml:lang="en-US">Playability</dc:subject>
	<dc:subject xml:lang="en-US">User Experience</dc:subject>
	<dc:subject xml:lang="en-US">Game</dc:subject>
	<dc:subject xml:lang="en-US">Joko Run</dc:subject>
	<dc:description xml:lang="en-US">Playability is the easiness of a game player in playing games, while user experience is a game player&#039;s reference to the level of satisfaction of a game. A game certainly has an element of playability so that connoisseurs always play the game so as to produce a high level of user experience. Joko Run is one of the games similar to Subway Surfer game which is the best endless runner game for android that is easy to play. The purpose of this study is to find out the aspects of playability and user experience that must be fulfilled by game developers when designing a game and the influence of playability of the game on the level of user experience of the game &quot;Joko Run&quot;. This study uses descriptive and verification methods, descriptive methods to know the aspects of playability and user experience, then the verification method to find the influence of playability on the user experience. Based on the results of the descriptive analysis of playability obtained an average of 109.05, in the range of 105-129, which is easy. Whereas for descriptive analysis user experience obtained an average of 110.25, which is in the scale of 105-129, which is easy. Based on the results of the verification analysis obtained the coefficient of determination or the influence of playability on the user experience of 0.664 or 66.4%, is between 0.60-0.799 which is strong. So, game players can play &quot;Joko Run&quot; easily without having to learn the pattern of the game. Game players can also use the game features &quot;Joko Run&quot; smoothly, so that users feel the ease of playing the game and enhance the experience of the game player &quot;Joko Run. Then, there is the influence of playability on the user experience game &quot;Joko Run&quot;. A game that has easy playability tends to increase user experience, on the contrary if the playability of a game is low then it decreases the user experience.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2019-07-31</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
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	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/1386</dc:identifier>
	<dc:identifier>10.30871/jamn.v3i1.1386</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 3 No. 1 (2019): Journal of Applied Multimedia and Networking; 1-14</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 3 No 1 (2019): Journal of Applied Multimedia and Networking; 1-14</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v3i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/1386/861</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2019 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
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				<identifier>oai:jurnal.polibatam.ac.id:article/2150</identifier>
				<datestamp>2020-12-30T10:35:13Z</datestamp>
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	<dc:title xml:lang="en-US">Media Pembelajaran Final Line Assembly Contactor Tesys D Size 1&amp;2 Berbasis Video</dc:title>
	<dc:title xml:lang="id-ID">Media Pembelajaran Final Line Assembly Contactor Tesys D Size 1&amp;2 Berbasis Video</dc:title>
	<dc:creator>Juliana, Henny</dc:creator>
	<dc:subject xml:lang="id-ID">Learning Video Assembly Operators EPIC Model</dc:subject>
	<dc:description xml:lang="en-US">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.</dc:description>
	<dc:description xml:lang="id-ID">Video pembelajaran adalah proses pembelajaran di mana pengguna menonton dan mendengarkan dan kemudian mendapatkan informasi dalam bentuk pengetahuan dan keterampilan. Sebelumnya operator dikumpulkan di kelas dan mendapat kertas yang hanya berisi gambar dan tulisan, sekarang operator dapat melakukan pembelajaran di laptop yang telah disediakan dengan memiliki banyak materi dalam bentuk video. Video pembelajaran juga dilengkapi dengan dubbing penjelasan, gambar dari bahan apa yang akan diambil oleh operator sampai proses perakitan selesai atau produk selesai dengan baik. Metode dalam penelitian ini menggunakan Model EPIC untuk mengukur efektivitas video yang memiliki 4 dimensi, yaitu Dimensi Empati, Dimensi Persuasi, Dimensi Dampak, dan Dimensi Komunikasi. Hasil video akan diunggah di situs web pelatihan digital yang sudah tersedia.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2020-12-28</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
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	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2150</dc:identifier>
	<dc:identifier>10.30871/jamn.v4i2.2150</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 4 No. 2 (2020): Journal of Applied Multimedia and Networking; 1-9</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 4 No 2 (2020): Journal of Applied Multimedia and Networking; 1-9</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v4i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2150/1275</dc:relation>
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				<identifier>oai:jurnal.polibatam.ac.id:article/2168</identifier>
				<datestamp>2020-12-30T10:35:13Z</datestamp>
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	<dc:title xml:lang="en-US">IMPLEMENTASI INFOGRAFIS PADA VIDEO BASIC MACHINE OPERATION MSP PT. INFINEON TECHNOLOGIES BATAM: IMPLEMENTASI INFOGRAFIS PADA VIDEO BASIC MACHINE OPERATION MSP PT. INFINEON TECHNOLOGIES BATAM</dc:title>
	<dc:title xml:lang="id-ID">IMPLEMENTASI INFOGRAFIS PADA VIDEO BASIC MACHINE OPERATION MSP PT. INFINEON TECHNOLOGIES BATAM: IMPLEMENTASI INFOGRAFIS PADA VIDEO BASIC MACHINE OPERATION MSP PT. INFINEON TECHNOLOGIES BATAM</dc:title>
	<dc:creator>Putri, Getha Febriyani</dc:creator>
	<dc:creator>Prasetyaningsih, Sandi</dc:creator>
	<dc:creator>Amelia, Reisya</dc:creator>
	<dc:subject xml:lang="en-US">PT. Infineon Technologies Batam, Video, Infografis, Basic Machine Operation, MSP, Action Research</dc:subject>
	<dc:subject xml:lang="id-ID">English</dc:subject>
	<dc:description xml:lang="en-US">As a form of education on the process of operating a machine or facility to support a job, PT. Infineon Technologies Batam utilizes multimedia technology as a medium for delivering information to employees to better understand how the work process and how to operate the machine to be used. Multimedia used is video media, which contains the production process of the industry. One of the videos that will be produced, the MSP basic machine operation video which is targeted at operator employees in the MSP area (mark, scan, pack), is the final process in making semiconductor products. The product produced in this thesis is the implementation of infographics on the video, using the action research completion method as a form of reflection by considering coloring and typography, so that the employees of PT. Infineon Technologies Batam can understand the video delivered quickly and easily. This video will be used as a training media for new employees who do not understand the process and how the machine works and can be used as a reference for all employees at PT. Infineon Technologies Batam</dc:description>
	<dc:description xml:lang="id-ID">



Sebagai bentuk informasi terhadap proses pengoperasian mesin atau fasilitas untuk menunjang suatu pekerjaan, PT. Infineon Technologies Batam memanfaatkan teknologi multimedia sebagai media penyampaian informasi kepada karyawan agar lebih memahami bagaimana proses pengerjaan dan cara mengoperasikan mesin yang akan digunakan. Multimedia yang digunakan adalah media video yang berisi tentang proses produksi dari industri tersebut. Salah satu video yang akan dihasilkan, yaitu video basic machine operation MSP yang ditargetkan untuk karyawan operator di area MSP (mark, scan, pack), yaitu proses akhir dalam pembuatan produk semikonduktor. Produk yang dihasilkan dalam tugas akhir ini adalah implementasi infografis pada video tersebut, menggunakan metode penyelesaian action research agar video yang disampaikan dapat dipahami dengan cepat dan mudah oleh karyawan PT. Infineon Technologies Batam. Video ini nantinya akan digunakan sebagai salah satu video training kepada karyawan baru untuk mengetahui hal dasar saat bekerja di area produksi, yaitu Alat Pelindung Diri (APD) yang digunakan, Kesehatan dan Keselamatan Kerja (K3), dan flowchart penggabungan motherlot dengan babylot pada proses MSP.



</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2020-12-28</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
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	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2168</dc:identifier>
	<dc:identifier>10.30871/jamn.v4i2.2168</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 4 No. 2 (2020): Journal of Applied Multimedia and Networking; 10-15</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 4 No 2 (2020): Journal of Applied Multimedia and Networking; 10-15</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v4i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2168/1274</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2020 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
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				<identifier>oai:jurnal.polibatam.ac.id:article/2180</identifier>
				<datestamp>2021-08-31T19:50:50Z</datestamp>
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			</header>
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<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
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	<dc:title xml:lang="en-US">Redesign and Analysis of Logo in Campus Publishing Business as Corporate Identity</dc:title>
	<dc:title xml:lang="id-ID">Desain Ulang dan Analisis Logo pada Bisnis Penerbitan Kampus sebagai Identitas Perusahaan</dc:title>
	<dc:creator>Marshita, Mayang</dc:creator>
	<dc:creator>Nabillah, Vella</dc:creator>
	<dc:subject xml:lang="en-US">Redesign</dc:subject>
	<dc:subject xml:lang="en-US">Logo</dc:subject>
	<dc:subject xml:lang="en-US">Corporate Identity</dc:subject>
	<dc:subject xml:lang="id-ID">Desain ulang</dc:subject>
	<dc:subject xml:lang="id-ID">Logo</dc:subject>
	<dc:subject xml:lang="id-ID">Identitas Perusahaan</dc:subject>
	<dc:description xml:lang="en-US">Polibatam Press already has a visual identity in the form of a logo, but the Polibatam Press logo still does not have an identity that can describe the identity of the company. So far people know the existence of Polibatam Press only through word of mouth. Therefore, the company needs promotional media to introduce Polibatam Press. To be well known, Polibatam Press&#039;s identity requires a strong logo and Corporate Identity that is easy for people to remember. The logo design process was designed using the stages structure in making the logo. At the logo creation stage there are five steps in the logo design that will be carried out by the researcher in creating the visual identity desired by the client. At the testing stage of this study, the data analysis technique used is qualitative analysis. Sampling in this model uses snowball sampling technique. This testing model is used to get respondents&#039; perception of a topic in accordance with the needs of researchers, the final result of this testing model is a conclusion, and an in-depth review, so that the visual identity displayed will make it easier for the public to recognize Polibatam Press.</dc:description>
	<dc:description xml:lang="id-ID">



Polibatam Press sudah memiliki identitas visual yaitu berupa logo, namun logo Polibatam Press masih belum memiliki identitas yang dapat menggambarkan jati diri dari perusahaan tesebut. Sejauh ini orang-orang mengetahui keberadaan Polibatam Press hanya melalui mulut ke mulut. Oleh karena itu pihak perusahaan membutuhkan media promosi untuk mengenalkan Polibatam Press. Untuk dapat dikenal dengan baik identitas Polibatam Press dibutuhkan logo yang kuat dan Corporate Identity yang mudah diingat oleh masyarakat. Proses Perancangan logo ini dirancang menggunakan struktur tahapan dalam pembuatan logo. Pada tahapan pembuatan logo ada lima langkah tahapan dalam perancangan logo yang akan dilakukan oleh peneliti dalam membuat identitas visual yang diinginkan oleh klien. Pada tahapan pengujian penelitian ini, teknik analisis data yang digunakan adalah analisis kualitatif. Pengambilan sampel pada model ini menggunakan teknik snowball sampling. Model pengujian ini digunakan untuk mendapatkan presepsi responden terhadap suatu topik sesuai dengan kebutuhan peneliti, hasil akhir dari model pengujian ini berupa sebuah kesimpulan, dan review yang mendalam, sehingga identitas visual yang ditampilkan akan mempermudah masyarakat mengenali Polibatam Press.



</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2021-07-31</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
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	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2180</dc:identifier>
	<dc:identifier>10.30871/jamn.v5i1.2180</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 5 No. 1 (2021): Journal of Applied Multimedia and Networking; 1-12</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 5 No 1 (2021): Journal of Applied Multimedia and Networking; 1-12</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v5i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2180/1467</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2021 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
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				<identifier>oai:jurnal.polibatam.ac.id:article/2206</identifier>
				<datestamp>2020-12-30T10:35:13Z</datestamp>
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	<dc:title xml:lang="id-ID">Rancang Bangun Company Profile E-Life Solutions Plt Berbasis Web Sebagai Corporate Branding</dc:title>
	<dc:creator>Herman, Nelsy</dc:creator>
	<dc:creator>Janah, Nur Zahrati</dc:creator>
	<dc:subject xml:lang="id-ID">Keyword: Company profile Corporate Branding Website Web Development Life Cycle</dc:subject>
	<dc:description xml:lang="id-ID">



&amp;nbsp;
E Life Solutions PLT (ELS) adalah sebuah perusahaan spin off dari Universiti Teknologi Malaysia (UTM) yang didirikan untuk mengkomersialkan fasilitas laboratorium dan keahlian di UTM. Perusahaan selalu memberikan informasi terbaru untuk meningkatkan reputasinya di pasar, mulai dari profil hingga produk dan jasa yang ditawarkan, namun kegiatan branding ELS saat ini masih tidak terstruktur. Kurangnya informasi jelas mengenai profil ELS, website yang tidak diperbaruhi isinya secara teratur, kaku dan kurang menarik sehingga menghambat dalam memberikan informasi. Untuk mengatasi masalah tersebut, maka diperlukan suatu website company profile yang dapat digunakan sebagai sarana promosi dan branding perusahaan. Oleh karena itu, penulis membangun website company profile sebagai corporate branding yang dapat memberikan informasi dan memperkuat branding perusahaan serta tampilan informasi pada website company profile E Life Solutions dapat diterima oleh pengguna. Website dibuat menggunakan CSS Framework, HyperText Markup Language (HTML), mySql dan PHP de




&amp;nbsp;
E Life Solutions PLT (ELS) adalah sebuah perusahaan spin off dari Universiti Teknologi Malaysia (UTM) yang didirikan untuk mengkomersialkan fasilitas laboratorium dan keahlian di UTM. Perusahaan selalu memberikan informasi terbaru untuk meningkatkan reputasinya di pasar, mulai dari profil hingga produk dan jasa yang ditawarkan, namun kegiatan branding ELS saat ini masih tidak terstruktur. Kurangnya informasi jelas mengenai profil ELS, website yang tidak diperbaruhi isinya secara teratur, kaku dan kurang menarik sehingga menghambat dalam memberikan informasi. Untuk mengatasi masalah tersebut, maka diperlukan suatu website company profile yang dapat digunakan sebagai sarana promosi dan branding perusahaan. Oleh karena itu, penulis membangun website company profile sebagai corporate branding yang dapat memberikan informasi dan memperkuat branding perusahaan serta tampilan informasi pada website company profile E Life Solutions dapat diterima oleh pengguna. Website dibuat menggunakan CSS Framework, HyperText Markup Language (HTML), mySql dan PHP dengan menggunakan metode Website Development Life Cycle (WLDC). Website ini memiliki fitur home, about us, our business, our experieces, news dan contact us serta fitur tambahan seperti banner dan feedback form. Dengan tercapainya rata-rata persentase kepuasan antarmuka pengguna, website company profile E Life Solutions diterima dengan sangat baik oleh pengguna.
&amp;nbsp;
&amp;nbsp;




ngan menggunakan metode Website Development Life Cycle (WLDC). Website ini memiliki fitur home, about us, our business, our experieces, news dan contact us serta fitur tambahan seperti banner dan feedback form. Dengan tercapainya rata-rata persentase kepuasan antarmuka pengguna, website company profile E Life Solutions diterima dengan sangat baik oleh pengguna.
&amp;nbsp;
&amp;nbsp;



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	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2020-12-28</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
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	<dc:identifier>10.30871/jamn.v4i2.2206</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 4 No. 2 (2020): Journal of Applied Multimedia and Networking; 16-26</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 4 No 2 (2020): Journal of Applied Multimedia and Networking; 16-26</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v4i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2206/1276</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2020 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
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				<identifier>oai:jurnal.polibatam.ac.id:article/2219</identifier>
				<datestamp>2022-01-07T09:16:36Z</datestamp>
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	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Implementation And Analysis Of Intren.Id Promotion Media In The Form Of Motion Graphic</dc:title>
	<dc:title xml:lang="id-ID">Implementasi Dan Analisis Media Promosi Intren.Id Dalam Bentuk Motion Graphic</dc:title>
	<dc:creator>Luxyendra, Alex</dc:creator>
	<dc:creator>Dzikri, Afdhol</dc:creator>
	<dc:creator>Setiawan, Dimas</dc:creator>
	<dc:subject xml:lang="en-US">Motion graphic, Media promotion, Intren.id, EPIC Model</dc:subject>
	<dc:description xml:lang="en-US">Batampos.co.id is an online news portal that presents news about the Riau Islands, National, and International. But now the Batam post has given birth to a new online news portal that provides national news under the name intren.id.
The implementation of Motion Graphic in intren.id promotion media aims to provide information in attractive packaging. The information that will be conveyed is about what is intren.id and introduces 4 categories in intren.id, namely news, lifetrend, entertainment, and travelogy by visualizing each category.
The results of the analysis use the EPIC Model parameters, namely the dimensions of Empathy, Persuation, Impact, and Communocation. It is hoped that this motion graphic can convey information clearly, easily understood, and at the same time help the public, especially Batam, obtain reliable, quality, and quality information.</dc:description>
	<dc:description xml:lang="id-ID">Batampos.co.id adalah portal berita online yang menyuguhkan berita seputar Kepulauan Riau, Nasional, dan Internasional. Namun kini Batam pos telah melahirkan sebuah portal berita online baru yang menyediakan berita-berita Nasional dengan nama Intren.id.
Implementasi Motion Graphic pada media promosi Intren.id, bertujuan untuk memberikan informasi dengan kemasan yang menarik. Informasi yang akan di sampaikan yaitu seputar apa itu Intren.id dan mengenalkan 4 kategori yang ada pada Intren.id, yakni news, lifetrend, entertainment dan travelogy dengan memvisualisasikan masing-masing kategori.
Hasil analisis menggunakan parameter EPIC Model, yakni dimensi Empathy, Persuation, Impact dan Communocation. Diharapkan motion graphic ini dapat menyampaikan informasi dengan jelas, mudah dipahami dan sekaligus membantu masyarakat khususnya Batam mendapatkan informasi yang terpercaya, bermutu dan berkualitas.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2021-07-31</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2219</dc:identifier>
	<dc:identifier>10.30871/jamn.v5i1.2219</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 5 No. 1 (2021): Journal of Applied Multimedia and Networking; 13-17</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 5 No 1 (2021): Journal of Applied Multimedia and Networking; 13-17</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v5i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2219/1465</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2021 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/2246</identifier>
				<datestamp>2020-12-30T10:35:13Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Stenographic Learning Video: Design And Analysis of Video Production Using And Without Using The Script</dc:title>
	<dc:creator>Kuncoro, Riski Acibi</dc:creator>
	<dc:creator>Sembiring, Evaliata BR</dc:creator>
	<dc:subject xml:lang="en-US">Learning media</dc:subject>
	<dc:subject xml:lang="en-US">Video</dc:subject>
	<dc:subject xml:lang="en-US">Script</dc:subject>
	<dc:description xml:lang="en-US">The selection of the right learning media is one of the factors so that students can easily understand the material being discussed. One of them is by using video learning media. Producing a video script design becomes the basis for consideration in the video-making process. The script is the main reference or a guide in conducting video production activities. The activity of producing a video without using a script is a waste of nothing. So, research was made to produce a stenography learning video using a script and without a script. This research was made using the R&amp;amp;D (Research &amp;amp; Development) research method which will then be analyzed the comparison of the results of the two videos using qualitative analysis with a comparative model. The results obtained showed that the use of texts influences the process of learning video production compared to the results obtained. So the production of stenography learning videos using scripts is more effective than without using scripts.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2020-12-28</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2246</dc:identifier>
	<dc:identifier>10.30871/jamn.v4i2.2246</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 4 No. 2 (2020): Journal of Applied Multimedia and Networking; 27-33</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 4 No 2 (2020): Journal of Applied Multimedia and Networking; 27-33</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v4i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2246/1277</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2020 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/2247</identifier>
				<datestamp>2020-12-30T10:35:13Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Implementasi Motion Grafis Dalam Tujuh Langkah Pelayanan Di KFC</dc:title>
	<dc:title xml:lang="id-ID">Implementasi Motion Grafis Dalam Tujuh Langkah Pelayanan Di KFC</dc:title>
	<dc:creator>Siahaan, Arta Uly</dc:creator>
	<dc:creator>Setyawan, Ade Yudha</dc:creator>
	<dc:creator>Amelia, Rahmi Putri</dc:creator>
	<dc:subject xml:lang="en-US">Kentucky Fried Chicken, Standard Operational Procedure, Motion Graphic.</dc:subject>
	<dc:subject xml:lang="id-ID">Kentucky Fried Chicken, Standard Operational Procedure, Motion Graphic.</dc:subject>
	<dc:description xml:lang="en-US">As a leading fast food restaurant in Indonesia, KFC is required to continuethe maintenance and always provide excellent service to customers. Along with the current technological advances of many learning media that utilize video media. The use of video media in conducting training and reminding of KFC employees that aimed for every employee to run Standard Operational Procedure (SOP) properly and correctly. Submission of information about the seven steps of service delivered through 2D video of Motion Graphic that uses sound effects, images, and typography so more effective and efficient. It was developed with some steps that started from analysis, design, development, implementation and evaluation (ADDIE model). By creating this motion grafic video, all the cashiers at KFC can run procedures Seven Steps Service well and correctly.</dc:description>
	<dc:description xml:lang="id-ID">As a leading fast food restaurant in Indonesia, KFC is required to continuethe maintenance and always provide excellent service to customers. Along with the current technological advances of many learning media that utilize video media. The use of video media in conducting training and reminding of KFC employees that aimed for every employee to run Standard Operational Procedure (SOP) properly and correctly. Submission of information about the seven steps of service delivered through 2D video of Motion Graphic that uses sound effects, images, and typography so more effective and efficient. It was developed with some steps that started from analysis, design, development, implementation and evaluation (ADDIE model). By creating this motion grafic video, all the cashiers at KFC can run procedures Seven Steps Service well and correctly.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2020-12-28</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2247</dc:identifier>
	<dc:identifier>10.30871/jamn.v4i2.2247</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 4 No. 2 (2020): Journal of Applied Multimedia and Networking; 109-119</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 4 No 2 (2020): Journal of Applied Multimedia and Networking; 109-119</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v4i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2247/1285</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2020 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/2251</identifier>
				<datestamp>2021-08-31T19:52:26Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Augmented Reality for Pipe Thread Connection Type Training</dc:title>
	<dc:title xml:lang="id-ID">Augmented Reality untuk Pelatihan Jenis Sambungan Ulir Pipa</dc:title>
	<dc:creator>Wiyantoko, Ravi</dc:creator>
	<dc:creator>Thohari, Ahmad Hamim</dc:creator>
	<dc:creator>Maarief, Muhammad Dzuhri</dc:creator>
	<dc:subject xml:lang="en-US">Training, Thread, Augmented Reality</dc:subject>
	<dc:description xml:lang="en-US">The process of extracting oil and gas is carried out by drilling with a depth of more than 200 meters below the surface of the ground, so one steel pipe is needed to run the process. The manufacture of steel pipes for the opening process has special standards, one of which is a long pipe. To reach a depth of 200 meters below the ground level, a pipe connection is needed to reach that height. The method of connecting the pipes is called the Thread Connection Type. This method has more than 20 types of threads to be applied in pipe joints. To facilitate the discussion of the types of threads and their specifications, we need a technology that can be used interactive and mobile learning media to deliver detailed information on the type of thread. The author uses the use of Augmented Reality (AR) technology to be applied as an Android-based training media that can facilitate the existing Connection Thread along with special specifications with 3D visualization. This study aims to measure the validity and practicality of using ISO 25010 (in terms of functional suitability, performance efficiency, portability and usability) of learning media so that it is easier to understand and practical. The study consisted of two parts: 1) Validity by experts (5 experts), 2) Practicality by trainees or employees (16 participants) using the USE Questionnaire instrument. Furthermore, in application development using the Multimedia Development Life Cycle (MDLC) method as its development method. As a result, the application was declared feasible with the results of the percentage of experts Validity of 96% and Practicality by employees of 79%.</dc:description>
	<dc:description xml:lang="id-ID">Proses pengambilan minyak dan gas bumi dilakukan dengan cara melakukan pengeboran dengan kedalaman hingga lebih 200 meter di bawah permukaan tanah, maka dibutuhkan salah satunya pipa baja untuk menjalankan prosesnya. Pembuatan pipa baja untuk proses eksplorasi memiliki standar khusus, salah satunya penentuan panjang pipa. Untuk mencapai kedalaman 200 meter di bawah permukaan tanah dibutuhkan sambungan pipa untuk mencapai kedalaman tersebut. Metode penyambungan pipa tersebut dinamakan Thread Connection Type. Metode ini memiliki lebih dari 20 jenis thread untuk diterapkan dalam penyambungan pipa. Untuk mempermudah mengidentifikasi jenis thread dan spesifikasinya, maka dibutuhkan sebuah teknologi yang dapat menerapkan media pembelajaran yang interaktif dan mobile untuk menyampaikan informasi jenis thread secara detail. Penulis mengusulkan pemanfaatan teknologi Augmented Reality (AR) untuk diterapkan sebagai media pelatihan berbasis android yang dapat menampilkan Thread Connection yang ada beserta spesifikasinya dengan visualisasi 3D. Penelitian ini bertujuan untuk mengukur validitas dan kepraktisan menggunakan ISO 25010 (ditinjau dari aspek functional suitability, performance efficiency, portability dan usability) media pembelajaran sehingga lebih mudah dipahami dan praktis. Penelitian ini akan terdiri dari dua bagian: 1) Validitas oleh para ahli (5 ahli), 2) Kepraktisan oleh peserta pelatihan atau karyawan (16 peserta) menggunakan instrumen USE Questionnaire. Selanjutnya dalam pengembangan aplikasi digunakan metode Multimedia Development Life Cycle (MDLC) sebagai metode pengembangannya. Hasilnya, aplikasi dinyatakan layak dengan hasil persentase Validitas ahli sebesar 96% dan Kepraktisan oleh karyawan sebesar 79%.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2021-07-31</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2251</dc:identifier>
	<dc:identifier>10.30871/jamn.v5i1.2251</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 5 No. 1 (2021): Journal of Applied Multimedia and Networking; 17-28</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 5 No 1 (2021): Journal of Applied Multimedia and Networking; 17-28</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v5i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2251/1468</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2021 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/2375</identifier>
				<datestamp>2022-01-07T09:16:51Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Application of Color Grading and Music Scoring Techniques in Post Production Stage of &quot;Waktu Terlarang&quot; Horror Film</dc:title>
	<dc:title xml:lang="id-ID">Penerapan Teknik Color Grading dan Musik Scoring pada Tahap Paska Produksi Film Horor &quot;Waktu Terlarang&quot;</dc:title>
	<dc:creator>Ariani, Dian Retno</dc:creator>
	<dc:creator>Neta, Fandy</dc:creator>
	<dc:creator>Munandar, Ihwan Mansur</dc:creator>
	<dc:subject xml:lang="en-US">film</dc:subject>
	<dc:subject xml:lang="en-US">music scoring</dc:subject>
	<dc:subject xml:lang="en-US">horror</dc:subject>
	<dc:subject xml:lang="en-US">myth</dc:subject>
	<dc:subject xml:lang="en-US">color grading</dc:subject>
	<dc:subject xml:lang="id-ID">film</dc:subject>
	<dc:subject xml:lang="id-ID">color grading</dc:subject>
	<dc:subject xml:lang="id-ID">horor</dc:subject>
	<dc:subject xml:lang="id-ID">mitos</dc:subject>
	<dc:subject xml:lang="id-ID">musik scoring</dc:subject>
	<dc:description xml:lang="en-US">Film is one of the modern and effective communication media as sending good information or messages, supporting interesting stories, clear sound, clearimages, and high-resolution video, and the film editing process will greatly help to make films clearer in realizing the purpose of the film to be made. Itsdevelopment is so fast, this happens in all aspects, both in terms of the story to its implementation. Along with the development of the current era, the filmalso experienced a development by having a lot of film genres circulating in the midst of the community, one of which is the genre of horror films that arelifted from a public trust that occurs in the surrounding environment, namely myths. This final project the author makes a short film that lifts the myth of sleepdeprivation at sunset and applies color grading techniques and music scoring as a solution for creating digital video quality. This issue is interesting todiscuss because it will help improve and provide new colors in Indonesian cinema.</dc:description>
	<dc:description xml:lang="id-ID">Film adalah salah satu media komunikasi modern dan efektif sebagai pengiriman informasi atau pesan yang baik, mendukung cerita yang menarik, suara yang jernih, gambar yang jelas, dan video dengan resolusi tinggi, serta proses editing film akan sangat membantu untuk membuat film menjadi lebih jelas dalam mewujudkan tujuan dari film yang akan dibuat. Perkembangannya begitu cepat, hal ini terjadi dalam semua aspek, baik dari segi cerita sampai pelaksanaannya. Seiring dengan perkembangan zaman yang ada saat ini, film pun mengalami suatu perkembangan dengan memiliki banyak sekali genre film yang beredar ditengah &quot;“ tengah masyarakat, Salah satunya adalah genre film horror yang diangkat dari kepercayaan masyarakat yang terjadi di lingkungan sekitar yaitu mitos. Tugas akhir ini penulis membuat film pendek yang mengangkat mitos larangan tidur pada waktu magrib serta menerapkan teknik color grading dan musik scoring sebagai solusi untuk menciptakan kualitas video digital. Masalah ini menarik untuk dibahas karena akan membantu meningkatkan dan memberikan warna baru dalam perfilman Indonesia.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2021-07-31</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2375</dc:identifier>
	<dc:identifier>10.30871/jamn.v5i1.2375</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 5 No. 1 (2021): Journal of Applied Multimedia and Networking; 29-41</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 5 No 1 (2021): Journal of Applied Multimedia and Networking; 29-41</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v5i1</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2375/1460</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2021 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/2396</identifier>
				<datestamp>2020-12-30T10:35:13Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Aplikasi Pembelajaran dan Panduan Fiber To The Home (FTTH) PT. Telkom Indonesia Berbasis Android: FIBER TO THE HOME (FTTH) PT. TELKOM INDONESIA LEARNING GUIDE ANDROID APPLICATION</dc:title>
	<dc:title xml:lang="id-ID">Aplikasi Pembelajaran dan Panduan Fiber To The Home (FTTH) PT. Telkom Indonesia Berbasis Android: APLIKASI PEMBELAJARAN DAN PANDUAN FIBER TO THE HOME (FTTH) PT. TELKOM INDONESIA BERBASIS ANDROID</dc:title>
	<dc:creator>Al Amin, Muhammad Sukri</dc:creator>
	<dc:creator>Nelmiawati, Nelmiawati</dc:creator>
	<dc:subject xml:lang="id-ID">Android, FTTH, Telkom indonesia.</dc:subject>
	<dc:description xml:lang="en-US">Learning Application and Guide Fiber To The Home (FTTH) of PT. Telkom Indonesia based on Android
This final project discuss about design and manufacture of the FTTH (Fiber To The Home) Learning Application and Design Guide for PT Telkom Indonesia&#039;s new technicians. The initial problem so that the emergence of this idea is that there is no specific platform at PT. Telkom Indonesia that discusses FTTH in detail that is easily accessible and carried everywhere by a new technician from PT Telkom Indonesia. Therefore, the idea arose to design a learning media as well as an FTTH guide on an Android-based basis to make it easier for PT. Telkom Indonesia&#039;s new technicians as learning media and as a guide in completing work in the PT. Telkom Indonesia area. This research uses the MDLC method or Multimedia Development Life Cycle (Luther Sutopo, 2003) in the manufacturing process. Then the application made by Adobe Flash CS6 software. With this application, it will easier for new PT. Telkom Indonesia technicians to learn and know what FTTH is so that they can do work as technicians in PT Telkom Indonesia&#039;s area effectively.</dc:description>
	<dc:description xml:lang="id-ID">Aplikasi PÂ­Â­embelajaran dan Panduan &amp;nbsp;Fiber To The Home (FTTH)&amp;nbsp; PT. Telkom Indonesia Berbasis Android
&amp;nbsp;
Tugas akhir ini membahas tentang perancangan dan pembuatan aplikasi Pembelajaran dan Panduan Desain FTTH (Fiber To The Home) untuk teknisi baru PT Telkom Indonesia. Permasalahan awal sehingga munculnya gagasan ini yaitu belum adanya platfrom khusus di PT. Telkom Indonesia yang membahas mengenai FTTH secara detail yang mudah diakses dimanapun oleh teknisi baru PT. Telkom Indonesia. Oleh karena itu, munculah gagasan untuk merancang suatu media pembelajaran sekaligus panduan FTTH dengan berbasis Android untuk mempermudahkan teknisi baru PT. Telkom Indonesia sebagai media pembelajaran maupun sebagai panduan dalam menyelesaikan suatu pekerjaan di area PT. Telkom Indonesia. Penelitian ini menggunakan metode MDLC atau Multimedia Develpment Life Cycle (Luther Sutopo, 2003) dalam proses pembuatannya. Kemudian aplikasi ini dibuat dengan menggunakkan software Adobe flash Cs6. Dengan adanya aplikasi ini akan memudahkan teknisi baru PT Telkom Indonesia untuk mempelajari dan mengenal apa itu FTTH sehingga bisa melakukan pekerjaan sebagai teknisi diarea PT Telkom Indonesia dengan efektif.Android, FTTH, Telkom indonesia.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2020-12-28</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2396</dc:identifier>
	<dc:identifier>10.30871/jamn.v4i2.2396</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 4 No. 2 (2020): Journal of Applied Multimedia and Networking; 34-42</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 4 No 2 (2020): Journal of Applied Multimedia and Networking; 34-42</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v4i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2396/1278</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2020 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/2420</identifier>
				<datestamp>2020-12-30T10:35:13Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="id-ID">Company Profile KPKNL Batam dalam Bentuk Video</dc:title>
	<dc:creator>Sembiring, Evaliata Br</dc:creator>
	<dc:creator>Hastuti, Try Widya</dc:creator>
	<dc:subject xml:lang="id-ID">Video, Company profile, Luther-Sutopo, Quasi Experimental, Nonequivalent Control Group Design, Uji -t.</dc:subject>
	<dc:description xml:lang="id-ID">Informasi tentang layanan KPKNL Batam perlu diketahui oleh masyarakat terutama pemangku kepentingan. Media informasi saat ini adalah brosur, buku profil, banner, situs dan media sosial. Namun, memiliki kekurangan terutama informasi tentang tugas, fungsi dan layanan KPKNL Batam seperti lelang dan penyewaan asset BMN. Solusi yang ditawarkan adalah video company profile. Metode penelitian menggunakan R &amp;amp; D yaitu pembuatan video menggunakan pendekatan Luther-Sutopo dan analisis kelayakan sebagai media informasi berdasarkan kualitas video melalui aspek visual dan suara menggunakan skala Likert. Sementara analisis keefektifan video sebagai media informasi berdasarkan materi menggunakan pendekatan Quasi Experimental model Nonequivalent Group Design dengan pengolahan data uji-t. Hasil penelitian yaitu: (1)Video Company Profile berdurasi 3 menit 50 detik dalam format MP4, dapat dijalankan dalam berbagai perangkat serta dapat diakses secara online di media sosial KPKNL Batam; (2)Video memiliki kualitas yang baik berdasarkan pencapaian persentase 98,80%, sehingga layak memberikan informasi; (3)Video dinilai efektif sebagai media informasi berdasarkan aspek konten tentang layanan KPKNL Batam bagi pemangku kepentingan melalui hasil uji-t kelompok eksperimen dengan nilai Sig. sebesar 0,000 &amp;lt; 0,05 nilai probabilitas; (4)Produksi video dapat dipengaruhi oleh perangkat, sehingga direkomendasikan untuk mengemas informasi dan layanan yang lebih spesifik dan rinci di KPKNL Batam.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2020-12-28</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2420</dc:identifier>
	<dc:identifier>10.30871/jamn.v4i2.2420</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 4 No. 2 (2020): Journal of Applied Multimedia and Networking; 43-54</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 4 No 2 (2020): Journal of Applied Multimedia and Networking; 43-54</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v4i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2420/1279</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2020 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/2424</identifier>
				<datestamp>2022-01-07T09:17:01Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Masking Technique Implementation in Company Profile Video  of PT Tropical Electronic</dc:title>
	<dc:title xml:lang="id-ID">Implementasi Teknik Masking Dalam Pembuatan Video Company Profile PT Tropical Electronic</dc:title>
	<dc:creator>Zahrawani, Aziza Az</dc:creator>
	<dc:creator>Fani, Maidel</dc:creator>
	<dc:subject xml:lang="id-ID">video</dc:subject>
	<dc:subject xml:lang="id-ID">company profile</dc:subject>
	<dc:subject xml:lang="id-ID">Teknik Masking</dc:subject>
	<dc:description xml:lang="en-US">PT Tropical Electronic is the one of the companies that contributed to industrial growth in Batam City. The company which is manufacturing digital scales is a member of the Digi Group. The company profile video was created to introduce PT Tropical Electronic as a company that manufactures digital scales in Indonesia. Also, the video will be made with the agreement of the company. The video will be made based on the Villamil Molina method which consists of 5 stages, there are development, pre-production, production, post-production, and delivery. For editing, PT Tropical Electronic&#039;s company profile video will be edited by applying masking techniques with blurred effects. Furthermore, quantitative research was carried out by distributing questionnaires to get audience response to PT Tropical Electronic&#039;s company profile video. The questionnaire was made in the form of attitude measurement using a Likert Scale.</dc:description>
	<dc:description xml:lang="id-ID">PT Tropical Electronic merupakan salah satu perusahaan yang ikut andil dalam pertumbuhan industri di Kota Batam. Perusahaan yang bergerak di bidang manufaktur timbangan digital ini merupakan anggota dari Digi Group. Video company profile dibuat untuk memperkenalkan PT Tropical Electronic sebagai perusahaan yang memproduksi timbangan digital di Indonesia. Selain itu, video akan dibuat dengan persetujuan pihak perusahaan. Video akan dibuat berdasarkan metode Villamil Molina yang terdiri dari 5 tahapan, yaitu development, pre production, production, post-production, dan delivery. Pengeditan video company profile PT Tropical Electronic ini akan diedit dengan menerapkan teknik masking dengan efek buram untuk menjaga privasi perusahaan. Selanjutnya dilakukan penelitian kuantitatif dengan melakukan penyebaran kuesioner untuk mendapatkan respon penonton terhadap video company profile PT Tropical Electronic. Kuesioner dibuat dalam bentuk pengukuran sikap menggunakan skala likert.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2021-07-31</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2424</dc:identifier>
	<dc:identifier>10.30871/jamn.v5i1.2424</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 5 No. 1 (2021): Journal of Applied Multimedia and Networking; 42-52</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 5 No 1 (2021): Journal of Applied Multimedia and Networking; 42-52</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v5i1</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2424/1456</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2021 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/2475</identifier>
				<datestamp>2020-12-30T10:35:13Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Evaluasi User Experience Game 2D Bajaj Keliling Menggunakan Metode Game Experience Questionnaire: User Experience Evaluation Of Bajaj Keliling 2D Game Using Game Experience Questionnaire Method</dc:title>
	<dc:title xml:lang="id-ID">Evaluasi User Experience Game 2D Bajaj Keliling Menggunakan Metode Game Experience Questionnaire: Evaluasi User Experience Game 2D Bajaj Keliling Menggunakan Metode Game Experience Questionnaire</dc:title>
	<dc:creator>Joncicilia, Nike</dc:creator>
	<dc:creator>Riwinoto, Riwinoto</dc:creator>
	<dc:creator>Iqlima, Intan</dc:creator>
	<dc:subject xml:lang="en-US">Bajaj Keliling</dc:subject>
	<dc:subject xml:lang="en-US">Game</dc:subject>
	<dc:subject xml:lang="en-US">Game Experience Questionnaire</dc:subject>
	<dc:subject xml:lang="en-US">User Experience</dc:subject>
	<dc:subject xml:lang="id-ID">Bajaj Keliling</dc:subject>
	<dc:subject xml:lang="id-ID">Game</dc:subject>
	<dc:subject xml:lang="id-ID">Game Experience Questionnaire</dc:subject>
	<dc:subject xml:lang="id-ID">User Experience</dc:subject>
	<dc:description xml:lang="en-US">In this digital era, the smartphone game became popular for all people. Even though the number of gamers in Indonesia is increasing, it does not guarantee that every game has a large number of enthusiasts. Every game industry is competing to have a good user experience so that those interested in the game industry always increase. This indicates that user experience in a game is very important to support the success of a game. The Bajaj Keliling game has never done a user experience evaluation before. For the success of the Bajaj Keliling game, it is necessary to evaluate the user experience. After evaluating the user experience in the Bajaj Keliling game, a redesign will be conducted based on the recommendation of the first user experience evaluation, then the results of the redesign of the Bajaj Keliling game will be re-evaluated. The evaluation uses the Game Experience Questionnaire method, while the design process uses the Design Sprint method. After the first analysis, the results showed that the Core Module for the flow component was 2.17 and challenge components was 2.21, and the challenge components on the In-game Module was 2.22, all of these mean values were low and below the median. This shows that the game is easy to play and not too challenging. The solution implemented is to change the stage feature to a level and add a new challenge in the form of a question at the beginning of each level. After the second evaluation, the results on the Core Module for the flow component were 3.17 and challenge components were 3.09, the mean values increased and was above the median. The results of the challenge component in the In-game Module also increased to 2.37, but the mean value was still below the median.</dc:description>
	<dc:description xml:lang="id-ID">Di era digital ini, permainan smartphone menjadi populer bagi semua kalangan. Meskipun jumlah gamers di Indonesia semakin meningkat, tidak menjamin bahwa setiap game memiliki jumlah peminat yang banyak. Setiap industri game berlomba-lomba untuk memiliki user experience yang baik agar para peminat game industri tersebut selalu meningkat. Ini menunjukkan bahwa user experience pada sebuah game sangat penting untuk mendukung kesuksesan sebuah game. Permainan Bajaj Keliling belum pernah melakukan evaluasi user experience sebelumnya. Untuk keberhasilan permainan Bajaj Keliling, maka dari itu perlu dilakukan evaluasi user experience. Setelah dilakukan evaluasi user experience pada permainan Bajaj Keliling, maka akan dilakukan perancangan ulang berdasarkan rekomendasi evaluasi user experience pertama, lalu hasil perancangan ulang permainan Bajaj Keliling akan dievaluasi kembali. Metode yang digunakan untuk evaluasi menggunakan Game Experience Questionnaire, sedangkan untuk proses perancangan menggunakan metode Design Sprint. Setelah dilakukan analisis pertama, hasil menunjukkan bahwa pada Core Module untuk komponen flow bernilai 2.17 dan challenge bernilai 2.21, serta komponen challenge pada In-game Module bernilai 2.22, semua nilai rata-rata tersebut rendah dan berada di bawah median. Hal tersebut menunjukkan bahwa permainan mudah untuk dimainkan dan tidak terlalu menantang. Solusi yang diimplementasikan yaitu mengganti fitur stage menjadi level dan menambahkan tantangan baru berupa pertanyaan pada setiap awal level. Setelah dilakukan evaluasi kedua, hasil pada Core Module untuk komponen flow yaitu 3.17 dan challenge yaitu 3,09, rata-rata menjadi meningkat dan berada di atas median. Hasil dari komponen challenge pada In-game Module juga meningkat menjadi 2.37, namun nilai rata-rata tersebut masih di bawah median.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2020-12-28</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2475</dc:identifier>
	<dc:identifier>10.30871/jamn.v4i2.2475</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 4 No. 2 (2020): Journal of Applied Multimedia and Networking; 55-65</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 4 No 2 (2020): Journal of Applied Multimedia and Networking; 55-65</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v4i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2475/1280</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2020 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/2492</identifier>
				<datestamp>2021-08-31T19:40:46Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Implementation Of Foley And Voice Over Techniques In The Making Of Wonderful Batam Documentary Film</dc:title>
	<dc:title xml:lang="id-ID">Implementasi Teknik Foley Dan Voice Over Dalam Pembuatan Film Dokumenter Wonderful Batam</dc:title>
	<dc:creator>Kuba, Julio Tathohud Putera</dc:creator>
	<dc:creator>Prasetya, Happy Yugo</dc:creator>
	<dc:creator>Kinayoman, Denta Masiddhakarya Safira</dc:creator>
	<dc:subject xml:lang="en-US">Foley</dc:subject>
	<dc:subject xml:lang="en-US">Voice Over</dc:subject>
	<dc:subject xml:lang="en-US">Villamil-Molina</dc:subject>
	<dc:subject xml:lang="en-US">Sound Design</dc:subject>
	<dc:subject xml:lang="en-US">Documenter Film</dc:subject>
	<dc:subject xml:lang="id-ID">Foley</dc:subject>
	<dc:subject xml:lang="id-ID">Pengalih Suara</dc:subject>
	<dc:subject xml:lang="id-ID">Villamil-Molina</dc:subject>
	<dc:subject xml:lang="id-ID">Desain Suara</dc:subject>
	<dc:subject xml:lang="id-ID">Film Dokumenter</dc:subject>
	<dc:description xml:lang="en-US">Wonderful Batam documentary is a documentary video featuring 3 tourist destinations in Batam city, namely entertainment tourism, culinary tourism and religious tourism. Movie goers and creators often only put visual elements forward in filmmaking. In fact, in a film there is also an audio element that also plays an important role in supporting the portrayal of emotions and messages that want to be presented in the film. The purpose of this research is to implement foley and voice over techniques on audio making in the documentary Wonderful Batam, this is done to clarify the information and atmosphere that occurs in the video as well as improve the audio in the documentary Wonderful Batam, which focuses on maximizing foley techniques and voice over in the making. Wonderful Batam documentary filmmaking method uses Villamil-Molina method consisting of 5 stages of development, prep roduction, production, post production, and delivery where foley and voice over techniques are performed at the post production stage. Wonderfull Batam documentary was then conducted alpha testing to media and beta experts to 30 respondents. It is hoped that this research will introduce foley and voice over techniques to readers who are studying the topic of filmmaking</dc:description>
	<dc:description xml:lang="id-ID">Film dokumenter Wonderful Batam adalah video dokumenter yang menampilkan 3 destinasi wisata yang ada di kota Batam, yaitu wisata hiburan, wisata kuliner dan wisata religi. Para penikmat dan kreator film sering hanya mengedepankan elemen visual dalam pembuatan film. Padahal, di dalam sebuah film juga terdapat elemen audio yang juga berperan penting dalam mendukung menggambarkan emosi dan pesan yang ingin di &amp;nbsp;sampaikan dalam film. Tujuan penelitian ini adalah untuk mengimplementasikan teknik foley dan voice over pada pembuatan audio dalam film dokumenter Wonderful Batam, hal ini dilakukan untuk memperjelas informasi dan suasana yang terjadi di dalam video serta memperbaiki audio pada film dokumenter Wonderful Batam, dimana berfokus untuk memaksimalkan teknik foley dan voice over dalam pembuatannya. Metode pembuatan film dokumenter Wonderful Batam menggunakan metode Villamil-Molina yang terdiri dari 5 tahapan development, prep roduction, production, post production, dan delivery&amp;nbsp; dimana teknik foley dan voice over dilakukan pada tahap post production. Film dokumenter Wonderfull Batam kemudian dilakukan pengujian alfa kepada ahli media dan beta kepada 30 responden. Diharapkan penelitian ini dapat memperkenalkan teknik foley dan voice over kepada para pembaca yang sedang mempelajari topik pembuatan film</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2021-07-31</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2492</dc:identifier>
	<dc:identifier>10.30871/jamn.v5i1.2492</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 5 No. 1 (2021): Journal of Applied Multimedia and Networking; 53-63</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 5 No 1 (2021): Journal of Applied Multimedia and Networking; 53-63</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v5i1</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2492/1463</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2021 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/2508</identifier>
				<datestamp>2020-12-30T10:35:13Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Pembuatan Video Profil Masjid Sultan Mahmud Riayat Syah: Making a Video Profile of the Sultan Mahmud Riayat Syah Mosque</dc:title>
	<dc:title xml:lang="id-ID">Making a Video Profile of the Sultan Mahmud Riayat Syah Mosque: Pembuatan Video Profil Masjid Sultan Mahmud Riayat Syah</dc:title>
	<dc:creator>Roy, Ananda</dc:creator>
	<dc:creator>Thohari, Ahmad Hamim</dc:creator>
	<dc:subject xml:lang="en-US">Masjid Sultan Mahmud Riayat Syah</dc:subject>
	<dc:subject xml:lang="en-US">Video Profil</dc:subject>
	<dc:subject xml:lang="en-US">Luther Sutopo</dc:subject>
	<dc:subject xml:lang="en-US">Skala Likert</dc:subject>
	<dc:subject xml:lang="en-US">One Group Pretest-Posttest Design</dc:subject>
	<dc:subject xml:lang="id-ID">Pembuatan Video Profil Masjid Sultan Mahmud Riayat Syah</dc:subject>
	<dc:description xml:lang="en-US">In making mosque profile videos, the author chooses to use video to make it more interesting to see both in the community and for a wider scope such as introducing the media as religious tourism. Methods for using data using observation and literature study. After obtaining data to solve existing problems, namely using SWOT analysis (strengths, weaknesses, opportunities, threats) in order to position which ones need attention in the mosque profile video and be different from other mosques. In making a video profile of the Sultan Mahmud Riayat Syah Mosque, the author uses the Luther Sutopo method. There are 6 (six) stages of the development method, namely concept, design, material collection, assembly, testing and distribution. The research that resulted from the making of video profiles was analyzed from the quality of the video which was measured from the material and media aspects using the Likert scale and got &quot;Very Good&quot; results from the respondents with an interpretation value of 83.4%. Then with an analysis of the aspect of public understanding using the One Group Pre-test and Post-test, which before watching the video with an average value of 45 and after watching the video increased with a value of 83.</dc:description>
	<dc:description xml:lang="id-ID">Didalam pembuatan video profil masjid, penulis memilih menggunakan video agar dapat lebih menarik untuk ditampilkan baik dalam lingkup masyarakat maupun untuk lingkup yang lebih luas seperti media memperkenalkan sebagai wisata religi. Metode untuk pengumpulan data ini menggunakan observasi dan studi pustaka. Setelah mendapatkan data-data untuk memecahkan masalah yang ada, yaitu menggunakan analisis SWOT (strength, weakness, opportunity, threat) agar dapat memposisikan mana yang perlu ditampilkan dalam video profil masjid dan menjadi berbeda dengan masjid lain. Dalam Pembuatan Video Profil Masjid Sultan Mahmud Riayat Syah ini, penulis menggunakan metode Luther Sutopo. Adapun metode pengembangan terdapat 6 (enam) tahapan yaitu concept, design, material collecting, assembly, testing dan distribution. Penelitian yang dihasilkan dari pembuatan video profil dianalisis dari kualitas video yang diukur dari aspek materi dan media menggunakan skala likert dan mendapatkan hasil &quot;Sangat Baik&quot; dari responden dengan hasil nilai interpretasi 83,4%. Kemudian dilanjutkan dengan analisis dari aspek pemahaman masyarakat dengan menggunakan One Group Pre-test dan Post-test, yang sebelum menonton video dengan rata-rata nilai 45 dan sesudah menonton video menjadi meningkat yaitu dengan nilai 83.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2020-12-28</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2508</dc:identifier>
	<dc:identifier>10.30871/jamn.v4i2.2508</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 4 No. 2 (2020): Journal of Applied Multimedia and Networking; 66-75</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 4 No 2 (2020): Journal of Applied Multimedia and Networking; 66-75</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v4i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2508/1281</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2020 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/2525</identifier>
				<datestamp>2020-12-30T10:35:13Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Perancangan Motion Graphic Iklan Layanan Aplikasi Garuda Kasir Sebagai Media Promosi Di Sosial Media</dc:title>
	<dc:title xml:lang="id-ID">Perancangan Motion Graphic Iklan Layanan Aplikasi Garuda Kasir Sebagai Media Promosi Di Sosial Media</dc:title>
	<dc:creator>Alatas, Syarifah Shakila</dc:creator>
	<dc:creator>Wahyudi, Afdhol</dc:creator>
	<dc:subject xml:lang="id-ID">Multimedia Interaktif</dc:subject>
	<dc:description xml:lang="en-US">Guidance programme that doesn&#039;t provide appropriate information to the student will prevent them from progress their ideas even further as they want the opportunity to learn and benefit on the information given. Giving the broad extent of information given to the student, they need to be clear and be able to differentiate which information is clear and which is not clear, and what type of information is related to services, facts that have not changed and which facts can change over time. The solution that will be used to solve the problem is by using motion graphic as an intermediate platform aimed at the audience/community in delivering application service information which will later be shared with social and public media to attract the attention of audiences with interesting animations from different aspects of motion graphic</dc:description>
	<dc:description xml:lang="id-ID">Program bimbingan yang tidak memberikan layanan informasi akan mengahalangi setiap mahasiswa untuk berkembang lebih jauh, karena mereka juga ingin berkesempatan untuk mempelajari dan memahami info yang diberikan. Namun, mengetauhi luasnya info yang dibagikan, mereka juga harus mengetahui informasi manakah yang jelas untuk mereka dan mana yang tidak jelas, serta jenis informasi apa yang berhubungan mctentang layanan dan fakta yang tidak berubah dan yang dapat berubah dengan berjalannya waktu. Solusi yang akan di gunakan untuk memecahkan masalah tersebut adalah motion graphic sebagai media perantara yang tujukan kepada para audience/ masyarakat dalam menyampaikan informasi layanan aplikasi yang nantinya akan di bagikan ke media sosial dan public dalam segi menarik perhatian kepada para audience dengan animasi yang menarik dari aspek-aspek motion graphic.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2020-12-28</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2525</dc:identifier>
	<dc:identifier>10.30871/jamn.v4i2.2525</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 4 No. 2 (2020): Journal of Applied Multimedia and Networking; 76-85</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 4 No 2 (2020): Journal of Applied Multimedia and Networking; 76-85</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v4i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2525/1282</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2020 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
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		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/2532</identifier>
				<datestamp>2021-08-31T18:59:59Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Making Motion Graphics As A Promotional Media For The Eo Batam Pos Profile</dc:title>
	<dc:title xml:lang="id-ID">Pembuatan Motion Graphic Sebagai Media Promosi Profil EO Batam Pos</dc:title>
	<dc:creator>Pradila, Monika</dc:creator>
	<dc:creator>Prasetyaningsih, Sandi</dc:creator>
	<dc:creator>Rahman, Sonia Novi</dc:creator>
	<dc:subject xml:lang="en-US">Event Organizer</dc:subject>
	<dc:subject xml:lang="en-US">Motion Graphic</dc:subject>
	<dc:subject xml:lang="en-US">Promotion Media</dc:subject>
	<dc:subject xml:lang="id-ID">Event Organizer</dc:subject>
	<dc:subject xml:lang="id-ID">Motion Graphic</dc:subject>
	<dc:subject xml:lang="id-ID">Media Promosi</dc:subject>
	<dc:description xml:lang="en-US">Batam Pos Event Organizer (EO) is a professional event service provider and a part of PT. Sijori Interbintana Pers. Batam Pos EO, has not famous among people since Batam Pos is well-known by newspaper publisher. A media promotion is needed in order to give much more information to public. Research and development is used as a method to do a research in producing motion graphic. The result of this study ther media promotion can give information about Batam Pos EO effectively.</dc:description>
	<dc:description xml:lang="id-ID">Event Organizer (EO) Batam Pos adalah penyedia jasa profesional penyelenggara acara dan merupakan bagian dalam PT. Sijori Interbintana Pers. EO Batam Pos belum diketahui secara luas mengingat citra merek yang sudah sangat melekat di masyarakat terhadap Batam Pos terbatas sebagai perusahaan media cetak penerbit surat kabar. Demi memaksimalkan pengetahuan masyarakat dalam mendapatkan informasi mengenai EO Batam Pos, maka dibutuhkan media untuk berpromosi.&amp;nbsp; Pembuatan motion graphics dengan Research and Development (R&amp;amp;D) merupakan metode yang digunakan dalam penelitian ini. Dengan hasil analisa bahwa media promosi tersebut sesuai dengan tujuan yang diharapkan, yaitu menjadi wadah dalam memberikan informasi mengenai EO Batam Pos dengan cara yang lebih efektif.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2021-07-31</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2532</dc:identifier>
	<dc:identifier>10.30871/jamn.v5i1.2532</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 5 No. 1 (2021): Journal of Applied Multimedia and Networking; 64-75</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 5 No 1 (2021): Journal of Applied Multimedia and Networking; 64-75</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v5i1</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2532/1462</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2021 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
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		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/2586</identifier>
				<datestamp>2020-12-30T10:35:13Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="id-ID">Pengembangan Media Virtual Tour Gedung Teaching Factory Politeknik Negeri Batam</dc:title>
	<dc:creator>Kristiani, Ika Juniar</dc:creator>
	<dc:creator>Riwinoto, Riwinoto</dc:creator>
	<dc:creator>Mangaraja, Muhammad Ersandi</dc:creator>
	<dc:subject xml:lang="id-ID">Virtual Tour Virtual Rwality Geduung Teaching Factory Politeknik Negeri Batam</dc:subject>
	<dc:description xml:lang="id-ID">Virtual reality is currently growing rapidly; a variety of industrial products have emerged that are integrated with the virtual world in various sectors. 
Since 2018, the virtual laboratory of the Batam State Polytechnic has developed learning products that support virtual reality technology. These learning products are in the form of games and learning simulations. It is expected that through the learning products produced, the learning activities will be more targeted and the effectiveness of lectures will increase. 
Virtual touring is one of the benefits of virtual reality technology. In the tourism sector, many virtual touring media have been developed that are useful in the introduction and promotion of local tourism place. Adopting the advantages and benefits of virtual tours in the tourism sector, the education sector has also developed many virtual tour media that are useful in introducing related educational institutions or institutions. These benefits will be developed by Batam State Polytechnic to introduce one of the Lecture Buildings, the Teaching Factory. This virtual tour media will be addressed to Batam State Polytechnic guests who come to visit to introduce virtual laboratory facilities and students who need information on the location and condition of the Batam State Polytechnic Teaching Factory Building.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2020-12-28</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2586</dc:identifier>
	<dc:identifier>10.30871/jamn.v4i2.2586</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 4 No. 2 (2020): Journal of Applied Multimedia and Networking; 86-94</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 4 No 2 (2020): Journal of Applied Multimedia and Networking; 86-94</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v4i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2586/1283</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2020 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/2662</identifier>
				<datestamp>2021-08-31T19:43:27Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Gudnyus.id Promotional Media Based on Motion Graphic</dc:title>
	<dc:title xml:lang="id-ID">Media Promosi Gudnyus.id Berbasis Motion Graphic</dc:title>
	<dc:creator>Ali, Moch Calvin</dc:creator>
	<dc:creator>Siahaan, Arta Uly</dc:creator>
	<dc:creator>Irwanda, Muhammad</dc:creator>
	<dc:subject xml:lang="id-ID">Motion Graphic Video Promotion Gudnyus.id Epic Model Villamil-Molina</dc:subject>
	<dc:description xml:lang="en-US">



Gudnyus.id is an online media and social news website concept. To support its popularity and bring out its existence, a promotional medium is needed.&amp;nbsp; Based on the questionnaire that the author has distributed online via google form with the target of general public respondents in the urban center of Batam, information is obtained from the questionnaire, 60.6% of the public does not know while 39.4% knows, but only sees Gudnyus. Id posters or flyers on social media.&amp;nbsp; Consequently, Gudnyus.id requires promotional support in the form of video, which is chosen because Gudnyus.id has no promotional support in the form of videos, particularly animated videos.&amp;nbsp; In the production of promotional videos, the author uses the Villamil-Molina search method to support the design.&amp;nbsp; There are five phases: development, pre-production, production, postproduction and delivery.&amp;nbsp; The author uses the epic model method as an analysis to test the efficacy of Gudnyus.id&#039;s promotional media based on motion graphs.&amp;nbsp; The information in the promotional video includes an introduction to Gudnyus.id as an online media, website heading, and the social media used by Gudnyus.id to transmit the information.&amp;nbsp; from the output of the efficacy analysis using epic model, it&#039;s known that the promotional video of Gudnyus.id based on the movement charts was found to be effective with an average value of 4.05 empathy, 4.26 persuasion, 4.0 impact, 4.22 Communication.



</dc:description>
	<dc:description xml:lang="id-ID">



Gudnyus.id is an online media and social news website concept. To support its popularity and bring out its existence, a promotional medium is needed.&amp;nbsp; Based on the questionnaire that the author has distributed online via google form with the target of general public respondents in the urban center of Batam, information is obtained from the questionnaire, 60.6% of the public does not know while 39.4% knows, but only sees Gudnyus. Id posters or flyers on social media.&amp;nbsp; Consequently, Gudnyus.id requires promotional support in the form of video, which is chosen because Gudnyus.id has no promotional support in the form of videos, particularly animated videos.&amp;nbsp; In the production of promotional videos, the author uses the Villamil-Molina search method to support the design.&amp;nbsp; There are five phases: development, pre-production, production, postproduction and delivery.&amp;nbsp; The author uses the epic model method as an analysis to test the efficacy of Gudnyus.id&#039;s promotional media based on motion graphs.&amp;nbsp; The information in the promotional video includes an introduction to Gudnyus.id as an online media, website heading, and the social media used by Gudnyus.id to transmit the information.&amp;nbsp; from the output of the efficacy analysis using epic model, it&#039;s known that the promotional video of Gudnyus.id based on the movement charts was found to be effective with an average value of 4.05 empathy, 4.26 persuasion, 4.0 impact, 4.22 Communication.



</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2021-07-31</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2662</dc:identifier>
	<dc:identifier>10.30871/jamn.v5i1.2662</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 5 No. 1 (2021): Journal of Applied Multimedia and Networking; 76-84</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 5 No 1 (2021): Journal of Applied Multimedia and Networking; 76-84</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v5i1</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2662/1464</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2021 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/2667</identifier>
				<datestamp>2021-08-31T19:35:21Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Comparative Analysis Of Redshift, Arnold Renderer, Maya Hardware 2.0 Render Machines In Indoor And Outdoor Shots In Day And Night Conditions In 3d Animation &quot;Telat&quot;</dc:title>
	<dc:title xml:lang="id-ID">Analisis Perbandingan Mesin Render Redshift, Arnold Renderer, Maya Hardware 2.0 Pada Shot Indoor Dan Outdoor Di Dalam Kondisi Siang Dan Malam Pada Animasi 3d &quot;Telat&quot;</dc:title>
	<dc:creator>Barus, Hasil Bangun Taras</dc:creator>
	<dc:creator>Riwinoto, Riwinoto</dc:creator>
	<dc:creator>Justis, Prananda</dc:creator>
	<dc:subject xml:lang="en-US">3D Animation, Animation, Rendering, Redshift, Arnold Renderer, Maya Hardware 2.0</dc:subject>
	<dc:subject xml:lang="id-ID">Animasi 3D, Animation, Rendering, Redshift, Arnold Renderer, Maya Hardware 2.0</dc:subject>
	<dc:description xml:lang="en-US">The development of computer graphics technology in Indonesia continues to grow, especially in the 3D animation film industry. In the process of making 3D animated films Some steps that must be done are, Modeling, Texturing, Rigging, Animating, Lighting Setup, and Rendering. At the rendering stage, it is often found that the time and quality problems produced on each existing rendering machine are because each rendering machine has a great importance to the time and quality produced. It is expected to choose the right rendering engine in the production process of 3D animated films so it is necessary to do research to understand the rendering engine with the best image quality and the rendering engine with the fastest rendering time by using facts and facts related to indoor and outdoor in conditions of day and night . The study was conducted by rendering on 3 rendering machines namely redshift, Arnold Renderer, and Maya Hardware 2.0 on the 3D animation film &quot;Telat&quot; by 10% of the total shots. Then compare the results using the Sampling Technique. Then do an analysis of each rendering result by meeting the graphic / visual feasibility standard for animated films from the allocation of the three rendering machines determined by the animation company PT. Kinema Systrans Multimedia.</dc:description>
	<dc:description xml:lang="id-ID">Perkembangan teknologi komputer grafis di Indonesia terus berkembang khususnya di industri perfilman animasi 3D. Pada proses pembuatan film animasi 3D terdapat beberapa tahapan yang harus dilakukan yaitu, Modelling, Texturing, Rigging, Animating, Lighting Setup, dan Rendering. Pada tahapan rendering sering kali ditemukan masalah waktu dan kualitas yang dihasilkan pada setiap mesin render yang ada karena tiap mesin render memiliki pengaruh yang besar terhadap waktu dan kualitas yang dihasilkan. Mengingat pentingnya pemilihan mesin render yang tepat dalam proses produksi film animasi 3D maka perlu dilakukan penelitian untuk mengetahui mesin render dengan kualitas gambar terbaik dan mesin render dengan waktu render yang paling cepat dengan menggunakan situasi dan kondisi yang berbeda yaitu situasi indoor dan outdoor di dalam kondisi siang dan malam. Penelitian dilakukan dengan melakukan render pada 3 mesin render yaitu redshift, Arnold Renderer, dan Maya Hardware 2.0 pada film animasi 3D &quot;Telat&quot; sebanyak 10% dari total keseluruhan shot. Lalu membandingkan hasilnya dengan menggunakan Teknik Sampling. Kemudian melakukan analisis terhadap masingmasing hasil render dengan mengacu pada standar kelayakan grafik/visual untuk film animasi dari perbandingan ketiga mesin render yang ditentukan oleh perusahaan animasi PT. Kinema Systrans Multimedia.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2021-07-31</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2667</dc:identifier>
	<dc:identifier>10.30871/jamn.v5i1.2667</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 5 No. 1 (2021): Journal of Applied Multimedia and Networking; 85-97</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 5 No 1 (2021): Journal of Applied Multimedia and Networking; 85-97</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v5i1</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2667/1457</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2021 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header status="deleted">
				<identifier>oai:jurnal.polibatam.ac.id:article/2678</identifier>
				<datestamp>2021-08-31T18:23:48Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/2681</identifier>
				<datestamp>2020-12-30T10:35:13Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Pembuatan Konten Multimedia untuk Pencegahan Penularan Virus Covid 19 di Pasar</dc:title>
	<dc:title xml:lang="id-ID">Creating Multimedia Content for Prevention of Covid 19 Virus Transmission in the tradisional market</dc:title>
	<dc:creator>Riwinoto, Riwinoto</dc:creator>
	<dc:creator>Zega, Selly Artaty</dc:creator>
	<dc:creator>Sembiring, Evaliata BR</dc:creator>
	<dc:creator>Dzikri, Afdhol</dc:creator>
	<dc:creator>Harlyan, Gendhy Dwi</dc:creator>
	<dc:creator>Prasetya, Happy Yugo</dc:creator>
	<dc:creator>Siahaan, Arta Uly</dc:creator>
	<dc:creator>Miranto, Cahya</dc:creator>
	<dc:creator>Firmanda, Ardiman</dc:creator>
	<dc:creator>Saropi, Ahmad</dc:creator>
	<dc:creator>Zulfikar, Melsha Haq</dc:creator>
	<dc:creator>Ocastian, Weimpy</dc:creator>
	<dc:creator>Nababan, Gunawan Humiras Pangestu</dc:creator>
	<dc:creator>Tanbari, David Hasmito</dc:creator>
	<dc:creator>Anggraeni, Novi</dc:creator>
	<dc:creator>Yolanda, Ica</dc:creator>
	<dc:creator>Tama, Diella Marfika</dc:creator>
	<dc:creator>Habibi, Muhammad Ikhlas</dc:creator>
	<dc:subject xml:lang="en-US">The covid-19</dc:subject>
	<dc:subject xml:lang="id-ID">Pandemic covid-19</dc:subject>
	<dc:subject xml:lang="id-ID">Virus corona</dc:subject>
	<dc:subject xml:lang="id-ID">pasar</dc:subject>
	<dc:subject xml:lang="id-ID">produk multimedia</dc:subject>
	<dc:subject xml:lang="id-ID">materi edukasi</dc:subject>
	<dc:description xml:lang="en-US">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.</dc:description>
	<dc:description xml:lang="id-ID">Wabah pandemi COVID-19 membuat masyarakat kesulitan,misal&amp;nbsp; perjalanan dinas, wisata, belanja, menonton film dan lain-lain yang pada akhirnya membuat perekonomian merosot secara umum. Hal inilah yang membuat para dosen, tenaga kerja dan mahasiswa bidang multimedia berinisiatif untuk membuat atau mengembangkan produk multimedia yang memiliki nilai edukasi kepada masyarakat tentang pencegahan virus Corona. Salah satu tempat yang menjadi titik sentral penyebaran virus Corona adalah pasar karena pasar merupakan tempat bertemunya orang-orang yang mempunyai minat jual beli bila satu orang terkena Corona maka virus tersebut dapat menular ke masyarakat sekitar pasar. Oleh karena itu, produk yang kami kembangkan adalah produk multimedia yang berisi materi edukasi pencegahan virus Corona yang beredar di pasaran. Produk ini adalah layanan komunitas dan permainan edukasi, poster komik, grafis gerak, iklan video. Hasil pengujian internal kepada siswa dan pengujian eksternal kepada komunitas terkait pedagang menunjukkan bahwa media komik paling baik digunakan dalam menyebarkan pesan pengabdian kepada masyarakat.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2020-12-28</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2681</dc:identifier>
	<dc:identifier>10.30871/jamn.v4i2.2681</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 4 No. 2 (2020): Journal of Applied Multimedia and Networking; 95-108</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 4 No 2 (2020): Journal of Applied Multimedia and Networking; 95-108</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v4i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2681/1284</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2020 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/2753</identifier>
				<datestamp>2020-12-30T10:35:13Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Model Penggunaan Laboratorium Game untuk  Pengembangan Project Game dan Simulasi</dc:title>
	<dc:title xml:lang="id-ID">Game Laboratory Usage Model for Game Development and Simulation Projects</dc:title>
	<dc:creator>Riyadi, Agung</dc:creator>
	<dc:creator>Riwinoto, Riwinoto</dc:creator>
	<dc:subject xml:lang="en-US">Laboratorium</dc:subject>
	<dc:subject xml:lang="en-US">Scrum Framework</dc:subject>
	<dc:subject xml:lang="en-US">Game</dc:subject>
	<dc:subject xml:lang="en-US">Simulasi</dc:subject>
	<dc:subject xml:lang="id-ID">Laboratorium</dc:subject>
	<dc:subject xml:lang="id-ID">Scrum Framework</dc:subject>
	<dc:subject xml:lang="id-ID">Game</dc:subject>
	<dc:subject xml:lang="id-ID">Simulasi</dc:subject>
	<dc:description xml:lang="en-US">The use of laboratories in indonesia&#039;s universities are usually only used as a means of learning for teaching activity. Unlike the use of europe&#039;s laboratories, not only a means of supporting teaching, but can also be used for research, project development, training and others. Therefore, this study try to applied laboratory models that can be used not only for teaching activity. In this study, 4 models were applied for laboratory use including Teaching Models, Project Models, Evaluation Models and Research Models. The results obtained from the application of this model are the existence of mapping and learning models for courses that support each other in producing game development projects, and the results of evaluations of game development that can be used as research. With this, the use of a game laboratory can be more optimal.</dc:description>
	<dc:description xml:lang="id-ID">The use of laboratories in indonesia&#039;s universities are usually only used as a means of learning for teaching activity. Unlike the use of europe&#039;s laboratories, not only a means of supporting teaching, but can also be used for research, project development, training and others. Therefore, this study try to applied laboratory models that can be used not only for teaching activity. In this study, 4 models were applied for laboratory use including Teaching Models, Project Models, Evaluation Models and Research Models. The results obtained from the application of this model are the existence of mapping and learning models for courses that support each other in producing game development projects, and the results of evaluations of game development that can be used as research. With this, the use of a game laboratory can be more optimal.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2020-12-30</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2753</dc:identifier>
	<dc:identifier>10.30871/jamn.v4i2.2753</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 4 No. 2 (2020): Journal of Applied Multimedia and Networking; 120-124</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 4 No 2 (2020): Journal of Applied Multimedia and Networking; 120-124</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v4i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2753/1302</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2020 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
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		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/2849</identifier>
				<datestamp>2021-08-31T19:49:10Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">The Design of Company Profile of Management Local Taxation and Retribution Agency of Batam</dc:title>
	<dc:title xml:lang="id-ID">Perancangan Video Company Profile Badan Pengelolaan Pajak Dan Retribusi Daerah Kota Batam</dc:title>
	<dc:creator>S.Tr.Kom, Evita</dc:creator>
	<dc:creator>Kurniawan, Dwi Ely</dc:creator>
	<dc:subject xml:lang="id-ID">BP2RD Kota Batam</dc:subject>
	<dc:subject xml:lang="id-ID">Company Profile</dc:subject>
	<dc:subject xml:lang="id-ID">video</dc:subject>
	<dc:description xml:lang="en-US">Badan Pengelolaan Pajak dan Retribusi Daerah (BP2RD) of Batam City is a government agency engaged in tax and retribution services. To maximize local tax and retribution services to the community, BP2RD Batam City requires information media facilities that can introduce agency assets as well as transparency of taxes and levies to leaders, other agencies, and taxpayers. The media will be made in the form of a video company profile. The method of data collection was carried out by means of field observations, interviews, and literature studies. based on the results of the test analysis by obtaining an average percentage value of 92.5%, where the proportion value falls into the good response scale category. Videos will be created using Adobe Premiere Pro cc 2015 software, Adobe After Effects CS6, and Filmora. After that, quantitative research will be carried out by interviewing respondents and it will be measured with an instrument in the form of a Guttman scale.</dc:description>
	<dc:description xml:lang="id-ID">Badan Pengelolaan Pajak dan,Retribusi Daerah (BP2RD) Kota Batam,merupakan sebuah instansi pemerintah.yang bergerak dibidang jasa pelayanan pajak dan retribusi. Untuk memaksimalkan pelayanan pajak dan retribusi daerah kepada masyarakat, BP2RD Kota Batam memerlukan sarana,media informasi yang dapat memperkenalkan aset-aset instansi serta transparansi pajak dan retribusi kepada pimpinan, instansi lain, dan wajib pajak. Media tersebut akan dibuat dalam bentuk video company profile. Metode pengumpulan data dilakukan dengan cara observasi lapangan, wawancara, dan studi pustaka. berdasarkan hasil dari analisis pengujian dengan mendapatkan rata-rata persentase nilai secara berurut 92,5%, dimana nilai persentase tersebut masuk kedalam kategori skala respon baik. Video akan dibuat menggunakan software Adobe Premiere Pro cc 2015, Adobe After Effect CS6, dan Filmora. Setelah itu akan dilakukan penelitian kuantitatif dengan wawancara kepada responden dan akan diukur dengan instrumen berbentuk skala guttman.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2021-07-31</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2849</dc:identifier>
	<dc:identifier>10.30871/jamn.v5i1.2849</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 5 No. 1 (2021): Journal of Applied Multimedia and Networking; 98-109</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 5 No 1 (2021): Journal of Applied Multimedia and Networking; 98-109</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v5i1</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2849/1458</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2021 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/2859</identifier>
				<datestamp>2021-08-31T19:52:53Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Implementation Of Motion Graphic Umroh Procedures At Rhean Citra Oetama Companies: Implementation Of Motion Graphic Umroh Procedures At Rhean Citra Oetama Companies</dc:title>
	<dc:title xml:lang="id-ID">Implementasi Motion Graphic Tata Cara Umroh Pada Pt. Rhean Citra Oetama: IMPLEMENTASI MOTION GRAPHIC TATA CARA UMROH PADA PT. RHEAN CITRA OETAMA</dc:title>
	<dc:creator>Khairunnisa, Adelia</dc:creator>
	<dc:creator>Fani, Maidel</dc:creator>
	<dc:subject xml:lang="en-US">Motion Graphics</dc:subject>
	<dc:subject xml:lang="en-US">Procedures for Umrah</dc:subject>
	<dc:subject xml:lang="en-US">Luther-sutopo</dc:subject>
	<dc:subject xml:lang="en-US">Umrah</dc:subject>
	<dc:subject xml:lang="id-ID">Motion Graphics</dc:subject>
	<dc:subject xml:lang="id-ID">Procedures for Umrah</dc:subject>
	<dc:subject xml:lang="id-ID">Luther-sutopo</dc:subject>
	<dc:subject xml:lang="id-ID">Umrah</dc:subject>
	<dc:description xml:lang="en-US">Making a Motion Graphic on the procedure for implementing this Umrah is a form of information media that is made to keep up with technological developments. The design of this motion graphic is intended to help prospective Umrah pilgrims with less reading interest. By delivering interesting and interactive media, it is hoped that it can increase interest in learning, and make it easier to understand the correct Umrah procedures. The design of this application uses the Luther-Sutopo method with several stages, namely, concept, design, material collecting, assembly, testing and distribution. In motion graphics, there are typography, back sound, dubbing and instruments. The result of this research is Motion Graphic Umrah procedure at PT. Rhean Citra Oetama presented in MP4 format. The results of the analysis of alpha testing and beta testing by getting an average percentage value of 86% and 89%, where the percentage value falls into the category of response scale strongly agrees. Based on the alpha and beta tests that have been carried out, the motion graphic video at PT Rhean Citra Oetama as a learning medium can convey information on Umrah procedures and prospective Umrah pilgrims understand and understand Umrah procedures. Make it easier for prospective Umrah pilgrims to understand and learn and memorize prayers before carrying out the Umrah worship.</dc:description>
	<dc:description xml:lang="id-ID">Pembuatan Motion Graphic pada tata cara pelaksanaa umroh ini merupakan salah satu bentuk media informasi yang dibuat mengikuti perkembangan teknologi. Perancangan motion graphic ini ditujukan untuk membantu calon jemaah umroh dengan minat baca yang kurang. Dengan penyampaian media yang menarik serta interaktif, diharapkan dapat meningkatkan minat belajar, dan memudahkan memahami tentang tata cara umroh yang benar. Perancangan aplikasi ini menggunakan metode Luther-Sutopo dengan beberapa tahap yaitu, concept, Design, Material Collecting, Assembly, Testing dan Distribution. Dalam motion graphic ini sendiri terdapat typographi, backsound, dubbing dan instrument. Hasil penelitian yang dihasilkan adalah Motion Graphic tata cara umroh pada PT. Rhean Citra Oetama yang disajikan dalam format MP4. Hasil analisis pengujian alfa dan pengujian beta dengan mendapatkan rata-rata persentasi nilai secara berurut 86% dan 89%, dimana nilai persentase tersebut masuk kedalam kategori skala respon sangat setuju. Berdasarkan pengujian alfa dan beta yang telah dilakukan, video motion graphic pada PT Rhean Citra Oetama sebagai media pembelajaran dapat menyampaikan informasi tata cara umroh dan calon jemaah umroh mengerti dan paham tata cara umroh. Mempermudah calon jemaah umroh untuk memahami dan belajar serta menghafal doa-doa sebelum melaksanakan ibadah umroh.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2021-07-31</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2859</dc:identifier>
	<dc:identifier>10.30871/jamn.v5i1.2859</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 5 No. 1 (2021): Journal of Applied Multimedia and Networking; 110-120</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 5 No 1 (2021): Journal of Applied Multimedia and Networking; 110-120</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v5i1</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2859/1461</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2021 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/2880</identifier>
				<datestamp>2021-08-31T19:33:13Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Design, Build and Analysis of TV Program Opening Bumpers in Motion Graphic (Case Study: Bincang Santai di iNews TV Batam)</dc:title>
	<dc:title xml:lang="id-ID">Rancang Bangun dan Analisis Opening Bumper Program TV  dalam bentuk Motion Graphic  (Studi Kasus: Bincang Santai di iNews TV Batam)</dc:title>
	<dc:creator>Sembiring, Evaliata Br</dc:creator>
	<dc:creator>Suhendra, Jonathan Elsson</dc:creator>
	<dc:creator>Dharsono, Prasetyo</dc:creator>
	<dc:creator>Mayuheru, Fadil</dc:creator>
	<dc:subject xml:lang="en-US">Opening Bumper</dc:subject>
	<dc:subject xml:lang="en-US">Motion Graphic</dc:subject>
	<dc:subject xml:lang="en-US">Sherwood-Rout</dc:subject>
	<dc:subject xml:lang="en-US">EPIC Model</dc:subject>
	<dc:subject xml:lang="id-ID">Opening Bumper</dc:subject>
	<dc:subject xml:lang="id-ID">Motion Grafis</dc:subject>
	<dc:subject xml:lang="id-ID">Sheerwood-Rout</dc:subject>
	<dc:subject xml:lang="id-ID">Model EPIC</dc:subject>
	<dc:description xml:lang="en-US">



Opening Bumper is a short animation opening video in a program that describes the identity of an event or agency. One of the TV programs was &quot;Bincang Santai&quot; which airs on the local television station, iNews Batam. However, the opening bumper of the &quot;Bincang Santai&quot; program has been showing for more than 4 years, which doesn&#039;t represent the identity of the current &quot;Bincang Santai&quot; program. Therefore, a new opening bumper was made in motion graphic form. In making the opening bumper, the Sherwood-Rout method was used. Furthermore, analysis of the feasibility as an opening bumper and the perception of the public through the EPIC Model approach. The results of the research are: (1) The resulting opening bumper has a duration of 18 seconds in .mpg format. The opening bumper contains a brief snippet of the &quot;Bincang Santai&quot; TV program with various motion graphic elements; (2) Opening bumper as the &quot;Bincang Santai&quot; opening bumper is considered feasible based on indicators: typography, color, visual effects, objects, and music, which reaches a score of 4.22; (3) The opening bumper is considered effective in conveying the identity of the &quot;Bincang Santai&quot; TV program in brief, based on the average EPIC dimension achievement of 4.59.



</dc:description>
	<dc:description xml:lang="id-ID">Opening Bumper adalah video animasi pendek pembuka dalam sebuah program yang menggambarkan identitas suatu event atau instansi. Salah satu acara TV adalah &quot;Bincang Santai&quot; yang tayang di stasiun televisi lokal, iNews Batam. Namun, bumper pembuka program &quot;Bincang Santai&quot; sudah lebih dari 4 tahun, tidak mewakili identitas program &quot;Bincang Santai&quot; saat ini. Oleh karena itu, bumper pembuka baru dibuat dalam bentuk motion graphic. Dalam pembuatan bukaan bumper digunakan metode Sherwood-Rout. Selanjutnya dilakukan analisis kelayakan sebagai opening bumper dan persepsi publik melalui pendekatan EPIC Model. Hasil penelitian adalah: (1) Bumper pembuka yang dihasilkan berdurasi 18 detik dalam format .mpg. Bumper pembuka berisi cuplikan singkat acara TV &quot;Bincang Santai&quot; dengan berbagai elemen grafis gerak; (2) Bumper bukaan sebagai bumper pembuka &quot;Bincang Santai&quot; dinilai layak berdasarkan indikator: tipografi, warna, efek visual, objek, dan musik, yang mencapai skor 4,22; (3) Bumper pembuka dinilai efektif dalam menyampaikan identitas acara TV &quot;Bincang Santai&quot; secara singkat, berdasarkan pencapaian dimensi EPIC rata-rata 4,59.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2021-07-31</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2880</dc:identifier>
	<dc:identifier>10.30871/jamn.v5i1.2880</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 5 No. 1 (2021): Journal of Applied Multimedia and Networking; 121-135</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 5 No 1 (2021): Journal of Applied Multimedia and Networking; 121-135</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v5i1</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2880/1455</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2021 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
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		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/2892</identifier>
				<datestamp>2021-08-31T19:44:29Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Motion Graphic Public Service Advertisement Education of Traffic Signs</dc:title>
	<dc:title xml:lang="id-ID">Motion Graphic Iklan Layanan Masyarakat Edukasi Tata Tertib Rambu Lalu Lintas</dc:title>
	<dc:creator>Ilham, Muhammad</dc:creator>
	<dc:creator>Nasrullah, Muchamad Fajri Amirul</dc:creator>
	<dc:subject xml:lang="en-US">Motion Graphic</dc:subject>
	<dc:subject xml:lang="en-US">Video</dc:subject>
	<dc:subject xml:lang="en-US">Kinetic Typography</dc:subject>
	<dc:subject xml:lang="id-ID">Motion Graphic</dc:subject>
	<dc:subject xml:lang="id-ID">Video</dc:subject>
	<dc:subject xml:lang="id-ID">Kinetic Typography</dc:subject>
	<dc:description xml:lang="en-US">Public service advertisements are advertisements that present social messages that aim to raise public awareness of a number of problems they must face, namely conditions that can threaten harmony and public life. Lack of awareness by motorcyclists often has fatal consequences for themselves and even others. In fact, many of the motorcyclists violate established regulations which aim to control traffic on the highway. So a research was made to produce motion graphic video public service advertisements regarding traffic signs education using the quantitative research method with the Vaughan settlement method. And on the results of the analysis carried out, it can be seen that the results are at the level of effectiveness based on the Likert scale interval for the expert, the predicate is &quot;Strongly Agree&quot; with an average value of 96.25% (based on detailed aspects: 90% graphic, 95% typography, 100 animation % and audio 100%). And the EPIC Rate calculation is found to be 4,145 (based on detailed aspects: Empathy 4.19, Persuation 4.16, Impact 4.17, and Communication 4.06 and based on questions about kinetic typography that has been entered in the questionnaire proves that the use of kinetic typography is effective.</dc:description>
	<dc:description xml:lang="id-ID">Iklan layanan masyarakat ialah iklan yang menyajikan pesan-pesan sosial yang bertujuan untuk membangkitkan kepedulian masyarakat terhadap sejumlah masalah yang harus mereka hadapi, yakni kondisi yang bisa mengancam keselarasan dan kehidupan umum. Kurangnya kesadaran oleh pengendara sepeda motor seringkali berakibat fatal terhadap dirinya dan bahkan orang lain. Bahkan banyak dari pengendara sepeda motor melanggar peraturan yang telah ditetapkan yang bertujuan untuk ketertiban berlalu lintas di jalan raya. Sehingga dibuatlah penelitian untuk melakukan produksi video motion graphic iklan layanan masyarakat mengenai edukasi tata tertib rambu lalu lintas menggunakan metode penelitian Kuantitatif dengan metode penyelesaian vaughan. Dan pada hasil analisis yang dilakukan terlihat hasil nya pada tingkat ke efektifitas yang berdasarkan interval skala likert pada ahli diperoleh predikat &quot;Sangat Setuju&quot; dengan nilai rata- rata 96,25% (berdasarkan rincian aspek : Grafis 90%, Tipografi 95%, animasi 100% dan audio 100%). Dan pada perhitungan EPIC Rate didapati sebesar 4.145 (berdasarkan rincian aspek : Empathy 4.19, Persuation 4.16, Impact 4.17, dan Communication 4.06 dan berdasarkan pertanyaan mengenai kinetic typografi yang sudah di masukkan pada kuisioner membuktikan bahwa penggunaan kinetic typografi efektif untuk dilakukan</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2021-07-31</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2892</dc:identifier>
	<dc:identifier>10.30871/jamn.v5i1.2892</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 5 No. 1 (2021): Journal of Applied Multimedia and Networking; 136-146</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 5 No 1 (2021): Journal of Applied Multimedia and Networking; 136-146</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v5i1</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/2892/1459</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2021 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
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		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/3203</identifier>
				<datestamp>2022-12-30T14:56:49Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
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	<dc:title xml:lang="id-ID">Analisis User Interface Pada Website TFME Interactive Learning Media Dengan Heuristic Evaluation</dc:title>
	<dc:creator>Jelita, Resa Putri</dc:creator>
	<dc:creator>Prasetyaningsih, Sandi</dc:creator>
	<dc:subject xml:lang="id-ID">Desain User Interface</dc:subject>
	<dc:subject xml:lang="id-ID">Website</dc:subject>
	<dc:subject xml:lang="id-ID">Heuristic Evaluation</dc:subject>
	<dc:description xml:lang="id-ID">User interface dapat dikatakan sebagai elemen terpenting dalam membangun sebuah website atau produk berbasis komputer. Interface yang lemah dapat menyebabkan kegagalan aplikasi yang telah dirancang dan di implementasikan dengan baik. Penelitian ini bertujuan untuk merancang desain user interface dan menganalisis user interface pada website TFME Interactive Learning Media dengan metode heuristic evaluation. Jenis penelitian ini adalah penelitian kuantitatif. Pengambilan sampel menggunakan teknik simple random sampling, dengan jumlah sampel sebanyak 70 responden yang masing-masing terdiri dari 35 orang mahasiswa dari prodi elektronika prodi elektronika manufaktur. Instrumen dalam penelitian inimenggunakan kuesioner yang dikembangkan dari metode heuristic evaluation. Hasil analisa deskriptif menunjukkan desain user interface dari website TFME Interactive Learning Media yang dikembangkan sudah sangat layak digunakan karena indeks capaian responden terhadap kuesioner penelitian yang dikembangkan dengan metode heuristic evaluation mencapai 86,63%. Hasil uji hipotesis menunjukkan bahwa tidak terdapat perbedaan yang signifikan antara skor jawaban kuesioner kelompok mahasiswa Prodi Teknik Elektronika dengan kelompok mahasiswa Prodi Elektronika Manufaktur terhadap tingkat desain user interface dari website TFME Interactive Learning Media karena thitung (-0,995) &amp;gt; ttabel (-0,544).</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2022-12-30</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/3203</dc:identifier>
	<dc:identifier>10.30871/jamn.v5i2.3203</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 6 No. 2 (2022): Journal of Applied Multimedia and Networking; 84-95</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 6 No 2 (2022): Journal of Applied Multimedia and Networking; 84-95</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v6i2</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/3203/1563</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2021 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
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		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/3257</identifier>
				<datestamp>2022-12-18T15:57:46Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="id-ID">NASKAH FILM ANIMASI &quot;MASA KECILKU DENGAN DUNIA LAINKU&quot; Menggunakan Teori 3-Act-Structure</dc:title>
	<dc:creator>Prayoga, Muhammad</dc:creator>
	<dc:creator>Sembiring, Evaliata Br</dc:creator>
	<dc:subject xml:lang="id-ID">Naskah</dc:subject>
	<dc:subject xml:lang="id-ID">Animasi</dc:subject>
	<dc:subject xml:lang="id-ID">Act-Structure</dc:subject>
	<dc:description xml:lang="en-US">Animated films are one of the entertainment media displayed by electronic devices such as televisions, computers, and smartphones. Animated films can also be used as a good learning medium to convey moral messages that can be addressed to all people from children to adults. In making animated films, it is necessary to write a script as the basic concept of making animated films. Script writing is the process of writing a story into a film scenario that contains story ideas, premise, plot, audio, storyline which are important in making animated films. The manuscript uses the 3-Act-Structure theory and was made using the Celtx application, then the feasibility of its production was analyzed. The animated film scripts produced are scripts and storyboards. The results of manuscript analysis based on 3-Act-Structure reached 80%, meaning that it met the criteria very well so it was feasible to be produced.</dc:description>
	<dc:description xml:lang="id-ID">Film animasi merupakan salah satu media hiburan yang ditampilkan oleh perangkat-perangkat elektronik seperti televisi, komputer, dan smartphone. film animasi juga dapat dijadikan media pembelajaran yang baik untuk menyampaikan pesan-pesan moral yang dapat ditujukan kepada semua kalangan mulai dari anak-anak hingga orang dewasa. Dalam pembuatan film animasi diperlukan sebuah penulisan naskah sebagai konsep dasar pembuatan film animasi. Penulisan naskah adalah proses penulisan cerita ke dalam sebuah skenario film yang mengandung ide cerita, premis, alur, audio, storyline yang penting dalam pembuatan film animasi. Naskah menggunakan teori 3-Act-Structure dan dibuat dengan memanfaatkan aplikasi Celtx, selanjutnya dianalisis kelayakan produksinya. Naskah film animasi yang dihasilkan adalah script dan storyboard. Hasil analisis naskah berdasarkan 3-Act-Structure mencapai 80%, artinya memenuhi kriteria sangat baik sehingga layak untuk diproduksi.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2022-08-11</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/3257</dc:identifier>
	<dc:identifier>10.30871/jamn.v6i1.3257</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 6 No. 1 (2022): Journal of Applied Multimedia and Networking; 96-107</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 6 No 1 (2022): Journal of Applied Multimedia and Networking; 96-107</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v6i1</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/3257/1732</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2022 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
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		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/3423</identifier>
				<datestamp>2021-12-30T07:33:58Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Motion Graphic Rate Card TVC Batam TV</dc:title>
	<dc:title xml:lang="id-ID">Motion Graphic Rate Card TVC Batam TV</dc:title>
	<dc:creator>Astori, Nur Imma Aulia</dc:creator>
	<dc:creator>Prasetyaningsih, Sandi</dc:creator>
	<dc:subject xml:lang="en-US">: Batam Tv, Motion Graphic,EPIC Model</dc:subject>
	<dc:subject xml:lang="id-ID">: Batam Tv, Motion Graphic,EPIC Model</dc:subject>
	<dc:description xml:lang="en-US">
PT. Batam Multimedia Television (Batam TV) is a local television station established on January 17, 2003 and Batam TV is included in the Jawa Pos Multimedia Group (JPM) as the first local television station in the Riau Islands. The implementation of Motion Graphic Rate &amp;nbsp;Card &amp;nbsp;TVC&amp;nbsp; Batam TV, &amp;nbsp;aims &amp;nbsp;to &amp;nbsp;provide attractive packaging information to the public regarding the price rates for advertising on Batam TV. The information that will be conveyed includes all price rates starting from day, hour and time.The motion graphics in this promotional video are created using the product development and validation method, Villamil - Molina. After the product is finished, the next step is to analyze the level of influence and effectiveness of the promotion media in &amp;nbsp;the&amp;nbsp; form of&amp;nbsp; motion graphics using the EPIC Model.The results of the&amp;nbsp; analysis use&amp;nbsp; the EPIC Model parameters, namely the Empathy, Persuation, Impact and Communocation dimensions. It is hoped that this motion graphic can convey information clearly, easily understood and at the same time help the public, especially Batam, get information about the pricing rates for advertising on Batam TV clearly. . From the results of analysis and calculations using the EPIC Model parameters with an EPIC RATE percentage of 4.46 &amp;nbsp;it is found that this promotional video is effective and feasible to be published and distributed to Batam Tv consumers.
</dc:description>
	<dc:description xml:lang="id-ID">
PT. Batam Multimedia Televisi (Batam TV) merupakan stasiun televsi lokal yang berdiri pada tanggal 17

Januari 2003 dan Batam TV termasuk kedalam Group Jawa Pos Multimedia (JPM) sebagai stasiun televisi lokal pertama yang ada di Kepulauan Riau. Implementasi Motion Graphic Rate Card TVC Batam Tv, bertujuan untuk memberikan informasi dengan kemasan yang menarik kepada masyarakat mengenai tarif harga untuk pemasangan
iklan di Batam Tv. Informasi yang akan di sampaikan mencakup semua tarif harga mulai dari hari, jam dan waktunya.Motion graphic pada video promosi ini dibuat menggunakan metode pengembangan dan validasi suatu produk yaitu Villamil &quot;“ Molina. Setelah produk selesai dibuat, tahap berikutanya yaitu menganalisa tingkat
pengaruh dan efektifitas media promosi dalam bentuk motion graphic dengan menggunakan EPIC Model.Hasil
analisis menggunakan parameter EPIC Model, yakni dimensi Empathy, Persuation, Impact dan Communocation. Dari hasil analisis dan perhitungan menggunakan parameter EPIC Model dengan persentase EPIC RATE yaitu 4.46 didapatkan bahwa video promosi ini efektif dan layak untuk dipublikasikan dan dibagikan kepada konsumen Batam Tv.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2021-12-30</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/3423</dc:identifier>
	<dc:identifier>10.30871/jamn.v5i2.3423</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 5 No. 2 (2021): Journal of Applied Multimedia and Networking; 110-117</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 5 No 2 (2021): Journal of Applied Multimedia and Networking; 110-117</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v5i2</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/3423/1592</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2021 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/3506</identifier>
				<datestamp>2022-06-10T02:36:34Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Making And Analysis Of Motion Graphic Techniques Kinetic Typography As Educational Media For Covid-19 Prevention Protocol At Pt. Uni Metaltech Industry</dc:title>
	<dc:title xml:lang="id-ID">Pembuatan Dan Analisis Motion Graphic Teknik Kinetic Typography Sebagai Media Edukasi Protokol Pencegahan Covid-19 Di Pt. Uni Metaltech Industry</dc:title>
	<dc:creator>S, Annisa</dc:creator>
	<dc:subject xml:lang="en-US">COVID-19</dc:subject>
	<dc:subject xml:lang="en-US">Motion Graphic</dc:subject>
	<dc:subject xml:lang="en-US">Kinetic Typography</dc:subject>
	<dc:subject xml:lang="id-ID">COVID-19</dc:subject>
	<dc:subject xml:lang="id-ID">Motion Graphic</dc:subject>
	<dc:subject xml:lang="id-ID">Kinetic Typography</dc:subject>
	<dc:description xml:lang="en-US">One way to maintain the economic aspect of the Batam industry in the midst of the Covid-19 pandemic is to keep employees working in one way, namely WFH (Work From Home). However, this cannot be done immediately because it will have an effect on companies that cannot carry out the protocol. So in order to run the company to help the economic crisis that occurred, PT. The Metaltech Industry Union still has to stay operational. This of course can create new problems, if employees are free to act as usual without any precautionary protocols. Therefore, it is necessary to implement a good and effective prevention protocol.Based on these problems, a study was conducted in the form of a motion graphic product as an educational media for the protocol for making COVID-19 prevention at PT. Metaltech Industry Union and analysis was carried out afterwards. The research method used is the quantitative method with the Villamil-Molina settlement method (Development, Preproduction, Production, Post Production, Delivery). The results of product testing that have been made to experts get a Likert scale score of 3.76 &quot;Fair&quot; and then tested its effectiveness with the EPIC Model to 30 correspondent employees of PT. Union Metaltech Industry which obtained the results of the EPIC Rate 4.37 &quot;Very Effective&quot; by obtaining details (Empathy: 4.38, Persuation: 4.34, Impact: 4.38, Communication: 4.38) and the results of the questionnaire on kinetic engineering testing showed the final result &quot;Very Effective&quot;</dc:description>
	<dc:description xml:lang="id-ID">Salah satu cara tetap mempertahankan aspek ekonomi di perindustrian Batam di tengah pandemi Covid-19 yaitu dengan tetap membiarkan karyawan bekerja dengan salah satu cara yaitu WFH (Work From Home). Akan tetapi, hal tersebut tidak bisa serta merta dilakukan karna akan ber-efek pada perusahaan yang tidak dapat melakukan protokol tersebut. &amp;nbsp;Maka demi tetap menjalankan perusahaan guna membantu krisis ekonomi yang terjadi, PT. Uni Metaltech Industry masih harus tetap beroperasi. Hal ini tentu dapat menimbulkan masalah baru, jika karyawan di biarkan bertindak seperti biasa tanpa adanya protokol pencegahan. Maka untuk itu perlu penerapan protokol pencegahan yang baik dan efektif.
Berdasarkan permasalahan tersebut dilakukan sebuah penelitian berupa pembuatan produk motion graphic sebagai media edukasi protokol pencegahan COVID-19 di PT. Uni Metaltech Industry dan dilakukan analisis setelahnya. Metode penelitian yang dilakukan yaitu metode kuantitatif dengan metode penyelesaian Villamil-Molina (Development, Preproduction, Production, Post Production, Delivery). Hasil uji produk yang telah dibuat kepada ahli mendapat skor skala likert 3.76 &quot;Layak&quot; lalu diuji efektivitas dengan EPIC Model kepada 30 koresponden karyawan PT. Uni Metaltech Industry yang mendapatkan hasil EPIC Rate 4.37 &quot;Sangat Efektif&quot; dengan nilai rincian (Empathy: 4.38, Persuation: 4.34, Impact: 4.38, Communication: 4.38) dan hasil kuesioner terhadap pengujian teknik kinetic&amp;nbsp; menunjukkan hasil akhir &quot;Sangat Efektif&quot;</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2021-12-29</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/3506</dc:identifier>
	<dc:identifier>10.30871/jamn.v5i2.3506</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 5 No. 2 (2021): Journal of Applied Multimedia and Networking; 9-19</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 5 No 2 (2021): Journal of Applied Multimedia and Networking; 9-19</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v5i2</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/3506/1565</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2021 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
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		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/3733</identifier>
				<datestamp>2021-12-30T07:33:58Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Motion Graphic Video as a promotional medium for the RushTrail application using Isometric Style: Motion Graphic Video as Rushtrail App Promotion using Isometric Style</dc:title>
	<dc:title xml:lang="id-ID">Video Motion Graphic sebagai media promosi aplikasi RushTrail menggunakan Style Isometric: Motion Graphic Video as Rushtrail App Promotion using Isometric Style</dc:title>
	<dc:creator>Gahwa, Miftahul Husna</dc:creator>
	<dc:subject xml:lang="id-ID">video</dc:subject>
	<dc:subject xml:lang="id-ID">motion graphic</dc:subject>
	<dc:subject xml:lang="id-ID">isometric</dc:subject>
	<dc:description xml:lang="id-ID">Penelitian ini berisi tentang pembuatan video promosi untuk aplikasi RushTrail dari perusahaan RushOwl PTE.LTD yang berjudul Video Motion Graphic sebagai Media Promosi Aplikasi RushTrail Menggunakan Style Isometric. Penggunaan Style Isometric karena dapat memberikan kesan yang indah antara 2d dan 3d yang membuat design Isometric terasa lebih hidup. Pembuatan video promosi ini menggunakan rancangan video Villamil-Molina yang terdiri dari 5 tahap yaitu Development, PreProduction, Production, Post production, dan Delivery. Analisis yang dilakukan pada penelitian ini adalah menganalisis efektif atau tidaknya video Motion Graphic sebagai media promosi aplikasi RushTrail bagi pihak Rushowl dengan menggunakan analisis EPIC model. Pengujian dilakukan kepada pakar dari Rushowl dan di dapatkan nilai sebesar 4,47 dengan kriteria sangat setuju dengan arti video ini efektif digunakan oleh pihak rushowl</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2021-12-29</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/3733</dc:identifier>
	<dc:identifier>10.30871/jamn.v5i2.3733</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 5 No. 2 (2021): Journal of Applied Multimedia and Networking; 20-29</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 5 No 2 (2021): Journal of Applied Multimedia and Networking; 20-29</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v5i2</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/3733/1566</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2021 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/3750</identifier>
				<datestamp>2022-06-10T02:40:25Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Design Of Voucher-Based Management Hotspot System Using Microtik On Rt/Rw Network In The Era Of The Covid-19 Pandemic</dc:title>
	<dc:title xml:lang="id-ID">Perancangan Sistem Hotspot Manajemen Berbasis Voucher Menggunakan Mikrotik Pada Jaringan Rt/Rw Net Di Era  Pandemi Covid-19</dc:title>
	<dc:creator>sakti, yovan</dc:creator>
	<dc:creator>Fani, Maidel</dc:creator>
	<dc:subject xml:lang="id-ID">Networking</dc:subject>
	<dc:subject xml:lang="id-ID">Hotspot</dc:subject>
	<dc:subject xml:lang="id-ID">Mikrotik</dc:subject>
	<dc:subject xml:lang="id-ID">Laravel</dc:subject>
	<dc:subject xml:lang="id-ID">Database</dc:subject>
	<dc:description xml:lang="en-US">The spread of the Covid-19 virus at this time, which has reached the level of apandemic, has had a huge impact on many sectors, and one of them is theeducation sector. All students starting from elementary, middle, high school,and also the Batam College itself turned into online study through mediaconference. Therefore, it is necessary to have adequate and cost-effectiveinternet access, to assist the smooth process of learning and teaching. One ofthem is the need for cheap internet access that can reach the homes of residentswho have students, and also cheap. For this reason, in this final project, wewill design a Voucher-Based Hotspot Management System Using Mikrotik onan Rt/Rw-Net Network in the Covid-19 Pandemic Era. In this final project, theresearch method used is qualitative research. Respondents in this study werelocal residents in the Villamas housing RT 02, and the final result of thisresearch is a hotspot system that will be used by working officer and localstudents to be able to access the internet for online learning purposes.</dc:description>
	<dc:description xml:lang="id-ID">Penyebaran virus Covid-19 saat ini yang telah mencapai tingkatpandemi, telah berdampak besar pada banyak sektor, dan salah satunya adalahsektor pendidikan. Semua siswa mulai dari SD, SMP, SMA,dan juga Batam College sendiri berubah menjadi studi online melalui mediapertemuan. Oleh karena itu, diperlukan sarana yang memadai dan hemat biayaakses internet, untuk membantu kelancaran proses belajar mengajar. Satu daridiantaranya adalah kebutuhan akses internet murah yang bisa menjangkau rumah-rumah pendudukyang memiliki siswa, dan juga murah. Untuk itu pada tugas akhir ini kamiakan merancang Sistem Manajemen Hotspot Berbasis Voucher Menggunakan Mikrotik padaJaringan Rt/Rw-Net di Era Pandemi Covid-19. Dalam tugas akhir ini,metode penelitian yang digunakan adalah penelitian kualitatif. Responden dalam penelitian ini adalahwarga lokal di perumahan Villamas RT 02, dan hasil akhir inipenelitian adalah sistem hotspot yang akan digunakan oleh petugas kerja dan masyarakat sekitarsiswa untuk dapat mengakses internet untuk keperluan pembelajaran online.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2022-01-11</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/3750</dc:identifier>
	<dc:identifier>10.30871/jamn.v5i2.3750</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 5 No. 2 (2021): Journal of Applied Multimedia and Networking; 30-41</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 5 No 2 (2021): Journal of Applied Multimedia and Networking; 30-41</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v5i2</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/3750/1610</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2021 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
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		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/3755</identifier>
				<datestamp>2021-12-30T07:33:58Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Instagram Based Game Ad Creation</dc:title>
	<dc:title xml:lang="id-ID">Pembuatan Iklan Game Berbasis Instagram</dc:title>
	<dc:creator>Irwan, Agnes Renica</dc:creator>
	<dc:creator>Riwinoto, Riwinoto</dc:creator>
	<dc:subject xml:lang="en-US">instagram</dc:subject>
	<dc:subject xml:lang="en-US">Media Iklan</dc:subject>
	<dc:subject xml:lang="en-US">Video iklan game</dc:subject>
	<dc:subject xml:lang="en-US">Insight</dc:subject>
	<dc:subject xml:lang="en-US">Float Indonesia</dc:subject>
	<dc:subject xml:lang="en-US">Epic Model</dc:subject>
	<dc:subject xml:lang="id-ID">instagram</dc:subject>
	<dc:subject xml:lang="id-ID">Media Iklan</dc:subject>
	<dc:subject xml:lang="id-ID">Video iklan game</dc:subject>
	<dc:subject xml:lang="id-ID">Insight</dc:subject>
	<dc:subject xml:lang="id-ID">Float Indonesia</dc:subject>
	<dc:subject xml:lang="id-ID">Epic Model</dc:subject>
	<dc:description xml:lang="en-US">Current developments have made online media or social media a platform that is widely used and in demand, and there have been many uses of social media such as Instagram for advertising or promotion. To promote products, among others, game ads &quot;Bisa Jadi&quot; are products that will be advertised on the Instagram social media platform in the form of video game ads. The game &quot;Bisa Jadi&quot; is a puzzle game where the player aims to guess the instructions and rules of the game. And the main purpose of making this game ad is to introduce or promote games made by the Indonesian Float Game company. Instagram is considered the right place to promote products in the form of advertisements and Instagram-based game ads. In Instagram there are also various kinds of features, and the features used in advertising the &quot;Bisa Jadi&quot; game use the Instagram Story.</dc:description>
	<dc:description xml:lang="id-ID">Perkembangan zaman sekarang membuat media online atau media social menjadi platform yang banyak digunakan dan diminati, dan sudah banyak penggunaan media social seperti Instagram untuk hal periklanan atau promosi. Untuk mempromosikan produk, antara lain iklan game &quot;Bisa Jadi&quot; adalah produk yang akan diklankan di platform sosial media Instagram dalam bentuk video Iklan game. Game &quot;Bisa Jadi&quot; adalah game teka teki yang bertujuan pemainnya untuk menebak intruksi dan rules yang ada di game tersebut. Dan tujuan utama pembuatan iklan game ini adalah untuk memperkenalkan atau mepromosikan Game karya perusahaan Game Float Indonesia. Instagram dianggap sebagai tempat yang tepat untuk mempromosikan produk dalam bentuk iklan atau iklan game berbasis Instagram. Pada instagaram juga tersedia berbagai macam fitur, dan fitur yang digunakan dalam mengiklankan Game &quot;Bisa Jadi&quot; ini menggunakan fitur Instagram Story,Instagram Feed, dan Instagram TV dan terdapat analisa media dengan insight di Instagram. Dari fitur tersebut akan didapatkan viewers dan insight setelah video iklan game di unggah ke Instagram. Dari insight yang didapat, ada 421 followers &amp;nbsp;yang di dapat pada tanggal 20 September 2020 sebelumnya hanya ada 30 followers sebelum video iklan game bisa jadi di Instagram feed dan TV di unggah. pada Instagram Float Indonesia dan 115 view pada Instagram Feed dan 86 view ada Instagram TV yang diambil data nya dan dilakukan analisa dengan media analysis. Dengan perbandingan Instagram feed dengan jumlah paling banyak dan berpengaruh pada iklan game di Instagram. Dilakukan pengukuran efektivitas dengan menggunakan kuesioner online dengan link yang didapat dari bio profile Instagram Float Indonesia dan yang sudah melihat iklan game di Instagram dapat mengakses dan mengisi kuesioner. Perhitungan hasil data dengan menggunakan metode penelitian EPIC Model. Iklan game &quot;Bisa Jadi&quot; di Float Indonesia yang sudah di analisa dan dilakukan pengujian, dan sudah dikatakan efektif. Akan menjadi iklan yang dapat memberitahu infomasi isi iklan kepada pengguna Instagram ataupun masyarakat umum melalui iklan di Instagram.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2021-12-29</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/3755</dc:identifier>
	<dc:identifier>10.30871/jamn.v5i2.3755</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 5 No. 2 (2021): Journal of Applied Multimedia and Networking; 42-54</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 5 No 2 (2021): Journal of Applied Multimedia and Networking; 42-54</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v5i2</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/3755/1568</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2021 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
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		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/3763</identifier>
				<datestamp>2021-12-30T07:33:58Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Motion Graphic-Based Learning Media as an Alternative Material for Esec 3088 Machines for Electronics Manufacturing Engineering Batam State Polytechnic</dc:title>
	<dc:title xml:lang="id-ID">Media Pembelajaran Berbasis Motion Graphic Sebagai Alternatif Materi Mesin Esec 3088 Untuk Teknik Manufaktur Elektronika Politeknik Negeri Batam</dc:title>
	<dc:creator>Nayomi, Pragus Ilham</dc:creator>
	<dc:creator>Siahaan, Arta Uly</dc:creator>
	<dc:subject xml:lang="en-US">Indonesia</dc:subject>
	<dc:subject xml:lang="id-ID">Media Pembelajaran</dc:subject>
	<dc:subject xml:lang="id-ID">Motion Graphic</dc:subject>
	<dc:subject xml:lang="id-ID">Mesin ESEC 3088</dc:subject>
	<dc:subject xml:lang="id-ID">Villamil Molina</dc:subject>
	<dc:description xml:lang="en-US">The motion graphics that are made are about the ESEC 3088 machine which is used as a circuit packaging machine or what is commonly called IC Packaging. So far, students and lecturers of Electronic Manufacturing Engineering have only used material from the ESEC 3088 machine in pdf and word form obtained from e-learning. From this problem, the author made a study &quot;Motion Graphic-Based Learning Media as an Alternative ESEC 3088 Machine Material for Batam State Polytechnic Electronics Manufacturing Engineering&quot;, which aims as an alternative learning media that makes it easier for students to learn the procedures for using the ESEC 3088 machine. Research method The method used is Villamil-Molina&#039;s multimedia development method using pre-test and post-test methods, to assess the level of student understanding of the material presented in motion graphics. The results of this study are the results of the post-test test scores which are higher than the pre-test scores, which means that the motion graphics created by the researchers succeeded in increasing the level of students&#039; understanding of the material presented.</dc:description>
	<dc:description xml:lang="id-ID">Motion graphic yang dibuat adalah tentang mesin ESEC 3088 yang digunakan sebagai mesin pengemasan rangkaian atau yang biasa disebut IC Packaging. Selama ini mahasiswa dan dosen Teknik Manufaktur Elektronika hanya menggunakan materi dari mesin ESEC 3088 dalam bentuk pdf dan word yang didapat dari e-learning. Dari masalah tersebut, penulis membuat sebuah penelitian &quot; Media&amp;nbsp; Pembelajaran Berbasis Motion Graphic Sebagai Alternatif Materi Mesin ESEC 3088 untuk Teknik Manufaktur Elektronika Politeknik Negeri Batam &quot;, yang bertujuan sebagai media alternatif pembelajaran yang mempermudah para mahasiswa dalam mempelajari tata cara penggunaan mesin ESEC 3088. Metode penelitian yang digunakan adalah metode pengembangan multimedia milik Villamil-Molina dengan menggunakan metode pre-test dan post-test, untuk menilai tingkat pemahaman mahasiswa terhadap materi yang disampaikan pada motion graphic. Hasil dari penelitian ini adalah hasil dari nilai uji post-test yang lebih tinggi dibandingkan dengan nilai pre-test yang berarti motion graphic yang dibuat oleh peneliti berhasil meningkatkan tingkat pemahaman mahasiswa terhadap materi yang disampaikan.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2021-12-29</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/3763</dc:identifier>
	<dc:identifier>10.30871/jamn.v5i2.3763</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 5 No. 2 (2021): Journal of Applied Multimedia and Networking; 55-66</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 5 No 2 (2021): Journal of Applied Multimedia and Networking; 55-66</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v5i2</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/3763/1570</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2021 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/3768</identifier>
				<datestamp>2021-12-30T07:33:58Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">User Experience Analysis Of Halal Batam Web At Batam State Polytechnic Halal Study Center Using User Experience Questionaire (UEQ)</dc:title>
	<dc:title xml:lang="id-ID">Analisis User Experience Web halal Batam Di Pusat Kajian Halal Politeknik Negeri Batam Menggunakan User Experience</dc:title>
	<dc:creator>Fitriansyah, Dimas Surya</dc:creator>
	<dc:creator>Riwinoto, Riwinoto</dc:creator>
	<dc:subject xml:lang="en-US">User Experience</dc:subject>
	<dc:subject xml:lang="en-US">User Experience Questionaire</dc:subject>
	<dc:subject xml:lang="en-US">Web</dc:subject>
	<dc:subject xml:lang="id-ID">user experience Questionaire</dc:subject>
	<dc:subject xml:lang="id-ID">User Experience</dc:subject>
	<dc:subject xml:lang="id-ID">Web</dc:subject>
	<dc:description xml:lang="en-US">The web is a technology currently being developed in various fields, one of which is in the field of tourism, but in the world of tourism it is still not widely used. Batam Halal Web, is one example of the use of web technology in the field of halal tourism in the city of Batam. The limitations of using brochures as promotional media or information make the web one of the best promotional and information media to use today. This study uses the User Experience Questionaire method to analyze users of the Batam Halal Web application against the community or tourists in the city of Batam which will later produce data related to the level of user experience quality for the Batam Halal Web application. The results of the User Experience measurement for the Batam Halal Web Application get results that are above the average on the attractiveness parameters (1.43), perspicuity (1.54), dependability (1.36), and novelty.(1.08, while the efficiency (1.53) and stimulation (1.41) aspects are in the good category.</dc:description>
	<dc:description xml:lang="id-ID">Web adalah teknologi saat ini yang dikembangkan dalam berbagai bidang&amp;nbsp;salah satunya dalam bidang pariwisata, namun di dunia pariwisata masih&amp;nbsp;belum terlalu banyak digunakan. Web Halal Batam, merupakan salah satu&amp;nbsp;contoh penggunaan teknologi web di bidang pariwisata halal di kota Batam.&amp;nbsp;Keterbatasan menggunakan brosur sebagai media promosi atau informasi&amp;nbsp;menjadikan web sebagai salah satu media promosi dan informasi yang baik&amp;nbsp;untuk digunakan saat ini. Penelitian ini menggunakan metode User Experience&amp;nbsp;Questionaire untuk analisa pengguna aplikasi Web Halal Batam terhadap&amp;nbsp;masyarakat atau wisatawan kota Batam yang nantinya akan menghasilkan&amp;nbsp;berupa data terkait tingkat kualitas User Experience pengguna terhadap&amp;nbsp;aplikasi Web Halal Batam. Hasil dari pengukuran User Experience Aplikasi&amp;nbsp;Web Halal Batam mendapatkan hasil yang diatas rata-rata pada parameter&amp;nbsp;attractiveness (1.43), perspicuity (1.54), dependability (1.36), dan novelty (1.08, sedangkan aspek efficiency (1.53) dan stimulation (1.41) berada di&amp;nbsp;katagori baik.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2021-12-29</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/3768</dc:identifier>
	<dc:identifier>10.30871/jamn.v5i2.3768</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 5 No. 2 (2021): Journal of Applied Multimedia and Networking; 67-76</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 5 No 2 (2021): Journal of Applied Multimedia and Networking; 67-76</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v5i2</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/3768/1578</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2021 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/3770</identifier>
				<datestamp>2021-12-30T07:33:58Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Usability Analysis Application of Augmented Reality Procedure Wafer Mounting Machine in Teaching Factory Manufacturing Of Electronics</dc:title>
	<dc:title xml:lang="id-ID">Analisis Usability Aplikasi Augmented Reality Procedure Mesin Wafer Mounting Di Teaching Factory Manufacture Of Electronics</dc:title>
	<dc:creator>Jodanayang, Faradina Perdana</dc:creator>
	<dc:creator>-, Riwinoto</dc:creator>
	<dc:subject xml:lang="id-ID">Augmented Reality</dc:subject>
	<dc:subject xml:lang="id-ID">Usability</dc:subject>
	<dc:subject xml:lang="id-ID">Wafer mounting</dc:subject>
	<dc:subject xml:lang="id-ID">TFME</dc:subject>
	<dc:description xml:lang="id-ID">Augmented Reality adalah teknologi visualisasi yang saat ini cukup besar dikembangkan dalam berbagai bidang salah satunya dalam bidang pendidikan, namun di dunia pendidikan masih belum terlalu banyak digunakan. Teaching Factory Manufacturing of Electronics (TFME), saat ini masih menggunakan modul buku dan pembelajaran tatap muka sebagai sarana penyampaian materi khususnya di bidang pembelajaran mesin wafer mounting. Keterbatasan mesin yang digunakan secara bersamaan dengan minimal 5 mahasiswa, sehingga efektivitas pembelajaran menjadi kurang maksimal. Penelitian ini menggunakan metode Usability Testing atau uji ketergunaan dan kuesioner. Menurut Jacob Nielson (2012), uji usability berdasarkan lima aspek, yaitu learnability (dipelajari), efficiency (efisien), memorability (mudah diingat), errors (mengurangi tingkat kesalahan), dan satisfaction (tingkat kepuasan). Kuesioner penelitian berisi 13 pertanyaan yang mewakili kelima aspek usability dan disebar ke 5 responden, yaitu mahasiswa mahasiswa dari program studi Teknik Elektronika dan Teknik Elektronika Manufaktur Politeknik Negeri Batam. Berdasarkan pengolahan data diperoleh hasil bahwa aplikasi Augmented Reality Procedure mesin wafer mounting telah memiliki kelima aspek usability yang sangat baik. Hal itu ditunjukkan oleh nilai semua atribut yaitu di atas 3 (di atas nilai tengah) dari skala 5 dengan persentase kelayakan antara skor yang diobservasi terhadap skor yang diharapkan dimana hasilnya mencapai 84.92 %.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2021-12-29</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/3770</dc:identifier>
	<dc:identifier>10.30871/jamn.v5i2.3770</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 5 No. 2 (2021): Journal of Applied Multimedia and Networking; 77-85</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 5 No 2 (2021): Journal of Applied Multimedia and Networking; 77-85</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v5i2</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/3770/1581</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2021 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/3776</identifier>
				<datestamp>2021-12-30T07:33:58Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Analysis of Gameplay Metrics in the Game &quot;Survive Jok&quot; using unity analytics</dc:title>
	<dc:title xml:lang="id-ID">Analisa Gameplay Metric pada Game &quot;Survive Jok&quot; menggunakan unity analytics</dc:title>
	<dc:creator>riwinoto, riwinoto</dc:creator>
	<dc:creator>Akmal, Alfian</dc:creator>
	<dc:subject xml:lang="en-US">Gameplay</dc:subject>
	<dc:subject xml:lang="en-US">Gameplay measuring</dc:subject>
	<dc:subject xml:lang="en-US">Gameplay metrics</dc:subject>
	<dc:subject xml:lang="en-US">Unity analitycs</dc:subject>
	<dc:subject xml:lang="en-US">Playerâ€™s progression</dc:subject>
	<dc:subject xml:lang="id-ID">Gameplay</dc:subject>
	<dc:subject xml:lang="id-ID">Gameplay measuring</dc:subject>
	<dc:subject xml:lang="id-ID">Gameplay metrics</dc:subject>
	<dc:subject xml:lang="id-ID">Unity analitycs</dc:subject>
	<dc:subject xml:lang="id-ID">kemajuan pemain</dc:subject>
	<dc:description xml:lang="en-US">



Gameplay Metrics are about measuring a player&#039;s habits in a game such as navigation, items, use of abilities, jumping, progress or whatever a player in a game is doing either 2D or 3D. one way to get data for Gameplay Metrics is to use an application that can calculate each interaction between the player and the game being played and can provide data in the form of interaction results for each specified variable. In this case, the author wants to use Unity Analytics in the Unity 3D application to get Gameplay Metrics results to be able to analyze Gameplay in the game. The game used is a game that was created by the author with the title &quot;Survive Jok&quot;. This is a 3D isometric game action platform where players must avoid collect the items and enemy to proceed to next level . By using Unity Analytics unity 3D in the game, each game is played, the game will provide data according to the specified variable that calculates every player&#039;s progression during game play. The results of this will be used to analyze Gameplay made to evaluate the gameplay that has been made .



</dc:description>
	<dc:description xml:lang="id-ID">Metrik Gameplay adalah tentang mengukur kebiasaan pemain dalam game seperti navigasi, item, penggunaan kemampuan, melompat, kemajuan, atau apa pun yang dilakukan pemain dalam game baik 2D atau 3D. salah satu cara untuk mendapatkan data untuk Gameplay Metrics adalah dengan menggunakan aplikasi yang dapat menghitung setiap interaksi antara pemain dengan game yang dimainkan dan dapat memberikan data berupa hasil interaksi untuk setiap variabel yang ditentukan. Dalam hal ini penulis ingin menggunakan Unity Analytics pada aplikasi Unity 3D untuk mendapatkan hasil Gameplay Metrics untuk dapat menganalisa Gameplay pada game tersebut. Game yang digunakan adalah game yang dibuat oleh penulis dengan judul &quot;Survive Jok&quot;. Ini adalah platform aksi permainan isometrik 3D di mana pemain harus menghindari mengumpulkan item dan musuh untuk melanjutkan ke level berikutnya. Dengan menggunakan Unity Analytics unity 3D dalam game, setiap game dimainkan, game akan memberikan data sesuai dengan variabel yang ditentukan yang menghitung perkembangan setiap pemain selama bermain game. Hasil dari ini akan digunakan untuk menganalisis Gameplay yang dibuat untuk mengevaluasi gameplay yang telah dibuat.
&amp;nbsp;</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2021-12-29</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/3776</dc:identifier>
	<dc:identifier>10.30871/jamn.v5i2.3776</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 5 No. 2 (2021): Journal of Applied Multimedia and Networking; 86-101</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 5 No 2 (2021): Journal of Applied Multimedia and Networking; 86-101</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v5i2</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/3776/1583</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2021 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/3781</identifier>
				<datestamp>2021-12-30T07:33:58Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Game Prototype Performance Analysis on the Android Platform</dc:title>
	<dc:title xml:lang="id-ID">Analisis Performa Prototype Game Pada Platform Android</dc:title>
	<dc:creator>riwinoto, riwinoto</dc:creator>
	<dc:creator>Tan, William</dc:creator>
	<dc:subject xml:lang="en-US">game perfomance</dc:subject>
	<dc:subject xml:lang="en-US">mobile game</dc:subject>
	<dc:subject xml:lang="en-US">unity profiler</dc:subject>
	<dc:subject xml:lang="en-US">unity3d</dc:subject>
	<dc:subject xml:lang="en-US">computation</dc:subject>
	<dc:subject xml:lang="id-ID">Perfomansi game</dc:subject>
	<dc:subject xml:lang="id-ID">mobile game</dc:subject>
	<dc:subject xml:lang="id-ID">unity profiler</dc:subject>
	<dc:subject xml:lang="id-ID">unity3d</dc:subject>
	<dc:subject xml:lang="id-ID">komputasi</dc:subject>
	<dc:description xml:lang="en-US">Currently, technological developments are very advanced. Some people already use and have Smart Phones or Mobile Phones. One aspect of Smart Phones is Mobile Games which can be downloaded in the App Store or Play Store. Mobile games have compatibility with today&#039;s users. In the development of mobile games, one of the important things is the optimal performance of the game that can run on the device. This research is an initial study to determine the performance of the game prototype that is being worked on. Performance analysis includes computational rendering, scripting, physics, animation, garbage collection, global illumination, UI and others. Performance is done using the Unity Profiler tool available in the Unity 3D IDE. Observation results show that the game prototype that has been developed still has poor computational performance because the FPS produced is only up to 15-20 FPS level where ideally it gets 60 FPS. Further research is needed to determine the optimization steps on the game prototype before moving on to full-featured game development</dc:description>
	<dc:description xml:lang="id-ID">Saat ini, Perkembangan teknologi sudah sangat maju. Sebagian masyarakat sudah menggunakan dan memiliki Smart Phones ataupun Mobile Phones. Salah satu aspek didalam Smart Phones adalah Game Mobile yang dapat didownload di App Store, maupun Play Store. Game Mobile memiliki kesesuaian dengan pengguna saat ini. Dalam pengembangan game mobile, salah satu yang penting adalah perfomansi yang optimum game bisa berjalan di perangkat. Penelitian merupakan penelitian awal untuk mengetahui perfomasi prototype game yang sedang dikerjakan. Analisa perfomansi mencakup komputasi rendering, scripting, phyics, animasi, garbage collection, global illumination, UI dan others.&amp;nbsp; Perfomasi dilakukan dengan menggunakan tools unity profiler &amp;nbsp;yang tersedia di unity 3D IDE.&amp;nbsp; Hasil observasi menunjukan bahwa prototype game yang sudah dikembangkan masih mempunyai perfomansi komputasi yang buruk karena FPS yang dihasilkan hanya sampai level 15-20 FPS di mana idealnya mendapatkan 60 FPS. Diperlukan riset lanjutan untuk menentukan langkah optimasi pada prototype game sebelum melangkah ke pengembangan game yang full fitur.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2021-12-29</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/3781</dc:identifier>
	<dc:identifier>10.30871/jamn.v5i2.3781</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 5 No. 2 (2021): Journal of Applied Multimedia and Networking; 102-109</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 5 No 2 (2021): Journal of Applied Multimedia and Networking; 102-109</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v5i2</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/3781/1584</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2021 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/3782</identifier>
				<datestamp>2022-08-31T08:33:11Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Usability Testing Analysis on User Interface in Game Idle Breeder</dc:title>
	<dc:title xml:lang="id-ID">Analisis Usability Testing pada User Interface  dalam Game Idle Breeder</dc:title>
	<dc:creator>Riyadi, Agung</dc:creator>
	<dc:creator>James, James</dc:creator>
	<dc:subject xml:lang="id-ID">Game</dc:subject>
	<dc:subject xml:lang="id-ID">Usability Testing</dc:subject>
	<dc:subject xml:lang="id-ID">User Interface</dc:subject>
	<dc:subject xml:lang="id-ID">User Centered Design</dc:subject>
	<dc:description xml:lang="en-US">In today&#039;s development, children are used to using smart phones or smartphones. Most of these smartphones run on the Android or IOS operating system. In smartphones there are applications that can be used for various purposes. One type of these applications is games. In this case, there are still many users who play the game having difficulty understanding the layout and menus that have been presented in a game, making it difficult for users to play it. In this study the author will discuss the user experience in the game &quot;idle breeder&quot; Idle Breeder is a top-down game with an idle genre with a relaxing feel. The formulation of this research is how to design a user interface in the idle breeder game and also how to do analysis in terms of user experience from users. User experience focuses on the comfort and convenience of users in using idle breeder games (usability)</dc:description>
	<dc:description xml:lang="id-ID">In today&#039;s development, children are used to using smart phones or smartphones. Most of these smartphones run on the Android or IOS operating system. In smartphones there are applications that can be used for various purposes. One type of these applications is games. In this case, there are still many users who play the game having difficulty understanding the layout and menus that have been presented in a game, making it difficult for users to play it. In this study the author will discuss the user experience in the game &quot;idle breeder&quot; Idle Breeder is a top-down game with an idle genre with a relaxing feel. The formulation of this research is how to design a user interface in the idle breeder game and also how to do analysis in terms of user experience from users. User experience focuses on the comfort and convenience of users in using idle breeder games (usability)</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2021-12-30</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/3782</dc:identifier>
	<dc:identifier>10.30871/jamn.v5i2.3782</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 5 No. 2 (2021): Journal of Applied Multimedia and Networking; 1-8</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 5 No 2 (2021): Journal of Applied Multimedia and Networking; 1-8</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v5i2</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/3782/1587</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2021 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/4066</identifier>
				<datestamp>2022-12-18T15:51:48Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Usability Analysis with Heuristic Evaluation Method on the IFBT People Dashboard Web</dc:title>
	<dc:title xml:lang="id-ID">Analisis Usability dengan Metode Heuristic Evaluation pada Web IFBT People Dashboard</dc:title>
	<dc:creator>Agustiranda, One</dc:creator>
	<dc:creator>Nasrullah, Muchamad Fajri Amirul</dc:creator>
	<dc:subject xml:lang="id-ID">Web Usability</dc:subject>
	<dc:subject xml:lang="id-ID">Heuristic Evaluation</dc:subject>
	<dc:subject xml:lang="id-ID">Nielsen Principle</dc:subject>
	<dc:subject xml:lang="id-ID">IFBT People Dashboard</dc:subject>
	<dc:description xml:lang="id-ID">Usability yang ditemukan oleh pengguna pada web harus dilakukan analisis dan evaluasi lebih mendalam, diperlukannya evaluasi oleh beberapa ahli untuk menemukan potensi masalah lainnya yang tidak dapat ditemukan oleh pengguna. Penelitian ini menggunakan heuristic evaluation yang akan menilai antarmuka web untuk menemukan potensi masalah, dengan 10 prinsip dari Nielsen yang merupakan prinsip umum dalam menangani hal antarmuka yang dapat digunakan dalam penelitian ini. Evaluator bekerja secara mandiri dan melakukan pendekatan dalam memeriksa objek uji untuk memastikan kualitas web, evaluasi yang dilakukan evaluator menghasilkan severity rating dan rekomendasi yang dapat digunakan sebagai masukan tambahan kepada pengembang dalam pengembangan berkelanjutan pada web IFBT People Dashboard.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2022-07-07</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4066</dc:identifier>
	<dc:identifier>10.30871/jamn.v6i1.4066</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 6 No. 1 (2022): Journal of Applied Multimedia and Networking; 71-78</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 6 No 1 (2022): Journal of Applied Multimedia and Networking; 71-78</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v6i1</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4066/1714</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2022 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/4069</identifier>
				<datestamp>2022-12-18T15:50:44Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Analysis of the Effectiveness of &quot;Good Health And Well-Being-Nory&quot; Video Based on Motion Graphics Using the EPIC Model</dc:title>
	<dc:title xml:lang="id-ID">Analisis Efektivitas Video &quot;Good Health And Well-Being-Nory&quot; Berbasis Motion Graphic Menggunakan EPIC Model</dc:title>
	<dc:creator>Tertiasusman, Adhe</dc:creator>
	<dc:creator>Setyawan, Teddy</dc:creator>
	<dc:subject xml:lang="en-US">Bahasa Indonesia</dc:subject>
	<dc:subject xml:lang="id-ID">Mental Health</dc:subject>
	<dc:subject xml:lang="id-ID">Health</dc:subject>
	<dc:description xml:lang="en-US">Many people think that people who are physically fitis a healthy person, whereas a healthy person is a person whophysically and mentally or physically healthy. When mental healthIf a person&#039;s spirituality is disturbed, he will experience health problemsMental health In Indonesia alone, there are around 14 million people over the age of 15years with mental health problems. One of the solutions thatoffered from the problem is through the &quot;NORY&quot; application, which is an application thatintended for teenagers who have problems with healthmentally packaged in the form of a motion graphics-based videoand then analyzed its effectiveness using the EPIC Modelwhich consists of several dimensions, namely Empathy, Persuasion, Impact andCommunications. Then it is calculated whether the video has been effectiveaccording to the EPIC Model or EPIC Rate scale range.</dc:description>
	<dc:description xml:lang="id-ID">Banyak dari masyarakat berpikir bahwa orang yang sehat secara fisik merupakan orang yang sehat, padahal orang yang sehat itu adalah orang yang sehat secara jasmani dan rohaninya atau mentalnya. Apabila kesehatan mental atau rohani seseorang terganggu, ia akan mengalami gangguan kesehatan mental Di Indonesia sendiri ada sekitar 14 juta orang yang berusia diatas 15 tahun mengalamai gangguan kesehatan mental. Salah satu solusi yangditawarkan dari masalah adalah melalui aplikasi &quot;NORY&quot; yaitu aplikasi yang diperuntukan untuk remaja yang memiliki masalah dengan kesehatan mentalnya yang dikemas dalam bentuk video yang berbasisi motion graphicdan kemudian dianalisis efektifitasnya dengan menggunakan EPIC Modelyang terdiri atas beberapa dimensi yaitu Empathy, Persuation, Impact dan Communication. Kemudian dihitung apakah video tersebut sudah efektif sesuai dengan rentang skala EPIC Model atau EPIC Rate.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2022-07-07</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4069</dc:identifier>
	<dc:identifier>10.30871/jamn.v6i1.4069</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 6 No. 1 (2022): Journal of Applied Multimedia and Networking; 61 - 70</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 6 No 1 (2022): Journal of Applied Multimedia and Networking; 61 - 70</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v6i1</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4069/1721</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2022 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/4125</identifier>
				<datestamp>2022-12-18T15:49:42Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Implementation of Motion Graphic Video Using the CBT Exam Application on Students&#039; Understanding With the EPIC Model</dc:title>
	<dc:title xml:lang="id-ID">Implementasi Video Motion Graphic Penggunaan Aplikasi Ujian CBT Terhadap Pemahaman Siswa  Dengan EPIC Model</dc:title>
	<dc:creator>Azizah Wisnu Wardani, Elvyna Nur</dc:creator>
	<dc:subject xml:lang="en-US">Motion graphic</dc:subject>
	<dc:subject xml:lang="en-US">Industry 4.0</dc:subject>
	<dc:subject xml:lang="en-US">State Vocational High School 3</dc:subject>
	<dc:subject xml:lang="en-US">Information Media</dc:subject>
	<dc:description xml:lang="en-US">Submission of information at Batam State vocational high school 3 uses conventional methods which in the era of the industrial revolution 4.0 were less desirable. So we need a model for delivering information that is more attractive and easily understood by the audience, one of them is motion graphics. Based on these conditions, it is necessary to create or design a Motion graphic video which is an alternative as a medium for distributing information that is interesting and adapted to the character of students during the era of the industrial revolution 4.0. Based on the research that has been done, the results obtained from 4 aspects of the EPIC Model with an empathy value of 4.2, persuation value of 3.9, impact value of 4.13, and the value of communication is 4.33. after that look for the value of the EPIC Rate of the four values &quot;‹&quot;‹and get the value of the EPIC Rate of 4.15 with effective category. From the data that has been obtained, it can be concluded that This video on how to use the Beesmart CBT application is effectively used as a media to provide information on how to use the Beesmart CBT exam application for students of atam State vocational high school 3.</dc:description>
	<dc:description xml:lang="id-ID">Penyampaian informasi di SMKN 3 Batam menggunakan metode konvensional yang di era revolusi industri 4.0 kurang diminati. Sehingga diperlukan suatu model penyampaian informasi yang lebih menarik dan mudah dipahami oleh khalayak, salah satunya adalah motion graphic. Berdasarkan kondisi tersebut, maka perlu dibuat atau dirancang sebuah video motion graphic yang menjadi salah satu alternatif sebagai media penyebaran informasi yang menarik dan disesuaikan dengan karakter siswa di era revolusi industri 4.0. Berdasarkan penelitian yang telah dilakukan, diperoleh hasil dari 4 aspek Model EPIC dengan nilai empati sebesar 4,2, nilai persuasi sebesar 3,9, nilai dampak sebesar 4,13, dan nilai komunikasi sebesar 4,33. setelah itu cari nilai EPIC Rate dari keempat nilai tersebut dan dapatkan nilai EPIC Rate sebesar 4,15 dengan kategori efektif. Dari data-data yang telah diperoleh, dapat disimpulkan bahwa video cara penggunaan aplikasi Beesmart CBT ini efektif digunakan sebagai media untuk memberikan informasi tentang cara penggunaan aplikasi ujian Beesmart CBT untuk siswa SMK Negeri 3 batam.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2022-07-07</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4125</dc:identifier>
	<dc:identifier>10.30871/jamn.v6i1.4125</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 6 No. 1 (2022): Journal of Applied Multimedia and Networking; 56 - 61</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 6 No 1 (2022): Journal of Applied Multimedia and Networking; 56 - 61</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v6i1</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4125/1720</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2022 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/4168</identifier>
				<datestamp>2022-12-18T15:48:36Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Motion Graphics About Successful English Presentation For Vocational Students</dc:title>
	<dc:title xml:lang="id-ID">Motion Graphic Tentang Presentasi Bahasa Inggris yang Sukses Untuk Siswa Vokasi</dc:title>
	<dc:creator>Tri Darma, Fanji Nugraha</dc:creator>
	<dc:creator>Siahaan, Arta Uly</dc:creator>
	<dc:subject xml:lang="en-US">Motion Graphics</dc:subject>
	<dc:subject xml:lang="en-US">Video</dc:subject>
	<dc:subject xml:lang="en-US">Presentations</dc:subject>
	<dc:description xml:lang="en-US">Foreign language is an important thing in this day and age, this is because language is an important instrument to communicate. To overcome the language differences of every country in the world in communicating, English is used as an international language. English is one of the international languages needed in communication and has a very important role in establishing relations with other nations in this era. Vocational students should know how to make presentations using English. But in reality, there are still many students who have not been able to use English properly. This study aims to produce Motion Graphics videos about successful English presentations as an alternative learning media for vocational students. The result of the research is Video Motion Graphic as a learning medium about Successful English presentation for vocational students has gone through 3 stages, namely pre-production, production, and post-production. The software used for making Motion Graphic videos is Adobe Illustrator and Adobe After Effects and Adobe Premiere. The final result of the product is a video in .mp4 format with a duration of 00:07:30 minutes.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2022-07-07</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4168</dc:identifier>
	<dc:identifier>10.30871/jamn.v6i1.4168</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 6 No. 1 (2022): Journal of Applied Multimedia and Networking; 44 - 55</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 6 No 1 (2022): Journal of Applied Multimedia and Networking; 44 - 55</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v6i1</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4168/1719</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2022 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/4171</identifier>
				<datestamp>2022-12-18T15:44:00Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Autoparser Application of Automation Weighting System at PT. Flextronics Technology Indonesia</dc:title>
	<dc:title xml:lang="id-ID">Aplikasi Autoparser Automation Weighting System di PT. Teknologi Flextronics Indonesia</dc:title>
	<dc:creator>Riyadi, Agung</dc:creator>
	<dc:creator>Pasaribu, Ryan Binsar</dc:creator>
	<dc:subject xml:lang="id-ID">Weighing Automation System</dc:subject>
	<dc:subject xml:lang="id-ID">Auto Parser Application</dc:subject>
	<dc:subject xml:lang="id-ID">Waterfall Method</dc:subject>
	<dc:subject xml:lang="id-ID">Box Unit</dc:subject>
	<dc:description xml:lang="en-US">Weighing Automation System is a system that already exists at PT. Flextronics Technology Indonesia. Weighing Automation System is an automatic scale that functions to display the weight of box unit that are complete with components. However, the results of the scales are compared manually by the operator by comparing the results of the weighing scale with the standard range weight on the PC monitor. Based on this, the author created an auto parser application with the aim of producing a desktop application as a component validation system missing in the box unit, and produce a track record of Weighing Automation System. Based on the objectives to be achieved, the problems to be discussed are how to design and build an auto parser application, how to connect the software with the Weighing Automation System and the auto parser application logic to validate the weighing results.
This research uses the waterfall method, information gathering, development design, application creation and testing, system installation and maintenance. Through this research, an auto parser application that can be connected to software and a Weighing Automation System with logic can validate the weighing results automatically. With this research, it is expected to reduce human errors during the component validation process in the box unit. The conclusion that the auto parser application can help the validation process for missing components in the box unit</dc:description>
	<dc:description xml:lang="id-ID">Weighing Automation System is a system that already exists at PT. Flextronics Technology Indonesia. Weighing Automation System is an automatic scale that functions to display the weight of box unit that are complete with components. However, the results of the scales are compared manually by the operator by comparing the results of the weighing scale with the standard range weight on the PC monitor. Based on this, the author created an auto parser application with the aim of producing a desktop application as a component validation system missing in the box unit, and produce a track record of Weighing Automation System. Based on the objectives to be achieved, the problems to be discussed are how to design and build an auto parser application, how to connect the software with the Weighing Automation System and the auto parser application logic to validate the weighing results.
This research uses the waterfall method, information gathering, development design, application creation and testing, system installation and maintenance. Through this research, an auto parser application that can be connected to software and a Weighing Automation System with logic can validate the weighing results automatically. With this research, it is expected to reduce human errors during the component validation process in the box unit. The conclusion that the auto parser application can help the validation process for missing components in the box unit.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2022-07-07</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4171</dc:identifier>
	<dc:identifier>10.30871/jamn.v6i1.4171</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 6 No. 1 (2022): Journal of Applied Multimedia and Networking; 24-33</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 6 No 1 (2022): Journal of Applied Multimedia and Networking; 24-33</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v6i1</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4171/1730</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2022 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/4174</identifier>
				<datestamp>2022-12-18T15:47:26Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Motion Graphic as an Information Media in the Online-Based Mechanism for Submission of Public Information Requests at BP Batam</dc:title>
	<dc:title xml:lang="id-ID">Motion Graphic Sebagai Media Informasi Pada Mekanisme Pengajuan Permohonan Informasi Publik Di BP Batam Berbasis Online</dc:title>
	<dc:creator>Adila, Nur -</dc:creator>
	<dc:subject xml:lang="id-ID">Information, Online, Motion Graphic, Luther-Sutopo.</dc:subject>
	<dc:description xml:lang="en-US">Currently, the development of the world of information technology is increasingly fast in the digital direction. These developments provide convenience for the community from its role in providing information. The Batam Concession Agency (BP) is a central agency that is committed to managing information by involving the community. BP Batam officially established the Information Management and Documentation Officer (PPID) BP Batam in 2010 by developing digitization through the PPID website. As time goes by, until now there are still batam people who do not know the mechanism for obtaining public information online. so in this study, motion graphics were made as a medium of information on the mechanism for submitting requests for public information at BP Batam in order to assist BP Batam Public Relations in providing information to the public. This research uses the Luther-Sutopo development method with several stages, namely, Concept, Design, Material Collecting, Assembly, Testing and Distribution. Based on the results of the analysis of alpha and beta testing on the delivery of motion graphic video information, the mechanism for submitting a request for public information at BP Batam has met the eligibility indicators for media elements, which resulted in 4.4 which included the category (SS) Strongly Agree and the information element 5 which included the category (SS) Strongly Agree and the results of the calculation of the respondents, namely the people of Batam with a value of 81,4 % which &amp;nbsp;included the category (SS) Strongly Agree</dc:description>
	<dc:description xml:lang="id-ID">Saat ini perkembangan dunia teknologi informasi makin pesat ke arah serba digital, Perkembangan tersebut memberi kemudahan&amp;nbsp; bagi masyarakat dari perannya dalam memberikan suatu informasi. Badan Pengusahaan (BP) Batam merupakan instansi pusat yang berkomitmen untuk mengelola informasi dengan melibatkan&amp;nbsp; masyarakat. BP Batam secara resmi membentuk Pejabat Pengelola Informasi dan Dokumentasi (PPID) BP Batam pada tahun 2010 dengan mengembangkan digitalisasi melalui website PPID. Seiring berjalannya waktu, hingga saat ini masih terdapat masyarakat batam yang belum mengetahui tata cara mekanisme dalam mendapatkan informasi publik secara online. maka pada penelitian ini dilakukan pembuatan video motion graphic sebagai media informasi pada mekanisme pengajuan permohonan informasi publik di BP Batam agar dapat membantu Humas BP Batam dalam memberikan informasi kepada masyarakat. Penelitian ini menggunakan metode pengembangan Luther-Sutopo dengan beberapa tahapan yaitu, Concept, Design, Material Collecting, Assembly, Testing dan Distribution. Berdasarkan hasil analisis pengujian alfa dan beta pada penyampaian informasi video motion graphic mekanisme pengajuan permohonan informasi publik di BP Batam telah memenuhi indikator kelayakan unsur media yang didapatkan hasil 4,4 yang termasuk kategori (SS) Sangat Setuju dan unsur informasi 5 yang termasuk kategori (SS) Sangat Setuju dan hasil dari perhitungan responden yaitu masyarakat Batam dengan nilai 81,4 % yang termasuk kedalam kategori (SS) Sangat Setuju.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2022-07-07</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4174</dc:identifier>
	<dc:identifier>10.30871/jamn.v6i1.4174</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 6 No. 1 (2022): Journal of Applied Multimedia and Networking; 34-43</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 6 No 1 (2022): Journal of Applied Multimedia and Networking; 34-43</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v6i1</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4174/1718</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2022 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
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			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/4178</identifier>
				<datestamp>2022-12-18T15:37:43Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
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	<dc:title xml:lang="en-US">Implementation and Analysis of Motion Graphic Quality Awareness as Information Media at PT. Infineon Technologies Batam</dc:title>
	<dc:title xml:lang="id-ID">Implementasi Dan Analisis Motion Graphic Quality Awareness Sebagai Media Informasi Di PT. Infineon Technologies Batam</dc:title>
	<dc:creator>Zega, Selly Artaty</dc:creator>
	<dc:creator>Fauzi, Harish Manarul</dc:creator>
	<dc:subject xml:lang="en-US">PT. Infineon Technologies Batam</dc:subject>
	<dc:subject xml:lang="en-US">motion graphic</dc:subject>
	<dc:subject xml:lang="en-US">media informasi</dc:subject>
	<dc:subject xml:lang="en-US">quality awareness</dc:subject>
	<dc:description xml:lang="en-US">Along with developments and advances in technology, industries need information media to increase their production by optimizing human resources. One of the information media that can be used is motion graphics. Therefore, the problem in this study is to implement awareness of the quality of motion graphics as an information media at PT. Infineon Technologies Batam and to find out the effect of motion graphics on changes in employee performance on quality awareness of information media. In this final project, the method of multimedia development is Villamil&quot;“Molina. Analyzing the motion graph is a quantitative method using the EPIC model. Respondents in this study arie employees of PT. Infineon Technology Batam. The results of this final project will be in the form of motion graphics in MP4 format as a media of quality awareness information and the analysis of employee interest in motion graphics quality awareness based on the motion graphics produced.</dc:description>
	<dc:description xml:lang="id-ID">Seiring dengan perkembangan dan kemajuan teknologi membuat industri atau instansi membutuhkan media informasi sebagai suatu cara agar dapat meningkatkan hasil produksinya, yaitu mengoptimalkan sumber daya manusia.&amp;nbsp; Salah satu media informasi yang cocok digunakan sebagai media informasi adalah motion graphic. Untuk itu, pada penelitian ini akan mengimplementasikan dan menganalisis motion graphic quality awareness sebagai media informasi di PT. Infineon Technologies Batam&amp;nbsp; dan mengetahui minat partisipan terhadap motion graphic pada media informasi quality awareness. Metode yang digunakan dalam proses analisis motion graphic ini adalah dengan metode kuantitatif dengan menggunakan EPIC Model. Model pengembangan multimedia yang digunakan pada penilitian ini adalah model pengembangan Villamil&quot;“Molina. Responden dalam penelitian ini yaitu karyawan PT. Infineon Technologies Batam. Hasil studi ini adalah motion graphic sebagai media informasil quality awareness dan analisis minat karyawan terhadap motion graphic quality awareness berdasarkan motion graphic yang telah dibuat.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2022-07-07</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4178</dc:identifier>
	<dc:identifier>10.30871/jamn.v6i1.4178</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 6 No. 1 (2022): Journal of Applied Multimedia and Networking; 12-23</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 6 No 1 (2022): Journal of Applied Multimedia and Networking; 12-23</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v6i1</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4178/1716</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2022 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
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		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/4179</identifier>
				<datestamp>2022-12-18T15:35:55Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Application Of Animation Principles In The Animation Short Film &quot;Nohoax&quot;</dc:title>
	<dc:title xml:lang="id-ID">Penerapan Prinsip-Prinsip Animasi Pada Film Pendek Animasi &quot;Nohoax&quot;</dc:title>
	<dc:creator>Zega, Selly Artaty</dc:creator>
	<dc:creator>Tambun, Gerson Julyfer Parulian</dc:creator>
	<dc:creator>Adhitya, Wahyu</dc:creator>
	<dc:creator>Hamdi, Ilmi Nazar</dc:creator>
	<dc:subject xml:lang="en-US">animation, principles of animation, nohoax</dc:subject>
	<dc:subject xml:lang="id-ID">: animasi, prinsip-prinsip animasi, nohoax</dc:subject>
	<dc:description xml:lang="en-US">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 &quot;nohoax&quot; is one of the implementations. &quot;nohoax&quot; 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 &quot;nohoax&quot;. This study uses descriptive qualitative research methods by observing &quot;nohoax&quot; 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 &quot;nohoax&quot; animated short films and show the application of animation principles to &quot;nohoax&quot; animated short films to make animations look more alive and interesting.</dc:description>
	<dc:description xml:lang="id-ID">Animasi merupakan salah satu media yang sering digunakan untuk menyampaikan informasi, media komunikasi, dan hiburan. Animasi adalah kumpulan gambar yang disusun secara beraturan sesuai dengan alur pergerakan pada tenggang waktu (timeline) tertentu sehingga tercipta ilusi gambar bergerak. Gambar tersebut dapat berupa objek apapun seperti karakter, benda, atau tulisan. Animasi bukan lagi hal asing bagi kita, terutama anak-anak, ini karena konten animasi sering kita nikmati, baik di bioskop, video youtube, atau dari tayangan TV.. 
Salah satu penerapannya ialah, film pendek animasi berjudul &quot;nohoax&quot;. Animasi &quot;nohoax&quot; menceritakan tentang dua orang pemuda yang ingin menghentikan berita hoax yang beredar di masyarakat dengan cara membuat aplikasi pendeteksi berita hoax. Tujuan penelitian ini adalah untuk menjelaskan dan mendeskripsikan penerapan prinsip-prinsip animasi dalam film pendek animasi &quot;nohoax&quot;. Penelitian ini menggunakan metode penelitian deskriptif kualitatif dengan mengamati animasi &quot;nohoax&quot;, melakukan wawancara dengan pihak yang mengerti dan memahami prinsip animasi, serta menggunakan literatur yang membahas prinsip-prinsip animasi.
Hasil dari penelitian ini mendeskripsikan tentang prinsip-prinsip animasi yang digunakan dalam film pendek animasi &quot;nohoax&quot; serta menunjukkan penerapan prinsip-prinsip animasi pada film pendek animasi &quot;nohoax&quot; membuat&amp;nbsp; animasi terlihat lebih hidup dan menarik.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2022-07-07</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4179</dc:identifier>
	<dc:identifier>10.30871/jamn.v6i1.4179</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 6 No. 1 (2022): Journal of Applied Multimedia and Networking; 1-11</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 6 No 1 (2022): Journal of Applied Multimedia and Networking; 1-11</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v6i1</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4179/1717</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2022 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/4206</identifier>
				<datestamp>2022-12-30T14:56:49Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Usability Analysis in Visual Simulation of 8 Department Logistics Building Based on Unity 3D</dc:title>
	<dc:title xml:lang="id-ID">Analisis Usability Pada Simulasi Visual Gedung 8 Department Logistic Berbasis Unity 3D</dc:title>
	<dc:creator>Agustin, Marsella Aurora</dc:creator>
	<dc:creator>Suandi, Fadli</dc:creator>
	<dc:subject xml:lang="id-ID">Sus</dc:subject>
	<dc:subject xml:lang="id-ID">MDLC</dc:subject>
	<dc:subject xml:lang="id-ID">ANALISIS</dc:subject>
	<dc:subject xml:lang="id-ID">PT. INFINEON TECHNOLIGIES BATAM</dc:subject>
	<dc:subject xml:lang="id-ID">Multimedia Development Life Cycle</dc:subject>
	<dc:subject xml:lang="id-ID">System Usability Scale</dc:subject>
	<dc:subject xml:lang="id-ID">Unity 3D</dc:subject>
	<dc:subject xml:lang="id-ID">Blender</dc:subject>
	<dc:subject xml:lang="id-ID">Simulasi Visual</dc:subject>
	<dc:subject xml:lang="id-ID">Simulasi 3D</dc:subject>
	<dc:subject xml:lang="id-ID">Logistic</dc:subject>
	<dc:subject xml:lang="id-ID">Warehouse</dc:subject>
	<dc:subject xml:lang="id-ID">Usability</dc:subject>
	<dc:subject xml:lang="id-ID">Gedung</dc:subject>
	<dc:description xml:lang="id-ID">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 System Usability Scale (SUS) dengan membuat 10 pernyataan yang berupa kuesioner kepada karyawan serta karyawati pada Department Logistic. Simulasi Visual Gedung 8 Department Logistic Berbasis Unity 3D telah dinyatakan layak dan berguna, hal tersebut dapat diketahui dari hasil skor kuesioner dari System Usability Scale (SUS</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2022-12-30</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4206</dc:identifier>
	<dc:identifier>10.30871/jamn.v6i2.4206</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 6 No. 2 (2022): Journal of Applied Multimedia and Networking; 10-16</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 6 No 2 (2022): Journal of Applied Multimedia and Networking; 10-16</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v6i2</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4206/1853</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2022 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/4207</identifier>
				<datestamp>2022-12-18T15:53:06Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Motion Graphic in the Design of Promotional Media for Supplement Products at Starsfits: MOTION GRAPHIC IN DESIGNING MEDIA PROMOTION OF SUPPLEMENT PRODUCT AT STARSFITS</dc:title>
	<dc:title xml:lang="id-ID">Motion Graphic Dalam Perancangan Media Promosi Produk Suplemen Di Starsfits: MOTION GRAPHIC IN DESIGNING MEDIA PROMOTION OF SUPPLEMENT PRODUCT AT STARSFITS</dc:title>
	<dc:creator>Simbolon, Agnes Christin Evyanti</dc:creator>
	<dc:creator>Suandi, Fadli</dc:creator>
	<dc:subject xml:lang="id-ID">Media Promosi</dc:subject>
	<dc:subject xml:lang="id-ID">Motion Graphic</dc:subject>
	<dc:subject xml:lang="id-ID">Suplemen</dc:subject>
	<dc:subject xml:lang="id-ID">Fitness</dc:subject>
	<dc:subject xml:lang="id-ID">Asupan protein</dc:subject>
	<dc:description xml:lang="en-US">fitness supplements that require promotional media because many people do not know about Starsfits. So that motion graphics are made as promotional media which is one form of information media on technological developments. The design of this motion graphic video aims to introduce supplement products at Starsfits which are expected to be able to attract consumer interest as an effort to increase sales of supplement products at Starsfits. Motion graphics in promotional videos for supplement products at Starsfits were created using the Villamil-Molina version of the multimedia design method which consists of stages of development, preproduction, production, postproduction, and delivery. Based on the analysis of the motion graphic video, it has met the feasibility indicators for the application of motion graphic aspects, namely Spatial, Temporal, Live Action and Typography which got 4.36 results which are included in the very feasible (SL) category. Then an EPIC model analysis was conducted to determine the effect and effectiveness of the promotional video for supplement products at Starsfits. The conclusions from the analysis of the EPIC model are: (1) Empathy dimension 4.88, (2) Persuation 4.76, (3) Impact 4.85, (4) Communication 4.87, so that motion graphics in promotional videos for supplement products at Starsfits is stated to be very effective as a promotional medium.</dc:description>
	<dc:description xml:lang="id-ID">suplemen fitness yang dimana membutuhkan media promosi karena banyak masyarakat kurang mengetahui mengenai Starsfits. Sehingga dibuatlah motion graphic sebagai media promosi yang merupakan salah satu bentuk media informasi terhadap perkembangan teknologi. Perancangan video motion graphic ini bertujuan untuk mengenalkan tentang produk suplemen di Starsfits yang diharapkan mampu menarik minat konsumen sebagai upaya untuk meningkatkan penjualan produk suplemen di Starsfits. Motion graphic pada video promosi produk suplemen di Starsfits dibuat menggunakan metode perancangan multimedia versi Villamil-Molina yang terdiri dari tahapan development, preproduction, production, postproduction, dan delivery. Berdasarkan hasil analisis video motion graphic telah memenuhi indikator kalayakan penerapan aspek-aspek motion graphic yaitu Spatial, Temporal, Live Action dan Typography yang didapatkan hasil 4,36 yang termasuk kedalam kategori (SL) sangat layak. Kemudian dilakukan analisis EPIC model untuk mengetahui pengaruh dan efektifitas video promosi produk suplemen di Starsfits. Kesimpulan hasil analisis EPIC model adalah: (1) dimensi Empathy 4,88, (2) Persuation 4,76, (3) Impact 4,85, (4) Communication 4,87, dengan begitu motion graphic pada video promosi produk suplemen di Starsfits dinyatakan sangat efektif sebagai media promosi.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2022-07-07</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4207</dc:identifier>
	<dc:identifier>10.30871/jamn.v6i1.4207</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 6 No. 1 (2022): Journal of Applied Multimedia and Networking; 79-88</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 6 No 1 (2022): Journal of Applied Multimedia and Networking; 79-88</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v6i1</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4207/1715</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2022 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
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		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/4210</identifier>
				<datestamp>2022-12-18T15:54:26Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Fixing Error Data From Data Cleaning Motion Capture Motive Optitrack</dc:title>
	<dc:title xml:lang="id-ID">Mengatasi Data Error Pada Proses Data Cleaning Motion Capture Motive Optitrack</dc:title>
	<dc:creator>Zega, Selly Artaty</dc:creator>
	<dc:creator>Saropi, Ahmad</dc:creator>
	<dc:creator>Ronaldy, Timothy</dc:creator>
	<dc:creator>Ilhami, Yogi</dc:creator>
	<dc:creator>Farabi, Muhammad</dc:creator>
	<dc:subject xml:lang="en-US">Motion Capture</dc:subject>
	<dc:subject xml:lang="en-US">Data Cleaning</dc:subject>
	<dc:subject xml:lang="en-US">Animation</dc:subject>
	<dc:subject xml:lang="en-US">Interpolation</dc:subject>
	<dc:subject xml:lang="id-ID">Motion Capture</dc:subject>
	<dc:subject xml:lang="id-ID">Data Cleaning</dc:subject>
	<dc:subject xml:lang="id-ID">Animasi</dc:subject>
	<dc:subject xml:lang="id-ID">Interpolasi</dc:subject>
	<dc:description xml:lang="en-US">Motion capture is a technology in the multimedia industry useful for recording movement in digital using a censor method. Motion capture technology is further developing time in time, motion capture is already used in some digital products like a game, visual effects, and animation films. on recording section motion capture its sight motion by the optical sensor or magnet sensor, next step is the data cleaning process, the data cleaning process will clean the movement noise or error. Using motion capture will make the production process faster because motion capture is not using the manual keyframe method. This article&#039;s purpose is to help motive users to make the data cleaning process become faster with the research and development method. With data that has been collected in several recording processes, the writer hopes this article can be used as a guide in recording motion until the data cleaning process with motive application.</dc:description>
	<dc:description xml:lang="id-ID">Motion capture adalah sebuah teknologi dalam industri multimedia yang berguna untuk merekam gerakan secara digital dengan menggunakan metode sensor.Teknologi motion capture semakin berkembang dari waktu ke waktu, motion capture sudah digunakan di beberapa produk digital seperti game, efek visual, dan film animasi.pada proses perekaman gerakan, motion capture menggunakan sensor optik atau sensor magnet, langkah selanjutnya adalah proses pembersihan data.proses pembersihan data akan membersihkan noise atau kesalahan gerakan. Menggunakan motion capture akan membuat proses produksi lebih cepat karena motion capture tidak menggunakan cara manual keyframe.Artikel ini bertujuan untuk membantu pengguna aplikasi motive agar proses pembersihan data menjadi lebih cepat dengan metode penelitian dan pengembangan. Dengan data-data yang telah terkumpul dalam beberapa proses perekaman, penulis berharap artikel ini dapat digunakan sebagai panduan dalam merekam gerak hingga proses pembersihan data dengan aplikasi motif.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2022-07-07</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4210</dc:identifier>
	<dc:identifier>10.30871/jamn.v6i1.4210</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 6 No. 1 (2022): Journal of Applied Multimedia and Networking; 89-94</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 6 No 1 (2022): Journal of Applied Multimedia and Networking; 89-94</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v6i1</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4210/1713</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2022 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/4211</identifier>
				<datestamp>2022-12-30T14:56:49Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Game Testing Based on Cultural Content, Who is He: Let Me Out</dc:title>
	<dc:title xml:lang="id-ID">Pengujian Game Berbasis Konten Budaya, Who is He: Let Me Out</dc:title>
	<dc:creator>Nur Hidayanto, Ervin Ahmad</dc:creator>
	<dc:creator>Werdiansyah, Muhammad Ilham</dc:creator>
	<dc:creator>Riwinoto, Riwinoto</dc:creator>
	<dc:creator>Ramadhani, Waode Hafizah</dc:creator>
	<dc:creator>S, Abdurrafi Naufal.</dc:creator>
	<dc:creator>Yahya, Fadhli</dc:creator>
	<dc:subject xml:lang="en-US">Edugame</dc:subject>
	<dc:subject xml:lang="en-US">Cultural games</dc:subject>
	<dc:subject xml:lang="en-US">Puzzle games</dc:subject>
	<dc:subject xml:lang="en-US">Games</dc:subject>
	<dc:subject xml:lang="id-ID">Game edukasi</dc:subject>
	<dc:subject xml:lang="id-ID">Game budaya</dc:subject>
	<dc:subject xml:lang="id-ID">Game puzzle</dc:subject>
	<dc:subject xml:lang="id-ID">Aplikasi permainan</dc:subject>
	<dc:description xml:lang="en-US">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.</dc:description>
	<dc:description xml:lang="id-ID">Game&amp;nbsp;adalah salah satu teknologi yang sangat digemari oleh kalangan muda. Masalahnya, dengan adanya game&amp;nbsp;anak muda bahkan orang dewasa sering menyalahgunakan waktu mereka, sehingga game&amp;nbsp;dijadikan sesuatu yang negatif oleh masyarakat. Disisi lain budaya Indonesia saat ini semakin lama semakin dilupakan, salah satu faktornya adalah teknologi seperti&amp;nbsp;game&amp;nbsp;ini. Solusi terbaik adalah dengan menyatukan keduanya, dengan membuat game&amp;nbsp;edukasi budaya Indonesia, tetapi dengan hanya edukasi biasa tidaklah cukup untuk menarik perhatian para pemain game, karena mereka mementingkan gameplay&amp;nbsp;dan jalan cerita game, oleh karena itu perlu adanya pengemasan yang baik dan tepat sasaran sebagai daya tarik tersendiri bagi pemain game. Budaya Indonesia dari segi pengertian sangatlah luas, tidak banyak yang tahu akan cerita-cerita kuno masyarakat dan hal-hal unik seperti dukun, cerita tersebut dapat dimanfaatkan sebagai daya tarik untuk pengemasan cerita dalam game, karena sejauh ini belum ada game&amp;nbsp;Indonesia yang mengambil cerita dan pamali Indonesia dengan grafis atau tampilan yang baik. 97% para pemain game&amp;nbsp;di Indonesia memainkan game&amp;nbsp;dari luar negeri, hal tersebut sangat disayangkan karena banyak budaya luar yang masuk melalui platform ini. Metode penelitian yang dilakukan dalam penelitian ini yaitu kuantitatif. Game&amp;nbsp;ini diujikan kepada 100 responden pemain game&amp;nbsp;pada acara Game&amp;nbsp;Prime pada tahun 2019. Berdasarkan dari hasil kuesioner dapat disimpulkan bahwa game&amp;nbsp;ini cukup menarik baik secara grafis, mekanik maupun konten budaya. Selanjutnya akan dipublikasi di platform global.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2022-12-30</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4211</dc:identifier>
	<dc:identifier>10.30871/jamn.v6i2.4211</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 6 No. 2 (2022): Journal of Applied Multimedia and Networking; 17-23</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 6 No 2 (2022): Journal of Applied Multimedia and Networking; 17-23</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v6i2</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4211/1854</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2022 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/4253</identifier>
				<datestamp>2022-12-30T14:56:49Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Implementation of Multi-host Podcast-Based Learning Videos in Multimedia Concept Courses</dc:title>
	<dc:title xml:lang="id-ID">Implementation of Multi-host Podcast-Based Learning Videos in Multimedia Concept Courses</dc:title>
	<dc:creator>Tarigan, Feggie Violency</dc:creator>
	<dc:subject xml:lang="en-US">Multihost Learning</dc:subject>
	<dc:subject xml:lang="en-US">Videos Podcast</dc:subject>
	<dc:subject xml:lang="en-US">Multimedia Concepts</dc:subject>
	<dc:subject xml:lang="id-ID">Video Pembelajaran</dc:subject>
	<dc:subject xml:lang="id-ID">Multihost Podcast</dc:subject>
	<dc:subject xml:lang="id-ID">Konsep Multimedia</dc:subject>
	<dc:description xml:lang="en-US">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% &amp;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.</dc:description>
	<dc:description xml:lang="id-ID">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% &amp;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.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2022-12-30</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4253</dc:identifier>
	<dc:identifier>10.30871/jamn.v6i2.4253</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 6 No. 2 (2022): Journal of Applied Multimedia and Networking; 24-36</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 6 No 2 (2022): Journal of Applied Multimedia and Networking; 24-36</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v6i2</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4253/1855</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2022 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/4588</identifier>
				<datestamp>2023-02-13T14:03:19Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Effectiveness Analysis and Implementation of Motion Graphics As Information Media For HSE Induction</dc:title>
	<dc:title xml:lang="id-ID">Analisis Efektivitas Dan Implementasi Motion Grafis Sebagai Media Informasi Untuk HSE Induction</dc:title>
	<dc:creator>Riyadi, Agung</dc:creator>
	<dc:creator>Valen, Miranda</dc:creator>
	<dc:subject xml:lang="en-US">Motion Graphic</dc:subject>
	<dc:subject xml:lang="en-US">Villamil-Molina</dc:subject>
	<dc:subject xml:lang="en-US">Epic Model</dc:subject>
	<dc:subject xml:lang="en-US">Effectiveness</dc:subject>
	<dc:subject xml:lang="en-US">Information Media</dc:subject>
	<dc:subject xml:lang="id-ID">Motion grafis</dc:subject>
	<dc:subject xml:lang="id-ID">Villamil-Molina</dc:subject>
	<dc:subject xml:lang="id-ID">Epic Model</dc:subject>
	<dc:subject xml:lang="id-ID">Efektivitas</dc:subject>
	<dc:subject xml:lang="id-ID">Media Informasi</dc:subject>
	<dc:description xml:lang="en-US">This research is about making motion graphics videos for information mediaHSE Induction at PT. Cameron Systems Batam. Based on e-form datavisits, there are 35% in one month the number of visitors who will work inPT. Cameron System Batam or there are 20-30 people in one month,with this amount, make a submission about HSE inductiondone continuously and takes a lot of time. Submission processinformation about previous HSE induction still using filepower point presentation, so the trainer must explain directlyto new employees or visitors, this step is less effective, so make ita new information media that is better in its delivery, namely,motion graphics videos. The use of motion graphics due to delivery throughillustrated motion pictures and videos are more attractive, effective andunlimited delivery compared to descriptive writing. OnThis research is in the manufacture of products, using the development methodvillamil molina, in this method there are five stages, namely development, pre-production, production, postproduction, then delivery. Then foranalysis of the effectiveness of motion graphics videos using the EPIC model methodwith dimensions of empathy, persuasiveness, impact, and communication. Resultsfrom this research in the form of a motion graphic video about HSE induction, the resultsanalysis using the EPIC model gets a value of 4.35 withthe very effective category means that the HSE induction motion graphics video is effectiveused for the delivery of HSE induction by the company</dc:description>
	<dc:description xml:lang="id-ID">Penelitian ini mengenai pembuatan video motion grafis untuk media informasiHSE Induction di PT.Cameron Systems Batam. Berdasarkan dari data e-formkunjungan, terdapat 35% dalam satu bulan jumlah visitor yang akan bekerja diPT.Cameron System Batam atau terdapat 20-30 orang dalam satu bulannya,dengan jumlah tersebut membuat penyampaian tentang HSE inductiondilakukan terus menurus dan banyak memakan waktu. Proses peyampaianinformasi tentang HSE induction sebelumnya masih menggunakan filepresentasi power point, sehingga trainer harus menjelaskan secara langsungkepada karyawan baru atau visitor, langkah ini kurang efektif maka dibuatlahsebuah media informasi baru yang lebih baik dalam penyampaiannya yaitu,video motion grafis. Penggunaan motion grafis karena penyampaian melaluvideo dan gambar bergerak yang diilustrasikan lebih menarik, efektif danpenyampaian yang tidak terbatas dibandingkan tulisan yang deskriptif. Padapenelitian ini dalam pembuatan produk, menggunakan metode pengembanganvillamil molina, dalam metode ini terdapat lima tahapan yaitu developmen, preproduction, production, postproduction, kemudian delivery. Kemudian untukanalisis efektivitas video motion grafis menggunakan metode EPIC modeldengan dimensi berupa empaty, presuasif, impact, serta comunication. Hasildari penelitian ini berupa video motion grafis tentang HSE induction, hasilanalisis menggunakan EPIC model mendapatkan nilai sebesar 4.35 dengankatagori sangat efektif artinya video motion grafis HSE induction ini efektifdigunakan untuk penyampaian HSE induction oleh pihak perusahaan</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2022-12-30</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4588</dc:identifier>
	<dc:identifier>10.30871/jamn.v6i2.4588</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 6 No. 2 (2022): Journal of Applied Multimedia and Networking; 37-47</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 6 No 2 (2022): Journal of Applied Multimedia and Networking; 37-47</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v6i2</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4588/1856</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2022 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/4646</identifier>
				<datestamp>2022-12-30T14:56:49Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Measurement of User Experience in Augmented Reality-Based Occupational Health and Safety Fire Simulation Application</dc:title>
	<dc:title xml:lang="id-ID">Pengukuran User Experience Pada Aplikasi Simulasi Kebakaran Keselamatan Dan Kesehatan Kerja Berbasis Augmented Reality</dc:title>
	<dc:creator>Khairunnas, Bisma</dc:creator>
	<dc:creator>Riwinoto, Riwinoto</dc:creator>
	<dc:subject xml:lang="en-US">Augmented Reality</dc:subject>
	<dc:subject xml:lang="en-US">User Experience</dc:subject>
	<dc:subject xml:lang="en-US">fire simulation</dc:subject>
	<dc:subject xml:lang="en-US">QUIM method</dc:subject>
	<dc:subject xml:lang="en-US">mobile application</dc:subject>
	<dc:subject xml:lang="id-ID">User Experience</dc:subject>
	<dc:subject xml:lang="id-ID">Simulasi Kebakaran</dc:subject>
	<dc:subject xml:lang="id-ID">Metode QUIM</dc:subject>
	<dc:subject xml:lang="id-ID">Aplikasi Mobile</dc:subject>
	<dc:subject xml:lang="id-ID">Game Augmented Reality</dc:subject>
	<dc:description xml:lang="en-US">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 &quot;yes&quot; and &quot;no&quot;. 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 &quot;good&quot; category. In the productivity factor by producing a value of 86.66% in the &quot;very good&quot; category and the lowest value in the effectiveness factor with a value of 60% in the &quot;sufficient&quot; category.</dc:description>
	<dc:description xml:lang="id-ID">Keselamatan dan kesehatan kerja sangat penting dipelajari, salah satunya penanggulangan bencana kebakaran. Tetapi untuk melakukan pembelajaran dalam penanggulangi kebakaran, butuh waktu dan tempat yang memadai. Aplikasi simulasi kebakaran merupakan aplikasi yang memanfaatkan teknologi augmented reality untuk memudahkan para pengguna dalam belajar dan memahami cara penanggulangan bencana kebakaran jika terjadi didalam ruangan. Namun untuk menjadikan aplikasi simulasi kebakaran menarik dan membuat pengguna merasa puas, harus dilakukan pengukuran user experience untuk mengetahui tingkat kepuasan pengguna. Untuk mendapatkan pengukuran user experience, penelitian dilakukan dengan menggunakan metode Quality in use Integrated Measurement (QUIM) yang dimana metode ini melakukan penetapan syarat yang mutu seperti mengidentifikasi, menganalisis, dan memvalidasikan proses serta metrik kualitas pada aplikasi simulasi kebakaran berbasis augmented reality. QUIM yang memiliki 10 faktor model konsolidasi untuk penilainya yaitu efficiency, effectiveness, satisfaction, productivity, learnability, safety, trustfulness, accesibility, universality, dan usefulness. pengumpulan data dengan cara pengguna akan melakukan uji coba aplikasi terlebih dahulu. Setelah itu akan diberi kuesioner, ini dilakukan secara tertutup dimana pengguna hanya bisa menjawab &quot;iya&quot; dan &quot;tidak&quot;. Berdasarkan analisis serta data yang telah diolah pada penelitian ini Setelah mendapatkan data, akan diolah dengan menghasilkan nilai setiap faktornya dan rata-rata dari keseluruhan ialah 70,86% yang memiliki kategori &quot;baik&quot;. Pada faktor productivity dengan menghasilkan nilai 86,66% kategori &quot;sangat baik&quot; dan nilai terendah pada faktor effectiveness dengan nilai 60% dengan kategori &quot;cukup&quot;.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2022-12-30</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4646</dc:identifier>
	<dc:identifier>10.30871/jamn.v6i2.4646</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 6 No. 2 (2022): Journal of Applied Multimedia and Networking; 48-55</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 6 No 2 (2022): Journal of Applied Multimedia and Networking; 48-55</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v6i2</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4646/1857</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2022 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/4893</identifier>
				<datestamp>2022-12-30T14:56:49Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="id-ID">Analisis Pengaruh Multiplayer services terhadap Daya Tarik Game MOBA</dc:title>
	<dc:creator>Tofent, Tofent</dc:creator>
	<dc:creator>Sama, Hendi</dc:creator>
	<dc:subject xml:lang="id-ID">MOBA</dc:subject>
	<dc:subject xml:lang="id-ID">DeLone &amp; McLean</dc:subject>
	<dc:subject xml:lang="id-ID">Multi-method</dc:subject>
	<dc:description xml:lang="en-US">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&#039;s interest in playing MOBA games using multi-method to gather a consensus of respondents. DeLone &amp;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&#039;s interest in MMO or multiplayer services&#039; variable.</dc:description>
	<dc:description xml:lang="id-ID">Video Game telah berkembang pesat selama beberapa dekade terakhir dan datang dalam berbagai genre. MOBA atau Multiplayer Online Battle Arena adalah salah satunya, genre ini dikenal dengan multiplayer dan adegan kompetitifnya. Penelitian ini bertujuan untuk menganalisis apakah MMO atau Massively Multiplayer Online mempengaruhi minat pemain dalam bermain game MOBA menggunakan multi-method untuk mengumpulkan konsensus responden. DeLone &amp;amp; McLean adalah model yang digunakan dalam penelitian ini. Temuan dalam penelitian ini menunjukkan bahwa masyarakat tertarik dengan game MOBA karena visual dan gameplay dari MOBA itu sendiri, sementara MMO atau variabel multiplayer services tidak berpengaruh terhadap ketertarikan pemain terhadap game MOBA.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2022-12-27</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4893</dc:identifier>
	<dc:identifier>10.30871/jamn.v6i1.4893</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 6 No. 2 (2022): Journal of Applied Multimedia and Networking; 56-63</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 6 No 2 (2022): Journal of Applied Multimedia and Networking; 56-63</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v6i2</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4893/1859</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2022 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
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		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/4905</identifier>
				<datestamp>2022-12-30T14:56:49Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Media Presentation in the Form of Motion Graphic (Case Study: Production Process of Heartbeat Kepri Malam Batam Tv)</dc:title>
	<dc:title xml:lang="id-ID">Media Presentasi Dalam Bentuk Motion Graphic (Studi Kasus: Proses Produksi Detak Kepri Malam Batam Tv)</dc:title>
	<dc:creator>Sembiring, Evaliata Br</dc:creator>
	<dc:subject xml:lang="id-ID">Motion Graphic;  Presentation Media; RnD; T-Test</dc:subject>
	<dc:description xml:lang="en-US">


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&#039;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&#039;t depend on the presenter of the material, and is easy to access via the Batam TV YouTube channel.


</dc:description>
	<dc:description xml:lang="id-ID">


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&#039;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&#039;t depend on the presenter of the material, and is easy to access via the Batam TV YouTube channel.


</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2022-12-30</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4905</dc:identifier>
	<dc:identifier>10.30871/jamn.v6i2.4905</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 6 No. 2 (2022): Journal of Applied Multimedia and Networking; 71-83</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 6 No 2 (2022): Journal of Applied Multimedia and Networking; 71-83</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v6i2</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4905/1861</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2022 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/4926</identifier>
				<datestamp>2023-08-23T05:49:33Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Implementation of Motion Graphics in the Application Process and Issuance of Electronic Certificates</dc:title>
	<dc:title xml:lang="id-ID">Bahasa Indonesia</dc:title>
	<dc:creator>Humeap Br Sirait, Margaretha Meilan</dc:creator>
	<dc:creator>Dzikri, Afdhol</dc:creator>
	<dc:subject xml:lang="en-US">Electronic Certifiacte Application for Publishing Microsoft Powerpoint Motion Graphic</dc:subject>
	<dc:description xml:lang="en-US">Elektonic Certificate is a type of certificate of electronic type which contains an electronic signature and identity the status of the legal of the parties to the electronic transaction, the first step in implementing an electronic signature is to have a legal and binding electronic certificate issued by the electronic certificate provider and ensure the security of the electronic system operation. This certificate is used for electronic signature instead of manual signature. And in it&#039;s issuance, there are still many officials who do not understand how to issues electronic certificates. The implementation of Motion Graphics in the application process and issuance of electronic certificates will later be used as a tool for giving information that is made attractively and will be shown to officials who apply for electronic certificates so that they can better understand the issuance of electronic certificates. Making motion graphics using the Luther Sutopo method and the Epic Model is used to analyze the effectiveness of information media. The results obtained from the research are in the form of Motion Graphics with a duration of 2 minutes 27 seconds.</dc:description>
	<dc:description xml:lang="id-ID">Sertifikat elektronik adalah sertifikat yang bersifat elektronik yang memuat tanda tangan elektronik dan identitas yang menunjukan status subjek hukum para pihak dalam transaksi elektronik, langkah awal dalam menerapkan tanda tangan elektronik adalah dengan memiliki sertifikat leketronik yang legal dan berkekuatan hukum yang dikeluarkan oleh penyelengara sertifikasi elektronik dan menjamin keamanan penyelengaraan system elektronik. Nantinya sertifikat ini digunakan untuk tanda tangan elektronik sebagai pengganti tanda tangan manual. Dan dalam proses permohonan penerbitannya masih banyak pejabat yang belum paham cara menerbitkan sertifikat elektronik.
Implementasi Motion Graphic pada proses permohonan dan penerbitan sertifikat elektronik ini nantinya akan digunakan sebagai media penyampaian informasi yang dikemas dengan menarik dan akan diperlihatkan kepada pejabat pemohon sertifikat elektronik agar lebih bisa memahami penerbitan sertifikat elektronik.
Pembuatan media informasi dalam bentuk Motion Graphic menggunakan metode Luther Sutopo dan analisis yang dilakukan yaitu menentukan efektifitas media informasi mengunakan EPIC Model. Hasil penelitian yang diperoleh yaitu berupa Motion Graphic berdurasi 2 menit 27 detik.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2023-08-10</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4926</dc:identifier>
	<dc:identifier>10.30871/jamn.v7i1.4926</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 7 No. 1 (2023): Journal of Applied Multimedia and Networking; 61-72</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 7 No 1 (2023): Journal of Applied Multimedia and Networking; 61-72</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v7i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4926/2032</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/4935</identifier>
				<datestamp>2022-12-30T14:56:49Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Journal of Pre-Production Process of Careful Ebook Farming with Planting Calendar</dc:title>
	<dc:title xml:lang="id-ID">Jurnal Proses Pra Produksi Ebook Cermat Bertani Dengan Kalender Tanam</dc:title>
	<dc:creator>Amata Fami, Husnu Tazkiya Ulwah, Yuni Nur Rohmatilah,</dc:creator>
	<dc:subject xml:lang="id-ID">pra produksi</dc:subject>
	<dc:description xml:lang="en-US">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.</dc:description>
	<dc:description xml:lang="id-ID">Perkembangan teknologi informasi yang serba digital memudahkan akses terhadap e-book. Adanya e-book tentunya akan memudahkan pembaca untuk mengakses sumber bacaan yang diinginkan dimanapun dan kapanpun. Oleh karena itu, diperlukan desain e-book yang dibuat semenarik mungkin. Pembuatan e-book dilakukan melalui beberapa proses dengan konsep desain grafis sebagai acuan yaitu pra produksi, produksi dan pasca produksi. Metode yang digunakan dalam pembuatan jurnal ini adalah metode terapan, dimana metode ini bertujuan untuk memecahkan masalah kehidupan praktis. Jurnal ini bertujuan untuk mengedukasi masyarakat tentang proses pra produksi dalam pembuatan e-book. Proses pra produksi pembuatan e-book meliputi konsep desain, media, visualisasi, client brief dan brainstorming. Proses pra produksi adalah kunci untuk menghasilkan e-book yang menarik. E-book yang berisi 41 halaman ini bertujuan untuk menyampaikan informasi berupa ajakan kepada masyarakat untuk berhati-hati dalam bercocok tanam dengan menggunakan kalender tanam sebagai upaya meminimalisir terjadinya gagal panen yang dikemas dalam desain yang menarik dan membuatnya lebih mudah bagi pembaca. Masyarakat diharapkan mampu menghasilkan karya e-book dengan baik, setelah mengenal tahap pra produksi untuk dilanjutkan pada tahap produksi dan pasca produksi.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2022-12-30</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4935</dc:identifier>
	<dc:identifier>10.30871/jamn.v6i2.4935</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 6 No. 2 (2022): Journal of Applied Multimedia and Networking; 64-70</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 6 No 2 (2022): Journal of Applied Multimedia and Networking; 64-70</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v6i2</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4935/1860</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2022 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
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		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/4952</identifier>
				<datestamp>2022-12-30T14:56:49Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Analysis Analysis Analysis of Virtual Reality-Based Warehouse Simulation Applications Using The Game User Experience Satisfaction Scale Method</dc:title>
	<dc:title xml:lang="id-ID">Analisis Analisis Pada Aplikasi Simulasi Pergudangan Berbasis Virtual Reality Menggunakan Metode Game User Experience Satisfaction Scale (Guess)</dc:title>
	<dc:creator>hutagalung, yosua millyandi</dc:creator>
	<dc:creator>Riwinoto, Riwinoto</dc:creator>
	<dc:subject xml:lang="en-US">Warehouse Simulation</dc:subject>
	<dc:subject xml:lang="en-US">3D Simulation App</dc:subject>
	<dc:subject xml:lang="en-US">User Satisfaction</dc:subject>
	<dc:subject xml:lang="en-US">Game User Experience Satisfaction Scale (GUESS)</dc:subject>
	<dc:description xml:lang="en-US">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.</dc:description>
	<dc:description xml:lang="id-ID">Dalam dunia simulasi, banyak sekali isu-isu yang berkaitan dengan bagaimana membuat sebuah simulasi menjadi menarik dan membuat pengguna ingin menggunakannya lagi. Salah satunya adalah kepuasan pengguna. Kepuasan pengguna adalah sejauh mana pemain merasa puas ketika menggunakan suatu aplikasi. Aplikasi simulasi gudang merupakan aplikasi yang berbasis tiga dimensi dan hanya dapat dijalankan dengan menggunakan teknologi virtual reality. Aplikasi ini bertujuan untuk mensimulasikan bagaimana aktivitas seorang picker di gudang. Penelitian ini dilakukan untuk mengetahui tingkat kepuasan pengguna saat menggunakan aplikasi simulasi gudang. Penelitian dilakukan dengan menggunakan metode Game User Experience Satisfaction Scale (GUESS) yang memiliki sembilan subskala, yaitu kegunaan, narasi, keasyikan bermain, kenikmatan, kebebasan berkreasi, estetika audio, kepuasan pribadi, konektivitas sosial, dan estetika visual. Pengumpulan data dilakukan dengan menyebarkan kuesioner melalui media online. Responden dalam penelitian ini adalah 30 mahasiswa program studi Logistik Perdagangan Internasional Politeknik Negeri Batam. Metode analisis menggunakan metode kuantitatif deskriptif. Hasil analisis menunjukkan bahwa dari sembilan subskala kepuasan pengguna terhadap aplikasi simulasi Gudang, empat subskala berada di bawah rata-rata, yaitu kenikmatan, estetika audio, kepuasan pribadi, dan konektivitas sosial. Dari hasil tersebut, yang perlu ditingkatkan adalah penambahan audio dan UI yang memberikan apresiasi kepada pengguna untuk meningkatkan personal gratification, mengubah konsep warna di setiap scene agar pengguna tidak merasa bosan dengan aplikasi.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2022-12-30</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4952</dc:identifier>
	<dc:identifier>10.30871/jamn.v6i2.4952</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 6 No. 2 (2022): Journal of Applied Multimedia and Networking; 1-9</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 6 No 2 (2022): Journal of Applied Multimedia and Networking; 1-9</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v6i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/4952/1851</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2022 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/5091</identifier>
				<datestamp>2023-08-21T09:19:14Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Motion Graphics as a Medium for Cybercrime Education Among Students</dc:title>
	<dc:title xml:lang="id-ID">Motion Graphic Sebagai Media Edukasi Cybercrime di Kalangan Mahasiswa</dc:title>
	<dc:creator>Zega, Selly Artaty</dc:creator>
	<dc:creator>Butar, Samuel Butar-</dc:creator>
	<dc:creator>Nelmiawati, Nelmiawati</dc:creator>
	<dc:subject xml:lang="en-US">Cybercrime, Motion Graphic, Villamil Molina.</dc:subject>
	<dc:subject xml:lang="en-US">Cybercrime</dc:subject>
	<dc:subject xml:lang="en-US">Motion Graphic</dc:subject>
	<dc:subject xml:lang="en-US">Villamil Molina</dc:subject>
	<dc:subject xml:lang="id-ID">Kejahatan dunia maya</dc:subject>
	<dc:subject xml:lang="id-ID">Motion Grafis</dc:subject>
	<dc:subject xml:lang="id-ID">Villamil Molina</dc:subject>
	<dc:description xml:lang="en-US">Cybercrime is crime using the internet network, this crime can be snared by anyone, one of them is Informatics Engineering Students, the author has distributed questionnaires, to obtain data on victims of cybercrime crimes for Informatics Engineering Students, data obtained that victims of cybercrime crimes are higher than those who are not ensnared become victims of cybercrime, this happens because of the lack of information obtained by students.Motion graphics are used as a medium to provide education to Informatics Engineering students regarding cybercrime crimes, these media are used because they can display videos with a visual text, images, and audio that are interesting and easy to understand.The research method used is Research And Development (RND), with the product development method, namely Villamil Molina, using quantitative descriptive analysis, through alpha testing with the interview method to motion graphic media experts and beta testing with the Likert scale measurement method to Informatics Engineering Students. This research produced a motion graphic video with a duration of 5 minutes 12 seconds in mp4 format, and obtained the results of a product feasibility analysis with a percentage of 86% and categorized as very feasible.</dc:description>
	<dc:description xml:lang="id-ID">Cybercrime adalah tindakan kejahatan dengan menggunakan jaringan internet, kejahatan ini dapat terjerat kepada siapa saja, salah satunya adalah Mahasiswa Jurusan Teknik Informatika, penulis telah menyebarkan kuesioner, untuk mendapatkan data korban kejahatan cybercrime Mahasiswa Jurusan Teknik Informatika, diperoleh data bahwa korban kejahatan cybercrime lebih tinggi dibandingkan yang tidak terjerat menjadi korban cybercrime, hal tersebut terjadi karena kurangnya informasi yang diperoleh mahasiswa.
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Motion graphic digunakan sebagai media untuk memberikan edukasi kepada Mahasiswa Jurusan Teknik Informatika mengenai kejahatan cybercrime, media tersebut digunakan karena dapat menampilkan video dengan visual text, gambar dan audio yang menarik dan mudah dipahami.
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Metode Penelitian yang digunakan adalah Research And Development (RND), dengan metode pengembangan produk yaitu Villamil Molina, dengan menggunakan analisis deskriptif kuantitatif, &amp;nbsp;melalui pengujian alpha dengan metode wawancara kepada ahli media motion graphic dan pengujian beta dengan metode pengukuran skala likert kepada Mahasiswa Jurusan Teknik Informatika, dan penelitian ini menghasilkan video motion graphic berdurasi 5 menit 12 detik dengan format mp4, dan memperoleh hasil analisis kelayakan produk dengan presentase 86% dan dikategorikan sangat layak.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2023-07-31</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/5091</dc:identifier>
	<dc:identifier>10.30871/jamn.v7i1.5091</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 7 No. 1 (2023): Journal of Applied Multimedia and Networking; 25-34</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 7 No 1 (2023): Journal of Applied Multimedia and Networking; 25-34</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v7i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/5091/2023</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
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			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/5340</identifier>
				<datestamp>2023-08-10T07:53:14Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
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	<dc:title xml:lang="id-ID">Perancangan Corporate Identity dan Graphic Standar Manual Pada Polibatam Software Team</dc:title>
	<dc:creator>Supardianto, Supardianto</dc:creator>
	<dc:creator>Syarafina, Uchti</dc:creator>
	<dc:subject xml:lang="id-ID">Corporate identity, Graphic standar manual, Identitas visual, Polibatam Software Team</dc:subject>
	<dc:description xml:lang="id-ID">Polibatam Software Team merupakan unit pengembangan perangkat lunak milik Politeknik Negeri Batam yang melayani jasa mengelola pembuatan aplikasi perangkat lunak berdasarkan rancangan menggunakan berbagai platform. Polibatam Software Team sebelumnya sudah memiliki identitas visual berupa logo, namun logo tersebut masih belum diterapkan ke dalam media promosi untuk mengangkat citra perusahaan itu sendiri. Sehingga dari permasalahan tersebut dilakukan perancangan ulang corporate identity yang berkarakter. Tujuan perancangan ini adalah membuat corporate identity yang terdiri atas pembuatan logo dan penerapannya ke dalam berbagai media promosi untuk meningkatkan citra Polibatam Software Team. Dalam merancang corporate identity, digunakan 5 tahapan Design Thinking antara lain: empathize, define, ideate, prototype dan test. Hasil penelitian berupa corporate identity Polibatam Software Team yang baru dan Graphic Standar Manual sebagai pedoman penerapannya</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2023-07-31</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/5340</dc:identifier>
	<dc:identifier>10.30871/jamn.v7i1.5340</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 7 No. 1 (2023): Journal of Applied Multimedia and Networking; 1-12</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 7 No 1 (2023): Journal of Applied Multimedia and Networking; 1-12</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v7i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/5340/2021</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
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		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/5341</identifier>
				<datestamp>2023-08-10T07:58:21Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
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	<dc:title xml:lang="id-ID">ANALISIS DESAIN VIDEO COMPANY PROFILE TAX CENTER APLIKASI BANTU PAJAK DENGAN STRATEGI VISUAL STORYTELLING</dc:title>
	<dc:creator>Supardianto, Supardianto</dc:creator>
	<dc:creator>Pamungkas, Lintang Fitriani</dc:creator>
	<dc:subject xml:lang="id-ID">Video, Company Profile, Branding, Visual Storytelling, Thiagarajan (4D), EPIC Model</dc:subject>
	<dc:description xml:lang="id-ID">Bantu Pajak atau E-Filing merupakan salah satu aplikasi yang dibuat oleh unit usaha Polibatam Software Team. Perusahaan ini bergerak dalam bidang software. Bantu Pajak adalah aplikasi untuk melakukan simulasi pelaporan SPT yang dibuat persis dengan milik DJP dengan tujuan edukasi. Penelitian ini bertujuan untuk mengetahui efektivitas dari video company profile sekaligus branding yang menggunakan strategi visual storytelling untuk mengetahui apakah calon pengguna/masyarakat memahami apa yang disampaikan oleh perusahaan melalui video. Dalam penelitian ini metode yang digunakan adalah metode 4D. Penelitian 4D terdiri dari empat komponen pokok yang juga menunjukkan langkah, yaitu: define, design, development, dan disseminate. Jenis data yang digunakan pada penelitian ini bersifat kuantitatif. Teknik pengumpulan yang dilakukan pada penelitian ini menggunakan data dokumentasi, dan kuesioner. Teknik analisis data yang peneliti gunakan dalam penelitian ini adalah pendekatan deskriptif. Pendekatan deskriptif ditujukan untuk mengetaui tanggapan audiens dan expert mengenai pembuatan video company profile apakah sudah layak untuk dijadikan media promosi. Setelah mendapatkan hasil dari analisis table sederhana dan skor rataan. Untuk mengetahui apakah video company profile efektif atau tidaknya kita akan menghitung ulang dengan menggunakan EPIC rate.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2023-07-31</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/5341</dc:identifier>
	<dc:identifier>10.30871/jamn.v7i1.5341</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 7 No. 1 (2023): Journal of Applied Multimedia and Networking; 13-24</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 7 No 1 (2023): Journal of Applied Multimedia and Networking; 13-24</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v7i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/5341/2022</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
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		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/5367</identifier>
				<datestamp>2023-08-23T05:42:45Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">CREATING A LIVE VIDEO INTRODUCTION MULTIMEDIA NETWORKING MAJOR POLIBATAM</dc:title>
	<dc:title xml:lang="id-ID">PEMBUATAN VIDEO LIVE SHOOT PENGENALAN PRODI TEKNIK MULTIMEDIA DAN JARINGAN POLIBATAM</dc:title>
	<dc:creator>Siahaan, Arta Uly</dc:creator>
	<dc:creator>Pratama, Puspoadi Nugroho</dc:creator>
	<dc:subject xml:lang="id-ID">Live Shoot</dc:subject>
	<dc:subject xml:lang="id-ID">Multimedia Jaringan</dc:subject>
	<dc:subject xml:lang="id-ID">Video</dc:subject>
	<dc:subject xml:lang="id-ID">Pengenalan Prodi</dc:subject>
	<dc:subject xml:lang="id-ID">Villamil Molina</dc:subject>
	<dc:description xml:lang="en-US">Batam State Polytechnic is one of the public educational institutions inBatam, Riau Islands. It has several departments and study programs. One ofthem is the Informatics Engineering Department, which consists ofInformatics Engineering, Multimedia and Networking, Animation, and CyberSecurity Engineering. However, based on a 2017 survey by IndonesianCareer Center Network (ICCN), 85% of students choose the wrong major. Toovercome this problem, &quot;Video Introduction to Polibatam Multimedia andNetwork Study Program using Live Shoot Method&quot; was made. This video isanalyzed through 3 stages, Content Reviewers, Multimedia Reviewers andTesting to the Target Audience. Content Reviewers to assess aspects of videocontent, multimedia reviewers assess visual and audio aspects, while testingto the target audience assess visual, audio, content, language and writingaspects. The results obtained through testing to the target audience, the visualaspect were 85% this video is attractive and the quality of the images is goodto see. The audio aspect is 84.3%, meaning that the audio is audible by theaudience, and is comfortable to listen to. The content aspect, 88%, meaningthat the content of this video provides new knowledge about the studyprogram and the information can be understood properly. In the aspect oflanguage and writing, 85.3%, which means that the subtitles are appropriateand readable, articulation in conveying information is clear andunderstandable.</dc:description>
	<dc:description xml:lang="id-ID">Politeknik Negeri Batam merupakan salah satu institusi pendidikan negeri diBatam, Kepulauan Riau. Universitas ini memiliki beberapa departemen dan program studi. Salah satunya adalah Jurusan Teknik Informatika.Salah satunya adalah Jurusan Teknik Informatika, yang terdiri dariTeknik Informatika, Multimedia dan Jaringan, Animasi, dan TeknikTeknik Keamanan. Namun, berdasarkan survei tahun 2017 oleh IndonesianCareer Center Network (ICCN), 85% mahasiswa salah memilih jurusan. Untukmengatasi masalah tersebut, maka dibuatlah &quot;Video Pengenalan Program Studi Multimedia danMultimedia dan Jaringan Polibatam dengan Metode Live Shoot&quot; dibuat. Video inidianalisa melalui 3 tahap, Peninjau Konten, Peninjau Multimedia danPengujian kepada Target Audience. Content Reviewer untuk menilai aspek-aspek videokonten video, reviewer multimedia menilai aspek visual dan audio, sedangkan pengujiankepada target audiens menilai aspek visual, audio, konten, bahasa dan penulisanaspek visual, audio, konten, bahasa, dan penulisan. Hasil yang diperoleh melalui pengujian kepada target audiens, aspek visualvisual adalah 85% video ini menarik dan kualitas gambarnya bagusuntuk dilihat. Aspek audio sebesar 84,3%, artinya audio dapat didengar olehaudiens, dan nyaman untuk didengarkan. Aspek konten, 88%, artinyabahwa isi dari video ini memberikan pengetahuan baru tentang program studibaru tentang program studi dan informasi dapat dipahami dengan baik. Pada aspekbahasa dan penulisan, 85,3%, yang berarti bahwa teks terjemahan sudah sesuai dan dapatdan mudah dibaca, artikulasi dalam menyampaikan informasi jelas dan dapatjelas dan dapat dimengerti.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2023-08-10</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/5367</dc:identifier>
	<dc:identifier>10.30871/jamn.v7i1.5367</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 7 No. 1 (2023): Journal of Applied Multimedia and Networking; 51-60</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 7 No 1 (2023): Journal of Applied Multimedia and Networking; 51-60</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v7i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/5367/2031</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
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			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/5681</identifier>
				<datestamp>2023-08-29T09:23:12Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Optimization of VR Application Mahakarya Vokasi Land Using Level of Detail (LOD) Technique</dc:title>
	<dc:title xml:lang="id-ID">Optimalisasi Aplikasi VR Mahakarya Vokasi Land Menggunakan Teknik Level of Detail (LOD)</dc:title>
	<dc:creator>Riwinoto, Riwinoto</dc:creator>
	<dc:creator>Putra, Cikal Lisandi</dc:creator>
	<dc:subject xml:lang="en-US">VR Exhibition Application</dc:subject>
	<dc:subject xml:lang="en-US">Level of Detail(LOD)</dc:subject>
	<dc:subject xml:lang="en-US">VR Application optimation</dc:subject>
	<dc:subject xml:lang="en-US">Mahakarya Vocation Land</dc:subject>
	<dc:subject xml:lang="id-ID">Aplikasi Pameran VR</dc:subject>
	<dc:subject xml:lang="id-ID">Mahakarya Vocation Land</dc:subject>
	<dc:subject xml:lang="id-ID">optimasi Aplikasi VR</dc:subject>
	<dc:subject xml:lang="id-ID">Mahakarya vokasi land</dc:subject>
	<dc:description xml:lang="en-US">The development of the VR exhibition application for mahakarya vokasi Land&amp;nbsp;using Level of Detail (LOD) is the focus of this research. LOD allows for adjusting the detail of 3D objects based on the user&#039;s viewing distance, reducing computational load, and improving application performance. LOD Groups are used to categorize objects based on complexity levels and dynamically adjust the level of detail. The research results indicate that the use of LOD successfully increased FPS by 284% and reduced memory usage in several important parameters such as setPass Calls, draw calls, batches, triangles, vertices, used textures, render textures, and shadow casters. Although some parameters did not show a significant improvement in FPS, it is important to monitor and optimize them. The use of LOD can be an effective strategy to improve the performance of VR exhibition applications by reducing rendering and memory load, creating a smoother and more responsive VR experience</dc:description>
	<dc:description xml:lang="id-ID">Pengembangan aplikasi pameran VR mahakarya vokasi Land&amp;nbsp; menggunakan Level of Detail (LOD) menjadi fokus penelitian ini. LOD memungkinkan penyesuaian detail objek 3D berdasarkan jarak pandang pengguna, mengurangi beban komputasi, dan meningkatkan kinerja aplikasi. Grup LOD digunakan untuk mengkategorikan objek berdasarkan tingkat kerumitan dan secara dinamis menyesuaikan tingkat detail. Hasil penelitian menunjukkan bahwa penggunaan LOD berhasil meningkatkan FPS sebesar 284% dan mengurangi penggunaan memori pada beberapa parameter penting seperti setPass Calls, draw call, batches, triangles, vertices, tekstur yang digunakan, tekstur render, dan shadow caster. Meskipun beberapa parameter tidak menunjukkan peningkatan FPS yang signifikan, penting untuk memantau dan mengoptimalkannya. Penggunaan LOD dapat menjadi strategi yang efektif untuk meningkatkan kinerja aplikasi pameran VR dengan mengurangi beban rendering dan memori, menciptakan pengalaman VR yang lebih halus dan lebih responsif.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2023-08-29</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/5681</dc:identifier>
	<dc:identifier>10.30871/jamn.v7i1.5681</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 7 No. 1 (2023): Journal of Applied Multimedia and Networking; 90-95</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 7 No 1 (2023): Journal of Applied Multimedia and Networking; 90-95</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v7i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/5681/2048</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/5748</identifier>
				<datestamp>2023-09-21T07:44:24Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">2D ANIMATION CHARACTER DESIGN &quot;TERJEBAK HOAKS&quot; IN VECTOR FORM</dc:title>
	<dc:title xml:lang="id-ID">PEMBUATAN DESAIN KARAKTER ANIMASI 2D &quot;TERJEBAK HOAKS&quot; DALAM BENTUK VEKTOR</dc:title>
	<dc:creator>Nasution, Umi Kalsum</dc:creator>
	<dc:creator>Nasrullah, Muchamad Fajri Amirul</dc:creator>
	<dc:creator>Prasetyaningsih, Sandi</dc:creator>
	<dc:creator>Rahmi, Anis</dc:creator>
	<dc:subject xml:lang="en-US">character design</dc:subject>
	<dc:subject xml:lang="en-US">vector design</dc:subject>
	<dc:subject xml:lang="en-US">2D animation</dc:subject>
	<dc:subject xml:lang="en-US">character development</dc:subject>
	<dc:subject xml:lang="id-ID">desain karakter</dc:subject>
	<dc:subject xml:lang="id-ID">desain vektor</dc:subject>
	<dc:subject xml:lang="id-ID">animasi 2D</dc:subject>
	<dc:subject xml:lang="id-ID">pembuatan karakter</dc:subject>
	<dc:description xml:lang="en-US">Traditional 2D animation is time-consuming and costly, but technological developments have brought innovations in 2D animation creation through digitization. Vector-based 2D animation uses computer software and utilizes vector-based images to produce smooth animation. The advantages of vector-based 2D animation are the flexibility in character changes and editing, as well as the ability to reuse vector images that have already been created. This saves animation production time and costs and speeds up the production process through rigging and tweening techniques. The character design production process of the 2D animation &quot;Terjebak Hoaks&quot; uses Christopher Jones&#039; design process method and applies the basic concept, size, and variation of Tom Bancroft&#039;s character design method. Each character has a different shape, size, and pose, reflecting different characteristics. The final results of this research are three 2D animated character designs in vector form that will become characters and mediums in driving the plot of the animated story &quot;Terjebak Hoaks&quot;.</dc:description>
	<dc:description xml:lang="id-ID">Animasi 2D tradisional membutuhkan waktu dan biaya yang besar, namun perkembangan teknologi telah membawa inovasi dalam pembuatan animasi 2D melalui proses digitalisasi. Animasi 2D berbasis vektor menggunakan perangkat lunak komputer dan memanfaatkan gambar berbasis vektor untuk menghasilkan animasi yang halus. Keunggulan animasi 2D berbasis vektor adalah fleksibilitas dalam perubahan dan pengeditan karakter, serta kemampuan untuk menggunakan kembali gambar vektor yang telah dibuat. Hal ini menghemat waktu dan biaya produksi animasi serta mempercepat proses produksi melalui teknik rigging dan tweening. Proses produksi desain karakter animasi 2D &quot;Terjebak Hoaks&quot; menggunakan metode proses desain Christopher Jones dan menerapkan konsep dasar, ukuran, dan variasi dari metode desain karakter Tom Bancroft. Setiap karakter memiliki bentuk, ukuran, dan pose yang berbeda, mencerminkan karakteristik yang berbeda pula. Hasil akhir penelitian ini adalah tiga desain karakter animasi 2D dalam bentuk vektor yang akan menjadi tokoh dan medium dalam penggerak plot cerita animasi &quot;Terjebak Hoaks&quot;.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2023-08-23</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/5748</dc:identifier>
	<dc:identifier>10.30871/jamn.v7i1.5748</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 7 No. 1 (2023): Journal of Applied Multimedia and Networking; 73-80</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 7 No 1 (2023): Journal of Applied Multimedia and Networking; 73-80</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v7i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/5748/2037</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
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			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/5771</identifier>
				<datestamp>2023-08-23T05:47:51Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
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	<dc:title xml:lang="en-US">ANALYSIS OF THE EFFECTIVENESS OF HSE INDUCTION VIDEO BASED ON MOTION GRAPHIC ON WORKERS AT PT. WASCO ENGINEERING INDONESIA</dc:title>
	<dc:title xml:lang="id-ID">ANALISIS EFEKTIVITAS VIDEO HSE INDUCTION BERBASIS MOTION GRAPHIC PADA PEKERJA DI PT. WASCO ENGINEERING INDONESIA</dc:title>
	<dc:creator>Camilla, Sonia Tasha</dc:creator>
	<dc:creator>Suandi, Fadli</dc:creator>
	<dc:subject xml:lang="en-US">Motion Graphic</dc:subject>
	<dc:subject xml:lang="en-US">Epic Model</dc:subject>
	<dc:subject xml:lang="en-US">Villamil-Molina</dc:subject>
	<dc:subject xml:lang="id-ID">Motion Graphic</dc:subject>
	<dc:subject xml:lang="id-ID">Epic Model</dc:subject>
	<dc:subject xml:lang="id-ID">Villamil-Molina</dc:subject>
	<dc:description xml:lang="en-US">This study discusses making video motion graphics for HSE induction at PT Wasco Engineering Indonesia. Usually, HSE induction delivery is carried out through presentation of material by trainers through presentation slides. However, an idea arose to create a new media that is more effective and keeps up with technological developments in the multimedia field, namely video motion graphics. This research is in the manufacturing process using the Villamil-Molina development method which has several stages including development, preproduction, production, post production and delivery. To analyze the effectiveness of video motion graphics, the EPIC model is used with four dimensions, namely empathy, persuasion, impact, and communication. The results of the analysis using the EPIC model show a value of 4.03, which indicates that video motion graphics are considered effective for HSE induction activities at PT Wasco Engineering Indonesia.</dc:description>
	<dc:description xml:lang="id-ID">Penelitian ini membahas tentang membuat video motion graphic untuk HSE induction di PT Wasco Engineering Indonesia. Biasanya, penyampaian HSE induction dilakukan melalui pemaparan materi oleh trainer melalui slide presentasi. Namun, ide muncul untuk membuat media baru yang lebih efektif dan mengikuti perkembangan teknologi di bidang multimedia, yaitu video motion graphic. Penelitian ini pada proses pembuatannya menggunakan metode pengembangan Villamil-Molina yang mempunyai beberapa tahapan diantaranya development, preproduction, production, post production dan delivery. Untuk menganalisis efektivitas video motion graphic, digunakan metode EPIC model dengan empat dimensi, yaitu empati, persuasif, dampak, dan komunikasi. Hasil analisis menggunakan EPIC model menunjukkan nilai sebesar 4,03, yang menandakan bahwa video motion grafik dinilai efektif untuk kegiatan HSE induction di PT Wasco Engineering Indonesia.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2023-08-10</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/5771</dc:identifier>
	<dc:identifier>10.30871/jamn.v7i1.5771</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 7 No. 1 (2023): Journal of Applied Multimedia and Networking; 43-50</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 7 No 1 (2023): Journal of Applied Multimedia and Networking; 43-50</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v7i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/5771/2030</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
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		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/5775</identifier>
				<datestamp>2023-12-20T10:25:32Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
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	<dc:title xml:lang="id-ID">Analisis Penerimaan Terhadap Augmented Reality Dalam Desain Kapal Menggunakan Technology Acceptance Model (TAM)</dc:title>
	<dc:creator>arsyad, agung leo</dc:creator>
	<dc:creator>Riwinoto, Riwinoto</dc:creator>
	<dc:subject xml:lang="id-ID">augmented reality</dc:subject>
	<dc:subject xml:lang="id-ID">desain kapal</dc:subject>
	<dc:subject xml:lang="id-ID">technology acceptance model</dc:subject>
	<dc:subject xml:lang="id-ID">TAM</dc:subject>
	<dc:subject xml:lang="id-ID">teknologi 4.0</dc:subject>
	<dc:description xml:lang="id-ID">Perkembangan teknologi digital menuntut semua sektor untuk ikut menghadapinya, termasuk bidang perkapalan. Ini menciptakan peluang untuk inovasi dalam penggunaan teknologi augmented reality. Untuk itu perlu dilakukan penelitian untuk mengetahui penerimaan penggunaan teknologi augmented reality pada desain kapal. Penelitian ini menggunakan metode TAM untuk melihat penerimaan teknologi augmented reality pada aplikasi AR Kapal melalui 4 variabel yaitu persepsi kemudahan, kemanfaatan, sikap dalam menggunakan dan niat untuk menggunakan. Responden penelitian ini adalah mahasiswa Program Studi Teknik Konstruksi Kapal Politeknik Negeri Batam. Hasil dari penelitian ini menunjukan bahwa penggunaan augmented reality pada aplikasi AR Kapal memiliki penerimaan yang positif yang memiliki nilai yang sangat baik pada aspek kemudahan, kemanfaatan serta sikap dalam menggunakan, meskipun niat untuk menggunakan masih berada di bawah aspek lainnya yaitu dengan nilai baik. Promosi, penyesuaian dengan kebutuhan, serta peningkatan pengetahuan tentang augmented reality dinilai dapat meningkatkan adopsi penggunaan augmented reality pada bidang desain kapal.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2023-08-10</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/5775</dc:identifier>
	<dc:identifier>10.30871/jamn.v7i1.5775</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 7 No. 1 (2023): Journal of Applied Multimedia and Networking; 35-42</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 7 No 1 (2023): Journal of Applied Multimedia and Networking; 35-42</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v7i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/5775/2029</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
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			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/5967</identifier>
				<datestamp>2024-01-22T23:48:11Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
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	<dc:title xml:lang="en-US">Employee Income Information System at KPU Bea dan Cuka Tipe B Batam</dc:title>
	<dc:title xml:lang="id-ID">Sistem Informasi Penghasilan Pegawai Pada KPU Bea dan Cuka Tipe B Batam</dc:title>
	<dc:creator>Ricky, Muhammad</dc:creator>
	<dc:subject xml:lang="en-US">Prototype</dc:subject>
	<dc:subject xml:lang="id-ID">Keuangan</dc:subject>
	<dc:subject xml:lang="id-ID">Penghasilan</dc:subject>
	<dc:subject xml:lang="id-ID">Sistem Informasi</dc:subject>
	<dc:description xml:lang="id-ID">Belum adanya database yang menyimpan keseluruhan data penghasilan pegawai pada KPU Bea dan Cukai Tipe B Batam dan belum adanya sistem informasi yang dapat diakses oleh pegawai mengakibatkan para pegawai kesulitan untuk mengetahui rincian penghasilan yang didapat setiap bulannya. Serta belum adanya sistem pengajuan penggantian biaya perjalanan dinas membuat pegawai tidak bisa memonitor proses dan mengecek rincian pembayaran biaya perjalanan dinas. Hal ini berakibat pada banyak pegawai yang bertanya kepada bagian keuangan meminta informasi rincian penghasilan, proses pembayaran biaya perjalanan dinas atau meminta surat keterangan penghasilan. Keadaan ini tentu menambah volume pekerjaan pegawai di bagian keuangan sehingga dapat menghambat pekerjaan yang lain. Sebagai solusi untuk mengatasi permasalahan yang ada serta untuk meningkatkan transparansi dan akuntabilitas keuangan, peneliti mengembangkan sistem dengan metode Prototype yang dapat memberi akses kepada pegawai mengenai informasi rincian penghasilan dan proses pembayaran biaya perjalanan dinas dengan keberhasilan fungsional sebesar 100% pada pengujian blackbox.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2023-12-31</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/5967</dc:identifier>
	<dc:identifier>10.30871/jamn.v7i2.5967</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 7 No. 2 (2023): Journal of Applied Multimedia and Networking; 90 - 97</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 7 No 2 (2023): Journal of Applied Multimedia and Networking; 90 - 97</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v7i2</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/5967/2216</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
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		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/6027</identifier>
				<datestamp>2023-08-25T07:53:05Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Pengembangan Media Edukasi Melalui Model ADDIE  (Motion Graphic Tata Cara Pembayaran PBB di Kantor BAPENDA Kota Batam)</dc:title>
	<dc:creator>Sembiring, Evaliata Br</dc:creator>
	<dc:creator>Sukma, Novia</dc:creator>
	<dc:subject xml:lang="en-US">Motion Graphic; Education Media; ADDIE Model</dc:subject>
	<dc:subject xml:lang="id-ID">Motion Grafis</dc:subject>
	<dc:subject xml:lang="id-ID">Media Edukasi</dc:subject>
	<dc:subject xml:lang="id-ID">Model ADDIE</dc:subject>
	<dc:description xml:lang="en-US">Since the Covid-19 pandemic, the role of technology has increased, especially in the dissemination of information, educational media, and activities in other forms of digitalization. Along with this, public services also need to be continuously improved. One of the government services of the Batam City Regional Revenue Agency related to the PBB payment method at the Batam City BAPENDA office still needs to be improved, especially for problems in payments. One of the digital media that can be used for this problem is educational media for the public in the form of motion graphics. The development of educational media applies the ADDIE model. The results showed that there was an increase in public knowledge of PBB payments by 28%. Assessment based on perception, learning and product performance, obtained 98.88%, which means the product can be used as an educational medium for PBB payment procedures, especially at the BAPENDA office in Batam.</dc:description>
	<dc:description xml:lang="id-ID">Sejak pandemi Covid-19, peran teknologi meningkat terutama dalam penyebaran informasi, media edukasi, dan kegiatan dalam bentuk digitalisasi lainnya. Seiring dengan hal tersebut, layanan publik juga perlu terus ditingkatkan. Salah satu layanan pemerintahan Instansi Badan Pendapatan Daerah Kota Batam terkait dengan cara Pembayaran PBB dikantor BAPENDA Kota Batam masih perlu ditingkatkan terutama untuk masalah dalam pembayaran. Salah satu media digital yang dapat digunakan untuk masalah ini adalah media edukasi bagi masyarakat dalam bentuk motion graphic. Pengembangan media edukasi ini menerapkan model ADDIE. Hasil penelitian menunjukkan bahwa terdapat peningkatan pengetahuan masyarakat terhadap pembayaran PBB sebanyak 28%. Penilaian berdasarkan persepsi, pembelajaran dan performance produk, diperoleh 98,88% yang berarti produk dapat dijadikan sebagai media edukasi untuk tata cara pembayaran PBB khususnya di kantor BAPENDA kota Batam.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2023-08-25</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/6027</dc:identifier>
	<dc:identifier>10.30871/jamn.v7i1.6027</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 7 No. 1 (2023): Journal of Applied Multimedia and Networking; 81-89</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 7 No 1 (2023): Journal of Applied Multimedia and Networking; 81-89</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v7i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/6027/2040</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
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		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/6054</identifier>
				<datestamp>2024-01-22T23:48:11Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="id-ID">VIDEO ADVERTORIAL EKSOTIS KEPRI DI BATAM TELEVISI &quot;DESTINASI WISATA PATUNG SERIBU WAJAH TANJUNGPINANG&quot; MENGGUNAKAN METODE EPIC MODEL: -</dc:title>
	<dc:creator>Arif, Adi Baitul Yusri</dc:creator>
	<dc:creator>Aji, Satria Bayu</dc:creator>
	<dc:subject xml:lang="id-ID">Advertorial</dc:subject>
	<dc:subject xml:lang="id-ID">Patung Seribu</dc:subject>
	<dc:subject xml:lang="id-ID">Media Promosi</dc:subject>
	<dc:subject xml:lang="id-ID">Epic Model</dc:subject>
	<dc:subject xml:lang="id-ID">Batam Televisi</dc:subject>
	<dc:subject xml:lang="id-ID">Tanjungpinang</dc:subject>
	<dc:description xml:lang="en-US">The progress of society demands continuous human growth in various fields. Video is one of the media currently favored by the general public. Video advertorial is a form of advertisement that subtly persuades viewers through editorial language. Riau Islands have many unique and beautiful tourist destinations, one of which is the Thousand Faces Statue Tourism in Tanjungpinang, which is still relatively less visited by the broader public. The Thousand Faces Statue Tourism features hundreds of statues that showcase different appearances and personalities. The good and bad traits of humans can be reflected through the facial expressions carved on the statues. The stages of planning a video advertorial consist of pre-production, production, and post-production stages. The output of this design is a video advertorial of Thousand Faces Statue Tourism, which will be broadcasted on the Exotic Kepri program on Batam TV. The data collection method in this design uses a combination of qualitative and quantitative methods. Qualitative methods include observation and interviews, while quantitative methods involve surveys in the form of questionnaires. Data analysis involves the Epic Model analysis (Empathy, Persuasion, Impact, Communication) and the survey results.</dc:description>
	<dc:description xml:lang="id-ID">Kemajuan masyarakat menuntut pertumbuhan manusia yang terus-menerus dalam berbagai bidang. Video merupakan salah satu media yang saat ini cukup digemari oleh masyarakat umum. Video advertorial adalah bentuk iklan yang secara halus membujuk pemirsa melalui bahasa editorial. Kepulauan Riau memiliki banyak destinasi wisata yang unik dan indah, salah satunya yaitu Wisata Patung Seribu Wajah di Tanjungpinang yang masih belum banyak dikunjungi oleh masyarakat luas. Pada Wisata Patung Seribu Wajah terdapat 500-an patung yang menampilkan rupa dan watak yang berbeda. Watak baik dan buruknya manusia dapat tercermin dari ekspresi wajah yang diukir di wajah patung. Tahapan perencanaan video advertorial terdiri dari tahapan pra produksi, produksi, dan pasca produksi. Hasil luaran dari perancangan ini yaitu video advertorial Wisata Patung seribu yang akan ditayangkan pada program Eksotis Kepri di Batam TV. Metode pengumpulan data pada perancangan ini menggunakan gabungan antara metode kualitatif dan kuantitatif. Metode kualitatif berupa observasi dan wawancara sedangkan metode kuantitatif berupa survey dalam bentuk kuesioner. Analisis data melibatkan analisis Epic Model (Emphaty, Persuasion, Impact, Communication) dan Survey.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2023-12-31</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/6054</dc:identifier>
	<dc:identifier>10.30871/jamn.v7i2.6054</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 7 No. 2 (2023): Journal of Applied Multimedia and Networking; 82 - 89</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 7 No 2 (2023): Journal of Applied Multimedia and Networking; 82 - 89</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v7i2</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/6054/2218</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/6066</identifier>
				<datestamp>2024-01-22T23:48:11Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Designing Interactive Digital Multimedia Education On The Impact Of Tiktok Social Media On Children</dc:title>
	<dc:title xml:lang="id-ID">Bahasa Inggris</dc:title>
	<dc:creator>Utomo, Yudo Bismo</dc:creator>
	<dc:creator>NurKholis, Afif</dc:creator>
	<dc:creator>Rahayu, Putri Nur</dc:creator>
	<dc:subject xml:lang="en-US">Interactive Digital Multimedia</dc:subject>
	<dc:subject xml:lang="en-US">TikTok Impact</dc:subject>
	<dc:subject xml:lang="en-US">Adobe After Effect</dc:subject>
	<dc:subject xml:lang="en-US">Adobe Premiere</dc:subject>
	<dc:subject xml:lang="id-ID">Bahasa Inggris</dc:subject>
	<dc:description xml:lang="en-US">This research takes the theme of the importance of interactive digital multimedia education on the impact of Tiktok social media on children. This is due to the lack of parental supervision in the use of smartphones during online learning which makes children addicted to the use of social media, especially Tiktok. Even though the pandemic has subsided and all school activities have returned offline, it seems that children are still addicted to Tiktok. If the problem is not addressed immediately, it makes children see more entertainment content on Tiktok than listening to the lessons delivered by their teachers. The purpose of this study is to create interactive digital multimedia to educate parents and children in using TikTok social media and the impact on children&#039;s health and character. Thus, parents can increase supervision of their children. The method used in this study uses the Multimedia Development Life Cycle (MDLC) method. MDLC has stages including: concept, material collection, design, implementation, and testing. The tools used in making interactive digital media in this study used Adobe Premiere and Adobe After Effect. The result of this study is that this interactive animated film can display visualizations of the impact of TikTok social media caused, both positive and negative impacts. From the effectiveness test conducted, it can be concluded that interactive digital multimedia passed the test with a percentage of 83% with a Strongly Agree (SS) scale.</dc:description>
	<dc:description xml:lang="id-ID">












Penelitian ini mengambil tema tenatang pentingnya edukasi multimedia digital interaktif terhadap dampak media sosial Tiktok pada anak. Hal ini disebabkan kurangnya pengawasan orang tua dalam penggunaan smartphone selama pembelajaran daring yang membuat anak kecanduan dengan penggunaan media sosial khususnya Tiktok. Meskipun pandemi sudah mereda dan semua kegiatan sekolah sudah kembali offline, tampaknya anak-anak masih kecanduan Tiktok. Jika masalah tersebut tidak segera diatasi, membuat anak-anak lebih banyak melihat konten hiburan di Tiktok daripada mendengarkan pelajaran yang disampaikan oleh guru mereka. Tujuan dari penelitian ini adalah untuk membuat multimedia digital interaktif untuk mengedukasi orang tua dan anak dalam menggunakan media sosial TikTok serta dampaknya terhadap kesehatan dan karakter anak. Dengan demikian, orang tua dapat meningkatkan pengawasan terhadap anak-anaknya. 











Metode yang digunakan dalam penelitian ini menggunakan metode Multimedia Development Life Cycle (MDLC). MDLC memiliki tahapan meliputi: konsep, pengumpulan material, desain, implementasi, dan pengujian. Alat yang digunakan dalam pembuatan media digital interaktif dalam penelitian ini menggunakan Adobe Premiere dan Adobe After Effect. Hasil dari penelitian ini adalah film animasi interaktif ini dapat menampilkan visualisasi dampak media sosial TikTok yang ditimbulkan, baik dampak positif maupun negatif. Dari uji efektivitas yang dilakukan, dapat disimpulkan bahwa multimedia digital interaktif lulus uji dengan persentase 83% dengan skala Sangat Setuju (SS).
























</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2023-12-31</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/6066</dc:identifier>
	<dc:identifier>10.30871/jamn.v7i2.6066</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 7 No. 2 (2023): Journal of Applied Multimedia and Networking; 71- 81</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 7 No 2 (2023): Journal of Applied Multimedia and Networking; 71- 81</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v7i2</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/6066/2215</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
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		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/6503</identifier>
				<datestamp>2024-01-22T23:48:11Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
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	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
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	<dc:title xml:lang="id-ID">Early Warning System Berbasis Internet Of Things (IOT) pada Daerah Rawan Bencana Banjir di Kota Semarang</dc:title>
	<dc:creator>Sari, Putri Novita</dc:creator>
	<dc:creator>Christanto, Febrian Wahyu</dc:creator>
	<dc:subject xml:lang="id-ID">NodeMCU ESP8266</dc:subject>
	<dc:subject xml:lang="id-ID">Water Level Sensors</dc:subject>
	<dc:subject xml:lang="id-ID">Buzzer</dc:subject>
	<dc:subject xml:lang="id-ID">Smartphone</dc:subject>
	<dc:subject xml:lang="id-ID">Blynk</dc:subject>
	<dc:description xml:lang="id-ID">Semarang is a city that often experiences flooding. One of the causes of frequent flooding in Semarang City is land subsidence. The rise in sea water in Semarang is currently reaching 3-5 millimeters per year while land subsidence is reaching 9 cm. Land subsidence in the city is 30 times greater than global sea level rise. This land subsidence causes the city of Semarang to often be hit by floods during high rainfall because the land position on the coast is lower than sea level water. Efforts to anticipate floods include creating an early flood detection system. This flood height detector aims to describe the status of the water level when the water level has reached the maximum level. This flood detection system uses a water level sensor to detect water levels, a NodeMCU ESP8266 to read data and send it via the internet, as well as a buzzer which functions to make a sound when the sensor detects water and has the potential for a flood disaster. The system will work automatically when water hits the sensor by sending flood detection status information via the Blynk application on a smartphone. This technology aims to provide early notification of a flood for public safety. It was found that the average value of user satisfaction reached 75% when testing the prototype results from this study and the accuracy value of prototype testing reached 100%.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2023-12-31</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/6503</dc:identifier>
	<dc:identifier>10.30871/jamn.v7i2.6503</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 7 No. 2 (2023): Journal of Applied Multimedia and Networking; 62 - 70</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 7 No 2 (2023): Journal of Applied Multimedia and Networking; 62 - 70</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v7i2</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/6503/2214</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
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		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/6684</identifier>
				<datestamp>2024-01-22T23:48:11Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="id-ID">PERANCANGAN NETWORK MONITORING SYSTEM (NMS) DAN SYSLOG SERVER MENGGUNAKAN LIBRENMS PADA PT. MAXINDO MITRA SOLUSI</dc:title>
	<dc:creator>Marwan, Marwan</dc:creator>
	<dc:creator>Putra, Jordy Lasmana</dc:creator>
	<dc:subject xml:lang="id-ID">Network Monitoring System</dc:subject>
	<dc:subject xml:lang="id-ID">LibreNMS</dc:subject>
	<dc:subject xml:lang="id-ID">Syslog Server</dc:subject>
	<dc:description xml:lang="en-US">The development of the internet has become an important part of modern life and plays a significant role in shaping the current digital world. PT Maxindo Mitra Solusi, as one of the internet service provider companies which of course needs to have a very good infrastructure, monitoring the network conditions requires an application known as the Network Monitoring System (NMS) and a Syslog Server, both of which are essential for monitoring customer network devices such as routers, switches, access points, and servers. The current issue faced by the network administrators is the lack of detailed information, such as CPU load resources and historical logs, on each target device being monitored. This study aims to propose a design of a network monitoring system and Syslog server at PT Maxindo Mitra Solusi. The benefits of this study lie in enhancing the service provided to customer networks by offering regular monitoring and surveillance. LibreNMS is one of the network monitoring system applications based on a Simple Network Management Protocol (SNMP), which quite a lot provides support features for customer network monitoring. One of these support features is Syslog Server, which provides historical log information for each monitored target device. Based on the results of the conducted research, LibreNMS shows potential in delivering an effective monitoring system and assisting network administrators in early troubleshooting of disruptions that may occur in customer networks.</dc:description>
	<dc:description xml:lang="id-ID">Perkembangan internet telah menjadi bagian penting dalam kehidupan modern, dan memiliki peran yang signifikan dalam membentuk dunia digital saat ini. PT Maxindo Mitra Solusi sebagai salah satu perusahaan penyedia jasa layanan internet yang tentunya perlu memiliki intrastruktur yang sangat baik, pemantauan kondisi jaringan memerlukan aplikasi yang disebut dengan istilah Network Monitoring System (NMS) dan Syslog Server diperlukan untuk memantau perangkat jaringan pelanggan seperti router, switch, access point dan juga server. Permasalahan yang dialami pihak administrator jaringan saat ini yaitu kurangnya informasi detail seperti resource CPU Load dan history log pada setiap perangkat target yang dimonitoring. Penelitian ini bertujuan untuk memberikan rancangan sebuah sistem pemantauan jaringan dan Syslog server pada PT Maxindo Mitra Solusi, dan manfaat dari penelitian ini dapat meningkatkan pelayanan terhadap jaringan pelanggan dengan cara memberikan pemantauan secara berkala. LibreNMS sebagai salah satu aplikasi sistem pemantauan jaringan berbasis Simple Network Management Protocol (SNMP), yang cukup banyak menyediakan fitur dukungan untuk monitoring jaringan pelanggan. Salah satu fitur dukungan tersebut ialah Syslog Server, yang dapat memberikan informasi history log pada setiap perangkat target yang dimonitoring. Dari hasil uji coba yang dilakukan terhadap penelitian ini, LibreNMS berpotensi dapat memberikan sistem pemantauan yang baik dan membantu pihak administrator jaringan dalam melakukan perbaikan dini terhadap gangguan yang terjadi pada jaringan pelanggan.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2023-12-31</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/6684</dc:identifier>
	<dc:identifier>10.30871/jamn.v7i2.6684</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 7 No. 2 (2023): Journal of Applied Multimedia and Networking; 55 - 61</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 7 No 2 (2023): Journal of Applied Multimedia and Networking; 55 - 61</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v7i2</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/6684/2213</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/6699</identifier>
				<datestamp>2024-01-22T23:48:11Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Analysis of the Effectiveness of Video Advertisements at Dottore Recording Studio Using the EPIC Model Measurement</dc:title>
	<dc:title xml:lang="id-ID">Analisis Efektifitas Iklan Video Pada Studio recording Dottore Menggunakan Pengukuran EPIC Model</dc:title>
	<dc:creator>Supardianto, Supardianto</dc:creator>
	<dc:subject xml:lang="en-US">Copywriting</dc:subject>
	<dc:subject xml:lang="en-US">advertisements</dc:subject>
	<dc:subject xml:lang="en-US">epic model</dc:subject>
	<dc:subject xml:lang="en-US">Villamil-Molina</dc:subject>
	<dc:subject xml:lang="id-ID">Copywriting</dc:subject>
	<dc:subject xml:lang="id-ID">iklan</dc:subject>
	<dc:subject xml:lang="id-ID">epic model</dc:subject>
	<dc:subject xml:lang="id-ID">Villamil-Molina</dc:subject>
	<dc:description xml:lang="en-US">Video advertisements play a crucial role in promoting services and enhancing the brand awareness of a business, including Dottore Recording Studio. This research aims to analyze the effectiveness of the video advertisements utilized by Dottore in influencing its audience. The development method employed is the Villamil-Mollina design, using the EPIC model as its measurement tool. The examined advertisement video has a duration of 48 seconds and focuses on presenting Dottore Recording Studio as a solution to audio recording challenges. The EPIC rate measurement for this advertisement showed a result of 4.09, indicating its effectiveness, suggesting that the ad successfully achieved its communication objectives and effectively influenced the audience. Analysis using the EPIC model revealed that Dottore&#039;s video advertisement managed to capture the audience&#039;s attention and interest (empathy), convince them to consider and utilize Dottore Recording Studio&#039;s services (persuasion), create a strong impression on the audience (impact), and convey the message clearly and efficiently (communication). These findings affirm that video advertisements with a visual storytelling approach and creative content can be an effective instrument in achieving marketing targets and strengthening brand awareness. The results of this study provide insights and recommendations for Dottore to continuously optimize the use of video advertisements in its marketing strategy.</dc:description>
	<dc:description xml:lang="id-ID">Video iklan memiliki peran penting dalam mempromosikan layanan dan meningkatkan brand awareness dari suatu bisnis, termasuk studio rekaman Dottore. Penelitian ini bertujuan untuk menganalisis efektivitas iklan video yang digunakan oleh Dottore dalam mempengaruhi audiensnya. Metode pengembangan yang di gunakan adalah rancangan Villamil-Mollina, menggunakan EPIC model sebagai alat pengukurannya. Video iklan yang diteliti memiliki durasi 48 detik dan berfokus pada penyajian studio recording Dottore sebagai jawaban dari masalah dalam merekam audio. Pengukuran EPIC rate pada iklan ini menunjukkan hasil sebesar 4,09 dengan nilai efektif, menunjukkan bahwa iklan tersebut berhasil mencapai tujuan komunikasi dan mempengaruhi audiens dengan efektif. Analisis menggunakan EPIC model mengungkapkan bahwa iklan video Dottore mampu menarik perhatian dan minat audiens (empati), meyakinkan mereka untuk mempertimbangkan dan menggunakan layanan studio rekaman Dottore (persuasi), menciptakan efek dan kesan yang kuat pada audiens (dampak), serta menyampaikan pesan dengan jelas dan efisien (komunikasi). Hasil ini menegaskan bahwa iklan video dengan pendekatan visual storytelling dan konten yang kreatif dapat menjadi instrumen yang efektif dalam mencapai target pemasaran dan memperkuat brand awareness. Hasil dari penelitian ini memberikan wawasan dan rekomendasi bagi Dottore untuk terus mengoptimalkan penggunaan iklan video dalam strategi pemasarannya.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2023-12-31</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/6699</dc:identifier>
	<dc:identifier>10.30871/jamn.v7i2.6699</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 7 No. 2 (2023): Journal of Applied Multimedia and Networking; 43 - 54</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 7 No 2 (2023): Journal of Applied Multimedia and Networking; 43 - 54</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v7i2</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/6699/2212</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
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		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/6783</identifier>
				<datestamp>2024-01-22T23:48:11Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">The Effectiveness of Using Motion Capture and Pose-to-Pose Techniques in Animating Bengkulu Traditional Dance</dc:title>
	<dc:creator>Wijanarko, Andang</dc:creator>
	<dc:creator>Yusa, Mochammad</dc:creator>
	<dc:creator>Hidayatullah, Muhammad Pratama</dc:creator>
	<dc:subject xml:lang="en-US">motion capture</dc:subject>
	<dc:subject xml:lang="en-US">pose-to-pose</dc:subject>
	<dc:subject xml:lang="en-US">traditional dance</dc:subject>
	<dc:subject xml:lang="en-US">bengkulu</dc:subject>
	<dc:subject xml:lang="id-ID">motion capture</dc:subject>
	<dc:subject xml:lang="id-ID">pose-to-pose</dc:subject>
	<dc:subject xml:lang="id-ID">tari tradisional</dc:subject>
	<dc:subject xml:lang="id-ID">bengkulu</dc:subject>
	<dc:description xml:lang="en-US">Animation techniques are evolving in accordance with the times. Motion capture is one of the most popular animation techniques today. The motion capture method has a number of drawbacks. Problems with bodily mobility, in particular, that are not captured on video. We studied how to use the pose-to-pose technique to solve movement issues in motion capture techniques, as well as how motion capture can produce complexly animated movements, such as those found in traditional Bengkulu dance movements. The research design follows a methodical approach to media production, beginning with pre-production and ending with post-production. The result in this study shows, many traditional Bengkulu dance movements in animated videos that only used motion capture techniques did not match the original movements, particularly those of the wrists, fingers, thighs, and knees, according to the results of a twenty-person experiment. On the other hand, respondents believe that animated videos using motion capture and pose-to-pose techniques are the same as the original movements. This means that motion capture and pose-to-pose techniques work better for creating traditional Bengkulu dance movements.</dc:description>
	<dc:description xml:lang="id-ID">Teknik animasi semakin berkembang sesuai dengan perkembangan zaman. Motion capture merupakan salah satu teknik animasi yang paling populer saat ini. Metode motion capture mempunyai sejumlah kelemahan, yaitu masalah kompleksitas gerakan tubuh yang tidak terekam dalam video. Penelitian ini mengeksplorasi bagaimana penggunaan teknik pose-to-pose untuk menyelesaikan permasalahan gerak pada teknik motion capture, serta bagaimana motion capture dapat menghasilkan gerakan animasi yang kompleks, seperti yang terdapat pada gerakan tari tradisional Bengkulu. Desain penelitian mengikuti pendekatan produksi media, dimulai dengan pra produksi, produksi dan diakhiri dengan pascaproduksi. Hasil penelitian menunjukkan banyak gerakan tari tradisional Bengkulu dalam video animasi yang hanya menggunakan teknik motion capture tidak sesuai dengan gerakan aslinya, khususnya gerakan pergelangan tangan, jari tangan, paha, dan lutut, berdasarkan hasil percobaan yang dilakukan oleh dua puluh orang. Di sisi lain, responden berpendapat bahwa video animasi yang menggunakan teknik motion capture dan pose-to-pose sama dengan gerakan aslinya. Artinya, teknik motion capture dan pose-to-pose bekerja lebih baik dan efektif dalam menciptakan gerak tari tradisional Bengkulu.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2023-12-31</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/vnd.openxmlformats-officedocument.wordprocessingml.document</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/6783</dc:identifier>
	<dc:identifier>10.30871/jamn.v7i2.6783</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 7 No. 2 (2023): Journal of Applied Multimedia and Networking; 32 - 42</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 7 No 2 (2023): Journal of Applied Multimedia and Networking; 32 - 42</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v7i2</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/6783/2211</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/6806</identifier>
				<datestamp>2024-01-22T23:48:11Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Analysis of Animated Films in the Valorant Game: A systematic Literature Review</dc:title>
	<dc:title xml:lang="id-ID">Analisis Film Animasi dalam Game Valorant: Tinjauan Pustaka sistematis</dc:title>
	<dc:creator>Aisyah, Inas Hana</dc:creator>
	<dc:subject xml:lang="en-US">animation films</dc:subject>
	<dc:subject xml:lang="en-US">valorant game</dc:subject>
	<dc:subject xml:lang="en-US">FPS game</dc:subject>
	<dc:subject xml:lang="en-US">Cinematic Elements</dc:subject>
	<dc:subject xml:lang="en-US">Literature review</dc:subject>
	<dc:description xml:lang="en-US">This article aims to detail the role and impact of animated films in games, specifically in the game Valorant, with the aim of providing valuable insights for players, developers and practitioners in the industry. Through a systematic literature review approach, this research reveals that cinematic elements have a central role in creating a compelling and powerful game experience. The careful integration of cinematic elements and gameplay in modern FPS games, such as Valorant, has achieved a high level of aesthetic and visually appealing quality, significantly impacting the player experience. The implications of these findings not only enrich the literature studies in the field of animation and games, but also provide valuable insights for game developers in improving the visual and narrative aspects of their games. Furthermore, a deeper understanding of the correlation between animated movies and games may pave the way for the development of comprehensive and engaging FPS games in the future.</dc:description>
	<dc:description xml:lang="id-ID">Artikel ini bertujuan untuk merinci peran dan dampak film animasi dalam game, khususnya dalam game Valorant, dengan tujuan untuk memberikan wawasan yang berharga bagi para pemain, pengembang, dan praktisi di industri ini. Melalui pendekatan tinjauan literatur yang sistematis, penelitian ini mengungkapkan bahwa elemen sinematik memiliki peran sentral dalam menciptakan pengalaman bermain yang menarik dan kuat. Integrasi yang cermat antara elemen sinematik dan gameplay dalam game FPS modern, seperti Valorant, telah mencapai tingkat estetika yang tinggi dan kualitas visual yang menarik, yang secara signifikan berdampak pada pengalaman pemain. Implikasi dari temuan ini tidak hanya memperkaya studi literatur di bidang animasi dan game, tetapi juga memberikan wawasan yang berharga bagi para pengembang game dalam meningkatkan aspek visual dan naratif game mereka. Selain itu, pemahaman yang lebih dalam tentang korelasi antara film animasi dan game dapat membuka jalan bagi pengembangan game FPS yang komprehensif dan menarik di masa depan.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2023-12-31</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/6806</dc:identifier>
	<dc:identifier>10.30871/jamn.v7i2.6806</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 7 No. 2 (2023): Journal of Applied Multimedia and Networking; 13-19</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 7 No 2 (2023): Journal of Applied Multimedia and Networking; 13-19</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v7i2</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/6806/2210</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
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			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/6913</identifier>
				<datestamp>2024-01-22T23:48:11Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
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	<dc:title xml:lang="id-ID">Sistem Informasi Manajemen Praktek Kerja Lapangan Berbasis Website Studi Kasus SMK Ma&#039;arif Kota Batam</dc:title>
	<dc:creator>Nelmiawati, Nelmiawati</dc:creator>
	<dc:subject xml:lang="id-ID">SMK Praktek Kerja Lapangan Sistem Informasi Manajemen PXP</dc:subject>
	<dc:description xml:lang="id-ID">SMK Ma&#039;arif Kota Batam adalah sekolah kejuruan yang saat ini menjalankan program Praktek Kerja Lapangan (PKL). PKL menjadi salah satu persyaratan utama dalam menyelesaikan proses pendidikan yang dijalankan oleh siswa/i kelas tiga setiap tahunnya. Pelaksanaan mekanisme PKL pada SMK Ma&#039;arif Kota Batam&amp;nbsp; masih menggunakan sistem konvensional, dimana siswa/i datang ke sekolah untuk memenuhi semua administrasi yang berkaitan dengan PKL. Dengan begitu, terdapat beberapa hambatan dalam hal koordinasi antara pihak sekolah dan pihak industri, terutama pada saat melaksanakan pengawasan selama siswa/i menjalankan PKL. Berdasarkan permasalahan tersebut, penelitian ini membangun Sistem Informasi Manajemen Praktek Kerja Lapangan Berbasis Website atau E-PKL yang dibutuhkan guna menyelesaikan permasalahan tersebut. Beberapa fitur yang tersedia seperti: pengajuan surat permohonan PKL, mencetak surat permohonan PKL, melengkapi presensi, log book dan laporan mingguan, mencetak surat penarikan PKL, serta laporan untuk penarikan data dari laporan PKL dalam format (.pdf) sehingga menjadikan pengelolaan dan pengawasan pelaksanaan PKL dalam satu sistem yang terpusat. Dalam metode pengembangan sistem menggunakan metode Personal Extreme Programming (PXP) yang diimplementasikan oleh pengembang perangkat lunak tunggal serta pengujian sistem mendapatkan hasil bahwa kebutuhan fungsional 100% valid menggunakan metode black box testing. Dengan demikian, sistem beroperasi dengan lancar dan dapat digunakan dengan baik.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2023-12-31</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/6913</dc:identifier>
	<dc:identifier>10.30871/jamn.v7i2.6913</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 7 No. 2 (2023): Journal of Applied Multimedia and Networking; 1-12</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 7 No 2 (2023): Journal of Applied Multimedia and Networking; 1-12</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v7i2</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/6913/2190</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
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			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/6922</identifier>
				<datestamp>2024-08-06T13:28:18Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
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	<dc:title xml:lang="id-ID">Pemanfaatan Augmented Reality Untuk Mengenal Makanan Nusantara</dc:title>
	<dc:creator>Adzanisya, Aliya</dc:creator>
	<dc:creator>Ayuni, Najmi Dinda</dc:creator>
	<dc:creator>Reginawati, Putri</dc:creator>
	<dc:creator>Nurjanah, Unuy</dc:creator>
	<dc:creator>Permatasari, Intan</dc:creator>
	<dc:subject xml:lang="id-ID">AR Makanan Nusantara Indonesia Teknologi</dc:subject>
	<dc:description xml:lang="id-ID">



Indonesia merupakan negara yang kaya akan budaya termasuk kuliner yang ada dari tiap daerah. Augmented Reality 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&amp;nbsp; bertujuan&amp;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 (Multimedia Development Life Cycle) 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 marker untuk kemudian memunculkan objek 3D dari makanan tradisional sehingga menampilkan hasil Augmented Reality sederhana.



</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2024-08-06</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/6922</dc:identifier>
	<dc:identifier>10.30871/jamn.v8i1.6922</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 8 No. 1 (2024): Journal of Applied Multimedia and Networking; 85-93</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 8 No 1 (2024): Journal of Applied Multimedia and Networking; 85-93</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v8i1</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/6922/2398</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2024 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
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			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/6931</identifier>
				<datestamp>2024-01-22T23:48:11Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
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	<dc:title xml:lang="id-ID">Analisis Efektivitas Customer First Quality First Approach Pada Training Quality Dojo Dengan Metode Quasi Eksperimen One Group Pretest Posttest Design: Analisis Efektivitas Customer First Quality First Approach Pada Training Quality Dojo Dengan Metode Quasi Eksperimen One Group Pretest Posttest Design</dc:title>
	<dc:creator>Al Muhandis, Muhammad Ayasy</dc:creator>
	<dc:creator>Riyadi, Agung</dc:creator>
	<dc:subject xml:lang="id-ID">Training</dc:subject>
	<dc:subject xml:lang="id-ID">Quasi-Experiment</dc:subject>
	<dc:subject xml:lang="id-ID">Villamil-Molina</dc:subject>
	<dc:subject xml:lang="id-ID">Motion Graphic</dc:subject>
	<dc:description xml:lang="id-ID">Salah satu Training yang dilakukan di PT. Panasonic Industrial Devices batam yaitu Training Quality Dojo. Training ini bertujuan menyampaikan kepada karyawan supaya meningkatkan kualitas dan kuantitas dalam produktivitas serta untuk menghindari terjadinya kecelakaan kerja. Adanya kenaikan jabatan karyawan sebagai leader atau diatasnya sehingga diwajibkan untuk mengikuti Training Quality Dojo. Alhasil Training Quality Dojo cukup sering dilakukan dalam waktu dua kali dalam seminggu dan banyak memakan waktu dengan proses penyampaian materi sebelumnya masih dilakukan dengan menggunakan metode presentasi sehingga trainer menjelaskan materi secara satu persatu melalui powerpoint. Hal ini cukup dirasa kurang efektif sehingga dijadikanlah sebuah media informasi yang menarik dalam segi penyampaian materi yaitu motion grafis. Penyajian materi dalam bentuk motion graphic dapat lebih mudah untuk dipahami dan diilustrasikan melalui gambar dan suara sehingga tampilan lebih menarik, efektif serta dapat memperkuat dari materi yang disampaikan. Terdapat lima tahapan metode Villamil Molina yaitu development, preproduction, production, postproduction, dan delivery yang digunakan dalam pembuatan produk motion graphic. Selanjutnya, analisis produk dilakukan dengan menggunakan metode Quasi Eksperimen One Group Pretest Posttest Design metode ini bertujuan untuk mengetahui seberapa efektif materi yang disampaikan dalam bentuk animasi motion graphic untuk mengukur tingkat pemahaman responden dengan menggunakan Uji Paired Sample T-Test. Hasil dari penelitian ini berupa video motion graphic yang berisi tentang Training Quality Dojo dengan format Mp4, hasil dari analisis berdasarkan rumus Uji-t sampel menghasilkan nilai 6,211(thitung) &amp;gt; 2,45(ttabel) sehingga hipotesis penelitian Ho ditolak dan Ha diterima berdasarkan hasil uji Paired Sample T-Test sebesar 0.00 yang kurang dari tingkat signifikansi 0,05. Hal ini menunjukkan bahwa pemahaman materi responden meningkat secara rata-rata. Oleh karena itu, Training Quality Dojo dengan motion grafis&amp;nbsp;sangat efektif untuk diterapkan.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2023-12-31</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/6931</dc:identifier>
	<dc:identifier>10.30871/jamn.v7i2.6931</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 7 No. 2 (2023): Journal of Applied Multimedia and Networking; 98 - 106</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 7 No 2 (2023): Journal of Applied Multimedia and Networking; 98 - 106</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v7i2</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/6931/2217</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
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			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/6932</identifier>
				<datestamp>2024-01-22T23:48:11Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
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	<dc:title xml:lang="id-ID">Pembuatan Aplikasi Augmented Reality Terkait Bisnis Pelayanan Infrastruktur PT. PLN Batam</dc:title>
	<dc:creator>Nurdiansyah, Dian</dc:creator>
	<dc:creator>Riyadi, Agung</dc:creator>
	<dc:subject xml:lang="id-ID">Augmented Reality</dc:subject>
	<dc:subject xml:lang="id-ID">Aplikasi</dc:subject>
	<dc:subject xml:lang="id-ID">Mobile</dc:subject>
	<dc:subject xml:lang="id-ID">Unity</dc:subject>
	<dc:subject xml:lang="id-ID">Vuforia</dc:subject>
	<dc:description xml:lang="en-US">The use of Augmented Reality (AR) technology in promoting the infrastructure service business of PLN Batam will provide a more interactive and enjoyable experience for the community. However, many infrastructure service companies have not yet utilized this technology to promote their business. Therefore, this research aims to develop an augmented reality application related to the infrastructure service business of PT. PLN Batam using the waterfall research methodology on the Unity platform. The research will be conducted in stages following the waterfall methodology, starting from user needs analysis to application testing. The development of this AR application will utilize the Unity platform as the application development tool and also utilize Vuforia as a plugin for detecting target markers. The results of this research are expected to provide a solution for PT. PLN Batam to utilize AR technology in promoting their business, introducing the company to the community, and strengthening its reputation as a trusted and professional infrastructure service provider.</dc:description>
	<dc:description xml:lang="id-ID">


Penggunaan teknologi Augmented Reality (AR) dalam mempromosikan bisnis layanan infrastruktur PLN Batam akan memberikan pengalaman yang lebih interaktif dan menyenangkan bagi masyarakat. Namun, banyak perusahaan layanan infrastruktur belum memanfaatkan teknologi ini untuk mempromosikan bisnis mereka. Oleh karena itu, penelitian ini bertujuan untuk mengembangkan aplikasi augmented reality yang terkait dengan bisnis layanan infrastruktur PT. PLN Batam menggunakan metodologi penelitian waterfall pada platform Unity.&amp;nbsp; Penelitian akan dilakukan secara bertahap mengikuti metodologi waterfall, dimulai dari analisis kebutuhan pengguna hingga pengujian aplikasi. Pengembangan aplikasi AR ini akan memanfaatkan platform Unity sebagai alat pengembangan aplikasi dan juga menggunakan Vuforia sebagai plugin untuk mendeteksi penanda target. Hasil dari penelitian ini diharapkan dapat memberikan solusi bagi PT. PLN Batam untuk memanfaatkan teknologi AR dalam mempromosikan bisnis mereka, memperkenalkan perusahaan kepada masyarakat, dan memperkuat reputasinya sebagai penyedia layanan infrastruktur yang terpercaya dan profesional.


</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2023-12-31</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/6932</dc:identifier>
	<dc:identifier>10.30871/jamn.v7i2.6932</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 7 No. 2 (2023): Journal of Applied Multimedia and Networking; 20-31</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 7 No 2 (2023): Journal of Applied Multimedia and Networking; 20-31</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v7i2</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/6932/2191</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2023 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
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			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/7064</identifier>
				<datestamp>2024-01-22T23:48:11Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="id-ID">Potret Netnografi Masyarakat  Terhadap Video Branding Majesty Group</dc:title>
	<dc:creator>Sembiring, Evaliata Br</dc:creator>
	<dc:creator>Diana, Asna</dc:creator>
	<dc:subject xml:lang="en-US">video</dc:subject>
	<dc:subject xml:lang="en-US">company profile</dc:subject>
	<dc:subject xml:lang="en-US">branding</dc:subject>
	<dc:subject xml:lang="en-US">netnografi</dc:subject>
	<dc:subject xml:lang="id-ID">Video</dc:subject>
	<dc:subject xml:lang="id-ID">company profile</dc:subject>
	<dc:subject xml:lang="id-ID">branding</dc:subject>
	<dc:subject xml:lang="id-ID">netnografi</dc:subject>
	<dc:description xml:lang="en-US">Majesty Group is a parent company that has evolved in various business fields, especially in Batam City, and wants to build assets to be developed so that they can be known by the public. Company branding is very important, especially in today&#039;s digital age. Therefore, in this study, branding was made in the form of a Company Profile video. This study applies the R n D approach, namely making branding videos using the production stages on Villamil-Mollina and analyzing the influence of video in introducing the company with the Netnography approach. The result of the study was an increase in the percentage of public recognition of Majesty Group by 79.2%. Meanwhile, the introduction of the company based on Youtube data through the number of likes, views, and comments based on 4 features, including: Summary, Reach, Interaction and Audience, obtained an engagement rate reaching 4.0%. This indicates that the video as a company branding has a &quot;High&quot; value so that the resulting product has an influence in introducing the company.</dc:description>
	<dc:description xml:lang="id-ID">Majesty Group adalah induk perusahaan yang berevolusi pada berbagai bidang bisnis khususnya di Kota Batam, dan ingin membangun aset untuk dapat dikembangkan sehingga dapat dikenal oleh masyarakat. Branding perusahaan sangat penting, terutama di era digital saat ini. Oleh karena itu, pada penelitian ini dibuat sebuah branding dalam bentuk video Company Profile. Penelitian ini menerapkan pendekatan R n D, yaitu membuat video branding menggunakan tahapan produksi pada Villamil Molina dan menganalisis pengaruh video dalam memperkenalkan perusahaan dengan pendekatan Netnografi. Hasil penelitian adalah adanya peningkatan persentasi pengenalan masyarakat terhadap Majesty Group sebesar 79,2%. Sementara pengenalan perusahaan berdasarkan data youtube melalui jumlah like, view, dan comment berdasarkan 4 fitur antara lain: Ringkasan, Jangkauan, Interaksi dan Penonton, diperoleh engagement rate mencapai 4,0%. Hal ini mengindikasikan bahwa video sebagai branding perusahaan memiliki nilai &quot;Tinggi&quot; sehingga produk yang dihasilkan memiliki pengaruh dalam mengenalkan perusahaan.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2024-01-22</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/7064</dc:identifier>
	<dc:identifier>10.30871/jamn.v7i2.7064</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 7 No. 2 (2023): Journal of Applied Multimedia and Networking; 107-116</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 7 No 2 (2023): Journal of Applied Multimedia and Networking; 107-116</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v7i2</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/7064/2235</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2024 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/7203</identifier>
				<datestamp>2024-08-05T04:30:14Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Layout Design of 3D Assets In Making Minecraft Comic Strips Using Blender</dc:title>
	<dc:title xml:lang="id-ID">Perancangan Layout 3D Asset Dalam Pembuatan Komik Strip Minecraft Menggunakan Blender</dc:title>
	<dc:creator>Maria, Maria</dc:creator>
	<dc:creator>hidayat, Nur</dc:creator>
	<dc:subject xml:lang="id-ID">Kualitatif</dc:subject>
	<dc:subject xml:lang="id-ID">Layout</dc:subject>
	<dc:subject xml:lang="id-ID">Komik strip</dc:subject>
	<dc:subject xml:lang="id-ID">Minecraft</dc:subject>
	<dc:description xml:lang="en-US">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.</dc:description>
	<dc:description xml:lang="id-ID">Minecraft Hub atau dikenal dengan MCHub adalah salah satu divisi dari PT. Pallas Bukit Batukaras yang berfokus pada media game Minecraft. Tahun 2021 MCHub membuat komik strip Minecraft sebagai konten kolaborasi dan iklan tentang game Minecraft, namun berhenti produksi pada tahun 2022. Berdasarkan wawancara dengan manager project, MCHub ingin kembali membuat komik strip Minecraft dan mengembangkan inovasi dengan style 3D sesuai referensi di game Minecraft. Pembuatan komik melalui proses pra-produksi, produksi, dan pasca-produksi. Penelitian ini berfokus pada proses produksi tahapan layouting. Analisis kualitas layout menggunakan metode kualitatif model Miles and Huberman. Penelitian ini menghasilkan 8 komik strip dengan masing-masing komik memiliki 4 panel. Komik strip dipublikasi pada platform sosial media Instagram @minecrafthub_id.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2024-08-02</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/7203</dc:identifier>
	<dc:identifier>10.30871/jamn.v8i1.7203</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 8 No. 1 (2024): Journal of Applied Multimedia and Networking; 9-16</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 8 No 1 (2024): Journal of Applied Multimedia and Networking; 9-16</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v8i1</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/7203/2387</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2024 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
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		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/7625</identifier>
				<datestamp>2024-08-06T13:03:26Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="id-ID">PENGEMBANGAN GAME EDUKASI 2 DIMENSI BERBASIS RPG PADA MATERI  TOPOLOGI JARINGAN UNTUK SISWA KELAS XI TKJ SMKN 2 BANGKALAN</dc:title>
	<dc:creator>Jumadi, Ahmad</dc:creator>
	<dc:creator>Tahir, Muhlis</dc:creator>
	<dc:subject xml:lang="id-ID">Network Topology</dc:subject>
	<dc:subject xml:lang="id-ID">Role Playing Games</dc:subject>
	<dc:subject xml:lang="id-ID">Educational Games</dc:subject>
	<dc:subject xml:lang="id-ID">ISO 25010</dc:subject>
	<dc:subject xml:lang="id-ID">GDLC</dc:subject>
	<dc:description xml:lang="en-US">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.</dc:description>
	<dc:description xml:lang="id-ID">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.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2024-08-06</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/7625</dc:identifier>
	<dc:identifier>10.30871/jamn.v8i1.7625</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 8 No. 1 (2024): Journal of Applied Multimedia and Networking; 68-77</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 8 No 1 (2024): Journal of Applied Multimedia and Networking; 68-77</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v8i1</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/7625/2396</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2024 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
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			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/7684</identifier>
				<datestamp>2024-08-06T12:54:11Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">The Influence of Canva Application Features on The Graphic Design Confidence: A Case Study of College Students</dc:title>
	<dc:creator>Rahma, Desinta Nur</dc:creator>
	<dc:creator>Ramadhani, Kayla Attya</dc:creator>
	<dc:creator>Corazon, Marcella</dc:creator>
	<dc:creator>Fami, Amata</dc:creator>
	<dc:creator>Gloria Bagus, Irma Rasita</dc:creator>
	<dc:subject xml:lang="en-US">Graphic Design</dc:subject>
	<dc:subject xml:lang="en-US">Canva</dc:subject>
	<dc:subject xml:lang="en-US">Canva Application</dc:subject>
	<dc:subject xml:lang="en-US">Graphic Design Confidence</dc:subject>
	<dc:subject xml:lang="en-US">Graphic Design Skills</dc:subject>
	<dc:description xml:lang="en-US">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. 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&#039; 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&#039;s valuable role in education.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2024-08-06</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/7684</dc:identifier>
	<dc:identifier>10.30871/jamn.v8i1.7684</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 8 No. 1 (2024): Journal of Applied Multimedia and Networking; 60-67</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 8 No 1 (2024): Journal of Applied Multimedia and Networking; 60-67</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v8i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/7684/2395</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2024 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/7699</identifier>
				<datestamp>2024-08-03T11:24:49Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="id-ID">Pembuatan Motion Graphic Penyelenggaraan Tata Naskah Dinas Berdasarkan Peraturan Walikota Batam</dc:title>
	<dc:creator>Fadilla Rusymaidad, Balqis Nabel</dc:creator>
	<dc:creator>Riyadi, Agung</dc:creator>
	<dc:subject xml:lang="id-ID">Motion Graphics</dc:subject>
	<dc:subject xml:lang="id-ID">EPIC-Model</dc:subject>
	<dc:subject xml:lang="id-ID">Villamil-Molina</dc:subject>
	<dc:subject xml:lang="id-ID">Tata Naskah Dinas</dc:subject>
	<dc:description xml:lang="id-ID">



Penelitian ini membahas tentang pembuatan video motion graphic 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 motion graphic 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 motion graphic 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 motion graphic penyelenggaraan tata naskah dinas berdasarkan peraturan walikota batam tersebut sangat efektif sebagai media informasi.



</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2024-07-31</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/7699</dc:identifier>
	<dc:identifier>10.30871/jamn.v8i1.7699</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 8 No. 1 (2024): Journal of Applied Multimedia and Networking; 17 - 25</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 8 No 1 (2024): Journal of Applied Multimedia and Networking; 17 - 25</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v8i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/7699/2388</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2024 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/7865</identifier>
				<datestamp>2024-08-03T12:28:42Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="id-ID">Penerapan Teknik Motion Graphics Pada Video Edukasi Bahaya HIV/AIDS di Puskesmas Hulu Gurung</dc:title>
	<dc:creator>Kurniawan, Heri</dc:creator>
	<dc:creator>Fauzi, Moch Farid</dc:creator>
	<dc:subject xml:lang="en-US">HIV/AIDS</dc:subject>
	<dc:subject xml:lang="en-US">Motion Graphic</dc:subject>
	<dc:subject xml:lang="en-US">Animation</dc:subject>
	<dc:subject xml:lang="en-US">Education</dc:subject>
	<dc:subject xml:lang="en-US">Multimedia</dc:subject>
	<dc:subject xml:lang="id-ID">HIV/AIDS</dc:subject>
	<dc:subject xml:lang="id-ID">Motion Graphic</dc:subject>
	<dc:subject xml:lang="id-ID">Animasi</dc:subject>
	<dc:subject xml:lang="id-ID">Pendidikan</dc:subject>
	<dc:subject xml:lang="id-ID">Multimedia</dc:subject>
	<dc:description xml:lang="en-US">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.</dc:description>
	<dc:description xml:lang="id-ID">Upaya mencegah penyebaran HIV/AIDS memerlukan edukasi yang efektif kepada mayarakat. Salah satu pendekatan inovatif dalam menyampaikan informasi perlu adanya peran teknologi dan media interaktif seperti animasi agar dapat meningkatkan kualitas instruksi. Salah satu tantangan yang dihadapi Puskemas Hulu Gurung adalah meningkatkan kesadaran Masyarakat tentang pencegahan dan bahaya HIV/AIDS. Metode penyuluhan konvensional, seperti ceramah dan brosur sudah mulai kurang mendapatkan perhatian dari masyarakat. Video animasi 2D dibuat menggunakan teknik motion graphic dengan menerapkan metode perancangan pra produksi, produksi, dan pasca produksi. Pengambilan data penelitian menggunakan metode wawancara dan observasi langsung ke Puskemas Hulu Gurung. Hasil dari video ini diuji menggunakan kuesioner dengan pengujian berdasarkan informasi dan elemen multimedia yang digunakan. Hasil dari kuesioner dihitung menggunakan Skala Likert. Implementasi hasil video edukasi ini ditanyangkan di platform sosial media Instagram dan Youtube. Penelitian ini diharapkan dapat menambah pengetahuan tentang pembuatan video animasi menggunakan teknik motion graphic.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2024-08-01</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/7865</dc:identifier>
	<dc:identifier>10.30871/jamn.v8i1.7865</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 8 No. 1 (2024): Journal of Applied Multimedia and Networking; 36 - 47</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 8 No 1 (2024): Journal of Applied Multimedia and Networking; 36 - 47</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v8i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/7865/2389</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2024 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/7909</identifier>
				<datestamp>2025-01-24T07:33:37Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">A Comparative Analysis Of Cycles &amp; Eevee Render Engines In Blender Using The Quasi-Monte Carlo Method To Enhance Rendering Quality At PT. Labtech Penta International</dc:title>
	<dc:title xml:lang="id-ID">Analisis Perbandingan Render Engine Cycles &amp; Eevee Pada Blender Melalui Metode Quasi- Monte Carlo Untuk Meningkatkan Rendering Di PT. Labtech Penta International</dc:title>
	<dc:creator>Timur Kanistren, Aragani</dc:creator>
	<dc:creator>Liannardie, Muhammad</dc:creator>
	<dc:subject xml:lang="id-ID">Blender</dc:subject>
	<dc:subject xml:lang="id-ID">Cycles</dc:subject>
	<dc:subject xml:lang="id-ID">Eevee</dc:subject>
	<dc:subject xml:lang="id-ID">Rendering</dc:subject>
	<dc:description xml:lang="id-ID">



This research focuses on analyzing the comparison between Cycles and Eevee render engines within the open-source software Blender 3D. The test results will assist PT. Labtech Penta International and users of three-dimensional applications in selecting the appropriate render engine for 3D model projects with still image outputs. The study aims to find configurations between Cycles and Eevee render engines or investigate them using the Quasi-Monte Carlo method, where the values or configurations in the settings of each render engine are tested using multiple samples. In each sample, the values or configurations are randomly adjusted.
The measurement parameters for this test use three variables: rendering speed, size of the rendered file output, and image quality of the render result, taking into account the vertices and texture nodes on the 3D object. The results of this study indicate that Eevee outperforms Cycles in terms of rendering speed, while Cycles and Eevee produce similar file sizes in their render outputs. Regarding image quality, the results show that Cycles is superior to Eevee. The research aims to find a solution for rendering at PT. Labtech Penta International with stable and effective configurations.



</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2025-01-08</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/7909</dc:identifier>
	<dc:identifier>10.30871/jamn.v8i2.7909</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 8 No. 2 (2024): Journal of Applied Multimedia and Networking; 95-106</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 8 No 2 (2024): Journal of Applied Multimedia and Networking; 95-106</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v8i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/7909/2565</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2025 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
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		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/7940</identifier>
				<datestamp>2024-07-30T15:32:43Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">IMAGE ENCRYPTION USING COMBINATION OF CHAOTIC SYSTEM</dc:title>
	<dc:creator>Sari, Festy Winda</dc:creator>
	<dc:creator>Ibrahim, Ummi Aisha</dc:creator>
	<dc:subject xml:lang="en-US">Image Encryption,</dc:subject>
	<dc:subject xml:lang="en-US">Chaos based</dc:subject>
	<dc:subject xml:lang="en-US">Logistic Map</dc:subject>
	<dc:subject xml:lang="en-US">Lorenz System</dc:subject>
	<dc:subject xml:lang="en-US">Permutation</dc:subject>
	<dc:subject xml:lang="en-US">Substitution</dc:subject>
	<dc:description xml:lang="en-US">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&#039;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.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2024-07-30</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/7940</dc:identifier>
	<dc:identifier>10.30871/jamn.v8i1.7940</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 8 No. 1 (2024): Journal of Applied Multimedia and Networking; 1-8</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 8 No 1 (2024): Journal of Applied Multimedia and Networking; 1-8</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v8i1</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/7940/2366</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2024 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
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		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/7949</identifier>
				<datestamp>2024-08-03T12:25:01Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Development Of Interactive Virtual Tour 360Âº Using Uptale at PT. Schneider Electric Manufacturing Batam</dc:title>
	<dc:title xml:lang="id-ID">Pengembangan Interactive Virtual Tour 360Âº Menggunakan Uptale di PT. Schneider Electric Manufacturing Batam</dc:title>
	<dc:creator>Pratama, Aditya</dc:creator>
	<dc:creator>Prasetiya, Heppy Yugo</dc:creator>
	<dc:subject xml:lang="id-ID">Virtual Tour</dc:subject>
	<dc:subject xml:lang="id-ID">Villamil-Molina</dc:subject>
	<dc:subject xml:lang="id-ID">System Usability Scale</dc:subject>
	<dc:subject xml:lang="id-ID">Uptale</dc:subject>
	<dc:description xml:lang="en-US">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
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;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.
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;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 Hotspots. (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</dc:description>
	<dc:description xml:lang="id-ID">PT.Schneider Electric Manufacturing Batam atau biasa disebut juga sebagai SEMB ini memiliki virtual tour 360º yang sudah cukup baik dengan hanya menggunakan video berbasis 360, terdapat catatan bahwa virtual tour sebelumnya sudah ada namun sudah tidak dapat diakses lagi dan virtual tour tersebut masih menggunakan software lama yang dimana pada kesempatan kali ini dilakukannya pengembangan menggunakan perangkat yang baru serta penggantian platform yang sebelumnya menggunakan 3D Vista menjadi Uptale serta menggunakan inovasi hybrid dengan menggunakan foto serta video dengan berbasis 360°&amp;nbsp; yang dapat memberikan pembaharuan pengalaman dalam menggunakan virtual tour SEMB
Penelitian virtual tour 360º virtual tour 360º pada SEMB PEM akan menggunakan metode pengembangan multimedia Villamil-Molina yang memiliki lima proses tahapan utama berupa development, pretproduction, production, postproduction, and delivery yang kemudian hasil produk pengembangan virtual tour SEMB akan melalui tahapan analisis usability untuk mengukur seberapa besar tingkat kegunaan dengan menggunakan metode analisis System Usability Scale (SUS). Penggunaan analisis SUS memiliki tujuan untuk menentukan apakah virtual tour SEMB sudah memenuhi standart atau tidak .
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Penelitian ini dapat ditarik menjadi beberapa kesimpulan yaitu : (1) Produk pengembangan virtual tour SEMB ini memiliki pembaharuan platform yaitu Uptale dengan pengembangan interaktivitas, bertambahnya jumlah titik lokasi, dan bertambahnya video informasi pada Hotspot tertentu. (2) Berdasarkan analisis dengan penggunaan metode System Usability Scale mendapatkan hasil yang memasuki rentang B (Baik) dengan masuk kedalam kategori acceptable dengan nilai 80.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2024-08-01</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/7949</dc:identifier>
	<dc:identifier>10.30871/jamn.v8i1.7949</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 8 No. 1 (2024): Journal of Applied Multimedia and Networking; 26 - 35</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 8 No 1 (2024): Journal of Applied Multimedia and Networking; 26 - 35</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v8i1</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/7949/2390</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2024 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/7952</identifier>
				<datestamp>2024-08-07T14:48:27Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="id-ID">Implementasi Jaringan Dan Uji Kelayakan Fiber To The Home (FTTH) Pada Cluster Rananta</dc:title>
	<dc:creator>Fani, Maidel</dc:creator>
	<dc:creator>Octamilanov, Dony</dc:creator>
	<dc:subject xml:lang="id-ID">-</dc:subject>
	<dc:description xml:lang="id-ID">Perkembangan jaringan komunikasi disebabkan adanya kebutuhan pengguna untuk dapat terhubung kapanpun dan dimanapun. Modernisasi internet terus meningkatkan bandwidth 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 (Fiber to the Home). Artikel ini menggunakan jaringan konifgurasi FTTH dengan teknologi GPON (Gigabit Capable Passive Optical Network) untuk kawasan perumahan atau pemukiman. Penelitian ini bertujuan untuk menguji kelayakan jaringan dengan mengukur redaman total pada FTTH. Penelitian ini menggunakan metode power link budget dan metode Quality of Service (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 power link budget sedangkan nilai Quality of Service berada dalam kategori sangat bagus.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2024-08-07</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/7952</dc:identifier>
	<dc:identifier>10.30871/jamn.v8i1.7952</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 8 No. 1 (2024): Journal of Applied Multimedia and Networking; 101-111</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 8 No 1 (2024): Journal of Applied Multimedia and Networking; 101-111</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v8i1</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/7952/2404</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2024 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/7985</identifier>
				<datestamp>2025-01-24T07:39:47Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Comparative Analysis of Occlusion Culling &amp; LOD Group Optimization Techniques in Mahakarya Vokasi VR Game with Oculus Quest 2 VR Device</dc:title>
	<dc:title xml:lang="id-ID">Analisis Perbandingan Teknik Optimasi Occlusion Culling &amp;  LOD Group Pada Game VR Mahakarya Vokasi Dengan  Perangkat VR Oculus Quest 2</dc:title>
	<dc:creator>Kusuma, Anandika Prima Bayu</dc:creator>
	<dc:creator>Riwinoto, Riwinoto</dc:creator>
	<dc:subject xml:lang="id-ID">Virtual Reality</dc:subject>
	<dc:subject xml:lang="id-ID">Unity Optimization Graphic</dc:subject>
	<dc:subject xml:lang="id-ID">LOD Group</dc:subject>
	<dc:subject xml:lang="id-ID">Occlusion Culling</dc:subject>
	<dc:subject xml:lang="id-ID">Game</dc:subject>
	<dc:description xml:lang="id-ID">Penelitian ini bertujuan untuk mengoptimalkan kinerja grafis dalam pengembangan game VR Mahakarya Vokasi dengan menggunakan teknik optimasi Occlusion Culling dan Level of Detail Group (LOD). Melalui analisis data menggunakan Profiler dan Profiler Analyzer, penulis menganalisis parameter rendering seperti Setpass Calls, Draw Calls, Batches, Triangles, Vertices, Used Texture, Render Texture, Used Buffers, dan lain-lain. Hasil penelitian menunjukkan bahwa penggunaan teknik optimasi Occlusion Culling dapat signifikan meningkatkan Frame Per Second (FPS) sebesar 13,26%, sementara teknik optimasi LOD tidak memberikan perubahan yang signifikan. Meskipun beberapa parameter tidak menunjukkan perubahan yang signifikan, penting untuk terus memantau dan mengoptimalkan parameter ini untuk menjaga kinerja game secara optimal. Penelitian ini memberikan panduan yang jelas bagi pengembang game VR dengan gameplay adventure dalam memilih teknik optimasi yang tepat untuk menciptakan pengalaman pengguna yang lebih stabil dan responsif.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2025-01-24</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/7985</dc:identifier>
	<dc:identifier>10.30871/jamn.v8i2.7985</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 8 No. 2 (2024): Journal of Applied Multimedia and Networking; 1-12</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 8 No 2 (2024): Journal of Applied Multimedia and Networking; 1-12</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v8i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/7985/2631</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2025 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/7986</identifier>
				<datestamp>2024-08-07T14:51:12Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">User Experience Analysis of VR Tower Defence Game The Rise Of Majapahit Using User Experience Questionnaire Method</dc:title>
	<dc:title xml:lang="id-ID">Analisis Pengalaman Pengguna Game VR Tower Defence The Rise Of Majapahit Menggunakan Metode User Experience Questionnaire</dc:title>
	<dc:creator>Ahmad Hibatullah, Handika Putra</dc:creator>
	<dc:creator>Riwinoto, Riwinoto</dc:creator>
	<dc:subject xml:lang="id-ID">Tower Defence</dc:subject>
	<dc:subject xml:lang="id-ID">Majapahit</dc:subject>
	<dc:subject xml:lang="id-ID">Game</dc:subject>
	<dc:subject xml:lang="id-ID">Game Experience Questionnaire</dc:subject>
	<dc:subject xml:lang="id-ID">User Experience</dc:subject>
	<dc:description xml:lang="id-ID">Tower Defence the Rise of Majapahit Kingdom adalah aplikasi yang membantu pengguna mempelajari memanah dengan akurasi yang tepat menggunakan Virtual Reality sehingga akan lebih imersif dan meningkatkan pengalaman pengunjung, serta menawarkan Edutainment interaktif yang memungkinkan pengunjung untuk bermain, belajar, dan bersenang-senang secara simultan. Virtual Reality 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 &quot;Tower Defence the Rise of Majapahit Kingdom&quot; yang berfokus pada tema sejarah Majapahit, khususnya dalam konteks memanah. Virtual Reality memiliki aspek penting yang terkait dengan pengalaman pengguna dan perlu diukur. Pengukuran pengalaman pengguna sangat penting karena dapat mempengaruhi kesuksesan aplikasi. Aspek usability 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. User Experience Questionnaire (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.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2024-08-06</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/7986</dc:identifier>
	<dc:identifier>10.30871/jamn.v8i1.7986</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 8 No. 1 (2024): Journal of Applied Multimedia and Networking; 48-59</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 8 No 1 (2024): Journal of Applied Multimedia and Networking; 48-59</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v8i1</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/7986/2394</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2024 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
			</metadata>
		</record>
		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/8012</identifier>
				<datestamp>2025-01-08T05:48:31Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Design of a Web-based Asset Management Information System at PT Feen Marine</dc:title>
	<dc:title xml:lang="id-ID">Rancang Bangun Sistem Informasi Aset Manajemen Berbasis  Web Di PT Feen Marine</dc:title>
	<dc:creator>Abdi, Arie Kurnia</dc:creator>
	<dc:creator>Idris, Muhammad</dc:creator>
	<dc:subject xml:lang="en-US">Information System,  Asset Management,  Waterfall,  System Usability Scale (SUS).</dc:subject>
	<dc:subject xml:lang="id-ID">Information System,  Asset Management,  Waterfall,  System Usability Scale (SUS).</dc:subject>
	<dc:description xml:lang="en-US">Pembuatan sistem informasi manajemen aset yang dapat menunjukkan bagaimana seluruh aset dikelola merupakan tujuan dari penelitian ini. Penelitian ini dilatarbelakangi oleh PT Feen Marine yang memerlukan suatu sistem informasi yang dapat menyampaikan informasi aset dengan cepat dan tepat. Hal ini disebabkan oleh tidak efisiennya penggunaan Microsoft Excel secara manual dalam memberikan informasi aset. Organisasi juga dapat menangani informasi aset penelitian dengan lebih mudah dengan penggunaan sistem informasi ini. Berdasarkan grafik peringkat persentil SUS, sistem informasi manajemen aset responden memperoleh nilai evaluasi akhir sebesar 81 termasuk nilai A sehingga konsumen dapat menggunakannya dengan mudah. agar pengguna dapat memperoleh layanan informasi yang diperlukan dengan mudah.</dc:description>
	<dc:description xml:lang="id-ID">Penciptaan sistem informasi manajemen aset yang dapat menunjukkan bagaimana semua aset yang dikelola adalah tujuan dari penelitian ini. Latar Belakang Latar belakang dari penelitian ini adalah bahwa PT Feen Marine membutuhkan sistem informasi yang dapat menyampaikan aset informasi secara cepat dan tepat. Hal ini disebabkan oleh penggunaan Microsoft Excel secara manual yang tidak efisien dalam menyediakan aset informasi. Selain itu organisasi juga dapat menangani aset informasi penelitian dengan lebih mudah dengan lebih mudah dengan penggunaan sistem informasi ini. Berdasarkan grafik pemeringkatan persentil SUS, sistem informasi manajemen aset responden memperoleh skor akhir sebesar 81, yang termasuk dalam nilai A. Sehingga konsumen dapat menggunakannya dengan mudah. agar pengguna bisa memperoleh informasi yang dibutuhkan dengan mudah.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2025-01-08</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/8012</dc:identifier>
	<dc:identifier>10.30871/jamn.v8i2.8012</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 8 No. 2 (2024): Journal of Applied Multimedia and Networking; 78-87</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 8 No 2 (2024): Journal of Applied Multimedia and Networking; 78-87</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v8i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/8012/2563</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2025 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
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			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/8014</identifier>
				<datestamp>2025-01-08T05:54:19Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
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	<dc:title xml:lang="en-US">Perancangan Dan Analisis Desain Maskot Sebagai Representasi Identitas Visual Bagian Promosi Badan Pengusahaan Batam</dc:title>
	<dc:title xml:lang="id-ID">Perancangan Dan Analisis Desain Maskot Sebagai Representasi Identitas Visual Bagian Promosi Badan Pengusahaan Batam</dc:title>
	<dc:creator>Rahmadhani Cokrodirjo, Rizki</dc:creator>
	<dc:creator>Suandi, Fadli</dc:creator>
	<dc:subject xml:lang="en-US">Promosi</dc:subject>
	<dc:subject xml:lang="en-US">Identitas Visual</dc:subject>
	<dc:subject xml:lang="en-US">Maskot</dc:subject>
	<dc:subject xml:lang="en-US">Design Thinking</dc:subject>
	<dc:subject xml:lang="en-US">Kuantitatif Deskriptif</dc:subject>
	<dc:description xml:lang="en-US">Hingga saat ini, kegiatan promosi Badan Pengusahaan Batam (BP Batam) yang dilakukan oleh Bagian Promosi BP Batam belum memiliki maskot resmi yang dapat merepresentasikan identitas visual Promosi BP Batam. Perancangan maskot promosi BP Batam sebagai langkah yang tepat untuk merepresentasikan identitas visual yang kuat dalam meningkatkan investasi dan membangun citra positif instansi kepada masyarakat terutama masyarakat yang bergerak di dunia usaha, baik lokal maupun asing. Maskot Promosi BP Batam terinspirasi dari logo BP Batam yang merupakan seekor burung elang laut yang bernama SI PRIMA sebagai wujud tugas Bagian Promosi BP Batam untuk memberikan pelayanan PRIMA dalam meningkatkan INVESTASI, promosi dan industri kota Batam. Maskot SI PRIMA bergambar burung elang laut jantan dengan memakai baju dinas BP Batam dan dipadupadankan dengan ciri khas adat Melayu. Perancangan maskot menggunakan metode design thinking dan metode kuantitatif deskriptif untuk mengukur tingkat ketercapaian tujuan perancangan dan analisis maskot SI PRIMA sebagai representasi identitas visual Promosi BP Batam. Hasil pengujian user testing pada penelitian ini menunjukkan dari aspek visual dan aspek media bahwa berdasarkan pada skala ketercapaian tujuan perancangan maskot SI PRIMA dalam bentuk 2 dimensi sebagai representasi identitas visual Promosi BP Batam berhasil berada pada tingkat positif atau sangat baik dalam rentang 75,1% - 100%.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2025-01-08</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/8014</dc:identifier>
	<dc:identifier>10.30871/jamn.v8i2.8014</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 8 No. 2 (2024): Journal of Applied Multimedia and Networking; 59-69</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 8 No 2 (2024): Journal of Applied Multimedia and Networking; 59-69</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v8i2</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/8014/2561</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2025 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
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		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/8017</identifier>
				<datestamp>2025-01-08T02:23:16Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Implementasi Efek Warp Stabilizer dalam Pembuatan Video Profil Program Studi Teknik Mesin</dc:title>
	<dc:title xml:lang="id-ID">Implementasi Efek Warp Stabilizer dalam Pembuatan Video Profil Program Studi Teknik Mesin</dc:title>
	<dc:creator>Muhazzar, Rifki</dc:creator>
	<dc:creator>Prasetyaningsih, Sandi</dc:creator>
	<dc:subject xml:lang="id-ID">Video Profile</dc:subject>
	<dc:subject xml:lang="id-ID">Video Stabilizer</dc:subject>
	<dc:subject xml:lang="id-ID">Warp Stabilizer</dc:subject>
	<dc:subject xml:lang="id-ID">Stratified Random Sampling</dc:subject>
	<dc:subject xml:lang="id-ID">Likert Scale</dc:subject>
	<dc:description xml:lang="en-US">The instability of video recordings is a common issue that often occurs during recording, especially when using limited equipment or in uncontrolled situations. This problem can become serious when it is not possible to re-record. Therefore, a solution is needed at the video editing stage. One existing solution is using the warp stabilizer effect in Adobe Premiere Pro. Based on research conducted on the profile video of the Mechanical Engineering Study Program, there were 8 recordings that experienced this issue according to the profile video creators. Alpha testing resulted in 6 video recordings being categorized as unstable. Then, beta testing yielded 95.33% in the unstable category, 89.37% in the very unstable category, and 91.36% overall, which means that the implementation of the warp stabilizer is very effective in reducing instability, making the profile video of the Mechanical Engineering Study Program more professional.</dc:description>
	<dc:description xml:lang="id-ID">Ketidakstabilan rekaman video adalah salah satu masalah yang sering terjadi saat melakukan perekaman terutama jika dilakukan dengan peralatan yang terbatas atau dalam situasi yang tidak terkendali. Masalah ini dapat menjadi serius ketika tidak memungkinkan untuk melakukan perekaman ulang. Oleh karena itu, diperlukan solusi pada tahap pengeditan video. Salah satu solusi yang ada yaitu menggunakan efek warp stabilizer di Adobe Premiere Pro. Berdasarkan penelitian yang dilakukan pada video profil Program Studi Teknik Mesin yang mana terdapat 8 rekaman yang mengalami masalah ini menurut para pembuatan video profil tersebut. Pengujian alpha menghasilkan 6 rekaman video yang masuk kategori tidak stabil. Kemudian pengujian beta menghasilkan 95,33% pada kategori tidak stabil, 89,37% pada kategori sangat tidak stabil, dan 91,36% secara keseluruhan yang artinya adalah implementasi warp stabilizer sangat efektif dalam mengurangi ketidakstabilan sehingga membuat video profil Program Studi Teknik Mesin menjadi lebih profesional.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2025-01-08</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/8017</dc:identifier>
	<dc:identifier>10.30871/jamn.v8i2.8017</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 8 No. 2 (2024): Journal of Applied Multimedia and Networking; 70-77</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 8 No 2 (2024): Journal of Applied Multimedia and Networking; 70-77</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v8i2</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/8017/2562</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2025 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
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			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/8020</identifier>
				<datestamp>2025-01-08T05:49:52Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Level of Detail Optimization and Occlusion Culling in Aaron Lost in the Jungle Game</dc:title>
	<dc:title xml:lang="id-ID">Optimasi Level of Detail dan Occlusion Culling dalam Game Aaron Lost in the Jungle</dc:title>
	<dc:creator>Simatupang, Frans Anderson</dc:creator>
	<dc:creator>Amalia Purnamasari, Dwi</dc:creator>
	<dc:subject xml:lang="id-ID">Unity</dc:subject>
	<dc:subject xml:lang="id-ID">Level of detail</dc:subject>
	<dc:subject xml:lang="id-ID">Occlusion Culling</dc:subject>
	<dc:subject xml:lang="id-ID">Game</dc:subject>
	<dc:subject xml:lang="id-ID">Optimasi</dc:subject>
	<dc:description xml:lang="en-US">This research analyzes the effectiveness of Culling Occlusion optimization techniques andLevel of Detail (LOD) optimization techniques in improving the performance of non-optimized 3D games.optimized. Using quantitative research methods with an experimental approach.experimental approach. Culling Occlusion is a technique that hides objects that are not visible to the player.that are not visible to the player, while LOD is a technique thatLOD is a technique that displays a version of the object with reduced detail based on the distanceThe results show that by using the LOD technique managed to increase the FPS by 107%, while using theOcclusion Culling technique only marginally improved by 19%. This finding indicates that while both techniques are effective in optimizing performance, the LOD technique provides aboth techniques are effective in optimizing performance, the LOD technique provides a more significant improvementmore significant.</dc:description>
	<dc:description xml:lang="id-ID">Penelitian ini menganalisis efektivitas teknik optimasi Culling Occlusion danLevel of Detail (LOD) dalam meningkatkan performa game 3D yang tidakoptimal. Menggunakan metode penelitian kuantitatif dengan pendekataneksperimental. Culling Occlusion adalah teknik yang menyembunyikan objekyang tidak terlihat oleh pemain, sementara LOD adalah teknik yangmenampilkan versi objek dengan detail yang berkurang berdasarkan jarakantara pemain dan objek.Hasil menunjukkan bahwa dengan menggunakanteknik LOD berhasil meningkatkan FPS sebesar 107%,sementara denganteknik Occlusion Culling hanya meningkatkan secara marginal yaitu19%.Temuan ini mengindikasikan bahwa meskipun kedua teknik efektifdalam mengoptimalkan performa, teknik LOD memberikan peningkatan yanglebih signifikan.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2025-01-08</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/8020</dc:identifier>
	<dc:identifier>10.30871/jamn.v8i2.8020</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 8 No. 2 (2024): Journal of Applied Multimedia and Networking; 88-94</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 8 No 2 (2024): Journal of Applied Multimedia and Networking; 88-94</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v8i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/8020/2564</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2025 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
</oai_dc:dc>
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			<header status="deleted">
				<identifier>oai:jurnal.polibatam.ac.id:article/8123</identifier>
				<datestamp>2025-01-24T07:40:33Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
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		<record>
			<header>
				<identifier>oai:jurnal.polibatam.ac.id:article/8163</identifier>
				<datestamp>2024-08-07T04:43:15Z</datestamp>
				<setSpec>JAMN:ART</setSpec>
			</header>
			<metadata>
<oai_dc:dc
	xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
	xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/
	http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en-US">Analisis Video Reels Terhadap Pemasaran Digital Untuk Meningkatkan Engagement Media Sosial Instagram @ruasjaricoffee</dc:title>
	<dc:creator>Iqbal, Muhamad</dc:creator>
	<dc:creator>Sembiring, Evaliata Br</dc:creator>
	<dc:subject xml:lang="en-US">Video Reels; Engagement; Insight: Instagram</dc:subject>
	<dc:description xml:lang="en-US">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&#039; assessment that the video meets the criteria for use as promotional media and can attract the attention of the audience.</dc:description>
	<dc:description xml:lang="id-ID">Cafe Ruas Jari akhir-akhir ini mengalami penurunan pengunjung sehingga pengelola membutuhkan inovasi media promosi. Menyesuaikan dengan perkembangan trend saat ini, pengelola Cafe Ruas Jari menyoroti kegiatan promosi melalui media sosial. Hal ini karena, media sosial memiliki peluang untuk meningkatkan jumlah pengunjung yang datang ke Cafe Ruas Jari. Penelitian ini berfokus untuk membuat konten promosi dalam bentuk video yang akan didistribusikan melalui media sosial, kemudian dilakukan analisis peningkatan pengunjung melalui engagement Instagram. Metode penelitian yang digunakan adalah Research and Development, yaitu membuat konten promosi dalam bentuk video reels, selanjutnya dianalisis agar dapat mengetahui perkembangan konten promosi video berdasarkan model pendekatan AIDA. Pada analisis ini, dilakukan dengan mengukur aspek perkembangan engagement dan insight yang terdapat pada konten video promosi yang telah dipublikasikan pada Instagram. Hasil penelitian menunjukkan bahwa konten promosi yang memiliki interaksi dan diproduksi dengan model AIDA memiliki perbedaan jangkauan pengguna yang cukup signifikan jika dibandingkan dengan video sebelumnya. Terjadi peningkatan angagement Instagram Ruas Jari untuk peningkatan pengunjung dan melalui penilaian responden bahwa video memenuhi kriteria digunakan sebagai media promosi dan dapat menarik perhatian penonton.</dc:description>
	<dc:publisher xml:lang="en-US">Politeknik Negeri Batam</dc:publisher>
	<dc:date>2024-08-07</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/8163</dc:identifier>
	<dc:identifier>10.30871/jamn.v8i1.8163</dc:identifier>
	<dc:source xml:lang="en-US">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol. 8 No. 1 (2024): Journal of Applied Multimedia and Networking; 94-101</dc:source>
	<dc:source xml:lang="id-ID">JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING; Vol 8 No 1 (2024): Journal of Applied Multimedia and Networking; 94-101</dc:source>
	<dc:source>2548-6853</dc:source>
	<dc:source>10.30871/jamn.v8i1</dc:source>
	<dc:language>ind</dc:language>
	<dc:relation>https://jurnal.polibatam.ac.id/index.php/JAMN/article/view/8163/2399</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2024 JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING</dc:rights>
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