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PERANCANGAN MOBILE GAME BERDASARKAN PERMAINAN RAKYAT “DODOMBAAN” UNTUK MEMBANGUN INTERAKSI SOSIAL ANTAR PEMAIN RAYMOND RALIBI; ACHMAD SYARIEF; IRFANSYAH IRFANSYAH
Serat Rupa: Journal of Design Vol 1 No 2 (2016): SRJD-SEPTEMBER
Publisher : Faculty of Humanities and Creative Industries, Maranatha Christian University (formerly Faculty of Fine Arts and Design)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/srjd.v1i2.457

Abstract

ABSTRACT“Dodombaan” is an old and popular folk-game amongst children in West Java, although nowadays it becomes rarely played as many children are in favor of playing digital games. Scholars believe that this folk-game actually provides an opportunity for children to develop a sense of social-sensitiveness, as children interactively play with each other. Having exposed to children interests on digital games and the social benefit of Sundanese folk-game, the study sets to design and develop a digital-game based on Sundanese folk-game of dodombaan. This design-study started by collecting and analyzing data of users and plays of dodombaan, which iteratively done in support of the process of designing a digital game. The formal elements of game are composed according to the original game-play of dodombaan. This is to assure that users will have similar game-experiences and social-benefit of the play. The digital game of dodombaan is developed as a mobile multi-player game on android platform and visualized according to the traditional art of sheep’s battle (seni ketangkasan domba) of Garut West Java. It is expected that the developed game of dodombaan can serve as an alternative product of digital game with cultural contents. Keywords: cultural content game; multiplayer mobile games; Sundanese folk-game 
RANCANGAN ANIMASI PENYULUHAN MATA PELAJARAN MATEMATIKA DASAR BAGI CALON GURU YANG AKAN MENGAJAR KE DAERAH TERTINGGAL CINDY ALIF; ACHMAD SYARIEF; IFA SAFIRA SAGIR
Serat Rupa: Journal of Design Vol 1 No 2 (2016): SRJD-SEPTEMBER
Publisher : Faculty of Humanities and Creative Industries, Maranatha Christian University (formerly Faculty of Fine Arts and Design)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/srjd.v1i2.459

Abstract

Instructional media are useful in assisting students and teachers to accumulate understandings on knowledge. Further, instructional media may serve as learning tool for young teachers prepared to be dispersed on various under-developed areas in Indonesia.  Based on this premise, the authors develop and design an animation on the know-how of teaching basic math for students at under-developed areas of Indonesia. The purpose of instructional media design is to provide illustrative action in teaching basic math with limited educational resources. In the design process, the authors employed combined data of observation, interview, literatures, and field notes to understand social reality of teaching basic math at school with limited available resources. Processed data is compared with learning theory to develop contents of instructional media. It is resulted in a prototype of animation as an instructional media, produced as visual narrative of learning basic math at Papua as a case of targeted area. The animation is one of the series of instructional media contents, others are Indonesian, English, Natural Sciences, Social Sciences, and Arts.  Keywords: animation; basic mathematic; instructional media 
Eksplorasi Dokumentasi Dan Representasi Artefak Budaya Dalam Realitas Virtual 3D Sebagai Bentuk Pengarsipan Digital slamet riyadi; Arianti Ayu Puspita; Meirina Triharini; Prananda Luffiansyah Malasan; Raditya Ardianto Taepoer; Achmad Syarief
Jurnal Desain Indonesia. Vol 7 No 02 (2025): Desain untuk Masa Depan : Apa selanjutnya ?
Publisher : Aliansi Desainer Produk Industri Indonesia (ADPII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52265/jdi.v7i02.622

Abstract

Preserving cultural artifacts is essential for safeguarding heritage and advancing art and design research. Conventional documentation methods often fail to capture the intricate physical and material details of artifacts. This study explores the use of three-dimensional scanning technologies, such as Structured Light Scanning (SLS), Light Detection and Ranging (LiDAR), and photogrammetry, as an effort to digitally archive cultural artifacts. These techniques generate detailed digital models that accurately represent the artifacts’ shapes, dimensions, and material properties. The digital models undergo refinement in Blender, a 3D modeling software, to reduce polygon counts, repair deformations, and optimize textures. The refined models are then integrated into a virtual platform developed with Unreal Engine. This platform provides immersive experiences through virtual reality (VR), enabling audiences to explore and interact with the artifacts in realistic virtual environments. Additionally, the VR environment offers insights into spatial contexts, such as the placement of objects and their proportional relationships within traditional settings. By exploring various 3D scanning methods, the study offers recommendations for selecting appropriate techniques based on specific needs and field conditions. The findings emphasize the importance of accurate scanning and post-processing to ensure artifacts are usable in VR. This approach ensures optimal viewing performance and creates culturally immersive experiences that connect users to their historical origins.