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Environmental Graphic Design for The MPU Tantular Museum Using a Design Thinking Approach Prasetya, Ardian Jaya; Yurisma, Dhika Yuan
Nusantara Science and Technology Proceedings 8th International Seminar of Research Month 2023
Publisher : Future Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11594/nstp.2024.4116

Abstract

Visitors to the MPU Sidoarjo Tantular Museum are dominated by school students who have assignments from school. The lack of information on each museum collection causes visitors to be less interested in visiting. This research aims to design environmental graphic designs as a branding effort for the Mpu Tantular Sidoarjo museum. The design is made in the form of wayfinding and museum signage. The method used in this research is Design Thinking with a basic scheme, namely Emphatize, define, ideate, prototype, test. direct data mining through observation and interviews. From the results of data analysis, a concept was obtained to design a prototype environmental graphic design so that visitors can improve their experience of visiting the MPU Tantular museum. Media implementation using sticker material. In the future, we suggest that this research can be developed using the latest technology such as virtual reality to improve visitor experiences.
3D AUGMENTED REALITY SEBAGAI PENDUKUNG BRANDING MUSEUM MPU TANTULAR SIDOARJO Prasetya, Ardian Jaya; Dhika Yuan Yurisma
Jurnal Bahasa Rupa Vol. 7 No. 1 (2023): Bahasa Rupa Desember 2023
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v7i1.1409

Abstract

Visitors to the Sidoarjo MPU tantular Museum are dominated by school students who receive assignments from school. Lack of attractions and information in each museum collection causes visitors to be less interested in visiting. The main objective of this research is to designing three-dimensional Augmented reality design as an effort to brand the mpu tantular museum in Sidoarjo. By using Augmented reality technology, visitors can interact directly with museum collections. The method used in this study is the Multimedia Development Life Cycle with a direct approach by observation and interviews. From the results of data analysis, it was found that the concept of augmented reality was used, namely in the form of an Instagram application filter so that visitors would immediately share their experiences visiting the mpu tantular museum on their social media and be able to communicate to the public. The media implementation uses a 5x5 cm sticker affixed near the selected collection as a marker, visitors only need to scan the marker.
3D AUGMENTED REALITY SEBAGAI PENDUKUNG BRANDING MUSEUM MPU TANTULAR SIDOARJO Prasetya, Ardian Jaya; Dhika Yuan Yurisma
Jurnal Bahasa Rupa Vol. 7 No. 1 (2023): Bahasa Rupa Desember 2023
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v7i1.1409

Abstract

Visitors to the Sidoarjo MPU tantular Museum are dominated by school students who receive assignments from school. Lack of attractions and information in each museum collection causes visitors to be less interested in visiting. The main objective of this research is to designing three-dimensional Augmented reality design as an effort to brand the mpu tantular museum in Sidoarjo. By using Augmented reality technology, visitors can interact directly with museum collections. The method used in this study is the Multimedia Development Life Cycle with a direct approach by observation and interviews. From the results of data analysis, it was found that the concept of augmented reality was used, namely in the form of an Instagram application filter so that visitors would immediately share their experiences visiting the mpu tantular museum on their social media and be able to communicate to the public. The media implementation uses a 5x5 cm sticker affixed near the selected collection as a marker, visitors only need to scan the marker.
PENINGKATAN KESADARAN POSTUR DAN UKURAN TUBUH ANAK SEKOLAH DASAR MELALUI EDUKASI ANTROPOMETRI BERBASIS PRAKTIK Qurbah, Hardina Atsilia; Prasetya, Ardian Jaya; Deskawainda, R. Jaler Anggerjundha; Shafa, Raihanah Muthi’ah; Rizal, Ihya Ulumuddin; Burhanudin, Syahrul Akbar; Aldyansyah, Aldyansyah
Jurnal Abdi Insani Vol 13 No 4 (2026): Jurnal Abdi Insani
Publisher : Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/abdiinsani.v13i4.3646

Abstract

Learning discomfort could cause long-term musculoskeletal complaints because school students were not aware of their posture while studying and did not understand their body measurements. By using a practice-based learning approach in the classroom, this community service activity aimed to increase students' awareness of their posture and basic understanding of anthropometry. This activity was attended by 17 third-grade students at Hang Tuah 7 Elementary School in Surabaya. The methods used included visual presentations of ergonomics material, anthropometric measurement practice by students in pairs, and evaluation of understanding through games (post-test). The results of the activity showed that students were able to measure height, sitting height, arm length, and leg length with minimal guidance, and obtained relevant anthropometric data to assess the suitability of learning furniture. The evaluation showed a significant increase in understanding, marked by the students' ability to identify the correct sitting posture and apply it directly. Overall, this activity succeeded in increasing students' awareness of ergonomics and provided practical recommendations for schools in arranging furniture based on children's anthropometry.