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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.
The Implementation of A* Algorithm for Developing Non-Player Characteristics of Enemy in A Video Game Adopted from Javanese Folklore "Golden Orange" Subari; Nira Radita; Bimo Prakoso
Teknika Vol 13 No 2 (2024): Juli 2024
Publisher : Center for Research and Community Service, Institut Informatika Indonesia (IKADO) Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34148/teknika.v13i2.799

Abstract

Video games are a means of entertainment for everyone, from children to adults. The genre of games now is also very diverse, ranging from adventure, puzzles to storytelling, and even many folk stories have been made into video games by several developers in Indonesia. Starting from folk tales with horror themes such as kuntilanak, legends such as cucumber mas, to folk tales that rarely sound like golden oranges. The folklore video game of buah jeruk emas is a video game that tells of a king who gets a whisper from the gods to get golden oranges. The king then held a competition to get the golden orange fruit. The player must be able to take the golden orange fruit from the enemy in the form of a Non Playable Character (NPC) who will chase the player. In making NPCs, algorithms are used to help play video games. Therefore, the author wants to apply the A * algorithm in the game of golden oranges so that npc can catch up to players according to the planned system. The main method used is A * and then the addition of the FSM method for other methods. The golden orange fruit is a video game using the A * algorithm and the FSM method after testing it can be concluded that it is enough to make the game run. With the results according to the planned system.
PELATIHAN KEWIRAUSAHAAN BERBASIS DIGITAL MARKETING UNTUK GURU SMK Subari Subari
Konferensi Nasional Pengabdian Masyarakat (KOPEMAS) #5 2024 Konferensi Nasional Pengabdian Masyarakat (KOPEMAS) 2022
Publisher : Konferensi Nasional Pengabdian Masyarakat (KOPEMAS) #5 2024

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Abstract

Dalam kegiatan kewirausahaan terdapat proses untuk mengidentifikasi, mengembangkan, dan menerapkan visi dari ide inovatif, serta pencapaian suatu peluang yang lebih baik. Dapat berupa bisnis baru sebagai hasil akhir yang tercipta dalam rana yang dihadapkan pada  kondisi risiko atau ketidakpastian. Melesatnya laju Era digital pada dunia Internet of Things serta laju pertumbuhan teknologi metaverse membuat siap atau tidak, setiap sekolah diharapkan dapat menangkap peluang dan tantangan yang ada. Teknologi memainkan peran penting pada semua bidang perkembangan dunia digital. Tidak terlepas dengan pendididik dalam Lembaga vokasi sesuai yang tertuang didalam rencana kegiatan penguatan kelembagaan SMK, dimana pendidik diharapkan ikut berperan dalam melahirkan talenta-talenta baru dalam dunia digital, perlu mendapatkan banyak wacana-wacana baru khususnya dalam digital marketing. Pelatihan yang dilaksanakan untuk memberikan pemahaman proses pembuatan dan pemanfaatan digital marketing ini dikhususkan bagi semua guru SMK Negeri 3 Kota Batu, Jawa Timur. Tujuan kegiatan selain memberikan wawasan juga melatih terkait pembuatan awal prototype digital marketing, dengan mengenalkan makna dan perkembangan dari digital marketing, trend dan fakta digital marketing 2022 serta bagaimana melakukan proses dalam digital marketing. Metode dengan pelatihan yang disertai dengan praktek langsung memanfaatkan berbagai media digital yang menghasilkan luaran berupa prototipe digital marketing untuk SMK.
MEDIA AR BAGI ANAK PENDERITA ATTENTION DEFICIT HYPERACTIVITY DISORDER (ADHD) PADA KELOMPOK BERMAIN TAZKIYAH MALANG Subari Subari; Adita Ayu Kusumasari; Nira Radita
Konferensi Nasional Pengabdian Masyarakat (KOPEMAS) #5 2024 Konferensi Nasional Pengabdian Masyarakat (KOPEMAS) #4 & International Community Service 2023
Publisher : Konferensi Nasional Pengabdian Masyarakat (KOPEMAS) #5 2024

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Abstract

Pendidikan anak usia dini saat ini menghadapi tantangan untuk memastikan inklusi anak berkebutuhan khusus, termasuk mereka yang menderita Attention Deficit Hyperactivity Disorder (ADHD). Pada Kelompok Bermain Tazkiyah Malang, yang merupakan bagian dari KB-RA-Terapi Tazkiyah, upaya inklusi dilakukan dengan memberikan kesempatan belajar yang setara bagi semua siswa, termasuk anak-anak dengan kebutuhan khusus. Dalam rangka mendukung proses pembelajaran, pengabdian masyarakat dilakukan untuk memberikan pelatihan kepada guru pengajar dalam pembuatan media pembelajaran berbasis Augmented Reality (AR). Metode pelatihan melibatkan ceramah, pelatihan keterampilan, dan pendampingan, dengan tujuan untuk meningkatkan pemahaman guru tentang kreativitas dalam pembuatan media pembelajaran. Media AR diharapkan dapat menjadi alat yang efektif dalam mengajar siswa dengan perbedaan usia dan kondisi, termasuk siswa normal dan siswa berkebutuhan khusus yang berada dalam satu kelas. Dengan pelatihan ini, diharapkan guru dapat lebih mudah menyampaikan informasi dan memotivasi siswa melalui pengenalan karakter yang menarik. Hasil dari kegiatan ini mencakup peningkatan pengetahuan guru tentang kreativitas dan keterampilan dalam menggunakan berbagai media pembelajaran dengan bantuan aplikasi, serta kemampuan untuk mengaplikasikannya dalam pengajaran dengan pendekatan yang menarik menggunakan AR. Dengan demikian, pemanfaatan media AR diharapkan dapat meningkatkan kualitas pembelajaran bagi semua siswa, menciptakan lingkungan inklusif yang mendukung pertumbuhan dan perkembangan anak usia dini.
Perancangan Motion Graphic Pentingnya Sterilisasi Kucing Untuk Menstabilkan Populasi Kucing Delya Nabilla Umairoh; Subari Subari; Rahmat Kurniawan
MAVIS : Jurnal Desain Komunikasi Visual Vol 5 No 02 (2023): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v5i02.988

Abstract

The cat population is increasing every year, leading to many negative impacts on cats and the surrounding environment, such as an abundance of hungry cats due to food competition and injuries caused by some people feeling disturbed by their presence. Besides aiding by providing food or adopting cats, cat sterilization is considered more effective in addressing this issue. However, there are still many people who are unaware of the importance of cat sterilization, especially for cat owners. Therefore, the dissemination of education about the significance of cat sterilization is necessary, so that through motion graphics, the message about the importance of cat sterilization can be effectively conveyed to the wider community. Through research methods utilizing design thinking, as well as the exploration of concepts and the design process involving the integration of 2D illustrations, typography, and audio, a motion graphic is produced that helps the community understand the importance of cat sterilization. The research results indicate that motion graphics can serve as a medium to efficiently deliver messages that are engaging and have a broader reach among the public.
Sistem Pakar Mendiagnosis Penyakit pada Manula Menggunakan Metode Theorema Bayes Berbasis Web Nira Radita; Laila Isyriyah; Donny Febrian Hardy; Siti Aminah; Subari Subari
ELANG: Journal of Interdisciplinary Research Vol 1 No 01 (2023): ELANG: Journal of Interdisciplinary Research
Publisher : LPPM STIKI Malang

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Abstract

Kesehatan adalah kondisi kesejahteraan fisik, mental, dan sosial yang lengkap dan bukan sekadar tidak adanya penyakit. Setiap orang lanjut usia memiliki kemungkinan lebih besar untuk mengidap berbagai penyakit dengan berbagai gejala yang berbeda-beda jika dibandingkan dengan usia lainnya. Melakukan pemeriksaan dasar ke rumah sakit untuk mengetahui jenis penyakit yang sedang dialami membutuhkan waktu dan biaya. Penelitian ini bertujuan untuk merancang sistem pakar berbasis web menggunakan metode theorema bayes sebagai diagnosis awal untuk mengetahui jenis penyakit yang diderita dengan memasukkan gejala-gejala yang dialami. Hasil dari penelitian ini bertujuan untuk memudahkan seseorang untuk mengetahui diagnosa awal dari suatu penyakit yang diderita dengan gejala-gejala tertentu. Berdasarkan percobaan yang dilakukan, sistem memiliki nilai akurasi 87% yang berarti bahwa sistem ini memiliki tingkat keakurasian yang cukup baik. Hasil yang ditampilkan oleh sistem adalah keputusan penyakit yang dialami, serta saran untuk pencegahannya.