D4 Teknologi Rekayasa Multimedia

Permanent URI for this collectionhttps://repository.polibatam.ac.id/handle/PL029/1770

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    PERANCANGAN MOTION GRAPHICS SEBAGAI MEDIA EDUKASI JARINGAN FTTH (FIBER TO THE HOME) PT TELKOM AKSES
    (2024-07-26) Prastama, Radetya Hendra; Aji, Satriya Bayu
    PT Telkom Akses atau yang disebut (PTTA) merupakan salah satu dari anak perusahaan BUMN yaitu PT Telekomunikasi Indonesia, Tbk (Telkom). PTTA memiliki sebuah unit yang bernama Fiber Academy (FA), unit ini bertanggung jawab atas kualitas sumber daya manusia yang dimiliki PTTA. Berdasarkan hasil wawancara yang dilakukan penulis pada bulan Juli 2022 kepada karyawan PT Telkom Akses Batam, menunjukkan bahwa sebagian karyawan menyatakan belum memahami infrastruktur jaringan fiber optik yang dikelola oleh PTTA, terutama bagi unit kerja yang tidak berinteraksi langsung ke lapangan. Berdasarkan hal tersebut, penulis memilih video motion graphics sebagai media edukasi pada penelitian kali ini. diharapkan dengan dibuat nya media ini dapat meningkatkan pemahaman karyawan terhadap infrastruktur jaringan FTTH pada PT Telkom Akses. Pada penelitian ini menggunakan metode penyelesaian Luther Sutopo dan untuk metode analisis menggunakan observasi oleh ahli untuk alpha testing dan untuk beta testing menggunakan uji t dependent. Hasil analisis alpha testing menunjukkan bahwa setelah satu kali perbaikan, video telah mendapat review positif dan kualitasnya dianggap cukup baik untuk melanjutkan ke tahap beta testing. Namun, pada tahap beta testing, uji dependent sample t-test tidak dapat dilakukan karena data tidak berdistribusi normal. Sebagai alternatif, digunakan uji non-parametrik Wilcoxon, yang menunjukkan kenaikan yang signifikan dalam pemahaman peserta setelah menonton video. Penelitian menyimpulkan bahwa kurangnya media yang menjelaskan infrastruktur jaringan FTTH menjadi faktor utama sulitnya pemahaman karyawan yang tidak berinteraksi langsung dengan lapangan. Hasil uji Wilcoxon menunjukkan pengaruh signifikan dari edukasi video terhadap pemahaman karyawan, dengan nilai Sig (2-tailed) < 0.05. Ini menunjukkan bahwa terdapat peningkatan pemahaman dari karyawan PT Telkom Akses setelah menonton video infrastruktur jaringan FTTH.
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    Rancang Bangun Platform Capture The Flag (CTF) Jeopardy Sebagai Sumber Pembelajaran Ethical Hacking
    (2024-06-24) Haris, Muhammad Nur Sya'bani; Resda, Dodi Prima; Haikal, Antoni
    This research details the process of building a Capture The Flag (CTF) Jeopardy platform using CTFd open-source technology and by using the DevOps (Development & Operations) development method. This case study aims to be a learning resource for ethical hacking with a focus on utilizing the open-source CTFd software. The resulting platform is designed to provide a well-rounded learning experience, including relevant security challenges, with the aim of improving ethical hacking understanding and skills. The findings from this case study can provide valuable guidance for practitioners and educators in the field of information security. In this study, the authors conducted a test analysis using the User Experience Questionnaire to test the harisCTF platform that had been created.
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    Analisis Efektivitas Game VR Tower Defense the Rise of Majapahit Kingdom sebagai Media Edukasi Sejarah
    (2024) Nafisah, Adilah Putri; riwinoto, riwinoto
    Penelitian ini menganalisis efektivitas penggunaan game VR Tower Defense the Rise of Majapahit Kingdom sebagai media edukasi sejarah. Penelitian menggunakan metode kuantitatif dengan pendekatan observasional. Dengan hasil yang menunjukkan bahwa penggunaan game VR Tower Defense the Rise of Majapahit Kingdom efektif dalam meningkatkan pemahaman sejarah. Penelitian ini menunjukkan bahwa penggunaan game VR Tower Defense the Rise of Majapahit Kingdom merupakan solusi yang efektif dalam meningkatkan pengetahuan sejarah. Temuan ini memberikan implikasi penting dalam pengembangan teknologi VR dalam pembelajaran sejarah dan menawarkan prospek penggunaan game VR dalam konteks pendidikan yang lebih luas.
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    Pembuatan Motion Graphic Safety Induction Sebagai Media Informasi Bagi Karyawan PT SM Engineering
    (2024-05-06) Alfajri; Dwi Harlyan, Gendhy
    This research discusses making motion graphic safety induction videos as information media for PT SM ENGINEERING employees. Generally, the delivery of safety induction at PT SM ENGINEERING still use presentation slides in PDF format and sent to each employee. However, with the development of technology, especially in multimedia, a safety induction video in motion graphics was made as a new, more effective information media. This research uses the Villamil-Molina development method, which includes several stages: development, pre-production, production, post-production, and delivery. To analyze the effectiveness of motion graphic videos, the EPIC model method uses four dimensions: empathy, persuasiveness, impact, and communication. The analysis using the EPIC model shows a value of 4.26, indicating that the motion graphic video is very effective in providing Safety Induction information to PT SM ENGINEERING employees.
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    Media Edukasi 9 cara memasuki Clean Room Area berbasis motion graphic di PT XYZ
    (2024-06-10) tulzahra,cornelia; supardianto
    The explanation of how to enter a dust-free area or Clean Room is one of the most important information. Clean Room is one of the rooms used in the manufacture of semiconductor product applications such as IC, this room is required to be sterile from air and dust contamination. According to the supervisor of the device department, dust that contaminates the room or employees has an impact on the product and can cause product failure. So educational media were made on how to enter this Clean Room with effective and easy to understand media, one of which is Motion Graphics. and made with Addie Development media model that is considered more appropriate in educating.
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    IMPLEMENTASI ROBOTIC PROCESS AUTOMATION DALAM PROSES REKAPITULASI INVOICE STUDI KASUS : PT. SCHNEIDER ELECTRIC MANUFACTURING BATAM
    (2024-06-13) Fauzi, Adrian Priabdi; Fani, Maidel
    PT. Schneider Electric Manufacturing Batam is one of the industries that has done digital transformation with various digital solutions, one of which is digitization of invoice recapitulation to invoices by applying Robotic Process Automation technology. Robotic Process Automation is software capable of mimicking the activities performed by humans in processing or entering data automatically in computer systems, thus reducing the error rate in the recapitulation process and the required process time to be less. This research will research and develop applications using robotic process automation technology for invoice recapitulation process by using software development life cycle waterfall method and test the effectiveness of using robotic process automation in invoice recapitulation process using black box testing method. The result of this research is show that the development of robotic process automation application can use the software development life cycle waterfall method. Then robotic process automation can be used in the process to absorb information, validate, and manipulate documents with a good level of accuracy of data absorption on electric invoices, while scanned invoice results still have poor accuracy based on the results of invoice document recapitulation. So based on these results shows that the development of applications with robotic process automation technology can use software development life cycle waterfall methods and the use of robotic process automation in the process of recapitulation of invoices with different levels of accuracy according to the type of invoice used
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    Pembuatan Video Eco-Green Tentang Penggunaan Tote Bag Sebagai Upaya Pengurangan Sampah Plastik Di Kota Batam
    (Politeknik Negeri Batam, 2024-07-08) Saputra, M. Aji; Zega, Selly Artaty
    Penggunaan plastik dalam kehidupan sehari-hari telah menciptakan dampak serius terhadap lingkungan. Di tengah peningkatan jumlah penduduk, kota-kota seperti Batam menghadapi tantangan besar dalam mengelola masalah sampah plastik. Salah satu solusi yang diusulkan adalah mengadopsi penggunaan tote bag sebagai alternatif yang ramah lingkungan. Namun, rendahnya kesadaran masyarakat mengenai pentingnya menggunakan tote bag menjadi hambatan utama. Oleh karena itu, upaya meningkatkan kesadaran melalui media komunikasi, khususnya media video, menjadi sangat penting untuk mengubah perilaku konsumen. Penelitian ini menggunakan metode kuantitatif dan penyebaran kuesioner untuk mengumpulkan data. Video eco-green yang dihasilkan dianalisis dari aspek materi dan media. Abstrak ini menyoroti perlunya tindakan konkret dalam menangani masalah sampah plastik dan meningkatkan kesadaran masyarakat akan dampak lingkungan dari penggunaan plastik sekali pakai.
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    ANALISIS PERANCANGAN MEDIA ANIMASI BERBASIS 2D UNTUK PENGURANGAN SAMPAH PLASTIK DI POLITEKNIK NEGERI BATAM
    (Politeknik Negeri Batam, 2024-06-19) Sugitriprasetyo, Handoko; Suandi, Fadli
    The problem of plastic waste has now penetrated the education sector so that a way is needed so that every academic community is more aware of the dangers of continuous use of plastic. The solution built in this research is a video in the form of an animation on how to reduce and manage plastic waste properly, as one of the information and education media for the campus academic community. The development method uses the method of Luther Sutopo. The resulting products are analyzed for feasibility as a medium of education and information for the academic community of the Batam State Polytechnic. The feasibility of the video was determined based on the perception of the Batam State Polytechnic community using the EPIC Model. The results are: (1) The resulting video is able to convey information about the dangers of using single use plastics well and is able to influence the audience to be aware and start reducing the use of single-use plastics in daily life; (2) Videos in the form of animation are very effective as a medium of information and education. This is based on the dimensions of the EPIC Model with an average achievement of 4,466 respondent perceptions.