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Eksplorasi Punokawan Dalam Perancangan Asset Game Bergaya Chibi Untuk Generasi Muda Sebagai Upaya Pelestarian Budaya Nusantara Syaiful Anwar; Subari Subari; Saiful Yahya
MAVIS : Jurnal Desain Komunikasi Visual Vol 4 No 01 (2022): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v4i01.519

Abstract

The mobile game is a game that can be played on a feature phone, a smartphone / tablet, smartwatch, and portable media players or graphing calculator. Game assets needed to develop a game. The purpose of this research to design a game asset required to play Mobile Punakawan. This study uses design method derived from the method of designing Sanyoto (2006). Design concept in this study include Thumbnail Layout, Rough Layout, and Layout Comprehensive. The final design in this study a Punakawan game assets. The data used in this research is primary data and secondary data. The primary data of the data taken from the observation results and literature review through the book Art and Character Wayang Purwa, while for secondary data such as reference books, journals existing research, and search for articles that are on the internet. Analysis of the data using the formula 5W + 1H (Who, What, When, Where, Why and How). Based on observations during the design, implementation, and testing processes conducted, it is concluded that the design assets Punakawan game includes sprite, spriteset, tileset, icons, and user interfaces that can then be used for the development of mobile games Punakawan. The character designs were used in this research is the design of a cute chibi character, as an asset to attract users of the game mulai from the age of 8 years, or who are able to operate the Smartphone. The characters used in this design include Bagong Semar, Petruk and Gareng that in the design using Corel Draw and Adobe Photoshop. Presentation Asset game design using Adobe animated CC 2018 Further research is expected to serve as a reference for developing mobile games Punakawan.
Pengenalan Wayang Kulit Menggunakan Teknologi Virtual Reality Berbasis Mobile I Made Rama Pratama; Subari
Prosiding SISFOTEK Vol 5 No 1 (2021): SISFOTEK V 2021
Publisher : Ikatan Ahli Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (608.744 KB)

Abstract

Wayang kulit is a native Indonesian culture that was recognized by UNESCO in 2003. As the next generation, the Indonesian people should be able to preserve Indonesian culture so that it does not become extinct or be stolen by other countries. This makes researchers get the idea to preserve culture in an easy-to-understand way, by creating an application for introducing wayang kulit on smartphones using virtual reality technology. In this study, the researcher applied the Waterfall Software Development Life Cycle (SDLC) research procedure and collected data by observation and literature study. Researchers use Unity 3D as a game engine and Blender as a 3D object modeling. The basic concept of this application is that the user will be in a virtual room that has several wayang kulit in it so that users can feel the atmosphere in the wayang kulit gallery. This application has 3 main features: viewing; reading the information; and holding wayang kulit. To run this application better, users are advised to use VR glasses and a VR remote. Researchers hope that this application can be used as a medium for introducing wayang kulit for Indonesian people, especially for the younger generation.
Penerapan Teknologi Virtual Reality Pada Property Perumahan Robert Saputra; Subari; Saiful Yahya
Prosiding SISFOTEK Vol 5 No 1 (2021): SISFOTEK V 2021
Publisher : Ikatan Ahli Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1027.707 KB)

Abstract

Virtual Reality presents high technology that can provide a virtual feel like what happens in real life with good graphic quality to complement traditional methods in terms of performance and product. In its development, Virtual Reality (VR) is also implemented in the property industry, both as a medium for property product promotion services and as a simulation medium for users to surf in the virtual world, getting to know the property products offered without having to visit the actual location. To market and sell products, most property businesses still use brochures in marketing and selling products. So it costs more and takes a lot of time. This research starts from the planning stage, collecting information and data needed in the design, and building the system by analyzing the application that includes the needs or requirements related to what will be developed. the next stage is to design the assets needed in making the application and then try it out. This research produces Virtual Reality application as a marketing multimedia in property business that can present complete information by presenting reality in virtual form. Virtual-Reality applications can be used to make it easier to market and sell products, able to provide detailed information so that it is easier for potential buyers to get information, view visuals and choose the desired product virtually. The results of the questionnaire that have been filled out by the user, the conclusion from the research on the application of VR Perumahan is in the "Very Positive" category with a total percentage of 223 which is between 195 to 240.
Perancangan Video Motion Graphic Tentang Perjalanan Sampah Di Kota Malang Subari Subari; Stefanus Ericko Dewangga; Rina Nurfitri
MAVIS : Jurnal Desain Komunikasi Visual Vol 4 No 02 (2022): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v4i02.796

Abstract

Garbage accumulation is an impact resulting from unprocessed human activities and society’s indifferent nature. If processed properly, the waste can be a promising product that can increase resources in the area. The problem of waste is still a problem in big cities in Indonesia, and Malang is no exception. The city of Malang itself has a lot of waste piles, namely approximately 492.35 tons/day which is transported to TPS (Temporary Disposal Sites) and approximately 464.74 tons/day which is transported to TPA (Final Disposal Sites). This problem must be considered by the people of Malang City, so an interesting approach is needed so that people are interested. The first step to informing this problem is by making a motion graphic video, which covers 3 things, namely why and why garbage has accumulated, a graph of garbage accumulation in Malang City, and solutions to reduce this accumulation. The purpose of making this motion graphic video is to tell the problem of garbage that has accumulated and must be realized by the outside community, especially the people of Malang City. The result of this design is a motion graphic video that will be distributed through on youtube channel. With a motion graphic video about the waste problem in Malang City, people can be more aware and change their habits of not littering.
Perancangan Buku Ilustrasi Diet Untuk Penderita Gastritis Eghi Yulina Anggraeni; Subari Subari; Adita Ayu Kusumasari
MAVIS : Jurnal Desain Komunikasi Visual Vol 5 No 01 (2023): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v5i01.908

Abstract

Gastritis is a disease that occurs because a person consumes alcohol excessively, smokes, abuses drugs, the age factor, and also because of the Helicobacter pylori bacteria. One very important way to do after suffering from this condition is to go on a diet, but not everyone understands about a diet specifically for gastritis sufferers. To overcome this, information that can be conveyed regarding diet for gastritis sufferers is needed in the form of an illustrated book. This design model begins with writing the background of the problem followed by collecting primary and secondary data, then analyzing the data, determining the design concept, and carrying out the design process up to the final design. The methods used to collect field data are interviews, questionnaires, and literature reviews. This design resulted in an illustrated book entitled "Diet for Gastritis Sufferers". The content in this illustrated book will provide information about gastritis and diet as one of the cures for managing your diet. This information will be conveyed in language and illustrations that are easy to understand and interesting to read.