Chintiya Larashati
Universitas Negeri Padang

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Sejarah Istana Kerajaan Pagaruyung Berbasis Augmented Reality chintiya larashati; dini faisal
DEKAVE : Jurnal Desain Komunikasi Visual Vol 11, No 4 (2021)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/dekave.v11i4.114895

Abstract

Tujuan perancangan yang dilakukan penulis yaitu memberikan Informasi tentang sejarah Istana Kerajaan Pagaruyung kepada anak-anak. Teori-teori yang di jadikan landasan perancangan adalah Desain komunikasi Visual, Augmented Reality, Buku Augmented Reality, Motion Graphics, Tipografi, Ilustrasi, warna.Kerajaan di Indonesia sangatlah banyak, mulai dari kerajaan kecil hingga besar, Salah satu kerajaan yang pernah berdiri lama di Indonesia adalah kerajaan Pagaruyung. Istana Pagaruyung atau yang lebih dikenal sebagai istana Basa ini memiliki peninggalan lainnya seperti baju adat, kain sutra, keris, serta alat makan.Metode perancangan yang digunakan metode pendekatan 4D (four-D), dan untuk analisi data menggunakan metode 5W+1H dengan mempertimbangkan cerita dan target audien.Hasil  Perancangan Sejarah Istana Kerajaan Pagaruyung media utamanya adalah fitur Augmented Reality yang nantiknya memproyeksikan Motion graphics, dengan Media pendukung poster Augmented Reality, Baju Augmented Reality, Totebag Augmented Reality,  kalender meja, mug dan masker. Namun  bagaimana perjalanan sejarah istana ini hingga menjadi istana besar dan megah tidak banyak diketahui oleh masyarakat luas, Hal ini terjadi karena pada masa modern saat ini sejarah sering dilupakan dan sering diabaikan, ditambahlagi kurangnya media informatif yang cukup menarik, serta dipengaruhi dengan kebiasaan masyarakat yang lebih terfokus kepada Gadget mereka sendiri. 
Improving marketing skills through logo design training for the local business community Fadhli Ranuharja; Wiwik Indrayeni; Agariadne Dwinggo Samala; Abdul Hasim; Chintiya Larashati; Yose Indarta
Journal of Community Service and Empowerment Vol. 4 No. 1 (2023): April
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jcse.v4i1.24059

Abstract

Sangir Regency which is located in South Solok Regency, West Sumatra, Indonesia is potential for culinary tourism because the data obtained by the number of local entrepreneurs in the Sangir Nagari Sungai Kunyit area reveal that several communities of local entrepreneurs engaged in home-based culinary businesses. The lack of use of technology to grow the selling value of regional products is an obstacle for local business communities to develop their businesses. Local entrepreneurs lose competitiveness if they want to market their products more broadly. The demographic location of Nagari Sungai Kunyit, which is quite far from the city of Padang Aro, also makes the inclusion of marketing trend technology not well utilized by the community. The method used in this service activity is the following: the first step was preparation, including observation and licensing administration; the second step was training in a 2-day successive workshop; the third step was 1-day evaluation; and the last step was product marketing assistance through the UNP Faculty of Tourism and Hospitality. The existence of skills development training activities has succeeded in increasing the resources of the local Nagari Sungai Kunyit business community in the field of making logos, which have become reinforcements, providing added value to the products produced. Furthermore, it helps small entrepreneurs to make products more attractive because they have the characteristics of their respective logos. Increasing human resources in the field of branding design is expected to spur an increase in the people's economies in South Solok Regency. It is proven that this activity has increased local business sales turnover and entrepreneurs are more confident in marketing their products outside the region.
Redesain Logo ‘Hadimu Home Bakery’ Sebagai Identitas Visual Pada Usaha Kue di Kota Bandung Larashati, Chintiya
Besaung : Jurnal Seni Desain dan Budaya Vol. 9 No. 2 (2024): Besaung
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v9i2.4261

Abstract

The redesign of the ‘Hadimu Home Bakery’ logo aims to strengthen the visual identity of one of the cake businesses in Bandung City and raise the brand’s image among the public. ‘Hadimu Home Bakery’ is a business that sells various kinds of cakes in the city of Bandung. ‘Hadimu Home Bakery’ was founded by Hadi Mukhayyar in 2016 by selling various types of cakes such as donuts, bread, pudding and other cakes. ‘Hadimu Home Bakery’ has a visual identity that is not yet represented so that it can affect the brand identity of the business. Therefore, a redesain of the logo for ‘Hadimu Home Bakery’ was carried out. The design method used is Design Thinking which consists of five non-linear stages, namely Empathize, Define, Ideate, Prototype, and Test. The data analysis method uses SWOT analysis (Strengths, Weakness, Opportunities, Threats). The main media is a logo with Graphic Standard Manual (GSM), while the supporting media are neon boxes, shop window stickers, packaging, aprons an banners. The final design results are then tested on the client, designer, and target audience based on aspects of color, font readability, and layout arrangement. The overall design of the logo is used to communicate a message which is expected to necome the positioning of the ‘Hadi Home Bakery’ brand.
Rancang Bangun Augmented Reality Book Edukasi ‘Klorofil sebagai Penyebab Warna pada Daun’ Talitha, Ivani Adellia; Larashati, Chintiya
MASALIQ Vol 6 No 5 (2026): MASALIQ: Jurnal Pendidikan dan Sains
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/masaliq.v6i5.11587

Abstract

The limitations of static learning media still make it difficult for elementary school students to understand the concept of chlorophyll and the process of light interaction that causes leaves to appear green. This study aimed to design and develop an educational Augmented Reality Book entitled “Klorofil sebagai Penyebab Warna pada Daun,” which integrates an illustrated book, three-dimensional animation, and a marker-based tracking system. The study employed a research and development approach using the Multimedia Development Life Cycle model, which includes the concept, design, material collecting, assembly, and testing stages. Initial data were obtained through a questionnaire administered to 30 respondents selected using a purposive sampling technique, as well as a literature review. The data were analyzed descriptively through frequencies, percentages, and the categorization of open-ended responses. The results of the study produced an illustrated book consisting of five spreads, low-poly-style three-dimensional models, and an Android-based application developed using Unity and Vuforia. The testing results showed that the augmented reality camera function, marker detection, the appearance of three-dimensional objects, animation, and the exit button operated according to the design. These findings indicate that the integration of print media and augmented reality technology can support the visualization of scientific concepts in a more interactive manner. This study contributes to the development of science learning media that connect printed narratives with digital scientific visualization. Further testing with fifth-grade students is needed to assess the effect of the media on understanding, interest, and learning outcomes.
Rancang Bangun Augmented Reality Book Edukasi “Apa yang Tidak Bisa Kulihat” Rahmadhani, Ranti; Larashati, Chintiya
MASALIQ Vol 6 No 5 (2026): MASALIQ: Jurnal Pendidikan dan Sains
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/masaliq.v6i5.11601

Abstract

Although the use of augmented reality in early childhood education continues to develop, media that specifically visualize invisible phenomena through the integration of physical books, three-dimensional objects, animation, audio, and interaction remain limited. This study aimed to design and develop the educational Augmented Reality Book Apa yang Tidak Bisa Kulihat for children aged 3–6 years. The study employed a research and development approach with the stages of research, design, and development. A total of 25 respondents were selected using a purposive sampling technique. Data were collected through observation, Likert-scale questionnaires, open-ended questions, short interviews, and a literature review, and were then analyzed using descriptive quantitative and qualitative methods. The results of the study produced an interactive illustrated book with five features, namely AR Cover, AR Wind, AR Smell, AR Bacteria, and AR Sound. Alpha testing showed that six components, including navigation, functioned according to the design with a 100% success rate. The product was able to display three-dimensional objects, animation, audio, and interactive responses after the image target was recognized. These findings enrich the development of augmented reality-based early science learning media and demonstrate the potential of integrating physical books and digital technology as an interactive educational medium. Further testing involving children, parents, and teachers is needed to assess the learning effectiveness and ease of use of the product.
Rancang Bangun Augmented Reality Book Meneladani Kisah Umar bin Khattab Haiva.J.; Larashati, Chintiya
ANWARUL Vol 6 No 4 (2026): ANWARUL: Jurnal Pendidikan dan Dakwah
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/anwarul.v6i4.11600

Abstract

Although augmented reality-based character education media have been widely developed, the integration of the exemplary story of Umar bin Khattab, motion graphics, storybooks, and parental assistance into a single learning medium remains limited. This study aimed to design and evaluate the Augmented Reality Book Meneladani Kisah Umar bin Khattab as a character education medium for children aged 5–12 years. The study employed a mixed-methods approach with descriptive analysis and a 4D research and development design comprising the define, design, develop, and disseminate stages. The study participants consisted of 20 respondents selected through purposive sampling. Data were collected through questionnaires, open-ended questions, a literature review, expert evaluation, alpha testing, and beta testing and were subsequently analyzed using quantitative descriptive and thematic analyses. The results showed that a printed book, two-dimensional illustrations, motion graphics, voice narration, and visual markers were successfully integrated through Artivive. Most users assigned scores of 4–5 to the attractiveness of the illustrations, ease of scanning, and comprehensibility of the story, while the delivery of honesty values and media feasibility predominantly received a score of 5. These findings indicate that the developed media are feasible for supporting character education through interactive multimedia and emphasize the importance of parental assistance in helping children understand exemplary values. This study contributes to the development of character education media that integrate storybooks and augmented reality technology, while future research should involve a larger sample, employ experimental testing, optimize file sizes, and develop an offline mode.