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Video Company Profile Sebagai Media Promosi Pratama Widya Pasraman Rare Semesta Anggara, I Gede Adi Sudi; Setiawan, Antonio Henry; Indrawan, I Gusti Agung; Setiawan, I Ketut; Fittryani, Yuri Prima
Jurnal KOMET Vol 1 No 1 (2024): Jurnal Komet: Kolaborasi Masyarakat Berbasis Teknologi : Volume 1 Nomor 1, Juni 2
Publisher : Yayasan Sinergi Widya Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70103/komet.v1i1.10

Abstract

Pengabdian kepada masyarakat ini bertujuan untuk meningkatkan pengetahuan dan kesadaran masyarakat tentang Pratama Widya Pasraman Rare Semesta dan pentingnya pendidikan usia dini di Desa Besakih. Berdasarkan analisis situasi, ditemukan bahwa banyak orang tua tidak mengetahui keberadaan sekolah ini dan menganggap pendidikan usia dini tidak penting, yang berdampak pada rendahnya jumlah siswa. Solusi yang diambil adalah merancang dan memproduksi video company profile sebagai media promosi. Proses produksi meliputi pengumpulan data melalui wawancara, observasi, dan kuesioner, serta pembuatan video dalam tiga tahap: praproduksi, produksi, dan pascaproduksi. Hasil pengujian video menunjukkan penilaian sangat baik dari orang tua (98,2%), ahli konten (100%), dan ahli media (93,7%). Video ini efektif dalam menyampaikan informasi dan meningkatkan kesadaran orang tua tentang pentingnya pendidikan usia dini, serta berhasil memperkenalkan Pratama Widya Pasraman Rare Semesta kepada masyarakat.
Pengembangan Label Produk Sabun "Sekar Wangi" di Desa Apuan, Kecamatan Susut Bangli Saraswati, Ni Wayan Sumartini; Anggara, I Gede Adi Sudi; Muku, I Dewa Made Krishna; Setiawan, I Ketut; Natalia, Sang Ayu Made Krisna Dewi
Paradharma: Jurnal Aplikasi IPTEK Vol. 6 No. 2 (2022): Paradharma: Jurnal Aplikasi IPTEK
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Dhyana Pura – Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (748.878 KB) | DOI: 10.36002/jpd.v6i2.2391

Abstract

ABSTRAKMengolah produk industri dan menjadikannya nilai tambah yang lebih tinggi merupakan salah satu upaya untuk menggerakkan perekonomian nasional. Keberadaan Industri Kecil Menengah memberikan sumbangan terhadap ketahanan ekonomi nasional melalui produksi berbagai jenis kebutuhan masyarakat. Sabun merupakan salah satu kebutuhan manusia yang penting, karena fungsinya untuk membersihkan permukaan kulit dari dari kotoran yang menempel. IKM Sekar Wangi yang berlokasi di Desa Apuan, Susut, Bangli memproduksi sabun yang merupakan kebutuhan masyarakat sehari-hari. Sabun yang diproduksi berbahan dasar minyak kelapa dan bahan-bahan organik. Dalam pemasarannya, sabun produksi IKM Sekar Wangi sudah dikemas dengan baik dan dilengkapi dengan desain label produk, namun belum menunjukkan identitas yang khas dari produk itu sendiri. Padahal ciri khas pada label produk merupakan salah satu faktor yang penting untuk menjual dan mempromosikan sebuah produk ke calon konsumen. Pengabdian ini bertujuan untuk membantu mitra dalam mengembangkan desain label produk produk sabun menjadi lebih baik, memiliki ciri khas, serta diharapkan menambah nilai jual produk sabun herbal “Sekar Wangi”.Kata kunci: label produk, produk lokal, sabun herbal, industri kecil, desainABSTRACTProcessing industrial products and making them of higher added value is one of the efforts to drive the national economy. The existence of Small and Medium Industries contributes to national economic resilience through the production of various types of community needs. Soap is one of the most important human needs because its function is to clean the surface of the skin from dirt. IKM Sekar Wangi which is located in Apuan Village, Susut, Bangli produces soap which is a daily need for the community. Soap is made from coconut oil and organic ingredients. In marketing, the soap produced by IKM Sekar Wangi has been well packaged and equipped with a packaging label design but has not yet shown the distinctive identity of the product itself. Whereas the characteristic on the product label is one of the important factors to sell and promote a product to potential consumers. This service aims to assist partners in developing better packaging label designs for soap products, which have distinctive characteristics and are expected to add to the selling value of “Sekar Wangi” herbal soap products.Keywords: product label, local product, herbal soap, small industry, design
EDUKASI PROTOKOL KESEHATAN (3M) : MELALUI MEDIA GAME ATTACK OF THE KRONA I Gede Adi Sudi Anggara; Yasa, I Wayan Adi Putra; Pandawana, I Dewa Gede Agung; Jayanegara, I Nyoman
Jurnal Bahasa Rupa Vol. 5 No. 2 (2022): Jurnal Bahasa Rupa April 2022
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v5i2.967

Abstract

The pandemic due to the spread of the COVID-19 disease has led to changes in various social structures in society. The application of social distancing as a form of preventing the spread of disease raises the phenomenon of limiting various activities that present a large number of people. Various changes in the order of life then gave rise to a new life order (new normal) in responding to the COVID-19 epidemic. A creative effort is needed so that this new life order can be implemented in society from an early age. Games are creative solutions that combine elements of design and technology so that they are very easy to be accepted by various groups. In game design, assets are very important to design first. The design of this asset game will use a visual flat design style that has gone through a visual study process by collecting similar images or photos as a visual reference in the design. The resulting game assets display simplification of both illustrations and typography, the use of solid colors with game values, and a simpler user interface (UI).
Implementasi Prinsip Squash and Stretch dalam Menciptakan Ekspresi Wajah Karakter Animasi Murdasa I Gede Adi Sudi Anggara; Sutarwiyasa, I Ketut; Ariputri, Ni Putu Arliana Fitriya
Jurnal Bahasa Rupa Vol. 7 No. 3 (2024): Jurnal Bahasa Rupa Agustus 2024
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v7i3.1691

Abstract

This study aims to implement the squash & stretch principle through rigging methods to create various facial expressions on the animated character Murdasa. Using a qualitative experimental approach, this research visually observes how the deformation of facial elements, such as eyes, mouth, and eyebrows, generates dynamic and emotional expressions. Squash & stretch techniques were applied to several expressions, including happiness, sadness, anger, surprise, and disappointment. Visual observation revealed that squash conveys pressure and emotional intensity, while stretch emphasizes openness and expansion of expression. This approach provides deep insights into the process of creating facial expressions in animation and produces an expression library sheet that facilitates animators in efficiently creating a wide range of expressions. The findings demonstrate that the squash & stretch principle significantly contributes to the development of lively and emotionally engaging animated characters.
Multimedia Pembelajaran Interaktif tentang Pengenalan Bilangan untuk TK Dharmawangsa, Badung Bali Sutarwiyasa, I Ketut; Anggara, I Gede Adi Sudi; Wirayoga, I Putu Ade; Wardana, Ketut Nala Hari; Herliyani, Elly; Suryana, Jajang
Jurnal Bahasa Rupa Vol. 7 No. 3 (2024): Jurnal Bahasa Rupa Agustus 2024
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v7i3.1726

Abstract

In the learning activities carried out at TK Dharmawangsa, students feel bored quickly during the learning process, especially when learning to recognize numbers. This is because the learning media used before were less attractive, because they only used books and makeshift tools. The design of interactive multimedia about number recognition is able to be a solution to this problem, because interactive multimedia is able to display text, graphics, audio, and animation to attract students' interest in the learning process. Therefore, the purpose of this study is to develop interactive learning multimedia that has a number recognition feature and contains games to arrange numbers and guess the number of objects to help students and teachers of TK Dharmawangsa in the teaching and learning process. For data collection techniques used in this study, namely observation, interviews, questionnaires, literature, and documentation. And for the method of making media starting from the pre-production process, production, to post-production. Based on the test results, the material experts get a very good predicate about this interactive media as an auxiliary media in the teaching and learning process, while the media experts get a good predicate about the appropriateness of this interactive media to be published. Based on the results of the questionnaire that was given to 21 students of TK Dharmawangsa, this interactive multimedia about number recognition received very good 100% responses as an interesting and fun learning medium.