Dwi Mutia Sari
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PERLINDUNGAN HUKUM HAK KOMUNITAS MASYARAKAT ADAT (STUDI PERLINDUNGAN RIMBA LARANGAN MASYARAKAT ADAT RUMBIO KAMPAR Dwi Mutia Sari; Firdaus '; Dasrol '
Jurnal Online Mahasiswa (JOM) Bidang Ilmu Hukum Vol 5, No 1 (2018): Wisuda April 2018
Publisher : Jurnal Online Mahasiswa (JOM) Bidang Ilmu Hukum

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Customary law is part of the law which is derived from the customs, ie social rules that are created and maintained by the legal functionaries and intended to regulate legal relations in a society and have sanctions. The 1945 Constitution of Indonesia concerning on customary law has stipulated in Article 18B paragraph (2), the article states that "The State recognises and respects traditional communities along with their traditional customary rights as long as these remain in existence and are in accordance with the societal development and the principles of the Unitary State of the Republic of Indonesia, and shall be regulated by law". Besides of being protected in the constitution, protection of the rights of indigenous peoples is also regulated in several laws. Rimba larangan is the source of life for the Rumbio indigenous people, and its utilization is done hereditary. The existence of customary forests determines the social economy of the Rumbio community. Recognition is the basic fundamental needed by indigenous peoples to secure the rights of indigenous peoples. The purposes of the author of this thesis, namely: First, To find out why the Rimba Larangan as the rights of Rumbio indigenous peoples not get the recognition from the state. Secondly, to know the mechanism of protecting the rights of indigenous peoples of Rumbio towards Rimba Larangan. Thirdly, to know the efforts to be made so that the rights of indigenous peoples of Rumbio to the Rimba Larangan gain recognition from the state. This type of research can be classified in the type of sociological research, because in this study the authors directly conduct research on the location or place studied in order to provide a comprehensive and clear picture of the problem. This research conducted at Rimba Larangan Adat Rumbio Kampar Regency, while population and sample are all parties related to the problem studied in this research. The source of data using primary data, secondary data, and tertiary data. In addition, the methods of data collection in this research are by questioning through questioner, interviewing and literature studies. From the result of the research, it can be concluded that, there is a dissonance and no harmonization of the Law and Regulation related to the definition of customary forest and indigenous people, The Government considered less attention to the aspirations of indigenous peoples related to the recognition of indigenous peoples' rights toward Rimba Larangan also have to form the cooperation between indigenous and the government in terms of recognition and protection of the rights of indigenous communities. Suggestions to be given are that indigenous peoples should filed a petition in accordance with procedures which has regulated by the law and Government as a bridge to realize the aspirations of the community should provide socialization and knowledge of the Legislation Regulation related to the rights of indigenous peoples. Keywords: Legal Protection - Community Rights - Indigenous Peoples - Rimba Larangan
Game Digital “Ramadan Adventure” Muhammad Fajri; Dwi Mutia Sari
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 2 No. 2 (2023): Oktober : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrsendem.v2i2.1485

Abstract

This study aims to develop an Android-based educational game that focuses on learning about fasting. This game is designed to provide a fun, exciting and educational interactive experience for users, especially children aged 6-12 years who want to learn about fasting in the month of Ramadan. The method used in developing this game is the Design Thinking method, which involves five stages of the process, namely (emphasize) understanding, (define) definition, (ideate) idea, (prototype) prototype and, (test) testing. In research and data collection, the authors used questionnaires, and observations as primary data, and secondary data including literature and internet reviews. Making educational games is developed using the game engine Construct 2. The games developed are only limited to prototypes so that more implementation and application is needed, therefore further research is still needed to perfect this Ramadan Adventure game. The results of this study are expected to make a positive contribution in the development of educational games that are useful for learning about fasting. This game can be used as an interesting and interactive educational tool to help users better understand and practice fasting. In addition, this research also has the potential to become a foundation for the development of other Android-based educational games that focus on religious and cultural learning.
Kampanye Sosial Pencegahan Fenomena Penipuan File.APK Ayu Ramadia Sali; Dwi Mutia Sari
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 2 No. 2 (2023): Oktober : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrsendem.v2i2.1549

Abstract

Technological developments are currently widely used by some people to commit cyber crimes, especially in this case using the .apk file. Android Package Kit / APK is an application format for Android-based smartphones. The number of victims arising from the phenomenon of file.apk fraud, so understandably there are still many who don't know about file.apk fraud. Therefore the designer makes a design for a media campaign as a means of preventing the phenomenon of file.apk fraud. The design method used is Design Thinking which is based on data obtained through questionnaires, documentation, and literature studies regarding the phenomenon of file.apk fraud. In the problem solving process, apply the 5W+1H analysis (what, who, when, why, where, and how). This design produces prevention media in the form of infographic posters.
User Interface Design Aplikasi Mobile Hola-Hola Muhammad Divo Yursal; Dwi Mutia Sari
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 2 No. 2 (2023): Oktober : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrsendem.v2i2.1600

Abstract

The background for the design of the user interface for the Hola-Hola mobile application is the problems that exist in the Hola-Hola premium gadget accessories business. Namely the limited space for product sales in businesses, which only provide offline services, so marketing is not effective and results in product sales being relatively low. This design uses the "Design Thinking" method with a user-focused approach, as well as "S.W.O.T" as a data analysis method, and uses the elements and principles that exist in U.I. Design and visual communication design in general. This application functions as a forum for conveying information about products and services, and user transactions, as well as a feature called "custom case", which is designing case designs directly through the application. The output of this design is an application prototype, aiming to see the user flow in the application later, as well as supporting media that have their respective functions. From the feasibility tests that have been carried out on several targets, a positive response has been received in terms of interface appearance as well as existing functions and features. Fresh appearance, the message conveyed and the flow is clear. The custom case feature is the main attraction for users, and the placement of sales features needed by Hola-Hola is in one application, so this application is expected as a business strategy for businesses, in increasing and expanding marketing.
Penggunaan Aplikasi Capcut Bagi Kalangan Anggota Aktif UKKPK Universitas Negeri Padang Trivol Yasman; Dwi Mutia Sari
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 3 No. 1 (2024): April: Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrsendem.v3i1.2668

Abstract

Technology has advanced and developed, so that various ways to improve quality and creativity can be accessed easily through gadgets and computers, video editing refers to a program or collection of programs that allow audio visuals to be manipulated intuitively on computers and gadgets. This creativity can be improved if you continue to hone your skills and look for references to edit videos. Capcut application is one of the free video editing applications that is widely used by beginners when editing videos, because in Capcut there is a template feature that makes it easier for users. Most of the users of the Capcut application based on value are students, students, and teenagers. The active students of UKKPK Padang State University also mostly use this application, by applying descriptive qualitative, which explains the use of the Capcut application, with the aim of knowing more about creativity in video editing by getting positive value. So from these problems, the Capcut application offers template features to support video editing practically and quickly.
Perancangan Skin Outfit Minangkabau Pada Game PUBG Mobile Sebagai Bentuk Promosi Konten Lokal Minangkabau Hafizatul Ismi; Dwi Mutia Sari
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 1 No. 2 (2023): November : Jurnal Publikasi Desain Komunikasi Visual
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v1i2.1065

Abstract

Minangkabau has a variety of cultures, starting from clothing, architecture, motifs, beliefs, songs, and visual characters. One of the uniqueness of Minangkabau is that it has traditional clothing that is its own characteristic. One of the famous traditional clothes in Minangkabau is Bundo Kanduang clothing. Skins have various types, one of which is Skin outfit which is a skin for characters in the game. This Minangkabau skin outfit is designed for the PUBG mobile game or known as Player Uknown's Battleground mobile. The delivery in designing this skin outfit uses the main media Manual Book. Manual book that contains history, making skin outfits, skin items and supporting media, namely T-shirts, posters, stickers, x banners, totebags, hangers / merchandise and Instagram social media to promote. The compounding method used is Glassbox with a 5w + 1h data analysis method, namely what, who, when, where, why, and how. With the completion of this Manual Book, it is hoped that it can become a media that has effective and communicative information for the target audience.
Kampanye Minimalist Lifestyle Bagi Mahasiswa Di Kota Padang Fajriah Utami; Dwi Mutia Sari
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 1 No. 2 (2023): November : Jurnal Publikasi Desain Komunikasi Visual
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v1i2.1068

Abstract

Consumption is an activity aimed at reducing or utilizing a product, whether it is a physical product or a service. Along with the times, the level of consumption is getting higher, especially among students. This increase in consumption activity is based on the attractiveness of an item, thus providing satisfaction to consumers. If consumption cannot be controlled, it will lead to consumptive behavior. Therefore the authors designed a minimalist campaign to reduce the amount of consumption and chose to optimize the use of goods to make them more effective and useful. This design uses the Research and Development (R&D) 4-D model with the stages: define, design, develop and disseminate. In the process of solving the problem the writer applies 5W+1H data analysis (what, where, when, who, why and how). The main media for this design is the Instagram feed as a medium for voicing a minimalist lifestyle campaign.
Concept Art Adaptasi dari Novel “Tujuh Kelana” Karya Nellaneva Arrel Betha Anarsya; Dwi Mutia Sari
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 1 No. 2 (2023): November : Jurnal Publikasi Desain Komunikasi Visual
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v1i2.1089

Abstract

"Tujuh Kelana" is a local novel by Nellaneva with the genre fantasy fiction. This novel was published on August 05, 2020. This novel was published in Jakarta by Elex Media Komputindo. The purpose of designing concept art adaptations of the novel "Tujuh Kelana" by Nellaneva is to visualize a written work into the form of concept art so that it can be glimpsed by creative industry players or entertainment developers to be used as works of adaptation of entertainment products such as films, animations, and video games. In the design of the concept art adaptation of the novel "Tujuh Kelana" by Nellaneva is a 4d development method consisting of Define, Design, Develop, and Disseminate. The data analysis method used in this design is SWOT analysis. The final result of this design is the main media in the form of artbooks and supporting media in the form of merchandise and informative print media.
Perancangan E-Katalog Brand Emonstore Rafika Duri; Dwi Mutia Sari
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 1 No. 2 (2023): November : Jurnal Publikasi Desain Komunikasi Visual
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v1i2.1094

Abstract

Emonstore which was established in 2020 was carried out from social media and also opened a boot in front of the post office, Jalan Garuda no.20 Lubuklinggau City, selling the Emonstore brand through promotional supporting information media with E-catalogs. This research makes promotional media that contains information data about products and attracts consumers through the right promotional media so that in the future it is easily recognized by consumers and increases sales results. The design of the Emonstore E-catalog is made based on sources, namely in the form of data that has been collected through interviews with owners. The purpose of designing is to design the right promotional media according to the target audience of Emonstore. Promotional media in the form of a catalog makes it easier for consumers to see products, because the catalog designed contains product information data. The purpose of promotion is to inform an audience who do not yet know the product or service being promoted. The writing is designed using the glass box approach. Emonstore catalog, it is evident that the E-catalog's design was created using the idea of Emonstore's attributes.
Promosi Popping Dance Oleh Fusion Crew Padang Yulio Raihan Fernando; Dwi Mutia Sari
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 1 No. 2 (2023): November : Jurnal Publikasi Desain Komunikasi Visual
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v1i2.1102

Abstract

The design of the promotional video aims to introduce popping dance. It is hoped that it will attract the attention of dancers in the city of Padang to learn it. The problem found is that there is no next generation of popping dance in the city of Padang and no one is promoting popping dance anymore. To overcome this problem, the design method used is the 4D (four-D) method which consists of 4 stages, namely definition, design, development, and dissemination. This 4D development method and model was chosen because it aims to find the next generation of popping dance and it is hoped that dancers in the city of Padang will be interested in learning it. The results of the design of the popping dance promotional video with a duration of 4 minutes 30 seconds have been tested for its feasibility with several audiences. The main media is a popping dance promotional video as a medium to promote or introduce popping dance to the target audience. As a support, several other media such as posters, xbanners, t-shirts, stickers, lanyards, speakers, and dance floors were also designed.