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Perancangan Game Fighting Peresean Sebagai Media Pengenalan Budaya Suku Sasak Rajab, B. Abdus Somad; Kuswantoro, RB. Hendri
Jurnal Teknologi Informasi RESPATI Vol 13, No 3 (2018)
Publisher : Universitas Respati Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (599.897 KB) | DOI: 10.35842/jtir.v13i3.256

Abstract

INTISARI                Peresean adalah adat istiadat suku sasak Lombok yang bersenjatakan rotan (penjalin), menggunakan tameng (ende) yang terbuat dari kulit sapi dan saat acara peresean berlangsung akan di iringi dengan musik khas suku sasak lombok yakni gendang beleq. Adapun pakaian yang di kenakan peserta peresean (pepadu) adalah ikat kepala (sapuq), sarung (selewoq), ikat pinggang dari kain (bebet) serta bertelanjang dada. Budaya Peresean kini mulai jarang di selenggarakan serta tidak terlalu di minati oleh pemuda lombok khususnya. Maka dari situ menjadi sebuah acuan pembuatan gameplay game yang berjenis Fighting dengan melakukan penyesuaian peraturan sesuai dengan target audience.                Platform dari game “Peresean” ini adalah personal computer, maka game dikerjakan dengan beberapa bantuan visual artis, penata suara dan progammer, sedangkan setelah pematangan konsep di lanjutkan ke tahap produksi, pembuatan gameplay, aset, user interface, dan karakter. adapun peralatan  yang digunakan untuk proses Penciptaan menggunakan laptop atau personal computer, pen table, Software pengolah gambar seperti Adobe Photoshop, Clip Studio Paint, dan Blender.                Hasil akhir dari produksi ini adalah game fighting Peresean  yang di jalankan pada perangkat PC (personal computer), dan di targetkan untuk semua usia. Adapun fitur – fitur yang sudah di rancang sudah memenuhi dari apa yang di inginkan. Dalam game berjenis Fighting ini terdapat informasi dan pesan moral tentang melestarikan budaya lokal.Kata Kunci : Fighting, budaya suku sasak, lombok, Peresean ABSTRACTPeresean is customs tribe of sasak lombok armed with rattan ( penjalin ), use shield ( ende ) made of the skins of calves and during a peresean held will be followed up with music typical tribe of sasak lombok namely kettledrum beleq . As for a garment in wear participants peresean ( pepadu ) is headband ( sapuq ), scabbard ( selewoq ), the sashes of fabric ( bebet ) and barefoot the chest. Culture peresean is now beginning to rare in hosted and not overly were interested in it by a youth lombok especially. So it into a reference making gameplay the game as fighting with adapt the regulation accordance with the target audience.A platform of games peresean this is personal computer, then games done by some help visual artist, a sound and progammer, while after maturation concept in continue to the point of production, making gameplay, assets, a user interface, and character. As for equipment used to the forging find or personal computer, pen table, software processing an image of such adobe photoshop, clip studio paint, a blender.The end result of production this is game fighting peresean who on the run on the device pc (personal computer), and in target for all age. As for features - features out of designed enough to fulfill of what will. In a game as fighting are information and moralistic messages about preserve local culture.Keywords : Fighting, the culture of sasak, lombok, Peresean
VAL IT FRAMEWORK 2.0 : PENILAIAN INVESTASI TEKNOLOGI INFORMASI PADA SEKOLAH TINGGI MULTI MEDIA “MMTC” YOGYAKARTA Kuswantoro, RB. Hendri; Utami, Emma; Amborowati, Armadyah
Jurnal Teknologi Informasi RESPATI Vol 8, No 22 (2013)
Publisher : Universitas Respati Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35842/jtir.v8i22.49

Abstract

Placement of funds at this time in the hope of future gain is essentially the investment, on the other hand that the output is used by private companies to produce output in the future is called investment. Value of investment based on business valuation means the value of an asset or to specify or memprospektifkan ownership. Type this value into account ownership of the knowledge, skills, expectations of risk and earnings potential, as well as other factors. The benefits of the investment will be felt in the period tertentu.Namun how investment can be measured and the known benefitsare appropriate in pengimplemtasiannya.The concept of Val IT Framework 2.0, which was initiated by the Information Technology Governance Institute (ITGI) (2008), through the experience of a set team of practitioners, academics, and practices, some of the methodologies, and research to develop the Val IT framework. Development of the Val IT framework with several research activities, publications and support services. Val IT consists of a set of basic principles and the three main processes for measuring the value of IT Value Gavenance, Portfolio Managament, Investment Management.Masing these 3 main process then broken down into several sub-items. Through the business case method can provide a complete picture and transparent to the management on the benefits of an investment and helps the management to make decisions on investment, so it can be used as controls achieving the expected value of an investment in Information Technology. Keywords: IT investments, Val IT, Business Case.
Pelatihan Desain Grafis untuk Kemasan Produk di Desa Kesongo, Kecamatan Tuntang, Kabupaten Semarang, Jawa Tengah Winarso, Sigit; Kuswantoro, RB. Hendri; Priyono, RM. Joko; Filianto, Willhelmus
Journal of Comprehensive Science Vol. 4 No. 5 (2025): Journal of Comprehensive Science (JCS)
Publisher : Green Publisher Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59188/jcs.v4i5.3147

Abstract

Desain kemasan merupakan alat pemasaran kritis yang memengaruhi persepsi konsumen dan daya saing produk, terutama di pasar lokal. Namun, pelaku usaha di Desa Kesongo seringkali kurang memahami prinsip desain grafis dan tren terkini. Penelitian ini bertujuan untuk meningkatkan keterampilan desain kemasan melalui pelatihan berbasis praktik. Penelitian ini bertujuan untuk memberikan pemahaman mendalam tentang prinsip desain kemasan, penggunaan perangkat lunak sederhana (Canva), dan penerapannya pada produk lokal seperti keripik singkong dan dodol, dengan mempertimbangkan budaya dan keberlanjutan. Pelatihan dilaksanakan dengan pendekatan partisipatif, meliputi: (1) pengenalan teori desain dan analisis target pasar, (2) praktik desain menggunakan Canva, (3) diskusi kelompok untuk studi kasus produk lokal, dan (4) solusi kolaboratif atas kendala teknis. Data dikumpulkan melalui observasi partisipan dan evaluasi desain yang dihasilkan. Peserta mampu membuat desain kemasan yang menarik dan fungsional, dengan peningkatan signifikan dalam pemahaman warna, tipografi, dan identitas merek. Kendala seperti keterbatasan perangkat diatasi dengan pembagian kelompok dan pendampingan intensif. Pelatihan ini tidak hanya meningkatkan keterampilan individu tetapi juga mendorong pengembangan ekonomi lokal melalui kemasan yang kompetitif. Rekomendasi mencakup pelatihan lanjutan dan perluasan penggunaan alat desain yang lebih canggih seperti Adobe Illustrator.
Integration of Augmented Reality and Motion Capture Technology in the Development of Interactive Animation Based on the Digital Story of Malin Kundang Sutopo, Joko; Taalungan, Anggita; De Haan, Charles; Kuswantoro, RB Hendri; Syukor Mohamad Jaya, Abdul
Jurnal Pemberdayaan Masyarakat Vol 4, No 1 (2025)
Publisher : Yayasan Keluarga Guru Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46843/jpm.v4i1.383

Abstract

The folk tale of Malin Kundang carries significant moral and cultural values, yet younger generations' interest in conventional storytelling has declined with the advancement of digital technologies. This research addresses that gap by developing an interactive digital animation using Augmented Reality (AR) and Motion Capture (MoCap) technologies to create a more immersive and engaging user experience. Through a mixed-methods approach, including prototype development with Unity 3D, motion tracking using OptiTrack/Xsens, and user testing, the system achieved 95% accuracy in character motion and high user satisfaction. While technical challenges such as latency and hardware constraints remain, the results demonstrate that the integration of AR and MoCap revitalizes traditional stories and offers global benefits—providing scalable solutions applicable to education, cultural heritage preservation, training simulations, and entertainment industries worldwide. This study contributes to the growing field of immersive digital storytelling and offers insights for future research into motion algorithm optimization and developing more accessible MoCap technologies for global use.
PENDIDIKAN POSITIVE PSYCHOLOGY PADA GURU SEKOLAH DASAR-MENENGAH SEBAGAI KONTRIBUSI TIM PELAYANAN PENDIDIKAN PAROKI NANDAN Setiawan, Paulus; Harsoyo, Yohanes; Widiyanto, Yohannes Babtista Cahya; Setyapurnama, Yudi Santara; Murti, D. Sanusi SH; Kuswantoro, RB. Hendri
ABDIMAS ALTRUIS: Jurnal Pengabdian Kepada Masyarakat Vol 8, No 2 (2025): Oktober 2025
Publisher : Universitas Sanata Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24071/aa.v8i2.10622

Abstract

Depression in students is an emotional condition that lasts a long time and affects the thoughts, feelings, and behavior of students. Depression can make students feel down, lose interest and joy, and reduce their academic achievement. Depression can be triggered by various factors, such as family history, physical health problems, trauma or childhood experiences, and stressful life events. The solution that can be taken as an effort to prevent depression is to carry out positive education, which is an implementation of positive psychology. Seminars or community service events that raise the theme of positive psychology aim to educate educators in positive education, thus making them realize students’ happiness. Further, the educators are expected to help the students to be able to control or reduce their level of depression so that they can improve their academic achievement, and even better, for the future of the students themselves. In this community service, the stages conducted were data collection through opinion polls, discussions, and evaluations. Based on the results of the evaluation through questionnaires, the material presented was well received by the participants, and this activity succeeded in increasing their knowledge and insight into positive education as an implementation of positive psychology.