https://journal.educollabs.org/index.php/JMTT/issue/feed Journal of Multimedia Trend and Technology 2024-08-17T20:45:29+00:00 JMTT - Editor jmtt@journal.educollabs.org Open Journal Systems <p><img src="https://journal.educollabs.org/public/site/images/isantiko/banner.png" alt="" width="901" height="128" /></p> <table> <tbody> <tr valign="top"> <td width="30%"> <p><img src="https://journal.educollabs.org/public/site/images/isantiko/cov-med.jpg" alt="" width="500" height="715" /></p> <p align="right">Regards,</p> <p align="right"><img src="https://journal.educollabs.org/public/site/images/isantiko/signeditor.png" alt="sign" width="100" height="30" /></p> </td> <td rowspan="9" width="2%"> </td> <td width="50%"> <p align="justify"><strong>Journal of Multimedia Trend and Technology </strong>is an online <strong>journal</strong> that is organized and managed independently by a consortium of multimedia and visual communication design lecturers. JMTT is an open-access journal that is provided for researchers, lecturers, and students who will publish research results in the field of all of the things about Digitalized Multimedia and its process.</p> <p align="justify">Currently, JMTT is under the auspices of the Amikom University Purwokerto higher education organization, with the management of the Multimedia, Game, and Mobile Apps Study Center together with Educollabs.</p> <p align="justify">Scientific Journal of Multimedia Trend and Technology as JMTT. JMTT is a forum for writers of scientific articles from Indonesia. JMTT is a scientific publication media under the auspices of software development company Edu-Collabs, and managed by the Multimedia and Information Technology community in the Banyumas area of Indonesia. JMTT publishes at least <strong>3 times</strong> a year with issues including multimedia, information technology, digital media, multimedia information systems, and digital media platforms.</p> <p align="justify">Together with the multimedia and information technology family, JMTT provides the latest issues related to what technologies are currently becoming popular in the multimedia world. This journal also provides the latest reference facilities for later scientific article writers. </p> </td> </tr> </tbody> </table> <p align="justify"> </p> https://journal.educollabs.org/index.php/JMTT/article/view/68 UI/UX Design Modeling on Chatting and Forum Applications Using Design Thinking 2024-08-04T19:28:50+00:00 Arya Rezza Anantya aryarezza@gmail.com Anugerah Bagus Wijaya anugerah@amikompurwokerto.ac.id Suliswaningsih Suliswaningsih suliswani@amikompurwokerto.ac.id <p>Informatics is one of the study programs at the private university of Amikom University Purwokerto which prioritizes learning on the development of Information Technology, but the problems faced vary such as the absence of a campus facility for discussion and community, difficulty in conveying the problems they face, especially related to assignments and materials presented by lecturers. The purpose of this study is to design a visual concept of user interface design and prototype flow design for the Chatting and Forum Discussion Forum application using the Design Thinking method. The method used involves iterative steps to understand user needs, build prototypes, and test the resulting solutions. In addition, the usability testing method is used to test the prototype results of the interface that has been created, with a focus on user experience. The final result of this study is a user interface and prototyping that have passed the testing stage according to usability testing standards, task completion testing using the SEQ (Single Ease Question) method on each task has an average task completion above 6. And the results of the SUS (System Usability Scale) method have a value of 88.3 meeting the SUS acceptable scoring aspect with a grade scale B which shows that the project created is easy to use. Successfully designed a visual design concept through user interface and user experience design of online discussion forum platform media using the Design Thinking method through the stages of Empathize, Define, Ideate, Prototype, and Testing.</p> 2024-08-17T00:00:00+00:00 Copyright (c) 2024 Arya Rezza Anantya, Anugerah Bagus Wijaya, Suliswaningsih Suliswaningsih https://journal.educollabs.org/index.php/JMTT/article/view/69 Redesign of the "Si Bangga" Application at the Purbalingga Narcotics Agency Using the Design Sprint Method 2024-08-06T04:37:39+00:00 Reza Eka Nuraziz rezaekanurazis23@gmail.com Aulia Hamdi hamdi@amikompurwokerto.ac.id <p>In the contemporary era driven by technological developments, global transformations encompass every aspect of human life, where the digital revolution, the internet, social media, and artificial intelligence are the foundations of change in communication, industry, and human interaction with the environment. While these developments bring significant benefits, they also pose challenges for privacy, security, and access gaps. In this context, the National Narcotics Agency (BNN) of Purbalingga Regency responded by launching the SiBangga application to improve efficiency in providing information and services related to the main tasks of the BNN through a mobile platform. Although this application is a progressive step, competitor analysis shows significant potential for development in terms of user engagement, responsiveness, and functionality. This study aims to identify areas that need to be updated in SiBangga to more effectively meet user needs and overcome competitor weaknesses. Using the Design Sprint method as the basis for the redesign, this study will produce an updated user interface to provide a better experience, ensure active engagement, and meet quality standards in the competitive digital technology market. Thus, this study not only responds to market and technology dynamics but also makes a positive contribution to the development of the SiBangga application for a more innovative and competitive future.</p> 2024-08-17T00:00:00+00:00 Copyright (c) 2024 Reza Eka Nuraziz, Aulia Hamdi https://journal.educollabs.org/index.php/JMTT/article/view/70 Designing an Educational Video About the Dangers of Software Piracy Using 2D-Based Motion Graphic Techniques 2024-08-07T03:48:29+00:00 Endah Puspitawati endah_puspitawati@gmail.com Herjuna Ardi Prakosa herjuna@unperba.ac.id <p>This study explores the potential of 2D animation-based educational videos with motion graphic techniques as a tool to increase public understanding and awareness of the dangers of pirated software. With the increasing prevalence of pirated software that can be easily accessed from various websites, there needs to be an innovative approach to increasing public understanding and awareness of its negative impacts. This study uses pre-production, production, and post-production methods to produce animated videos. The focus of the study is on the use of 2D animation and motion graphics to communicate messages about the risks of pirated software effectively. By utilizing the advantages of 2D animation in efficiency, simplicity, and cost-effectiveness, as well as the ability of motion graphics to combine text and moving images, this study aims to increase public understanding, especially young people, students, and computer users, about the illegal consequences and negative impacts of using pirated software. The results of the study indicate that 2D animation videos with motion graphics can convey complex messages about the dangers of pirated software effectively and attractively.</p> 2024-08-17T00:00:00+00:00 Copyright (c) 2024 Endah Puspitawati, Herjuna Ardi Prakosa https://journal.educollabs.org/index.php/JMTT/article/view/71 Movie Recommendation System Model using Bisecting K-Means Technique and Collaborative Filtering 2024-08-11T07:51:00+00:00 Hernawati Gohzali hernawati.gohzali@mikroskil.ac.id Dita Maria Panjaitan ditamaria@student.mikroskil.ac.id <p>In the current film industry, the competition is very big. We can see it in online streaming content through the ratings obtained. Film itself is a visual work that is packaged as a product of public entertainment for a specific purpose. However, there are also many films that are considered not to meet the audience's expectations. Even the films presented are sometimes illegal or pirated films. We can also find out whether a film is recommended or not. The problem is that viewers rarely understand how to see recommendations or even provide appropriate film recommendations. This study aims to develop a film recommendation system model using a combination of K-Means bisecting and Collaborative Filtering. The film data used in this study comes from Movie-Lens which consists of 100,000 ratings from 668 users for 10329 film titles in 18 film genres. The training process consists of a cluster process with the K-Means bisecting algorithm and calculating similarity values ​​with collaborative filtering (item-based and user-based). The testing process is carried out to calculate the system error value by calculating the Mean Absolute Error (MAE) value. The results of the study show that recommendations with bisecting K-Means and user-based collaborative filtering get lower MAE values ​​compared to bisecting K-Means and item-based collaborative filtering.</p> 2024-08-17T00:00:00+00:00 Copyright (c) 2024 Hernawati Gohzali, Dita Maria Panjaitan https://journal.educollabs.org/index.php/JMTT/article/view/72 Comparison of the Work Process Methods for Scale Invariant Feature Transform and Sum of Squared Difference in Image Mosaic 2024-08-11T16:55:23+00:00 Anteng Widodo antengwidodo@umk.ac.id Syariful Ikhwan syariful@telkomuniversity.ac.id Irfan Santiko irfan.santiko@amikompurwokerto.ac.id <p>Mosaic image is an image made from a collection of many other small images placed side by side, so that from a distance it looks like one big image. The use of this mosaic image varies, for example in digital image processing, in the context of image analysis, mosaic can also mean the process of combining several images with overlap to create one large image, for example in geographic mapping using satellite imagery. Then as a pattern creation in the field of design, mosaic images are used to create complex or abstract patterns, which can be used in decoration, architecture, or product design. Mosaic image is a combination of several images to get a wider view. One of the problems in mosaic image is in the image matching process, the right image matching can produce a better mosaic image. This study will compare the image matching method with RANSAC and SSD. The mosaic image of both methods was tested using objective fidelity criteria. The results showed the RANSAC method with an MSE value of 121.5820 and a PSNR value of 27.2821 dB, while the SSD method with an MSE value of 140.8373 and a PSNR value of 26.6436 db. The RANSAC algorithm is good for use in cases of mosaic images with feature-based methods, while SSD is good for use in cases of mosaic images with direct methods.</p> 2024-08-17T00:00:00+00:00 Copyright (c) 2024 Anteng Widodo, Syariful Ikhwan, Irfan Santiko https://journal.educollabs.org/index.php/JMTT/article/view/73 Supplementary Factual Data An Encyclopaedia of Land Transportation Models in Jakarta Using Multimedia Technologies 2024-08-13T09:43:57+00:00 Dharmayanti Dharmayanti dharmayanti@staff.gunadarma.ac.id Dimas Dwi Permana dimasdwipermana@gmail.com <p>The development of multimedia technology in various learning applications shows an increasing trend. According to the source (Head of IT Division AR &amp; Co Indonesia) "the future of Augmented Reality has many advantages compared to Virtual Reality because users can see and touch digital objects and can interact with digital elements. Using Augmented Reality technology means that it will give birth to a new type of interaction between humans and computers". Therefore, research was conducted to create an encyclopedia of Jakarta transportation using augmented reality technology. This encyclopedia book is in the form of a book containing seven models of Jakarta transportation with a marker in the form of a QR-code. Each marker on each page displays a three-dimensional model of transportation along with its animation. This encyclopedia book about Jakarta transportation was created using the ARToolkit library software. To create a three-dimensional organ using the Blender 2.64 application, while making the marker using Adobe Photoshop CS4. The output of this application is in the form of a three-dimensional vehicle model along with animation that will be seen and the webcam is highlighted on the marker.</p> 2024-08-17T00:00:00+00:00 Copyright (c) 2024 Dharmayanti, Dimas Dwi Permana https://journal.educollabs.org/index.php/JMTT/article/view/74 Micro Controller Modeling On Digital FX Pedal For Guitar And Bass Using Arduino Pro Micro 2024-08-14T15:37:32+00:00 Hanafi Dana Bastyan vlamingvlaming0@gmail.com Putri Febi Utami febiiutamii@gmail.com <p>A musician, especially a guitarist or a bassist, is certainly familiar with digital sounds or tones. Almost in the current technological era, they also use technology in music. Currently, there are many digital music devices. One of them is the use of digital effects for guitars and basses. These devices very widely, from large to compact. Sometimes guitarists and bassists often have difficulty controlling them. This is because the design of the device is made minimalist, so that with the large number of preset tones available with a small number of controls, it will complicate their performance on stage. The use of digital effects requires a large storage capacity, therefore, the role of the digital effect is like a processor in the CPU. If so much storage is not controlled, then it is possible to forget the configuration settings. Therefore, control is needed as a support and a tool to remind the preset memory. Therefore, additional devices are needed to control the preset tones. This paper will discuss how to create a model to control preset tones in the digital effects they use. The goal is to make it easier when they perform on stage. With good control features, and the arrangement of the appropriate tone arrangement, guitarists and bassists will find it easy to manage the presets stored in the digital effect memory.</p> 2024-08-17T00:00:00+00:00 Copyright (c) 2024 Hanafi Dana Bastyan, Putri Febi Utami https://journal.educollabs.org/index.php/JMTT/article/view/75 English Educational Game Modeling Using Goal Directed Design Method 2024-08-17T02:12:46+00:00 Maria Lupita lupita@students.ukdw.ac.id Theresia Ambarwati watiamba@students.ukdw.ac.id <p>Language and Communication Development. Through play, children engage in conversation, listen to stories, and communicate with others. This enriches their vocabulary and helps them understand the structure of language. Early literacy is essential to early childhood learning. Playing with letters, words, and picture books helps children develop early literacy skills that are essential for later academic success. A learning aid in the media is an educational game. In this study, we developed an English vocabulary learning application for fruit and animal names. The application is used by kids between the ages of 4 and 6. The goal of this research is to create an application that will help kids recall things better and expand their vocabulary. We employ the Goal Directed Design Method for the design of the user interface. The research, modelling, requirements, definition, framework definition, refinement, and support are the eight primary stages of this method. Eighteen youngsters between the ages of four and six participated in this study. According to the application's evaluation, all participants were able to recall fruit and animal names with an approximate 10% increase.</p> 2024-08-17T00:00:00+00:00 Copyright (c) 2024 Maria Lupita, Theresia Ambarwati https://journal.educollabs.org/index.php/JMTT/article/view/76 Modeling Analysis of Arts and Culture Interest in Student Communities in Banyumas Using Talent Interest Matrix 2024-08-17T09:49:08+00:00 Ariadne Tiara Hapsari ariadnetiara31@gmail.com Khurida Banatuzka khuridabanatuzka07@gmail.com <p>Good leadership helps maximize the use of resources to achieve organizational goals. Data shows that this comes from young people who are enrolling in colleges in the Banyumas area. The local government, from the village to the region, plans a way so that local arts and culture are not easily influenced by other cultures. This method is used by the local government to encourage young people at the college level to improve community activities and college student activity programs. When the organization looks less professional, this problem arises. This is caused by a number of main factors, including problems related to the vision and mission, especially in managing the organization itself. Organizations founded by young people can face various unique problems due to the dynamics and unique characteristics of young members. Based on the problems found in the previous situation analysis, it is necessary to provide counseling and guidance to young students. This is especially true for students who are members of groups and communities in the college environment. This community organization focuses on the context of arts and culture in the Banyumas area, Central Java. Solutions must be used to address problems to improve leadership in organizations managed by young people. The first thing we do is provide an important understanding of leadership in organizations, then we go into the content, namely about arts and culture in the Banyumas region of Central Java.</p> 2024-08-17T00:00:00+00:00 Copyright (c) 2024 Ariadne Tiara Hapsari, Khurida Banatuzka