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Implementasi Vigenére Cipher pada AJAX (Asynchronous Javascript and XML) Ida Bagus Redy Santiawan; I Gede Mahendra Darmawiguna; Made Windu Antara Kesiman
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 6 (2013)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v2i6.19653

Abstract

This studi aimed to : (1) designing Vigenére Cipher in AJAX (Asynchronous Javascript and XML), (2) implementing Vigenére Cipher in AJAX (Asynchronous Javascript and XML). In designing and implementing the system, it was used 2 main methods in implementation of the encryption and decryption. On the encryption method, plaintext as input and ciphertext as output, and then on the decryption method ciphertext as input and plaintext as output. The test has been done with network sniffing ie capture the data passing on the network. In designing and implementing the application design, it was used a waterfall method which is usually called as a classic life cycle model. This is a classic model which creates the software systematically and sequentially that includes some stages namely: (1) requirements definition, (2) system and software design, (3) implementation and unit testing, and (4) integration and system testing. The implementation and testing in this study was a Vigenére Cipher Aplication that were using a PHP for server side and a Javascript for client side. Based on the data of the system performance test, obtained that the system can hide the data sent to the network.
3D TUDE MOVIE SERIES “VIDEO GAME” Ketut Tri Sutrisna Oka; Padma Nyoman Crisnapati; Made Windu Antara Kesiman; I Gede Mahendra Darmawiguna
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 6 (2013)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v2i6.19655

Abstract

The development of multimedia technology is growing rapidly that supports people to maximize their creativity in any purpose. One of the achievements in the development of multimedia technology is 3 dimensional movies so called as 3D animation. Base on the fact that 3D animation film mostly watched by children, researcher developed a 3D animation film with the title of “Video Game”. Moral value that tried to show in this 3D animation film is children should not disregard their study because of video games and they should put studying in first priority as it could brings them to a better future. The method of this research is Diagram Block that described every step in whole process of making “Video Game” 3D animation film. This Diagram Block method consisted of three main processes, 1) Pre Production (idea of the story, writing/synopsis, output format establishment, character designing, supporting image designing, and storyboard making), 2) Production (modeling, texturing , rigging, skinning, action/animation, lighting, and rendering), 3) Post Production (Recording and merging process). The final product of “Video Game” 3D animation film is in DVD format. The goals that expected to be reached of this film development are to bring a good value to support children psychology development and to introduce 3D animation technology to the viewer.
Aplikasi Pembelajaran Pengenal Aksara Bali Menggunakan Metode Template Matching Made Sulatri Dewi; Made Windu Antara Kesiman; I Made Gede Sunarya
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 5 (2013)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v2i5.19657

Abstract

This research aimed to design and develop an application identifier balinese character learning that can be used to facilitate for people to recognize text characters Balinese more efficiently in term of time and place. This application is developed by using the template matching method. Input of this application is the writing of user using a digital pen, touchpad or mouse and the output is the image of Balinese character that has the smallest error value. Implementation of this template matching method produces a software called Balinese Character Matching. This application was developed using the PHP programming language which is a web programming language that can be used by many users without the limitations of space and time. In this application there are two main processes namely preprocessing and recognition by template matching methods. Preprocessing process consists of grayscale, thresholding and size normalization. In the size normalization conducted the search process limits, cropping, scaling, and labeling of 1 and 0. Testing program conducted by admin (person whose data is stored in the database) and user (person whose data is not stored in the database). For admin who test the program obtained more accurate result with an average of 95.45%, while the result of testing on the user obtained an average of 86.25%.
3D TUDE MOVIE SERIES “HANDBAN KEBERUNTUNGAN” I Kadek Agus Sutrisna; Padma Nyoman Crisnapati; I Made Gede Sunarya; Made Windu Antara Kesiman
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 6 (2013)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v2i6.19658

Abstract

3D animation movie titled "Handban Keberuntungan" is one of the animated film that contains educational and moral messages to spectators, where the film teache that people appreciate more effort than simply believe in the things that bring good luck, because luck will come if we want to try. The research method or design of 3-D animated film "Handban Keberuntungan" is using the Block diagram method. Where in the Block Diagram describes the steps of making 3-D animated film "Handban keberuntungan" from start to finish. In the block diagram step is divided into three (3) main phases: 1) PreProduction (Idea Story, Scriptwriting, Set the Output Format, Character Design, Image Design Support and Making the Storyboard), 2) Production (Modelling, Texturing, Rigging, Skinning, Acting / Animation, Lighting, and Rendering), 3) Post Production (Recording and Merger Process). The final result is 3-D animation film in DVD format. With hope this film can be used as media for learning both from young people and children. Also, it can introduce the technology of 3-D animated film so that can provide new knowledge for the spectators.
Penerapan Model Pembelajaran Kooperatif Index Card Match dalam Meningkatkan Hasil Belajar Siswa pada Mata Pelajaran KKPI I Kadek Adhi Suarjana; I Gede Sudirtha; Made Windu Antara Kesiman
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 5 (2013)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v2i5.19661

Abstract

This classroom action research was aimed at [1] improving the students’ learning results in KKPI in class X Analis Kesehatan A of SMK Kesehatan Bali Medika Denpasar and [2] investigating the students’ response in class X Analis Kesehatan A of SMK Kesehatan Bali Medika Denpasar toward the use of model application kooperatif index card match to KKPI subject.This study was a Classroom Action Research which consisted of two cycles. Each cycle consisted of four steps namely planning, action, observation and evaluation, and reflection. The subject of this study was the students in class X Analis Kesehatan A of SMK Kesehatan Bali Medika Denpasar at academic year 2012/2013. The class consisted of 34 students. The objects of this study were [1] students learning results and [2] students response toward the use of model application kooperatif index card match to KKPI subject. The data of students’ learning results in KKPI subject were collected through the test and observation and the data of students responses were collected through questionnaire. The collected data was analyzed by using descriptive analysis.The result of this study showed that the students learning results got improvement. In cycle 1, the mean of students scores was 74.72 and the percentage of students classical success was 61.76%. In cycle 2, the mean of students scores was 81,53 and the percentage of students classical success was 94.12%. Besides, the students responses toward the use of model cooperative index card match to KKPI subject were positive with a mean of 62.
Pengembangan Aplikasi Konversi Video Digital Greyscale Menjadi Video Digital Berwarna Dengan Menggunakan Metode Global Image Matching Ketut Widiantara; Made Windu Antara Kesiman; I Made Gede Sunarya
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 5 (2013)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v2i5.19664

Abstract

This research aims to design and implement an application that could convert a greyscale video into a colored video digital, easily and staining results were satisfactory. Input from the applications is greyscale video and color reference image, and the output of this application was a videocolored with shades of color that refers to the reference image input. This application was developed by using the method of Global Image Matching was implemented in the Java programming language environment with editor used NetBeans 7.2.1. On an application made there were three main processes that extract the video, the process of coloring, and render process. The extraction process was the process of breaking into the video and audio frames. Coloring process was a process that implements the Global Image Matching method, in which frame-frame extraction results would be coloring in this process. While the rendering process was the process of combining frames staining results with the extracted audio files into a videocolored. Based on test results, greyscale digital video conversion application to digital video color conversion process can be done very easily and quickly.
JA-KO Balinese Pizza: Game Edukasi Interaktif Jaringan Komputer Putu Trisna Hady Permana S; I Gede Mahendra Darmawiguna; Made Windu Antara Kesiman
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 3 (2013)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v2i3.19665

Abstract

Pembelajaran yang sering dilakukan saat ini masih terbilang sederhana, dan sangat jarang menggunakan sarana pembelajaran berbasis teknologi, sehingga  para peserta didik tidak tertarik untuk belajar dan membuat pemahaman mereka pada materi pelajaran tersebut menjadi  kurang. Jaringan komputer merupakan salah satu materi pelajaran teknologi informasi dan komunikasi yang biasanya masih sulit untuk dipahami apabila hanya menggunakan pembelajaran sederhana. Game edukasi adalah salah satu sarana pembelajaran yang dapat membuat para peserta didik tertarik untuk belajar dan membantu mereka dalam memahami materi pelajaran khususnya materi pelajaran jaringan komputer karena selain belajar mereka juga akan diajak bermain. Metode penelitian yang digunakan adalah penelitian dan pengembangan (research and development), bertujuan untuk mengembangkan multimedia pembelajaran interaktif berbasis game edukasi dengan model instructional games pada materi jaringan komputer. Game edukasi ini memuat materi jaringan komputer, dimana pengguna game ini akan diajak menyelesaikan misi sebagai pegawai pizza seperti membuat pizza dan mengirim pizza. Hasil penelitian ini berupa multimedia pembelajaran interaktif berbasis game edukasi yang dapat digunakan sebagai sarana pembelajaran di sekolah maupun di luar sekolah, khususnya pada materi jaringan komputer.
3D TUDE MOVIE SERIES “BELAJAR MATEMATIKA BERSAMA TUDE” I Wayan Pandu Wibawa S; Padma Nyoman Crisnapati; Made Windu Antara Kesiman; I Gede Mahendra Darmawiguna
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 6 (2013)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v2i6.19667

Abstract

Originally cartoon is a two-dimensional film, but as the development time and technology, cartoons developed a threedimensional cartoon. Along with the advancement of technology development is very rapid progress animated films. With the development of the animated films are not only attractive to children’s but can be enjoyed by all the people. In the cartoon could insert lessons that can educate or to provide knowledge for the audience, although the cartoon animation can also be used as a means to promote education or media of education. People watching cartoon films also learn from what is viewed on the cartoon, for example, can be embedded the value of humanity in the cartoon story teaches people to do good attitude. Beside that can interlining Mathematics Education and pasting the exercise directly with the solution. This lesson is often acquired through books, but in the book it is difficult to imagine the lesson so that the movement of animation and cartoon character that attracts people become more easy to imagine and not bored to watch it. So besides getting entertained audiences can also add to the knowledge of the cartoons. Therefore, in this thesis author tries to make the animation work of 3 dimensional using Blender 2.65 software with several stages of animation that is pre-production, production, and post production
Pengaruh Penerapan Media Pembelajaran Berbasis Hypertext dengan Berlandaskan Local Genius Tri Pramana Terhadap Hasil Belajar TIK Siswa Kelas XI di SMA Negeri 1 Singaraja Ida Bagus Gede Ari Putra; Made Windu Antara Kesiman; Dessy Seri Wahyuni
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 4 (2013)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v2i4.19668

Abstract

Tujuan penelitian ini untuk mengetahui (1) pengaruh penerapan media pembelajaran  berbasis hypertext dengan berlandaskan local genius tri pramana terhadap hasil belajar TIK siswa kelas XI di SMA Negeri 1 Singaraja,  (2) respon siswa terhadap penerapan media pembelajaran berbasis hypertext dengan berlandaskan local genius tri pramana. Jenis penelitian ini adalah eksperimen semu dengan rancangan Pre-test Post-test Non-equivalent Control Group Design. Pengumpulan data dilakukan dengan metode tes pilihan ganda  untuk mengukur ranah kognitif dan uji keterampilan untuk ranah Psikomotor. Data hasil belajar dianalisis melalui uji prasyarat dan uji hipotesis sedangkan untuk respon  menggunakan metode angket. Berdasarkan analisis data diperoleh, kedua kelompok berdistribusi normal dan homogen. Terdapat pengaruh hasil belajar yang signifikan antara siswa yang belajar dengan menggunakan media pembelajaran  berbasis hypertext dengan berlandaskan local genius tri pramana. Nilai ratarata hasil belajar kelompok konvensional adalah 32,67 dengan standar deviasi 5,33 dan nilai rata-rata hasil belajar kelompok eksperimen adalah 39,09 dengan standar deviasi 3,98. Hal ini menunjukan bahwa hasil belajar siswa pada kelompok eksperimen  lebih tinggi dari kelompok konvensional. Persentase respon siswa sebesar 31% merespon sangat positif, 59% merespon positif, dan 10% merespon cukup postif terhadap penerapan media pembelajaran berbasis hypertext dengan berlandaskan local genius tri pramana dengan ratarata 39,21.
PENGEMBANGAN SISTEM PENDUKUNG KEPUTUSAN PEMBELIAN INVESTASI LOKASI PEMUKIMAN DI KABUPATEN BULELENG MENGGUNAKAN METODE COMPOSITE PERFORMANCE INDEX BERBASIS WEB Taufik Ismail; I Made Gede Sunarya; Made Windu Antara Kesiman
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 6 (2013)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v2i6.19671

Abstract

This study aims to (1) Designing a Decision Support System Purchasing Investment Locations Settlements in Buleleng regency Method Using Web-Based Composite Performance Index. (2) Implement the Decision Support System Purchasing Investment Locations Settlements in Buleleng regency Method Using Web Based Composite Performance Index. The research method used is a research and development (research and development), aims to develop a Decision Support System (DSS) purchase of residential investment web location. This SPK load data investment criteria settlement locations obtained through interviews using a questionnaire with Mr. I Nyoman Mas Arya Wiryawan (as the housing developer Duta Mas), for the acquisition of data for each criterion obtained from relevant government agencies (the village board in Buleleng regency, part Bappeda spatial and land part PU). Use of this system is easy enough that users of these systems will be given the option to select multiple criteria in accordance with the investment criteria of investors in determining the location of settlements, where each criterion is assigned a weighting of interest (total 100%), with the determination of the scale of investment value. The results of this study form a web Decision Support System which can be used as a means of investment search residential location in Buleleng regency.
Co-Authors A. A. Istri Ita Paramitha Adhi Suarjana, I Kadek Adi Saputra Yasa, I Gede Adi Yoga Dewantara, I Made Adnyana, I Putu Wandra Agung Istri Ariningrat, I Gusti Agus Eka Wilantara, Putu Agus Jayadi Putra, Kadek Agus Kamiana Agus Kristiawan, I Gde Made Agus Nyoman Reditya Ary Prasetya Agus Sutrisna, I Kadek Ajeng Wulandari Pratama Ajiwerdhi, Anak Agung Gde Putra Alfin Nur Anak Agung Gde Putra Ajiwerdhi Ananta Satriadi, Kadek Andika, I Gede Andreana, I Made Dwi Anggara, I Made Dika Ardipa, Gede Sukra Ari Kamelia Dewi, Ni Made Ari Mahendra, I Komang Ari Putra, Ida Bagus Gede Arimbawa, I Gusti Ngurah Putra Arisma Dewi, Komang Ayu Ary Wahyuningsih, Ni Made Ayu Ary Widayanti, Putu Aryasih, Putu Putri Asmara, I Wayan Dana Astuti, Ni Putu Pasek Wida Ayu Nirma Lestari, Gusti Bagus Maha Putra, I Gusti Bunga Anindya, Made Candra Adi Pranata, Gede Chrisnapati, Padma Nyoman Chrisnapati, Padma Nyoman Cipta, I Putu Agus Eka Yatna David Setiawan David Setiawan, David Dessy Seri Wahyuni Dewa Gede Hendra Divayana, Dewa Gede Hendra Dewa Putu Doniawan Dewi, Made Sulatri Dewi, Ni Putu Dita Ariani Sukma Dewi, Ni Putu Sri Indra Padma Doniawan, Dewa Putu Dwi Purniyati, Gusti Ayu Dwi Suparyanta, Kadek Eka Saptaridevi, Ni Luh Endra Wiartika P, I Made Evi Wellyastini, Kadek Fikri Haikal Gd Tuning Somara Putra Gde Angga Putra Sutanjaya Gede Aditra Pradnyana Gede Agus Putra Yasa Gede Candra Adi Pranata Gede Indrawan Gede Saindra Santyadiputra Gede Saindra Santyadiputra, Gede Saindra Gede Sukra Ardipa Gede Widiartana Yasa Gusti Ayu Dwi Purniyati Gusti Ayu Nirma Lestari Hady Permana S, Putu Trisna Haryantara, I Nyoman I DEWA AYU MADE SARTINI I Gde Made Agus Kristiawan I Gede Adi Saputra Yasa I Gede Adi Saputra Yasa I Gede Agus Pebriana I Gede Aris Gunadi I Gede Arya Sudarmayana I Gede Bendesa Subawa I Gede Bintang Arya Budaya I Gede Hendrayana I Gede Mahendra Darmawiguna I Gede Rusdy Mahayana Putra I Gede Sastra Kurniawan I Gede Sudirta I Gede Sudirta, I Gede I Gede Sudirtha I Gusti Agung Istri Ariningrat I Gusti Ayu Agung Diatri Indradewi I Gusti Bagus Maha Putra I Gusti Ngurah Bagus Putra Asmara I Kadek Adhi Suarjana I Kadek Agus Sutrisna I Kadek Yostab Mariyantoni I Ketut Resika Arthana I km. Lanang Oka Wiryawan I Komang Ari Mahendra I Komang Hendra Trinium Jaya I Made Adi Yoga Dewantara I Made Agus Wirahadi Putra I Made Angga Darma Putra I Made Ardwi Pradnyana I Made Arya Riananda Putra I Made Dika Anggara I Made Dwi Andreana I Made Endra Wiartika P I Made Gede Sunarya I Made Putrama I Made Restu Arta Jaya I Made Yoga Yudisthira Sandra I Md. Dendi Maysanjaya I Nyoman Haryantara I Putu Agus Eka Yatna Cipta I Putu Gede Karwina Styawan I Putu Sujana Atmaja I PUTU WANDRA ADNYANA I Putu Wira Adnyana I Wayan Dana Asmara I Wayan Pandu Wibawa S I Wayan Pio Pratama Ida Ayu Putu Purnami Ida Ayu Widiyanthi Ida Bagus Gede Ari Putra Ida Bagus Redy Santiawan Ida Purnamasari, Putu Ika Hendriana, Komang Indradewi, Gusti Ayu Agung Diatri Intan Pebriyanti Jaya, I Made Restu Arta Juliawan, Komang Gede Satria Kaban, Ekinnisura Kadek Agus Jayadi Putra Kadek Ananta Satriadi Kadek Dwi Suparyanta Kadek Evi Wellyastini Kadek Wikan Paramasila Kadek Yota Ernanda Aryanto Kamiana, Agus Karwina Styawan, I Putu Gede Ketut Agustini Ketut Gede Widia Pratama Putra Ketut Satria Ketut Tri Sutrisna Oka Ketut Widiantara Komang Ayu Arisma Dewi Komang Gede Satria Juliawan Komang Ika Hendriana Komang Jepri Kusuma Jaya Komang Setemen Komang Sudana Yasa Pande Komang Sudana Yasa Pande Kurniansyah, Adrian Lanang Nugraha, Made Luh Putu Eka Damayanthi Luh Putu Eka Damayanthi Luh Sri Darmaningsih M.Cs S.Kom I Made Agus Wirawan . Made Bunga Anindya Made Lanang Nugraha Made Sulatri Dewi Mahendri Pramadewi, Pande Made Mariyantoni, I Kadek Yostab Maryati, Ni Made Rai Maryati, Ni Made Rai Mika Karmila, Ni Komang Natih, I Dewa Gede Agung Wibhisana Ni Kadek Pande Dwika Liona Ni Komang Mika Karmila Ni Komang Oktari Permata Sari Ni Komang Sriasih Ni Luh Kadek Tristiana Pratiwi Ni Luh Nita Sari Ni Luh Putu Kurniawati Ni Made Ari Kamelia Dewi Ni Made Ayu Ary Wahyuningsih Ni Made Rai Maryati Ni Made Yeni Dwi Rahayu Ni Nyoman Sugihartini Ni Putu Bali Pratiwi Ni Putu Pasek Wida Astuti Nining Rahayuningsih Niti, Made Ayu Asri Nugrahini, Ni Putu Prita Nur, Alfin Nyoman C, Padma Nyoman C, Padma Nyoman Chrisnapati, Padma Nyoman Juli Budiartawan Oka Wiryawan, I km. Lanang Oky Sanjaya, Kadek P. WAYAN ARTA SUYASA Padama Nyoman Crisnapati Padma Nyoman C Padma Nyoman Chrisnapati Padma Nyoman Crisnapati Padma Nyoman Crisnapati Pande Dwika Liona, Ni Kadek Pande Made Mahendri Pramadewi Pandu Wibawa S, I Wayan Pebriana, I Gede Agus Pebriyanti, Intan Permana S, Putu Trisna Hady Pramadewi, Pande Made Mahendri Pratama, Putu Gilang Pratiwi, Ni Putu Bali Prianka Vedanty, Putu Pusparani, Diah Ayu Putra Yasa, Gede Agus Putra, Gd Tuning Somara Putra, Kadek Agus Jayadi Putu Agus Eka Wilantara Putu Angga Sudyatmika Putu Ary Widayanti Putu Ayu Puspitawati Putu Hendra Suputra Putu Ida Purnamasari Putu Putri Aryasih Putu Soni Ermawati Putu Trisna Hady Permana S Putu Yuditia Riani Putu Yuli Krisnawati Rahayuningsih, Nining rahmi, rugayatur Reditya Ary Prasetya, Agus Nyoman Redy Santiawan, Ida Bagus Rinaldi Munir rugayatur rahmi Saputri, Tesya Saragih, Andi Siaputra Sari, Ni Luh Nita Sariyasa . Sartini, I Dewa Ayu Made Sastra Kurniawan, I Gede Satria Juliawan, Komang Gede Satria, Ketut Sindu, I Gede Partha Soni Ermawati, Putu Sri Darmaningsih, Luh Sriasih, Ni Komang Sudarmayana, I Gede Arya Sujaya, Made Agus Panji Sulatri Dewi, Made Sumantara, I Gusti Lanang Trisna Suputra, I Komang Hery Abdi Surya Diputra, I Gusti Nyoman Anton Sutanjaya, Gde Angga Putra Sutrisna Oka, Ketut Tri Taufik Ismail Taufik Ismail Tristiana Pratiwi, Ni Luh Kadek Wiartika P, I Made Endra Widiantara, Ketut Widiantara, Ketut Widiyanthi, Ida Ayu Wikan Paramasila, Kadek Winaya, Ayu Nyoman Waisantini Wira Adnyana, I Putu Wismawan, Komang Hendra Wulandari Pratama, Ajeng Yasa, Gede Widiartana Yoga Yudisthira Sandra, I Made Yogi Aditya Yostab Mariyantoni, I Kadek Yuditia Riani, Putu Yuli Krisnawati, Putu