JICOMS 2024
Conference Management System
Main Site
Submission Guide
Register
Login
User List | Statistics
Abstract List | Statistics
Poster List
Paper List
Reviewer List
Presentation Video
Online Q&A Forum
Ifory System
:: Abstract List ::

Page 1 (data 1 to 30 of 96) | Displayed ini 30 data/page
1 2 3 4 NEXT >>

1 Digital Media ABS-3

Enhancing Art Exhibition Experiences Through Augmented Reality: A Case Study of the Annual Dekalcer Exhibition at UPJ
Desi Dwi Kristanto, Gandung Anugrah Kalbuadi, Sri Wahyuning Septarina, Rizcky Zakaria

Universitas Pembangunan Jaya
Jl. Cendrawasih Raya Blok B7/P, Sawah Baru, Ciputat,
Tangerang Selatan, Banten, Indonesia, 15413


Abstract

Keywords: Augmented Reality (AR), art exhibition, visitor experience, Dekalcer exhibition, post-pandemic exhibitions

Share Link | Plain Format | Corresponding Author (Desi Dwi Kristanto)


2 Digital Media ABS-4

The Usage of Ornaments in The ^Bakpiaku^ Packaging Design in Building Brand Awareness of Indonesian Culture Sample Abstract
Sri Wahyuning Septarina (a*), Desi Dwi Kristanto (b), Eko Wahyu Sentavito (c), Gisela Jovita (d)

Universitas Pembangunan Jaya
Blok B7/P, Jl. Cendrawasih Raya Bintaro Jaya, Sawah Baru, Kec. Ciputat, Kota Tangerang Selatan, Banten 15413


Abstract

Ornaments are motifs or decorative patterns that are often found in various types of designs. Ornaments also have a role as a medium in conveying messages and can even influence consumer purchasing decisions. One of the roles of ornaments in a packaging design is to build brand identity, because distinctive and consistent ornaments can be a characteristic of a brand so that it can differentiate the product from its competitors. The purpose of this study is to describe the effect of using ornaments on the packaging design of ^Bakpiaku^ to increase brand awareness as a promotional media. The method used is design thinking with data collection techniques in the form of documentation, literature studies, and observations. Based on the analysis, it can be concluded that the packaging design process (packaging appeal, visual appeal, message, color, shape), brand awareness in packaging design and visual packaging.

Keywords: Ornament, Packaging, Brand Awareness

Share Link | Plain Format | Corresponding Author (Sri Wahyuning Septarina)


3 Digital Media ABS-7

USE OF STROBOSCOPIC LIGHTING TECHNIQUES IN MODEL SHOOTING IN THE STUDIO
Sulistiyo Wibowo (1) ,Yusuf Nurrachman (2) ,Nofiandri Setyasmara (3) ,Erlan Saefuddin (4), Rizki Khairullah (5)

State Polytechnic of Creative Media


Abstract

Lighting in the field of photography is the main and very important thing. There are many types and variations of lighting, including lighting techniques using artificial light sources. Sources of artificial lighting in photography include flash light sources, flash lights are used as additional sources or substitutes for natural light sources (available light). The Stroboscopic technique is a variation of lighting using a flash, the process involves the use of repeated flashes of light as the photographic subject moves over a certain period of time. This repeating light creates an interesting effect that freezes over and over again. Another thing is that it allows a photographer to capture movement in a unique and creative way.
This technique is often used to clearly record action or movement, as repeated flashes of light allow the subject to be seen in various positions over the shooting time period. For example, in sports photography, Stroboscopic techniques can be used to capture athletes in fast movements such as running or jumping, likewise when a dancer is performing, we can stop their movements repeatedly but still in one shooting frame.
The background to the emergence of the stroboscopic technique is to add uniqueness and a new style to photography, in addition to presenting a dynamic and dramatic aspect to the image. This allows photographers to experiment with movement effects and precise shooting timing thereby creating unique and visually interesting photos. This technique requires a good understanding of camera and lighting settings as well as creativity in their use to achieve interesting and desired results.

Keywords: Stroboscopic, Flashlight, Artistic

Keywords: Stroboscopic, Flashlight, Artistic

Share Link | Plain Format | Corresponding Author (Sulistiyo Wibowo)


4 Digital Media ABS-8

Implementation of QR Codes as an Effort to Preserve North Sumatran Ornaments Using Screen Printing Techniques
Sofi Andriyanti (a*), Syafriyandi (a), Dewantoro Lase (a), Fitri Evita (b), Siti Aisyah (c)

a) Desain Grafis, Politeknik Negeri Media Kreatif Jalan Srengseng Sawah Raya No.17, RT.8/RW.3, Kec. Jagakarsa, Kota Jakarta Selatan, DKI Jakarta 12630, Indonesia
*sofiandriyanti02[at]gmail.com
b) Periklanan, Politeknik Negeri Media Kreatif Jalan Srengseng Sawah Raya No.17, RT.8/RW.3, Kec. Jagakarsa, Kota Jakarta Selatan, DKI Jakarta 12630, Indonesia
c) Teknik Grafika, Politeknik Negeri Media Kreatif Jalan Srengseng Sawah Raya No.17, RT.8/RW.3, Kec. Jagakarsa, Kota Jakarta Selatan, DKI Jakarta 12630, Indonesia


Abstract

The use of QR Code technology to design information about the motifs and symbols of North Sumatra ornaments can serve as a modern innovation to enhance efficiency and accuracy in the preservation of these motifs and symbols. The research employs a qualitative method, focusing on artistic and aesthetic exploration. The objective of this study is to introduce QR Code technology to support the preservation of North Sumatra^s ancestral heritage in the form of motifs and symbols, which can be integrated into QR Codes for easy access via smartphones. The implementation of QR Codes is expected to expedite the dissemination of information regarding the diversity of motifs and symbols from North Sumatra ornaments. The research results include a design that demonstrates how QR Codes can address the identified issues. The evaluation of functionality indicates that the QR Code device effectively stores documents of North Sumatra^s motifs and symbols, featuring a unique code display to preserve the authenticity and originality of each motif and symbol. North Sumatra ornaments and QR Codes will be printed on T-shirts using screen printing techniques, allowing the younger generation to become acquainted with North Sumatra^s cultural heritage- the QR Code on the T-shirt design can be scanned with smartphones.

Keywords: ornament, QR Code, screen printing

Share Link | Plain Format | Corresponding Author (Sofi Andriyanti)


5 Digital Media ABS-10

Usability Testing of Digital Memory Game Application Based on ISO 9241-11 Test Instruments
Yuyun Khairunisa (a*), Deni Kuswoyo (a), Bayu Dwi Nurwicaksono (b)

(a) Politeknik Negeri Media Kreatif
Jalan Srengseng Sawah, Jagakarsa, Jakarta Selatan
yuyunkh[at]polimedia.ac.id

(b) Universitas Negeri Surabaya
Jl. Lidah Wetan, Lidah Wetan, Kec. Lakarsantri, kota
Surabaya, Jawa Timur 60213


Abstract

. Currently, there is no cure for cognitive decline in the elderly in the form of Alzheimer^s and dementia. Some studies have shown that cognitive and physical exercise can help reduce the risk and symptoms of alzheimer^s and dementia. The use of smart games can be an effective tool in assisting cognitive and physical exercise through brain stimulation that can prevent or slow the progression of alzheimer^s can prevent or slow the progression of alzheimer^s and dementia. Besides In addition, smart games can also provide entertainment and motivation for the elderly to continue practicing and exercise maintain their brain health. Author previous research have developed a crosswords memory game application with artificial intelligence features as one of the refreshing media for cognitive therapy for the elderly, but it is still in the form of a prototype so that further testing is needed for the application. In the form of a prototype so that further testing is needed to produce a product that is industry standard and can fullfil user expectations before release. This research aims to ensure the application has met international standards, both design and implementation. The method used was quantitative research using a questionnaire instrument based on ISO 9241-11 which generally consists of four testing criteria, namely usability, ease of use, ease of learning, and user satisfaction. The questionnaire was completed by 23 respondents with ages ranging from 43 years to 64 years. Respondents are asked to follow certain task in testing the application. The result of usability testing based on ISO 9241-11 can be summarized that memory game application so far has good usability values, including good usability, ease of use, ease of learning and satisfaction. This is indicated by the value of the usability results for 4 criterias, as follows: The average attribute value of usability 76,2 % indicates good usability aspect value, ease of use has 72,8 %, ease of learning has 80,5 % and satisfaction has 76,8 %. And overall, The average usability 76, 8% indicates that the digital memory game has a good usability performance. However, there are still obstacles in using digital memory games becaause the elderly find difficulties in installing and starting the game. This is due to some elderly people over 55 years of age are not familiar with the use of smartphones.

Keywords: Digital memory game, usability testing, ISO 9241-11, cognitive therapy, dementia.

Share Link | Plain Format | Corresponding Author (Yuyun Khairunisa)


6 Digital Media ABS-11

Impelementation of Public Speaking at Radio Program with 3-O Approach as Students^ Skill Improvement at Broadcasting Study Program
Laelatul Pathia (a*), Mohammad Ismed (b), Sifa Sultanika (b), Putri Surya Cempaka (b)

a. Politeknik Negeri Media Kreatif
Jl. Srengseng Sawah, Kec. Jagakarsa, Kota Jakarta Selatan, DKI Jakarta 12630

b. Politeknik Negeri Media Kreatif
Jl. Srengseng Sawah, Kec. Jagakarsa, Kota Jakarta Selatan, DKI Jakarta 12630


Abstract

Public speaking is one of communication skills to be acquired by students of Broadcasting Study Program at Polimedia. This research aimed to describe public speaking implementation during radio program airing with the approach of 3-O. Radio is one of
mandatory subjects in the Broadcasting Study Program. In practice, students will broadcast radio programs, to assess the skill of becoming a broadcaster. Broadcasters in relation to the development of 3-O radio (On Air, Off Air and Online) must pay attention to three important approaches, namely visual, vocal and verbal or 3V. 3V revealed that technological developments require people to maximize their broadcasts not only from sound, but also from visual aspects. It is hoped that this research can help students in the coming years to develop their speaking skills well as well as serve as material for evaluating student learning in the Broadcasting Study Program environment. The method used in this research is descriptive qualitative, with a post-positivism paradigm. Meanwhile, the research locus is located at Gaul FM radio, Semarang.

Keywords: Radio 3-0, Public Speaking, Visual, Gaul FM

Share Link | Plain Format | Corresponding Author (Laelatul Pathia)


7 Digital Media ABS-16

OPTIMIZATION OF MADRASAH IBTIDAIYAH AL WASHLIYAH DARUL AMAN MEDAN DIGITAL PROMOTION MEDIA ON STUDENT ADMISSIONct
Reniwati Lubis a*), Raju Gobal b), Elvand Novian c), Herri Trisna Frianto d)

a, b, c) Politeknik Negeri Media Kreatif
Jl. Guru Sinumba No. 6 Medan
*Polimedia.ac.id
d) Politeknik Negeri Medan
Jl. Almamater No. 1 Kampus USU Medan


Abstract

Madrasah Ibtidaiyah Al Washliyah Darul Aman Medan (MI Al Washliyah) is one of the madrasas in the city of Medan. Madsrah IBTIDAIYAH al Washliyah has been established since 1961. From the past until now, student admissions have still been used traditionally. Currently there are 50 students. In this digital era, MI Al Washliyah needs to optimize digital promotional media to increase the number of student admissions. This research aims to determine the optimization of MI Al Washliyah^s digital promotional media in increasing student acceptance. This research uses descriptive qualitative methods with data processing methods in the form of interviews, observation and documentation. The process of making research uses several stages, namely pre-production (planning, data collection, ideas). Production (process of creating social media) and post-production (editing products and product results). The results of the research are Tiktok and Facebook products.

Keywords: Digital promotional media, madrasah ibtidaiyah, student admissions

Share Link | Plain Format | Corresponding Author (Reniwati Lubis)


8 Digital Media ABS-19

Using Augmented Reality (AR) and Picture Word Inductive Model (PWIM) to Enhance English Speaking Skills of Vocational Students: A Comparison Study Between Conventional and Technological Teaching Method
Nurianti Sitorus (a), Dewantoro Lase (b), Yusnia Sinambela (c)

Politeknik Negeri Media Kreatif
Jalan Guru Sinumba No. 6 Helvetia Timur


Abstract

Competency in speaking English is requisitioned in this digital and global era particularly for vocational students major in graphic design. This study contributes a compact overview that looks for the use of augmented reality (AR) and picture word inductive model (PWIM) as both leading-edge and entrancing tool to boost students ability in conversational setting. This research is intentionally designed to assess the potency of AR and PWIM in enriching the speaking-ability of students in graphic design as well as to inspect their potential to accommodate delightful experiences in learning English. The graphic design students, who later on are in industrial related jobs, have the chance not only to learn English but also to prepare themselves to flourish in a digitally powered era, international workforce. The result of this research is a prototype which providing students ten unit of English materials. This prototype is validated by three different professional expertise which are English, computer and Design.

Keywords: Augmented Reality, Picture, English, Speaking

Share Link | Plain Format | Corresponding Author (nurianti sitorus)


9 Digital Media ABS-22

BILINGUAL TOURIST POCKET BOOK USING QR CODE FOR TOURISTS AT MAIMUN PALACE TO INTRODUCE THE CULTURE AND HERITAGE OF THE DELI SULTANATE
Ika Agustina, Andrian, Reniwati Lubis

Politeknik Negeri Media Kreatif


Abstract

The use of digital technology in tourism development can provide major benefits for visitors, local communities and stakeholders tourist. However, it is important to integrate technology wisely and paying attention to the unique needs of each tourist destination. In Medan, there is a tourist site in the form of a palace, namely the Maimun Palace, a legacy of the Deli Sultanate. Access information about Maimun Palace and the historical objects contained in it still felt limited for visitors. Therefore, a deep breakthrough is needed eliminates this limitation. Bilingual travel pocket book with QR Code for travelers is a good idea to provide easily accessible information and useful for visitors. With a bilingual travel pocketbook equipped with a QR Code, visitors will be able to easily access the information they need to make their travel experience more informative and memorable. Therefore, this research aims to developing a Bilingual Travel Pocket Book using QR Code for tourists at Maimun Palace. The research method implemented in this study is Research & Development. Every relic of the Kingdom era that is tangible and intangibles are research objects while the research subjects in this study are domestic and foreign tourists. The data collection technique in this research is Deli Sultanate archival documentation, literary studies, and interviews with the representative of Sultan Ma^moen Al Rasyid Foundation. This research produces a travel pocket book bilingual in digital form with a QR code that can provide information to domestics and tourists abroad regarding the history, culture, and heritage of the Deli Sultanate.

Keywords: QR Code, Maimun Palace, tourists

Share Link | Plain Format | Corresponding Author (Ika Agustina)


10 Digital Media ABS-23

Implementation of Motion Graphics in Radio Programs as a Visual Radio Innovation
Mohammad Ismed (a*), Budi Utomo (a), Alfred Satyahadi (a)

a) Politeknik Negeri Media Kreatif
Jl. Srengseng Sawah Raya No.17, RT.8/RW.3, Srengseng Sawah, Kec. Jagakarsa, Kota Jakarta Selatan, Daerah Khusus Ibukota Jakarta 12630


Abstract

Visual radio is a form of radio that can be watched. Technological advancements have enabled us to view what was previously only audible. This transformation is attributed to the integration of visual elements into radio broadcast programs. The addition of visual components offers numerous advantages, such as making broadcasts more dynamic, visualizing data or information to aid viewer comprehension, enhancing audience engagement through interactive features like polls and comments, and strengthening brand recognition by making stations or programs more identifiable. To achieve these benefits, motion graphics play a crucial role. This research is motivated by the need to explore how motion graphics can be implemented in radio broadcast production, particularly for visual radio. The problem addressed is how motion graphics can be effectively applied in radio programs and their impact on media quality. The study aims to understand the implementation process and its effects on the quality of radio programs. Using a qualitative approach with descriptive interviews and observations, this research is expected to illustrate the application of motion graphics in radio broadcasting. The findings are anticipated to provide solutions for enhancing radio program quality, offering significant advertising opportunities with visually engaging content.

Keywords: Radio Program, Visual Radio, Motion Graphic

Share Link | Plain Format | Corresponding Author (Mohammad Ismed)


11 Digital Media ABS-24

The Application of 3D Augmented Reality in the Kotta Cinna Site Museum Collection to Enhance Cultural Tourism Experience
Fitri Evita*1, Ichwan Azhari2, Komda Saharja3, Suhendra4, Salam Irianto Nadeak5

1(Politeknik Negeri Media Kreatif, Jakarta, Indonesia)
2(Universitas Negeri Medan, Medan, Indonesia)
3(Politeknik Negeri Media Kreatif, Jakarta, Indonesia)
4(Politeknik Negeri Media Kreatif, Jakarta, Indonesia)
5(Politeknik Negeri Media Kreatif, Jakarta, Indonesia)


Abstract

In today^s digital era and technological development, museums and historical sites have been interested and adopted augmented reality technology to protect historical objects from the risk of direct touch of visitors as well as to enhance the experience and attractiveness of visitors. The purpose of this research is to display the artifacts of the Kotta Cinna Site Museum collection by applying 3D augmented reality technology that serves to enhance the experience of museum visitors in the context of cultural tourism. This research uses applied research methods while combining qualitative and quantitative research methods. The research stages are divided into 3 stages, namely pre-production, production, and post-production. The pre-production stage begins with observation, interviews, and selection of artifacts that will be used as AR models, followed by the production stage as the application stage, and then ends with pre-production. At the production stage, the 3D Augmented Reality video model will be demonstrated, followed by validation by experts, then interviews again with users and ending by analyzing data in the context of interest and increasing visitor interest in the Cinna City Site Museum.

Keywords: Application- 3D Augmented Reality- museum- tourism- culture

Share Link | Plain Format | Corresponding Author (FITRI EVITA)


12 Digital Media ABS-25

Mascot Design Poli and Medi as Intellectual Property Characters for Sustainable Children^s Fiction book in Publishing Study Program
Refi Yuliana (a), Suratni, Prily Fitria Aziz

(a) State Polytechnic of Creative Media


Abstract

This research is an applied research in the field of visual communication implemented in the form of character design in the form of a children^s book mascot in the Publishing Study Program. This research is motivated by previous research that successfully initiated the characters Poli and Medi as the names of children^s book characters, but did not yet have a character icon and visual characterization. Visual characters are needed as brand identities for all children^s book products produced in the Publishing Study Program. The purpose of this study is to create a mascot that is easy to remember and has a positive approach value to child readers who are the target of childrens books at Polimedia. This research provides benefits for students as a guideline for writing children^s stories and as an alternative Project-based Learning for lecturers. This Mascot Design is also a brand identity for children^s books and a special characteristic of children^s book publications in the Publishing Study Program, both for promotional purposes, exhibitions and third-party collaborations. This study uses a qualitative descriptive method with the 5M Mascot Design Method, namely Formulating keywords, Formulating intangible Briefs, Formulating tangible Briefs, Formulating characters, and Formulating Media Packaging. The results of this study are in the form of mascots and icons of children^s books in the form of a male character named Poli and a female character named Medi. The visual identity displayed is formed from the Polimedia identity conveyed by the use of the Institution^s color tone. While the character traits are formed based on literature analysis of the personification of male and female characters and their characteristics. This is adjusted to the needs of children^s book characters that are easy to remember and visually look happy and pleasant.

Keywords: Design, Mascot, Children^s Books, Intellectual property character

Share Link | Plain Format | Corresponding Author (Refi Yuliana)


13 Digital Media ABS-26

Implementation of the Three-Point Lighting Technique in Advertising Photography as Promotional Media at Politeknik Negeri Media Kreatif PSDKU Medan Campus
Syafriyandi, Dadang Syaputra, Sofi Andryanti, Fitri Evita, Jeremia Metamitorong

CREATIVE MEDIA STATE POLITECHNIC


Abstract

ABSTRACT

Creative Media State Politechnic PSDKU Medan is a campus in North Sumatra which operates in the field of Creative Industry, even though the campus has state status, there are still many general publics in North Sumatra who are not familiar with the campus, which has an impact on the number of students interested in studying at PSDKU Medan Creative Media State Polytechnic. Lack of publications is the main factor, social media, especially Instagram accounts, are not very active and the visualization of the Instagram feed is still less attractive, there are minimal advertising photos on the campus^ Instagram account. The aim of this research is to produce ideal photographs for advertising content created as promotional material for the excellence and attractiveness of the campus. The method used in this research is to apply a three-point lighting technique which will improve the quality of the lighting on the photo subject and the concept of designing the photo work by applying the Thinking design flow, namely Empathize, Define, Ideate, Prototype and Test. This research concludes the results of 112 photos that are ideal for promotional content on social media at the Medan PSDKU Creative Media State Polytechnic.

Keywords: Advertising Photography, Three Point Lighting, and Promotional Media

Share Link | Plain Format | Corresponding Author (Syafriyandi Syafriyandi)


14 Digital Media ABS-27

The Optimization of the Digital Media of UPKPBB Setu Babakan Museum as an Interactive Museum
Zaenab, S.S., M.Si., Laelatul Pathia, M.I.Kom., Freddy Yakob, M.I.Kom., Sifa Sultanika, M.Sn.

State Polytechnic of Media Creative


Abstract

The UPK PBB Setu Babakan Museum is located in the Setu Babakan Betawi Cultural Village. As the only Betawi cultural museum in DKI Jakarta, this museum has certain advantages however it also require special efforts in branding its museum as an interactive museum. Low public awareness of the Betawi cultural museum and low visitor interest in visiting are the main problems that can be solved through special rebranding efforts. The efforts in branding the museum has done in the form of placing promotional Wall art and other visual media located in some spots in the museum, however, it is less effective without the digital media optimization in branding and promoting the Betawi cultural museum Setu Babakan as an interactive museum. Based on these problems, the optimization of digital media as a means of branding the Betawi cultural museum as an interactive museum needs to be carried out periodically in accordance with technological developments and current trends in public interest. The methods that will be used start with conceptualizing content, creating promotional contents on the Setu Babakan museum^s digital media to managing the Betawi cultural museum^s social media to gain public attention in general and increase engagement with its audience on digital media, in this case is on the museum Setu Babakan Instagram @museuminteraktifbetawi.

Keywords: Branding, Interactive Museum, Media Optimization, Digital Media

Share Link | Plain Format | Corresponding Author (Zaenab Zaenab)


15 Digital Media ABS-30

Website Media Based on Virtual Campus Tours as an Alternative to Get to Know the State Polytechnic Creative Media Website Media Based on Virtual Campus Tours as an Alternative to Get to Know the State Polytechnic Creative Media Jakarta for Stakeholders
Muh Sakir, Angga Priatna, Rido Galih Alief,

Creative Media State Polytechnic


Abstract

This research aims to design and implement a virtual campus tour-based website media as an alternative to getting to know the Jakarta Creative Media State Polytechnic more closely for stakeholders. The method used in this research is quantitative descriptive with data sources based on case studies and data from online questionnaires. The main stages of the research method are starting from topic identification, literature study, research design, data preparation, application creation, application of applications that have been created, collection. data, analysis and interpretation of data, preparation of results reports and dissemination. The results of this research obtained data that, 7.7% of the total respondents from various stakeholders stated that they had never heard of the Polimedia Jakarta campus, 69.2% of the total respondents stated that they felt like they were on a tour around the Polimedia Jakarta campus, while 88.5% Of the total respondents, they agreed that Polimedia Jakarta had a virtual campus tour as an alternative means to bring closer ties between stakeholders and the Polimedia Jakarta campus.

Keywords: Keywords: Website media, Virtual campus tour, Polimedia Jakarta Stakeholders.

Share Link | Plain Format | Corresponding Author (Muh Sakir)


16 Digital Media ABS-33

Designing Motion Graphic about National Values as a Visual Representation Media to Foster Patriotisms
Lani Siti Noor Aisyah (a*), Andriyana (b), Matsani (c), Sabrina Izzati Hafifah (d), Sekar Ayu Nareswari (e), Ramzy Aulia Siddiq (f)

Politeknik Negeri Media Kreatif


Abstract

This research is motivated by the diminishing sense of pride and patriotism of the younger generation towards the noble values upheld by the Indonesian nation. The flow of popular culture through digitalization from all over the world has changed the perspective of the younger generation towards their own culture, which raises the potential for a national identity crisis. The purpose of the research is to design motion graphics as educational media to foster patriotism, through national values that are translated into semiotic aspects from visual communication design paradigm. Elobaration method between design and communication, which places motion graphics as visual culture, then validated with the theory of communication psychology. The results of the analysis will be visualized with a creative process approach into a motion graphic with the theme ^The Founding Fathers^ which is designed as an educational media for Pancasila education for children.Motion graphics are able to accommodate visual and verbal language so it can accommodate educational goals to foster, spread and strengthen the nationhood and patriotism that can be accessed easily and have a massive impact to younger generation.

Keywords: semiotic- patriotism-education media

Share Link | Plain Format | Corresponding Author (Lani Siti Noor Aisyah)


17 Digital Media ABS-34

THE INFLUENCE OF INSTAGRAM PROMOTIONS ON PURCHASE INTENTION BOGOR CULINARY
Euis Widiati1, Annisa Retno Utami2*

Faculty of Economics and Business, Sahid Unviersity, Jakarta, Indonesia1,2


Abstract

The aim of this research is to determine the influence of using Instagram as a promotional medium on consumer buying interest in culinary tourism in the Bogor. The research method used involved 100 respondents obtained through a purposive sampling technique, the survey mechanism was carried out through interviews via Google Forms. The data analysis used is regression analysis using SPSS software. The specified respondent criteria are consumers who follow several Instagram accounts such as @bogoreatery, @kuliner_bgr, @cemalcemilbogor, @wisatakulinerbogor, and @visitbogor. This aims to determine consumer responses to the types of promotions carried out on Instagram social media. The results of this research conclude that the use of social media can influence consumers^ interest in visiting to buy and enjoy culinary delights in Bogor City. This research is limited only to the social media aspect of Instagram which focuses on promotional content about culinary delights, and aspects of consumer interest in choosing culinary tourism in the Bogor. The results of this research will be useful for business people in managing promotional strategies using Instagram. Apart from that, it is hoped that it can become study material and literature as well as further research for academics.

Keywords: Instagram Promotion, Purchase Intention, Bogor Culinary, Content Marketing, Regression Analysis

Share Link | Plain Format | Corresponding Author (Annisa Retno Utami)


18 Digital Media ABS-36

Development of a Final Project Assessment Instrument to Enhance Students^ Metacognition
Freddy Yakob- Nurul Akmalia- Laelatul Pathia- Mohammad Ismed- Shinta Apriliyanti

Politeknik Negeri Media Kreatif


Abstract

The final project is a requirement that students must complete to graduate from vocational higher education. The evaluation process for the final project follows the guidelines set forth. However, the current evaluation instruments have not yet produced objective results. The main issue lies in the differing interpretations among examiners, which leads to inconsistent grading standards. Therefore, this research was conducted as part of a self-assessment initiative to enhance students^ metacognitive abilities. This study employs descriptive analysis to construct a more objective evaluation guide. Data were collected through participant observation, interviews, and literature review. The findings indicate that using a structured final project evaluation instrument with pre-determined answer choices provides a more objective assessment. As a result, students also develop the ability to analyze during self-assessment, thereby improving their metacognitive skills.

Keywords: Final Project Assessment- Metacognition- Self-Assessment- Assessment Instrument- Vocational Higher-

Share Link | Plain Format | Corresponding Author (Freddy Yakob)


19 Digital Media ABS-37

CREATIVE LEARNING MODULE DESIGN TO IMPROVE UNDERSTANDING OF CITIZENSHIP EDUCATION COURSES IN HIGHER EDUCATION
Andriyana, Yayah Nurasiah, Nova Darmanto

Politeknik Negeri Media Kreatif


Abstract

This study aims to design and test the effectiveness of creative learning modules aimed at improving the understanding of Citizenship Education courses at the college level. The research method used is Research and Development (R&D) with a qualitative approach. The stages include needs analysis, module design, expert validation, module revision, field trials, and evaluation. Data were collected through questionnaires from students who used the module and observations to measure their understanding. The purpose of this study is that creative learning modules can be effective in improving students^ understanding of Citizenship Education courses at colleges. The practical implications of this study are the importance of using a creative approach in developing learning materials to improve students^ learning outcomes in the course. In addition, this study also provides a contribution to the development of the Citizenship Education curriculum at the college level by introducing more innovative and interesting learning strategies for students. The findings of this study can also be a reference for educational institutions in designing creative learning modules for other courses, thereby enriching the available learning methods. Further research can focus on the development of creative learning modules for other courses at various levels of education, and involve a wider and more representative sample to strengthen the validity of the results. By continuing to develop and improve innovative learning strategies, it is hoped that it can provide a greater positive contribution to improving students^ understanding and skills in facing complex challenges in the context of today^s globalization.

Keywords: Design, Creative Learning Modules, Citizenship Education

Share Link | Plain Format | Corresponding Author (Andriyana Andriyana)


20 Digital Media ABS-45

Design of Visual Identity Guidelines and Its Implementation in Socialization and Promotion Media for New Student Admissions at Polimedia PSDKU Makassar
Syahrir Nawir Nur, Nugrah Juniar Umar, Ferawaty Syam, and Najmawati Sulaiman

Politeknik Negeri Media Kreatif, Makassar, Indonesia
syahrirnawir[at]polimedia.ac.id


Abstract

Politeknik Negeri Media Kreatif PSDKU Makassar (hereinafter referred to as Polimedia PSDKU Makassar) is one of the vocational colleges in Makassar City. In presenting socialization and promotion, Polimedia PSDKU Makassar often experiences difficulties.Therefore, through the design of the Polimedia PSDKU Makassar Visual Identity Guidelines, then applied to socialization and promotion media, New Student Admissions Committees of Polimedia PSDKU Makassar have the same knowledge, perceptions and actions and are in accordance with the researcher regarding the creation of the Polimedia PSDKU Makassar Visual Guidelines and the ease of promoting Polimedia PSDKU Makassar through promotional media created based on the Polimedia PSDKU Makassar Visual Guidelines.

Keywords: Visual Guide, Promotion, Media

Share Link | Plain Format | Corresponding Author (Syahrir Nawir Nur)


21 Digital Media ABS-46

E-Module for Learning English Presentation: Integrating Creative Industry Concepts into Vocational Education
Ferawaty Syam1*, Abdu Rahman M2, Syahrir Nawir Nur3, Arysespajayadi4, Lukytta Gusti Achfira5, Herman Resyadi6

12345Politeknik Negeri Media Kreatif, Makassar, Indonesia
6Institut Agama Islam Negeri Bone, Watampone, Indonesia


Abstract

The primary aim of this study is to develop an English presentation module tailored to the needs of vocational students within the creative industries. This module is intended to serve as a guide for improving English communication and presentation skills. The research focuses on the specific English presentation requirements of vocational students, particularly in the fields of Graphic Engineering, Design, Publishing, and Advertising. The research sample includes courses related to English for Specific Purposes, English for Business Presentation, English for Business Design, and English for Lobbying and Negotiation. The research employs a Research and Development approach, wherein data is collected through several stages: field and literature data collection- module design- validation and implementation (trial). The data analysis technique used in this study follows an Interactive Model Analysis, comprising (1) data reduction, (2) data display, and (3) drawing conclusion/verification. The findings of this research present an E-module concept that includes starting, signaling, and closing English presentation. This proves to be a valuable resource for systematically guiding students in developing their English presentation abilities with positive implications for its sustained use and further refinement within educational contexts.

Keywords: E-module, English, presentation, vocational education

Share Link | Plain Format | Corresponding Author (Ferawaty Syam)


22 Digital Media ABS-51

Development Of a Digital Mathematics Pocket Book In Basic Statistics Courses
Fitriani Halik, Suardi, Ruslinda Nur, Najmawati Sulaiman

Politeknik Negeri Media Kreatif


Abstract

This development research was motivated by students who needed practical teaching materials that could be used and studied both inside and outside the classroom. Teaching materials that are easy and practical are very necessary so that they can be used by everyone wherever they are, and in this case it is a demand to collaborate on teaching materials in digital form that are easily accessible to everyone who wants to learn them, especially in the field of mathematics which seems difficult to understand. by most students. This research is a type of R & D (Research and Development) research that uses a 4D development model consisting of the definition stage, design stage, development stage and disseminate stage. The instruments used are expert validation sheets, observation sheets, questionnaires and student learning outcomes tests. The validity value of the pocket book shows a value of 4.8, the student response questionnaire and lecturer response scores are 84.9 and 88.9, the lecturer^s ability value in managing learning is 4.62 and the learning outcomes test is 89.58 so it can be concluded that the pocket book meets the requirements. valid, practical and effective criteria.

Keywords: Development, Pocket Book, Statistics Courses

Share Link | Plain Format | Corresponding Author (Fitriani Halik)


23 Digital Media ABS-52

Development of Educational Comic Media in the Children^s Language and Literature Course for Publishing Study Program Students
Ruslinda Nur, Lukytta Gusti Acfira, Fitriani Halik, dan Desy Nur Fitriyanti

Politeknik Negeri Media Kreatif


Abstract

This research aims to create educational comic media that facilitates the learning process of the Children^s Language and Literature course for students in the Publishing Study Program. The method used is Research and Development (R&D), with the objective of creating a specific product and testing its effectiveness. The development process is carried out through three main stages: (1) Preliminary study, (2) Product development, and (3) Product testing. This research is conducted at the Politeknik Negeri Media Kreatif in the Publishing Study Program. The campus is located at Jl. Perintis Kemerdekaan VI No. 50, Makassar City. The subjects of this research are 21 Publishing students at Politeknik Negeri Media Kreatif PSDKU Makassar. The result of this research is an effective educational comic media that motivates students, preventing monotonous learning and enhancing their understanding of the Children^s Language and Literature course material. This is evidenced by the results of the pretest and posttest of reading comprehension using the comic media. The pretest results showed that students did not meet 85% of the minimum mastery criteria (KKM), while the posttest results indicated an improvement after the implementation of the comic media, with more than 85% of students scoring above the KKM, namely 74 and above.

Keywords: Development, Educational Media, Comic

Share Link | Plain Format | Corresponding Author (Ruslinda Nur)


24 Digital Media ABS-53

Testing the Readability of The Digital Practice Module ^Local Patisery Innovation^ as a Supplement to the Final Project Ideas of The Culinary Arts Program
Rr. Christiana Mayang Anggraeni Stj1 , Lu^luwatin Rosdiana Aprilia2, and Fristi Bellia Annishia2 , Zavana Zidney Dhelina1

1Culinary Art Program, Politeknik Negeri Media Kreatif, Jakarta, Indonesia
2Hospitality Art Program, Politeknik Negeri Media Kreatif, Jakarta, Indonesia


Abstract

The industrial revolution 4.0 and this era of change demand innovative changes. Patisserie products are the favorite products of most Indonesian people. However, the dominant ingredient composition using imported materials is also a worrying aspect for the Indonesian economy. Shifting trend in patisserie products with local ingredients. Unfortunately, literacy regarding local patisseries is still very minimal. There is no digital practice module for Local Patisseries Innovation to support the Culinary Arts Study Program Final Assignment, so students do not have a reference as a source of guidance for product innovation procedures that are relevant to the current culinary industry. The applied product developed in this research is a digital module for local patisserie innovation. The aim of this research is to test the readability level of the digital module being developed. This research approach is quantitative descriptive with the ADDIE development model. Digital modules were developed using the Canva application and equipped with barcodes that can increase accessibility. The readability test was carried out using a Likert scale at level 4. The readability test of the digital module was carried out on students of the D3 Culinary Arts Study Program at the Jakarta Creative Media State Polytechnic. The average result was 3.46 with readability criteria.

Keywords: Digital Module- Readability Test, Patiseri Innovation, Local Materials

Share Link | Plain Format | Corresponding Author (Rr Christiana Mayang Anggraeni Stj)


25 Digital Media ABS-54

Breaking carnivore myths through Awan the clouded leopard: a preliminary character design
Trianata Pahlevy, Banung Grahita, and Harifa Ali Albar Siregar

Institut Teknologi Bandung


Abstract

This research demonstrates how character design in animations can raise awareness about endangered species in Kalimantan by reshaping public perceptions using Roland Barthes mythology theory. The Sunda clouded leopard faces threats from deforestation and poaching, disrupting the natural ecosystem. Animations are an effective educational medium for fostering awareness and empathy. This study focuses on designing a preliminary character design of Awan, a clouded leopard, integrating cultural contexts and myths to challenge misconceptions that contribute to the species endangerment. The methodology follows Scott McCloud character design principles in Making Comics, which emphasize character inner life, visual distinction, expressive traits, and body language. By combining McCloud techniques with Barthes mythological analysis, the character design aims to educate and change perceptions about clouded leopards as carnivores and rare species. The study concludes that Awan design aligns with the goal of raising awareness about Kalimantan wildlife while remaining engaging and relevant to the audience.

Keywords: Character design, endangered species, Kalimantan, Barthes mythology, and clouded leopard

Share Link | Plain Format | Corresponding Author (Trianata Pahlevy)


26 Digital Media ABS-55

Development of Ergonomically-Based Rotary Lightbox for Outdoor Advertising Media
Besse Irna Tawaddud, Najmawati Sulaiman, Abdul Gunaldi Muin, Muliaty

Politeknik Negeri Media Kreatif


Abstract

Out-of-home/OOH digital advertising market reach increased by 62.3% compared to the previous year and expanded the total advertising market. The target or aim of this research is to develop a rotary lightbox as an outdoor advertisement with an ergonomic approach so that the advertising media meets the security and safety of users (the public). The sample of users used is the academic community of the Makassar PSDKU Politeknik Negeri Media Kreatif. The development method used is the R&D (Research and Development) method with the main focus on the use of ergonomic standards including visual design (typography size and color), anthropometry, and the physical environment (lighting). The conclusion of this research is an ergonomic outdoor advertising media design with a visual distance of 12,000 mm or 12 m with media dimensions of 150 cm x 30 cm, namely Cap Height, Cap Width and Tracking sizes, namely 60 mm, 10 mm and 3 mm. This is in accordance with field tests with 34 respondents who observed the results of Grandjien Application being 51.8% and 43.6% respectively and Color Standard Application results being 34.4% and 48.8% respectively

Keywords: Rotary Lightbox, Ergonomics, Outdoor Advertising

Share Link | Plain Format | Corresponding Author (Besse Irna Tawaddud)


27 Digital Media ABS-58

One Take Shoot Technique in the Film Nyai: A Woman From Java by Garin Nugroho
Haekal Ridho Afandi, Miftahul Adi Suminto, Nanang Setiyoko, Yudha Delonix Renzina, Thomas Hanandry Dewanto, Abdullah Khoir Riqqoh.

Universitas Hayam Wuruk Perbanas


Abstract

The film Nyai is the first fiction film in Indonesia in the drama genre with a one-take shoot technique for 87 minutes without cuts . Directed by Garin Nugroho and produced in 2016, this film is a pioneer in using the longest long take technique in a complete film in Indonesia. The film Nyai responds to the life of a woman called nyai in 1927 and is visualized with an approach that resembles theater. The use of one shot from the beginning to the end of the film and the packaging of the 1927 setting with a theater spirit are the main attractions in this study. This study uses qualitative methods to analyze shooting techniques and other cinematic elements. The results of the study show that the use of the one-take shoot technique in the film Nyai emphasizes the cinematic style of follow objects with a camera angle at eye level and a shot size in the form of a wide shot . Through a combination of camera movement , camera angle , shoot size , and careful blocking arrangements, the film Nyai represents reality by eliminating the cutting technique , thus providing a cinematic experience that is close to the reality of theater. In conclusion, Garin Nugroho^s film Nyai presents intense realism through a combination of cinematic techniques and theatrical spirit.

Keywords: Nyai, Fiction Film, One Shoot, and Reality

Share Link | Plain Format | Corresponding Author (Haekal Ridho Afandi)


28 Digital Media ABS-60

Readability Test Analysis of Halal Digital Module in Vocational Students of PoliMedia
Pinandoyo Dimas Bayu1 , Elviana2, and Wulandari Sendi Tri

Politeknik Negeri Media Kreatif


Abstract

Halal certification is one of obligation for culinary product to be distributed in market in Indonesia. This research was conducted to analyse the readability of halal digital module developed as one of learning tools for vocational students to gain competence in halal certification. The research was conducted in art culinary study program of Politeknik Negeri Media Kreatif. The readability test conducted in term of material content, visual appearance, and language. The analysist conducted using questionnaire method using 5 scale Likert chart. In term of material content, it was found that overall score of material content was considered very good with overall acceptability score 4.1167/5- the highest point being easily understood by vocational student. In term of visual appearance, overall it considered as good with overall acceptability 4.0067/5, with highest point being visually suitable for vocational student. In term language, it scored 4.1333/5 and considered as good. The highest point in language was being easily interpreted by vocational student. Overall, the halal digital module having a good readability with score 4.1056/5.

Keywords: halal, digital module

Share Link | Plain Format | Corresponding Author (Dimas Bayu Pinandoyo)


29 Digital Media ABS-61

PERFORMANCE TEST OF THE K-NEAREST NEIGHBORS (KNN) ALGORITHM ON POLYMEDIA NEW STUDENT ADMISSION PERFORMANCE PREDICTION
Dwi Riyono, Cholid Mawardi, Freniko AH

Politeknik Negeri Media Kreatif


Abstract

New Student Admission (NSA) for tertiary institutions is the main and initial gate in academic implementation operations in the tertiary environment. NSA is key for universities in managing students so that the lecture process runs well. NSA at the Creative Media State Polytechnic experienced a downward trend when the admission system was merged into a single process between the Diploma vocational program and PTN Academic. This is a big challenge for Polimedia amidst the link & match policy between vocational universities and industrial partners. As well as the need to cover NSA Polimedia^s capacity, which in 2023 will only reach 72%. A special strategy is needed to increase the capacity figures for Polimedia^s NSA, of course with the help of computing with Machine Learning models in making predictions to get performance values for the following year^s NSA in 2024. From the results of these predicted values, it is hoped that experiments and model evaluations will be obtained, by randomly dividing the training data and test data with several experiments to obtain the highest accuracy values. The results of the highest accuracy in predicting performance will help Polimedia in measuring promotional strategies for the following year.

Keywords: Keywords: NSA, KNN, prediction, performance, Machine Learning

Share Link | Plain Format | Corresponding Author (Dwi Riyono)


30 Digital Media ABS-65

Design of Artistic Photography Textbook
Irpan Riana, Yuda Syah Putra, Zaenal Muttaqien

Politeknik Negeri Media Kreatif


Abstract

This journal examines the concept of photography in terms of artistic design as a crucial component in creating visually appealing and meaningful images. To produce communicative and aesthetic images, an artistic designer must understand the principles of composition and elements such as lines, shapes, colors, and textures. This journal explores various basic theories and advanced photography techniques, while providing practical guidelines on how these concepts can be applied to different photography genres, such as portrait, landscape, still life, and architecture. Additionally, the journal discusses how lighting and color affect the mood and character of a photograph, emphasizing specific methods to enhance subject focus, such as framing and perspective. The journal offers a comprehensive approach to mastering artistic design by combining literature from Indonesia with both local and global perspectives in photography practice. The results show that understanding artistic principles can significantly improve the quality of photographic work, enabling photographers to convey stronger messages and enhance visual appeal. This study will be beneficial for photography students and practitioners who wish to develop their artistic skills in creating meaningful images.

Keywords: art, photography, visual elements, lighting, color, perspective, photography genres.

Share Link | Plain Format | Corresponding Author (Irpan Riana)


Page 1 (data 1 to 30 of 96) | Displayed ini 30 data/page
1 2 3 4 NEXT >>

JICOMS 2024 - Conference Management System

Powered By Konfrenzi Ultimate 1.832M-Build8 © 2007-2025 All Rights Reserved