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Exploration of Singosari Museum Cahya, Alfanova Rifky; Wicaksono, Michael Richard Putra; Budidarma, Yudistira Oscarino; Wulansari, Rani; Yahya, Saiful
IC-ITECHS Vol 5 No 1 (2024): IC-ITECHS
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/ic-itechs.v5i1.1690

Abstract

This study, conducted by the Makar Team, students of Visual Communication Design (DKV) at STIKI Malang, aimed to develop an Augmented Reality (AR) application to assist visitors in exploring the historical context of the Singosari Museum in Malang. Utilizing the design thinking methodology, the research comprised five stages: empathize, define, ideate, prototype, and test. Direct observation was conducted during the empathize stage to understand visitor needs. Problems were formulated in the define stage, followed by ideation (ideate) and prototype development (prototype). The prototype was tested (test) to gather feedback. The results showed that the AR application significantly enhanced historical understanding and provided innovative interaction with historical information.
Heritage in Augmented Reality Ramadhan, Seno Surya; Ganendra, Firzatullah Danevan; Brilian, Ramdlan Siraj Rio; Yahya, Saiful
IC-ITECHS Vol 5 No 1 (2024): IC-ITECHS
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/ic-itechs.v5i1.1723

Abstract

This research explores the application of augmented reality (AR) technology to promote the historical heritage of colonial architecture in East Java, with a focus on Malang. By creating immersive 3D visualizations of iconic buildings, the project aims to document and preserve cultural heritage, raise public awareness, and support sustainable urban planning. The project aligns with Sustainable Development Goals (SDGs) 4 and 11, fostering quality education and sustainable cities.
Difusi Inovasi Teknologi Metaverse Melalui Pelatihan Web Imersif Berbasis Produk Unggulan Tefa Pada Guru Padmasari, Ayung Candra; Sutianah, Cucu; Yahya, Saiful
CARADDE: Jurnal Pengabdian Kepada Masyarakat Vol. 7 No. 3 (2025): April
Publisher : Ilin Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31960/caradde.v7i3.2609

Abstract

SMKN 14 Bandung merupakan salah satu sekolah yang telah menerapkan pembelajaran teaching factory terutama pada kompetensi guru melalui difusi inovasi teknologi metaverse. Pelaksanaan pembelajaran teaching factory membutuhkan persiapan yang matang, karena pembelajaran ini mempelajari proses kegiatan produksi dan juga penerapan budaya industri. Kegiatan pembelajaran teaching factory akan dapat berlangsung dengan sukses dan berhasil apabila proses yang dilakukan baik seperti layaknya standar DUDI. Saat ini studio dan laboratorium teaching factory SMKN 14 Bandung tengah mencoba menerapkan teknologi metaverse. Dimana teknologi tersebut diharapkan pihak sekolah dapat menata kegiatan pembelajaran teaching factory tanpa dibatasi oleh ruang dan waktu. Namun pada proses implementasi teknologi metaverse di pembelajaran teaching factory memiliki permasalahan, berupa belum memiliki kompetensi yang cukup untuk mengelola produk teaching factory menggunakan teknologi metaverse. Dimana sering ditemukan produk teaching factory ini kurang berdaya saing karena kurangnya wawasan teknologi terbaru, bahkan orientasi konsep pengembangan produk teaching factory yang tidak sesuai dengan perkembangan zaman saat ini. Sehingga SMKN 14 Bandung berkeinginan bersama-sama dengan Perguruan Tinggi untuk membuat platform digital web imersif yang berisi produk teaching factory yang menarik dan interaktif sebagai media informasi. Perguruan tinggi sebagai salah satu pilar bangsa memiliki tanggung jawab atas kondisi yang demikian ini, maka dengan Tri Dharma Perguruan Tinggi, salah satunya melalui Pengabdian Kepada Masyarakat (PKM) perlu menggunakan metodologi yang berbasis riset perubahan. Alternatif metodologi riset untuk perubahan tersebut adalah Participatory Action Research (PAR). Difusi Inovasi Teknologi Metaverse Melalui Pelatihan Web Imersif Berbasis Produk Unggulan TEFA Pada Guru SMKN 14 Bandung ini dilaksanakan menggunakan pendekatan metodologi Participatory Action Research (PAR). Metodologi Participatory Action Research (PAR) bertujuan untuk pembelajaran dalam mengatasi masalah dan produksi ilmu pengetahuan terbaru. Implementasi metode tersebut memiliki 5 (lima) tahapan yang dikenal dengan istilah KUPAR (to Know (mengetahui), to Understand (memahami), to Plan (merencanakan), to Action (melaksanakan) dan to Reflection (evaluasi). Luaran yang diharapkan oleh mitra berdasarkan hasil diskusi adalah penyelenggaraan sosialiasi, pelatihan, dan pendampingan untuk sinergitas antara minat bakat siswa dan kompetensi guru yang ingin belajar hal baru tentang teknologi metaverse secara rutin di SMKN 14 Bandung. Dan hasil yang diperoleh dari kegiatan yang berjalan adalah telah dilaksanakan Forum Group Discussion (FGD), Sosialisasi, Pelatihan, dan Pendampingan.
Perancangan Visual Animasi 3D Perang Ganter pada Museum Singhasari: Perancangan Visual Animasi 3D Perang Ganter pada Museum Singhasari: Inovasi dalam Industri Kreatif yahya, saiful; Fajri Tauladani, Irham
Jurnal Desain Komunikasi Visual Asia Vol 9 No 2 (2025): Jeskovsia 9.2
Publisher : Lembaga Penelitian Pengembangan dan Pengabdian Kepada Masyarakat STMIK Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jeskovsia.v9i2.1138

Abstract

Keberhasilan produk digital dalam industri kreatif bergantung pada keselarasan pengalaman visual dengan preferensi audiens. Penelitian ini menggunakan metode Design Thinking guna merancang animasi 3D Perang Ganter sebagai media informasi di Museum Singhasari. Tujuan penelitian mencakup peningkatan pemahaman sejarah pengunjung dan eksplorasi peluang monetisasi digital. Penelitian ini mengaplikasikan metode Design Thinking melalui lima tahap: (1) Empathize (wawancara mendalam dengan ahli sejarah dan observasi perilaku pengunjung), (2) Define (identifikasi kesenjangan pengetahuan audiens tentang Perang Ganter), (3) Ideate (pengembangan konsep animasi 3D), (4) Prototype (pembuatan purwarupa animasi 3D menggunakan Blender), dan (5) Test (uji coba kepada 68 responden). Hasil uji coba menunjukkan bahwa 54,2% audiens (37 dari 68 responden) yang awalnya tidak mengetahui Perang Ganter berhasil memahami peristiwa tersebut setelah menyaksikan animasi. Meskipun target peningkatan kesadaran sebesar 70,6% belum tercapai, capaian ini membuktikan efektivitas animasi dalam mengedukasi audiens secara signifikan. Selain itu, animasi meningkatkan durasi interaksi pengunjung di museum sebesar 25% dan mengidentifikasi tiga peluang monetisasi: virtual tour premium, konten edukasi berbayar, serta merchandise digital berbasis karakter sejarah. Penelitian ini menyimpulkan bahwa pendekatan Design Thinking tidak hanya memperkuat nilai edukasi sejarah, tetapi juga menciptakan aset kreatif yang mendukung transformasi digital museum.
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.
Perancangan Media Informasi Menggunakan Video Motion Graphic Wisata Pantai Gemah Kabupaten Tulungagung Amzar Ghazidayana; Subari Subari; Saiful Yahya
MAVIS : Jurnal Desain Komunikasi Visual Vol 3 No 1 (2021): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v3i1.534

Abstract

Gemah Beach is the one of old tourism objects that have been developed by the Government of Tulungagung Regency, with the development of the South Cross Line (SCL) to facilitate access people and tourists to visit Gemah Beach. There is no information on the tourist spots that are visualize in a media, it is unfortunate if with very supportive tourism potential and good infrastructure but not supported by effective and efficient information media. Therefore motion graphic video is one way to introduce Gemah beach to tourists. Obtained from visitor data, can be created motion graphic video design in accordance with the target audience of teenagers. Motion graphic video is video documentation and motion graphic that is combined into a single information media Gemah beach.
Media Pengenalan Aksara Bali untuk Sekolah Dasar Kelas Rendah Berbasis Motion graphic I Kadek Rus Sukadana; Sarjono Sarjono; Saiful Yahya
MAVIS : Jurnal Desain Komunikasi Visual Vol 3 No 02 (2021): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v3i02.617

Abstract

Balinese script has become a local content subject starting from elementary school to secondary education level, but Balinese script which still uses learning methods from book media is one factor in the disinterest in learning Balinese script, resulting in reduced children's interest in learning Balinese script. a new media to increase children's interest in learning Balinese script, namely the introduction of Balinese script for low-grade elementary schools based on motion graphics. The design of the Balinese script recognition media uses data collection methods such as observations, interviews, and documents. For the design method using pre-production, production and post-production stages. The final result of the introduction of Balinese script for elementary schools based on motion graphics produces Balinese script recognition media in the form of motion graphics as the main media as well as supporting media in the form of posters, X-banners and Instagram feet and merchandise. Conclusion The design of Balinese script recognition media for low grade elementary schools based on motion graphics has been successfully designed as a Balinese script recognition media using motion graphics.
Perancangan User Interface Aplikasi E-Nelayan Berbasis Mobile Menggunakan Metode Design Sprint Vanda Fransiska Armanda Sari; Yekti Asmoro Kanthi; 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.v4i01.652

Abstract

Dissemination of marine information such as weather and potential fish locations by the Surabaya City Marine and Fisheries Service which is still carried out conventionally indirectly so far has greatly hampered the performance of fishermen, especially in Bulak sub-district. Based on the results of the interview, one of the fishermen explained that the Bulak sub-district is a capture fisheries area that is still quite potential but the success rate of their capture fisheries business is highly dependent on marine information sources from the local government. The design of the E-Fishermen application aims to provide services in the form of a marine information system specifically for the Surabaya area. With the E-Fishermen application, all information dissemination activities will be more flexible because it can be done anytime and anywhere. The method used in designing the user interface of the E-Fishermen application is a design sprint consisting of the stages of understanding, divergence, decide, prototype and validate.
Perancangan Motion Graphic Series sebagai Media Edukasi tentang Depresi bagi para Remaja Joshua Rexy Lindartono; Saiful Yahya
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.v4i02.761

Abstract

Depression is a familiar thing to everyone, depression is a mental disorder that can cause excessive sadness. All ages are susceptible to depression, especially adolescents aged 14-17 years, because they are experiencing changes biologically, psychologically, and socially. with the lack of concern for adolescents about depression is also one of the factors that make them susceptible to depression, besides that the lack of supporting media to provide education is a factor that make adolescents less concerned about this problem, social media such as Instagram and Youtube is one of the media that is often used by adolescents. The purpose of designing the Motion Graphic Series is to provide educational media for adolescents to become more understand, and also more concerned with, depression issues. This design uses the Design Thinking method which has several stages such as Understand, Observe, Point of View, Ideate, Prototype, and Test to get results that match the data that has been collected. This design produces a Motion Graphic Series as the main media to be asked on Youtube. and Instagram, besides that there are also supporting media in the form of advertisements on Youtube and Instagram to support the main media, the results of the trial work show that this Motion Graphic can help identify depression because it fits the target audience. From the results of this design, there is three series of Motion Graphic and also some media implementations such as Instagram posts and YouTube ads.
Desain Asset Visual Game Mobile Matematika Andreatono Nathaniel; Saiful Yahya
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.v5i01.791

Abstract

Mathematics is one of the compulsory subjects for students in Indonesia. Mathematics is one of the quality of learning subjects, especially math during the epidemic seoson, the learning materials are effective, interesting ang not boring for students. One way is to create educational games using mobile phones. Educational game is an Android based mobile game that makes it easier for users to use it anywhere and anytime than other platforms, same as a computer. Therefore, the problem posed in this research is How to generate mathematical mobile game image assets? Solution to this research problem is how to design visual assets with a natural theme. So create some icons, buttins and background design with forest design, wood design and another math related objects. It is then incorporated into the final design. End of the result from this research is visual game assets can be used to make games easy to operated and enjoyable, especially for elementary student in grades 3 and below.