D-4 Teknik Multimedia & Jaringan

Permanent URI for this collectionhttps://repository.polibatam.ac.id/handle/123456789/74

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    Perancangan dan pembuatan Game Pertualangan “The Water"
    (Politeknik Negeri Batam, 2015-04-10) Girindrabrahma, Girindrabrahma; riwinoto, riwinoto
    Game Adventure / adventure is a type of game that has a lot of action with battle models. This adventure game has its own interest, which is usually used to provide excitement in playing the game because the main character can do a lot of action / action and has a plot / storyline from the beginning of the game until the game. Gameplay running, jumping, swinging, climbing stairs, and so are the types of games Adventure Platformer. Examples of this genre include Donkey Kong, Sonic the Hedgehog, Mario, and Rayman are much favored by all people, both children, adolescents, and adults. Because the game is now not only as a media entertainer, but in the game we can also provide information, messages, which the play we can take that message is packaged in a story on the game. The author makes an adventure game "The Water" as well as the form of a 2D game development in unity 3d application also provides a story about the adventures of a young man named Ebba, who traveled around the middle of the drought-struck look for the source of life. Users will be able to take on the meaning of the story contained in the game during play. Meaning that can take the form of visualization we view what if we have a barren earth to drought everywhere, so that we are aware that inportant greening that must be preserved. Based on the results of functional testing game The Water has been able to function well, and based on the results of the respondents from the four aspects, namely control of the computer, the software aspect, the aspect of the level of difficulty, and visual aspects, respondents give good results of each aspect of the testing The Water game so the game is worth playing.
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    Implementasi Bandwidth Management pada Wifi Cafe
    (Politeknik Negeri Batam, 2017-12-27) Akbar, Ali; Kushardianto, Nur Cahyono; Roziqin, Arif
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    Game edukasi 3D Mengumpulkan Sampah di Labirin Berbasis Desktop dengan Implementasi Fuzzy Logic
    (Politeknik Negeri Batam, 2014-05-25) Ali, Muhammad; riwinoto, riwinoto
    The game is a good learning tools to introduce someone to something. In the present game is much a demand by the public, in addition to the media could be used for learning, simulations of daily activities, as well as an educational tool. One of the games that are educational games developed is worthy of the trash. Therefore the author develops Educational Games Collecting Garbage in the maze. In this game the player will play in the maze, the player is required to collect waste as much as possible in the shortest time-there are 2 types of garbage to be found that an organic and organic waste. Player also have to always remember the way that never took place and find a way out of the maze. This educational game also uses artificial intelligence techniques in the form of fuzzy logic. Fuzzy Logic is a method of decision making by using rules that are unclear or floating. Implementation of fuzzy logic plus in this game makes the game more interesting, so player will compete to get the best results, while leaving no task as collecting garbage. Fuzzy logic is implemented in this game there are three stages, namely fuzzifikasi, Penalaran, and defuzzifikasi. There are also 2 variable input in the assessment of the value of the end of the game the score and time. From the second variable is a rule implemented in 9 rule scores and end the game. Fuzzy logic is applied in the sugeno method of this game on the calculation of defuzzifikasi. The results of testing this game player on the predictions produce a 78.5 degree of accuracy.
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    Desain Logo dan Corporate Identity Rumah Sakit Umum Daerah (RSUD) Embung Fatimah Kota Batam
    (Politeknik Negeri Batam, 2015) Fachroza, Ireza; Apriyani, Meyti Eka; Prasetiya, Happy Yugo
    This hospital is one of Regional public hospital that managed by Batam Government. Embung Fatimah Regional Public Hospital was built in location area around 38,000 m2 and building area around 11,392 m2. The area location of hospital is very adequate to develop the hospital and to improving service in the hospital. Along the hospital has many various service to patient and it has many specialist doctor, So the Minister of Health of Republic Indonesia decide to change hospital class of Embung Fatimah Regional Public Hospital to be Class B from C. This decision stamped on the Minister of Health of Republic Indonesia decision No : Hk.02.03/I/0154/2013 at 21 January 2013. However this Hospital is not has yet some characteristic to describe its identity. Whereas, this Hospital has some excellence, such as its service. Need a Logo and corporate identity to Introducing and describing the identity of Embung Fatimah General Public Hospital. So, people will be easy to know the identity of this Hospital using visual view.
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    Analisis Filtering Noise Menggunakan Metode Statistik Mean, Median pada Objek Citra Malam Hari
    (Politeknik Negeri Batam, 2017-06-02) Rahmad, Rahmad; Kirana, Mira Chandra
    Image filtering is one part of image quality improvement, by smoothing and eliminating noise on the image, both linearly and non-linearly. The mean filter is one linear filtering that works by replacing the pixel value intensity with the average of the pixel value with its neighboring pixel values. While the median filter is one of the non-linear filtering that sort the intensity value of a pixel group, then replace the pixel value that is processed with its median value. This study studied noise reduction techniques using the mean and median filter method, to reduce the noise subsequently conducted in a trial of multiple color images with 30 previously selected image seals, Test image is given the noise of Salt & Pepper shaped like black spots and White on the image to reduce the noise is required method of noise filtering using median and mean filter. Then analyzed the performance qualitatively by comparing the image output filter, image bernoise and original image by naked eye. Quantitatively measured through PSNR, SNR and MSE values. Testing more in depth on the performance of this filter by finding the value of the difference between each value of PSNR, SNR and MSE and get good results. The difference is in the value of PSNR, SNR and MSE and the difference that has been obtained through filtering noise. It is concluded that good noise filtering using median filter method mean method is not good to be used in testing noise filtering on image.
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    Film Pendek Animasi 3D “Starting From A Sincerity” dengan Penerapan Teknik Blocking Camera (Pada Puncak Masalah dan Solusi)
    (Politeknik Negeri Batam, 2015-04-10) Anggraini, Aprilitia; riwinoto, riwinoto; Zega, Selly Artaty
    Animated films are widely viewed as entertainment children and adults. But actually animated films not only for entertainment, but there is a positive side that can be taken, unfortunately a lot of people liked the animated film comedy. The authors make a 3D animated film "Starting From a Sincerity" aims to provide a positive element to the film community with the film that has elements of character, so that they can emulate and imitate the content of the message of movies they watch. And the 3D animated film indispensable Camera Blocking good for the audience to more easily understand the story of the film. The authors developed a film based on the stages of pre-production, production and post-production. The document that is produced is the synopsis and storyboard. This film production produced 5 scenes 58 shots with a duration time of 4 minutes 56 seconds. In making the film uses three camera technique, namely Field of view, angle shots and camera movements. From the results of a survey of two types of respondents, special respondents and respondents generally, that the film is of particular respondent side has successfully implemented a blocking technique a good camera, but the delivery of the message is still unsatisfactory and in general respondents already successfully implemented a good moral message, visual form and audio but still expressed in terms of duration less short by linkert scale.
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    Perancangan Video Animasi 3D Smarthphone "MyPhone 4X" Sebagai Media Promosi
    (Politeknik Negeri Batam, 2015) Putra, Dian Pratama; Wibowo, Ari; Zega, Selly Artaty
    Mobile technology is now growing rapidly so that when the previously can only call and answer it, now has developed into a smartphone that can be connected directly to the internet so it can perform various activities. The development of multimedia-based information technology are now evolving with the times, if previously we obtain the information only in the form of text now available many kinds of media that can give us the information needed, such as graphics, animation, audio, and video. Supported the development of these technologies, we need a media advertising to introduce the goods and services produced. Good advertisement should be direct and to persuade people to buy. The design of 3-dimensional animated advertisement aimed to introduce products MyPhone 4X Series, as well as showing the advantages and features offered on these products. The use of three-dimensional animation as a technique of making these ads because of easier and cheaper when compared to making the product prototypes. Advertising produced will be uploaded on the video sharing site service provider, that is youtube and expected results can attract the attention of viewers who have seen it.
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    Perancangan Video Animasi 3D Smartphone "Synergy Galaxy One" Sebagai Media Promosi
    (Politeknik Negeri Batam, 2015) Setiawan, Bambang; Wibowo, Ari; Zega, Selly Artaty
    The need for a smartphone with advance technology seemed to be the principal thing. The number of smartphone that circulated among the general public with variety of feature, but is not accompanied by low prices. This condition makes the smartphone SYNERGY Galaxy One comes with sophiscation and features that facilitate general public use of this smartphone. This smartphone requires that advertisment can package convenience features that smartphone have. From this description, it can be made advertisment campaign, which will advertisment will be packaged in the form 3D animation combined with the editing process involving certain effect. From this advertising is expectated to further facilitate the public in choosing a smartphone that suits its needs.
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    Animasi 2D Sebagai Media Pembelajaran Tentang Pengaruh Berbahaya Narkoba dalam Tubuh
    (Politeknik Negeri Batam, 2017-05-22) Alimi, Patricia; riwinoto, riwinoto
    2D animation is a collection of images that are sorted based on the frame so that it appears moving like video. The processes in making this 2D animation is the process of making a story that includes a search of ideas and preparation of synopsis, followed by sketching characters and storyboard. After the sketch is created, the next step is to create animations with Adobe Flash software. After the rendering process, continue t the editing and compositing based scence using Adobe Premiere Pro software. After finished the annimation, stored it in the form of movie files. The general concept contained in this 2D animation creation is the concept of work that aims to study the effectiveness of using 2D animation as a medium of education in conveying a message of support counternarcotics using the illustration process of entry of drugs into the body and damage the human immune organs as well. 2D animation is presented with a colorful layout and narrative. This 2D animation using sound and visual effects to attract the attention of the audience. Next, animation will be distributed to school as a supporter of the learning process and tested pre-test and post-test with the result of the average pre-test 42.67 and post-test of 84. Based on T test results, obtained tcount 11.68> ttabel 1.7 which can be concluded there is a significant change between students understanding about the dangers of drugs after watching 2D animation.
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    Analisis Akurasi Pergerakan Wajah dengan Penerapan Region of Interest
    (Politeknik Negeri Batam, 2017-06-02) Adriyanto, Handry Elsharry; Dzikri, Afdhol
    The accuracy of facial movement in the facetracking application has the result of rotation 3D objects that different according to the distance between the face with the camera, which in this paper will be tested starting from face detection with the parameters of light intensity level, the distance of the camera with face and part on the face like eye, nose and mouth. Then test the face movement every 10cm will be do face movement starting from 30cm to 110cm. Face movement testing is done with the frontal face of the camera detected then the face will be moved to the left, right, up and down the results of the face movement will also be seen on the rotation value of 3D objects in the facetracking application where the value of the rotation of each distance of movement Different. In addition, every movement of the face to the left, right, up and down will also be measured how much distance can be obtained so that the face cannot be detected by the camera. From the analysis and testing done will get the result of the ideal distance to perform the facial movement that has a good movement accuracy.