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Pengelolaan Manajemen pada Pengaplikasian Konsep Green Design dalam Menciptakan Pondok Cerdas yang Ramah Lingkungan Putra Budi Purnomo Sidi, Taqwa; Bongsoikrama, Justin; Widyananda Putra, Ricky
Artinara Vol 1 No 3 (2022): Jurnal Artinara Oktober 2022
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/art.v1i03.57

Abstract

Tri Dharma merupakan salah satu kegiatan akademis yang berorientasi pada sifat kebudiluhuran manusia, yang mana mahasiswa sebagai subjek penggerak perubahan sosial di masyarakat. Adapun permasalahan yang tengah dialami oleh masyarakat di sekitar Jl. H. Gaim RT. 10, RW. 02 Kel. Petukangan Utara, Kec. Pesanggrahan, Jakarta Selatan, 12260 yang tidak jauh berlokasi dari Universitas Budi Luhur adalah belum adanya prasarana sebagai wadah untuk menunjang kegiatan kemasyarakatan seperti edukasi, sosialisasi, dan lain-lain. kegiatan tri dharma ini memiliki tujuan untuk mewujudkan prasarana bagi masyarakat Jl. H. Gaim RT. 10, RW. 02 Kel. Petukangan Utara, Kec. Pesanggrahan, Jakarta Selatan, sebagai penunjang kegiatan masyarakat. Manfaat yang diharapkan dalam tri dharma ini ialah pemanfaatan sumber daya ataupun potensi yang dimiliki guna meningkatkan kesejahteraan, serta menumbuhkan solidaritas dalam bermasyarakat yang bersifat berkelanjutan dengan mengaplikasikan konsep green design dalam terciptanya pondok cerdas yang ramah lingkungan. Strategi yang digunakan adalah melakukan survei, observasi dan konsultasi, menerima saran atau tanggapan, mengajak, melibatkan rasa kekeluargaan maupun solidaritas yang tinggi pada masyarakat Jl. H. Gaim RT. 10, RW. 02 Kel. Petukangan Utara, Kec. Pesanggrahan, Jakarta Selatan, 12260. Indikator keberhasilan dari program kegiatan Kuliah Kerja Nyata ini adalah menciptakan harmonisasi fisik, mental, pikiran, hati yang bersih dan sehat antara mahasiswa dengan masyarakat
Pelatihan Produksi Konten Animasi Dasar Pada Instagram Sebagai Media Promosi Di Smk Letris Indonesia Tangerang Selatan Widyananda Putra, Ricky
Artinara Vol 2 No 1 (2023): Jurnal Artinara Februari 2023
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/art.v2i01.59

Abstract

Promosi merupakan kegiatan komunikasi yang bertujuan untuk menggambarkan beberapa informasi dan membujuk agar produk atau jasa yang ditawarkan dapat menarik perhatian konsumen dan dapat memperkenalkan mereka serta meningkatkan penjualan. Tujuan promosi adalah untuk mengubah perilaku konsumen dengan memberikan kesan yang baik terhadap produk yang ditawarkan. Pada saat ini dengan berkembangnya teknologi dalam kehidupan manusia, maka bentuk promosi bisa dilakukan dengan menggunakan sosial media. Salah satu sosial media yang sering digunakan dalam promosi ialah Instagram, pada media Instagram bentuk konten yang dihadirkan beragam mulai dari foto sampai dengan bentuk video. Konten video bisa diproduksi dengan menggunakan bentuk visual animasi, sebagai daya tarik kepada konsumen. Berdasarkan permasalahan diatas dan dalam rangka meningkatkan kemampuan siswa/i SMK Letris Indonesia, dimana pihak sekolah menginginkan mengadakan pelatihan yang ditujukan dalam penggunaan sosial media sebagai penyampaian informasi khusunya dalam bentuk promosi. Hal ini merupakan sebagai bentuk peningkatan kemampuan peserta didik dalam memproduksi konten animasi sebagai media promosi dengan menggunakan media Instagram. Sehingga kedepannya para siswa/i dapat memaksimalkan penyampaian informasi kepada masyarakat dengan menggunakan media sosial Instagram.
REPRESENTASI MAKNA MATERIALISME PADA VIDEO KLIP LAGU MONEY Jeanie Annissa; Widyananda Putra, Ricky
Jurnal Komunikasi Vol. 2 No. 7 (2024): Juli
Publisher : ADISAM PUBLISHER

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

Abstract

This paper discusses about the analysis of the meaning of materialism in the video clip of the song "Money" sung by Lisa Blackpink from South Korea. The video clip contains the meaning of materialism by visually and the song text which shows materialism which includes material values ​​which are visualized through certain movements and the selection of diction in the lyrics sung on social media youtube on the BlackPink account. The video clip is widely played and decorates social media. Thus, this study shows the perspective of teenagers on the representation of the meaning of materialism through the video clip of the song. This study uses the semiotic triangle meaning theory which refers to the sign, object, and interpretation using a qualitative methodology using a constructivist approach through primary data collection techniques in the form of non-participant observation. and secondary data which includes library data by 20 books, 13 journals, and 10 online sources. The results of this study indicate that the representation of the meaning of materialism in the video clip of the song Money sung by Lisa BlackPink which is analyzed from the visualization of dance movements and the text of the song lyrics is divided into 7 points which include elements of money, self-centered, hedonism, consumerism, the domination of money power, hard work and happiness. All of them are analyzed by visualization of images and song texts.
PERANCANGAN APLIKASI PEMAINAN “BISINDOKU”SEBAGAI MEDIA KOMUNIKASI PENGENALAN BAHASA ISYARAT Duwi Saputra, Lana; Widyananda Putra, Ricky
Kartala Vol 3 No 1 (2024): Januari 2024
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/kvs.v3i1.127

Abstract

Indonesian Sign Language (BISINDO) is a non-verbal communication system used by the deaf and speech impaired community in Indonesia. In recent years, the use of technology has grown rapidly, including the use of technology in education in the form of alternative media for educational games. The problem encountered in this creation was in the form of communication patterns that were less effective for the community towards deaf and speech impaired friends. This creation aims to teach the importance of Indonesian Sign Language (BISINDO) as a form of communication pattern with deaf and speech impaired friends. This study uses a theory UI & UX design. Meanwhile, the creation method uses field observations, literature studies and interviews with informants. Designing this game, the results obtained from its creation are contributing to expanding understanding of the potential for using BISINDO as a means of communication in the realization of educational games. It is hoped that the creation of the BISINDO game can inspire game developers, especially educators, to consider and implement Indonesian Sign Language in the development of inclusive educational games.
PERANCANGAN VIDEO GAME BOROBUDUR MELALUI NARASI VISUAL Putro, Agus Tukiyanto; Putra, Ricky Widyananda
Kartala Vol 3 No 2 (2024): Juni 2024
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/kvs.v3i2.149

Abstract

The design of the Borobudur video game started from problems the creator encountered related to the lack of historical understanding among teenagers regarding cultural heritage sites. This creation aims to provide an educational interactive experience for teenagers aged 17-22 years related to the history of Borobudur Temple. In designing the video game, the creator used creative methods in the form of observations and interviews with vulnerable teenagers aged 17-22 years. Then the theory used in the work uses the UI & UX Design approach. The discussion in this creation is related to the visual form in video games by referring to the visual narrative that is created. The creator's hope in this game is that educational messages, especially those related to preserving cultural heritage, can be one of the concepts when designing the game.
PERANCANGAN GAME VISUAL NOVEL FOLKLOR MITOS HORROR NUSANTARA DENGAN MENGGUNAKAN PENDEKATAN MDA FRAMEWORK Saefudin, Ahmad Thabathaba'i; Putra, Ricky Widyananda; Misky, Fatma
Kartala Vol 3 No 2 (2024): Juni 2024
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/kvs.v3i2.150

Abstract

The abundant cultural richness of Indonesia has bestowed a variety of myths, legends, and folk tales that have been cherished heritage from generation to generation. Nusantara folklore and myths offer captivating and mysterious stories, often intertwined with the supernatural, ghosts, or mystical creatures. However, with the increasing influence of foreign cultures, there is a pressing need to uplift and preserve the cultural heritage of Nusantara. In the entertainment industry, the horror genre has gained popularity, especially in the gaming world, whether in action games, adventures, or interactive stories like visual novels. Horror games provide thrilling and suspenseful experiences, combining strong atmospheres and narratives to create an eerie ambiance. Therefore, the horror genre is utilized in the design of this game to deliver captivating and adrenaline-inducing experiences for players. The visual novel approach is employed to enable players to immerse themselves in Nusantara folklore and horror myths. In the game design process, the MDA Framework approach is used as the primary guideline. The MDA Framework divides the gaming experience into three main components: mechanics, dynamics, and aesthetics. This approach ensures harmony between game rules, player emotional responses, interactions, and the overall impression desired in terms of visual presentation, atmosphere, and conveyed messages. It is hoped that a consistent and satisfying gaming experience can be created for players, while simultaneously introducing them to the myths, folklore, and cultural richness of Nusantara.
ANALISIS MDA FRAMEWORK PADA GAME POKEMON GO Widyananda Putra, Ricky; Anissa, Jeanie
Kartala Vol 2 No 1 (2023): Januari 2023
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (571.399 KB) | DOI: 10.36080/kvs.v2i1.5

Abstract

Technological developments are experiencing rapid progress in all fields, from the simple to the  increasingly sophisticated. Over time, technology has played a very important role in all fields, especially  entertainment. In the world of entertainment is one example of technological developments that  encourage the development of the game industry. Game is now known and still in demand, because it is a  form of game that is interesting and interactive for the players. This makes games an effective visual  medium for gathering experiences and information from user or player interactions. One game that  develops a form of interaction for its players is the game Pokemon GO, with the concept of augmented  reality (AR) this game provides more interactivity for users to explore real spaces in the virtual world. This  can bring a new experience for players to continue to enjoy the objects in the game. So the problem of this  research is how the game Pokemon GO can present an aesthetic interaction for the players. The purpose  of this study is to find out and explain the relationship between the aesthetics of interaction in game media  for players. In this study the theoretical approach used is the MDA (Mechanic, Dynamic, Aesthetic) model.  This approach describes each component that is interrelated, such as mechanics, dynamics, and aesthetics  in game media. Findings in research can indicate the type of interaction response that can be explored by  using game media. The conclusion drawn from this study is that in the future the MDA approach can be  used to analyze similar game mediums related to the presence of aesthetic interactions, especially in the  form of social relations, thus forming a social society within the community of game players.
ESTETIKA VIRTUAL DALAM GAME 3D “DREADEYE VR”: (PENDEKATAN MDA FRAMEWORK) Misky, Fatma; Widyananda Putra, Ricky
Kartala Vol 1 No 2 (2022): Mei 2022
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (584.724 KB) | DOI: 10.36080/kvs.v1i2.86

Abstract

Indonesia is very rich in myths that exist in society, the wealth of myths found in the archipelago is illustrated by the many community stories that are still found today. One example is the myth about Indonesian ghosts and their various frightening forms. Fear arises from human ignorance of something and develops into a wild fantasy in humans, until finally it can be accepted by human logic. This can be seen from the many kinds of entertainment media that take the theme of horror, one of the media currently used is video games. One of the games from Indonesia that has developed this virtual aesthetic using 3D visualization technology is the game studio Digital Happines from Bandung, with the game title Dreadeye VR. This game is a Virtual reality game where to play it requires a VR device. With the concept of Virtual reality, this game provides deeper interactivity for users to explore real spaces in the virtual world. Virtual reality brings a new experience for users to continue to enjoy objects in the game, even if they do not make direct contact. This can lead to being carried away to bring new meaning to each individual. So the problem of this research is, how the Dreadeye VR game presents virtual aesthetics for the players and the purpose of this research is to find out the factors that form virtual aesthetics in the Dreadeye VR game. The methodology of this research is qualitative, while the approach and theory used is MDA (Mechanic, Dynamic, Aesthetic), the MDA approach describes each interrelated component such as mechanics, dynamics, and aesthetics. Mechanics explain programming and game rules, dynamics describe interactive games and playing experiences, aesthetics describe the sensations felt when interacting with games.
PERANCANGAN AUGMENTED REALITY FLASHCARD SEBAGAI MEDIA ALTERNATIF PEMBELAJARAN PENGENALAN HURUF BAGI SISWA KELAS 2 SDN PARUNG SERAB Sukmawan, Awaludin; Widyananda Putra, Ricky
Kartala Vol 4 No 1 (2025): Januari 2025
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/kvs.v4i1.156

Abstract

The Augmented Reality Flashcard media design as a media to support letter learning, combines Augmented Reality (AR) technology with traditional flash card games to create an interactive and fun learning experience. The main focus of this design is to increase reading interest and understanding of the alphabet in children through the use of attractive design characters. With the Design Thinking method, this creation starts from understanding the needs of users, namely children and educators, to produce a final product that is relevant and effective. It is hoped that the implementation of Augmented Reality Flashcard media can make a positive contribution to learning methods in elementary schools and help teachers deliver material in a more innovative way.
REPRESENTASI TOXIC MASCULINITY & BULLYING PADA IKLAN LAYANAN MASYARAKAT KEMENDIKBUD RI “INI GAK LUCU” Krisna Anjasmani, Rury; Widyananda Putra, Ricky
Kartala Vol 4 No 1 (2025): Januari 2025
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/kvs.v4i1.233

Abstract

In 2023, toxic masculinity and bullying will become a hot topic of conversation among Indonesian and foreign people. There are many things that influence toxic masculinity and bullying, from the way you dress, speaking style, accessories are a form of communication. Through clothing, a person can convey messages to others. This message is used for imaging or a form of branding of a person himself. Based on this, the author is interested in examining the visual representation conveyed in the public service advertisement (ILM) entitled "This Isn't Funny" regarding toxic masculinity and bullying. This research uses Charles Sanders Peirce's semiotic analysis to translate the meaning of symbols in public service advertisements (PSAs). In Peirce's semiotics it is divided into three main elements, namely signs, objects and interpretants. The method used is qualitative. Aims to explain phenomena in depth, through in-depth data collection. The result that can be taken from this research is that the moral message conveyed through the visual public service advertisement entitled "This Isn't Funny" can open our eyes to appreciate each other more regardless of gender.