D4 Teknologi Rekayasa Multimedia
Permanent URI for this collectionhttps://repository.polibatam.ac.id/handle/PL029/1770
Browse
122 results
Search Results
Item Rancang Bangun Aplikasi Inventory Barang Berbasis Web pada PT Air Mas Batam Jaya(Politeknik Negeri Batam, 2025-10-02) Nur, Aditya; Ardi, NoperPT Air mas Batam Jaya adalah perusahaan terkemuka di bidang Teknologi Informasi yang bermitra dengan perusahaan besar lainnya. Perusahaan ini terus mengikuti perkembangan zaman dengan menyediakan produk produk teknologi informasi dan teknologi berkualitas tinggi. Namun, dalam proses inventarisasi, PT Air mas Batam Jaya masih menggunakan metode manual berbasis Microsoft Excel untuk merekap information inventaris produk. Penelitian ini bertujuan merancang dan membangun sistem web inventory menggunakan framework Laravel dengan metode pengembangan sistem waterfall. Metode waterfall dipilih karena memiliki proses terstruktur yang sistematis dari tahap awal hingga akhir. Untuk pengujian, digunakan metode System Usability Scale (SUS), yang dikenal sederhana dan populer dalam mengevaluasi sistem berbasis web. Metode ini membantu karyawan mengecek apakah sistem yang dirancang sudah sesuai dengan standar perusahaan. Sistem yang dibangun diharapkan mempermudah proses inventarisasi dan menyelesaikan masalah yang sering terjadi dalam pengelolaan keluar-masuk barang. Hasil pengujian SUS menunjukkan nilai 76, yang termasuk kategori "excellent." Hal ini menunjukkan bahwa web yang dibuat sangat membantu dan sesuai dengan kebutuhan PT Airmas Batam Jaya. Sistem ini memungkinkan karyawan mengontrol inventaris dengan lebih efisien dan efektif.Item Implementasi Video Company Profile PT. Sanindo Multi Tekno Dengan Gabungan Cinematic dan Motion Graphics Menggunakan Metode MDLC(2025-10-10) Nehara, Renetha; Amadia, RiniThis research aimed to design and implement a company profile video for PT. Sanindo Multi Tekno by combining cinematic techniques and motion graphics through the Multimedia Development Life Cycle (MDLC) method. The production process consisted of six stages: concept, design, material collecting, assembly, testing, and distribution. The final video was tested using alpha testing. Involving multimedia experts and company representatives, and beta testing through purposive sampling of respondents in the automation and electrical field. Data were analyzed using the EPIC model, covering empathy, persuasion, impact, and communication dimensions. The results showed that the developed video was categorized as “very feasible” with an alpha test score of 88%. Furthermore, the beta test produced an EPIC rate of 4,490, which is included in the “effective” category. The research concludes that the combination of cinematic and motion graphic techniques can enhance professionalism, attractiveness, and clarity in company profile video production.Item Perancangan Dan Evaluasi Efektivitas Video Motion Graphic K3 Di PT. Mitra Global Bersama(2025-10-08) Prasetya, Wahyu Ivan; Suandi, FadliKeselamatan dan Kesehatan Kerja (K3) merupakan elemen krusial dalam keberlanjutan industri konstruksi, yang menyumbang sekitar 11% dari total 2,6 juta kasus kematian akibat kecelakaan kerja secara global pada 2023. Di Indonesia, Kementerian Ketenagakerjaan mencatat 462.241 kasus sepanjang 2024. PT Mitra Global Bersama (MGB) mencerminkan tren ini, dengan 14 near miss dan 5 first aid case dalam laporan HSE Q4 2024. Audit mengungkap lemahnya kedisiplinan penggunaan Alat Pelindung Diri (APD), terutama pada subkontraktor baru, yang ditengarai akibat kurang efektifnya metode induksi K3 yangmasih bersifat ceramah statis. Penelitian ini bertujuan mengembangkan video motion graphic berdurasi 1–2 menit sebagai media edukasi K3 yang ringkas dan menarik, serta menguji efektivitasnya berdasarkan model EPIC (Empathy, Persuasion, Impact, Communication). Pengembangan video mengikuti tahapan Multimedia Development Life Cycle (MDLC) yang diintegrasikan dengan model produksi video Villamil Molina. Validasi dilakukan oleh ahli materi dan multimedia, sementara uji efektivitas mengacu pada skor EPIC. Hasil yang diharapkan mencakup prototipe video edukatif yang layak secara isi dan desain, serta rekomendasi pelatihan K3 adaptif untuk proyek konstruksi. Penelitian ini berkontribusi pada Upaya mitigasi risiko kerja dan pengembangan media pelatihan keselamatan berbasis pendekatan visual modern.Item Analisis User Experience pada Website PT Lestari Osean Indonesia(Politeknik Negeri Batam, 2025-07-21) Fitriani, Komang Ayu; Prasetyaningsih, SandiCorporate websites play a vital role in delivering information and shaping public image in the digital era. The purpose of this research is to assess the satisfaction level (UX) from the users perspective with the use of User Experience Questionnaire (UEQ). UEQ measures six dimensions of UX: Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, and Novelty. Data were collected through a questionnaire distributed to 30 respondents, consisting of employees and clients of the company. The analysis results show that all dimensions received average scores above 1.5, indicating a very positive perception from users. The Stimulation dimension achieved the highest score, followed by Perspicuity and Attractiveness, suggesting that the website is engaging, easy to use, and enjoyable. Although results are satisfactory, enhancements can still be made particularly in terms of efficiency and innovation. These findings provide valuable insights for future website development to enhance user satisfaction and the overall UX quality.Item VIDEO PROMOSI WEDDING DAY PROJECT BERBASIS MOTION GRAPHIC(2025-07-28) CRISTIN YOHANA SIHOMBING; Rokhayati, YeniPersaingan yang semakin ketat dalam industri Wedding Organizer (WO) menuntut pelaku usaha untuk terus berinovasi, terutama dalam strategi promosi guna meningkatkan brand awareness. Penelitian ini bertujuan untuk mengembangkan media promosi berbasis motion graphic bagi Wedding Day Project serta mengukur pengaruhnya terhadap brand awareness. Metode pengembangan yang digunakan adalah Multimedia Development Life Cycle (MDLC). Produk akhir berupa video promosi berdurasi 1 menit 9 detik diuji melalui uji alpha oleh tim internal Wedding Day Project untuk memastikan kelayakan tayang. Pengukuran pengaruh video dilakukan melalui penyebaran kuesioner kepada 36 responden yang telah menonton video. Kuesioner dirancang untuk mengukur enam indikator brand awareness, yaitu brand recognition, brand recall, brand clarity, brand interest, brand perception, dan behavioral intention. Hasil analisis deskriptif menunjukkan bahwa seluruh indikator berada pada kategori sangat tinggi, dengan skor brand clarity tertinggi (4.55) dan brand interest terendah (4.36). Temuan ini menunjukkan bahwa media promosi berbasis motion graphic efektif dalam meningkatkan brand awareness Wedding Day Project.Item Perancangan Game Filter 'Decorate My Bag' sebagai Media Promosi untuk Brand COZY(Politeknik Negeri Batam, 2025-07-23) Fadhilah, Putri Rahma; Lumombo, LionyTren penggunaan bag charms sebagai aksesori tas dalam dunia fashion kian populer. Melihat peluang tersebut, game ‘Decorate My Bag’ hadir sebagai strategi promosi digital untuk brand tas COZY. Penelitian menggunakan metode MDLC. Uji coba dilakukan melalui pendekatan kualitatif dengan metode wawancara yang kemudian dianalisis secara tematik. Hasil penelitian menunjukkan bahwa filter ini mampu meningkatkan interaktivitas yang menciptakan pengalaman pengguna yang menyenangkan, dan juga memperkuat brand awareness COZY di kalangan pengguna media sosial, khususnya TikTok.Item STRATEGI PERANCANGAN DAN PENERAPAN KONTEN INSTAGRAM @helloskinhouse UNTUK MENINGKATKAN ENGAGEMENT(Politeknik Negeri Batam, 2025-07-25) Nurmalasari; Nasrullah, Muchamad Fajri AmirulThis study aimed to design and implement a content marketing strategy for the Instagram account @helloskinhouse to enhance customer engagement. The development method used is design thinking, comprising five steps, empathize, define, ideate, prototype, and test. Data were gathered through observations, interviews, and the distribution of questionnaires to 202 respondents, who are followers of @helloskinhouse. The study’s findings suggest that implementation of the content marketing strategy, which includes a variety of content types, persuasive copywriting, appealing visuals, the use of relevant hashtags, and optimal posting times, significantly increased audience interactions by 2,500%. The content marketing index reached 86.20%, and customer engagement achieved 87.22%, both of which are categorized as excellent. Simple linear regression and partial tests (ttests) demonstrated the customer engagement is significantly and positively impacted by content marketing (significance value < 0.05). Thus, a well-structured content marketing strategy has been proven effective in increasing customer engagement and building brand trust on the @helloskinhouse Instagram account amid the competitive beauty industry.Item Pembuatan Video Profil Born Yesterday Berbasis Motion Graphic Sebagai Media Promosi Digital(2025-07-21) Laksono, Anggina; MariaPenelitian ini bertujuan untuk menilai seberapa efektif video promosi "Born Yesterday – Resto and Family KTV" sebagai alat komunikasi visual dalam mendukung strategi pemasaran. Video tersebut menampilkan daya pikat Born Yesterday dari sisi kuliner, suasana tempat, serta fasilitas hiburan keluarga seperti karaoke yang menjadi salah satu keunggulan utamanya. Proses pembuatan video menggunakan metode Villamil Molina yang terdiri dari development (pengembangan), preproduction (pra-produksi), production (produksi), postproduction (pasca produksi), dan delivery (pendistribusian). Penilaian efektivitas video menggunakan pendekatan Model EPIC yang mencakup empat indikator utama yakni emphaty (empati), persuasion (persuasi), impact (dampak), dan Komunikasi. Data dikumpulkan melalui kuesioner yang disebarkan kepada 100 responden dari masyarakat umum. Hasil analisis menunjukkan skor EPIC rate sebesar 4,49 yang tergolong dalam kategori “sangat efektif”. Temuan ini menegaskan bahwa video promosi Born Yesterday berhasil menyampaikan pesan dengan jelas, menarik perhatian penonton, serta mendukung peningkatan citra dan daya tarik lokasi sebagai tempat makan dan hiburan di Batam.Item DEVELOPMENT OF MOTION GRAPHIC ADVERTISEMENTS AS A PROMOTIONAL MEDIA FOR DIGICLUB INDONESIA(2025) Marpaung, Simon Edgar; Handayani, SiskhaIn the digital era, businesses are required to continue to innovate in their marketing strategies to remain competitive. One of the growing innovations is the use of motion graphic advertising as a promotional medium that is more attractive and communicative than conventional advertising. This research aims to design effective motion graphic advertisements and analyze their effectiveness as a promotional media for Digiclub Indonesia. The research method used is Villamil Molina which consists of alpha and beta testing. Alpha testing was conducted through interviews with two experts to evaluate the quality, feasibility, and accuracy of the ad design before being tested to the public. Meanwhile, beta testing was carried out by distributing questionnaires to 18 micro, small and medium enterprises from various regions in Indonesia, to obtain responses from the target audience regarding the effectiveness of the advertisement. The effectiveness analysis was conducted using the EPIC Model approach which includes four dimensions: Empathy, Persuasion, Impact, and Communication. The results showed that all EPIC dimensions were in the highly effective category, with an EPIC Rate score of 4.27. The Communication dimension obtained the highest score, indicating that the message conveyed in the video is very clear and easily understood by the audience. In conclusion, motion graphic advertisements are designed to attract attention, convey information clearly, and increase interest in Digiclub Indonesia's services.Item FlighTech Immersion: Aplikasi VR Dengan Integrasi Hand Tracking untuk Eksplorasi Komponen Pesawat(POLITEKNIK NEGERI BATAM, 2025-08-22) Aditia Nurfikri Aditia Nurfikri; Firmanda, ArdimanThe advancement of Virtual Reality (VR) technology has significantly contributed to the field of education, particularly in vocational learning environments. This study aims to develop and evaluate FLIGHTECH IMMERSION, an interactive learning application based on VR technology integrated with hand tracking, designed to help students explore aircraft components virtually. The application was developed using the Multimedia Development Life Cycle (MDLC) method, consisting of six stages: Concept, Design, Material Collecting, Assembly, Testing, and Distribution. Functional testing was conducted using the black-box testing method, while user evaluation employed a quantitative descriptive approach through a questionnaire distributed to 32 students of the Aircraft Maintenance Engineering Program at Batam State Polytechnic. The results showed an average user satisfaction score of 4.42, classified as "Very Feasible". These findings indicate that FLIGHTECH IMMERSION can serve as an innovative and effective educational medium for immersive learning in the field of aviation technology.