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Virtual Reality And Ambisonics As Effective Combination Of Immersive Media In Raising Awareness For Indonesia’s Birds Conservation Organization Arya Harditya; Tombak Matahari
Lekesan: Interdisciplinary Journal of Asia Pacific Arts Vol. 4 No. 2 (2021): October
Publisher : Institut Seni Indonesia Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31091/lekesan.v4i2.1802

Abstract

Virtual Reality arguably has been one of the most popular immersion media for many years, especially 360 Video Camera, but its utilization is only limited to entertainment purposes, thus this research would like to test wider potentials outside its evident field of interest. On the other hand, audio has always been the forgotten elements in many audio-visual productions because its intangibility, this research will explore one of many emerging audio sciences, which is Ambisonics / 3D Spatial Audio. By combining the two powerful elements, this research is trying to prove the user engagement and communication strategy’s effectivity especially in raising awareness for Indonesia’s bird’s conservation NGO called Burung Indonesia, where the 360 Video Camera captures the environment and 3D Spatial Audio captures the sound of Indonesia’s birdlife. Therefore, the output of this research is to discover new communication infrastructure through digital fabrication.
Strategi Branding: Peran Media Sosial dalam Memajukan Perekonomian Masyarakat Melalui UKM Tjhin, Santo; Matahari, Tombak; Arsyadi, Rachmat; Wahyuni, Maria Josef Retno Budi; Harditya, Arya
Journal of Community Services: Sustainability and Empowerment Vol. 1 No. 01 (2021): March 2021
Publisher : Center for Research and Community Service of Sampoerna University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35806/jcsse.v1i1.166

Abstract

Sektor ekonomi memegang peranan penting dalam era globalisasi. Usaha kecil menengah (UKM) dalam perekonomian nasional memiliki peran penting dan strategis, karena keberadaan yang cukup dominan, dimana UKM mampu meningkatkan pendapatan masyarakat. Pada era globalisasi perkembangan teknologi bertumbuh dengan cepat, pemasaran yang semula tradisional beralih ke media online (digital), sehingga menimbulkan persaingan yang ketat dalam sektor pertumbuhan usaha. Menjadikan usaha kecil menengah (UKM) kurang dapat bersaing, dikarenakan tidak dapat memanfaatkan teknologi digital secara maksimal. Hal ini menimbulkan kesempatan dalam mengembangkan usaha bisnis menjadi terhambat. Melihat masalah yang ada, maka pengabdian kepada masyarakat ini dilakukan dengan memberi pelatihan pemberdayaan teknologi untuk meningkatkan perekonomian masyarakat melalui program Strategi Branding: Peran media sosial dalam memajukan perekonomian UKM di Komplek Bumi Malaka Sari, Buaran. Kegiatan ini bertujuan agar para UKM dan masyarakat setempat dapat memanfaatkan media sosial secara maksimal dalam UKM-nya dan siap bersaing. Melalui pelatihan yang diselenggarakan, diharapkan membantu meningkatkan nilai jual produk yang dihasilkan melalui media sosial sebagai bagian dari branding.
Trisula Scout School Extracurricular Website Development Matahari, Tombak; Harditya, Arya; Bhakti, Muhammad Agni Catur; Wandy, Wandy
Journal of Community Services: Sustainability and Empowerment Vol. 1 No. 01 (2021): March 2021
Publisher : Center for Research and Community Service of Sampoerna University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35806/jcsse.v1i1.168

Abstract

Most schools from all levels in Indonesia already have a website, both public and private schools. Website is a useful formal communication medium for schools to enrich the use of social media. Domain names for schools in Indonesia have also been provided with the.sch.id for easier accessibility and identification. SD Negeri Rambutan 03 Jakarta have a scout extracurricular activity named Trisula, during Covid-19 Pandemic situation, scout weekly activities were shifting from originally face-to-face to an online exercise. This momentum was one of the reasons why the scout website needs to be built. This community service was a qualitative method with an interview approach, discussion and literature review during the pre-development and web-development process. The website has been successfully generated, customized, and implemented using WordPress and has been internally launched last November of 2020
Project for Strengthening the Profile of Pancasila Students: Sharing Sessions Githa, Arum; Matahari, Tombak; Wicaksono, Ade Iva; Hasna Utami, Kharisa; Lestari, Tika Endah
Journal of Community Services: Sustainability and Empowerment Vol. 4 No. 01 (2024): March 2024
Publisher : Center for Research and Community Service of Sampoerna University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35806/jcsse.v4i1.439

Abstract

The Project for Strengthening the Profile of Pancasila Students (Projek Penguatan Profil Pelajar Pancasila—P5) aims to promote the development of the Pancasila student profile through project-based learning. In today's globalization and technological advancement era, values and character education are needed to strike a balance between technological progress and human development. SMP Negeri 174 Jakarta implemented these activities for the year-8 high-school students. The community service activities began in early April 2024 and utilized a qualitative research method. This included an Internet-based literature review and discussions with resource persons. Community service activities began in early April 2024 and finished on 13 May 2024 with all completed activity. Another similar sharing session about teenagers’ well-being and mental health development must also be offered to students’ parents and teachers.
Pelatihan Pemasaran Dan Komunikasi Pemasaran Digital Bagi UMKM Jakpreneur di Duren Sawit Wismiarsi, Tri; Harditya, Arya; Matahari, Tombak; Pangaribuan, Christian H.; Arsyadi, Rachmat
Journal of Community Services: Sustainability and Empowerment Vol. 4 No. 02 (2024): September 2024
Publisher : Center for Research and Community Service of Sampoerna University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35806/jcsse.v4i2.487

Abstract

Pandemi Covid-19 membuat banyak perubahan dan tantangan bagi UMKM, terutama tuntutan pelanggan untuk berbelanja secara daring. Sayangnya belum semua UMKM memiliki kemampuan untuk menjalankan bisnisnya secara digital. Berdasarkan hal ini, dilakukan pelatihan kepada 53 UMKM yang merupakan anggota Jakpreneur. Topik pelatihan yang disampaikan adalah pemasaran digital dan desain komunikasi pemasaran digital menggunakan Canva. Tulisan ini membahas bagaimana pelatihan tersebut dapat membantu UMKM menjalankan strategi pemasarannya daring. Efektivitas pelatihan diukur melalui survei kepada seluruh peserta pelatihan. Hasil analisis menunjukkan bahwa pelatihan yang diberikan efektif meningkatkan pengetahuan peserta dalam bidang pemasaran dan komunikasi pemasaran digital. Selain itu, peserta merasakan bahwa modul pelatihan sangat relevan (83%), penyampaian materi sangat baik (78,7%), dan pelatihan sangat penting bagi pengembangan bisnis UMKM (93.6%), pelaksanaan pelatihan terselenggara dengan sangat baik (91.5%). Tetapi peserta pelatihan menyarankan agar lama waktu pelatihan diperpanjang, pelatihan lebih sering dilakukan, dan pendampingan bisa diberikan untuk membantu implementasi pengetahuan yang telah diperoleh selama pelatihan. 
WORKSHOP KOMUNIKASI VISUAL DENGAN BURUNG INDONESIA UNTUK MENDUKUNG PROGRAM LOKAL UMKM DAN EKO-WISATA Harditya, Arya; Matahari, Tombak; Tjhin, Santo; Arsyadi, Rachmat
Charity : Jurnal Pengabdian Masyarakat Vol. 6 No. 1 (2023): Special Issue
Publisher : PPM Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/charity.v6i1a.5909

Abstract

Perkembangan teknologi digital yang semakin pesat membuka peluang di berbagai sektor, salah satunya adalah wisata alam. Melibatkan pihak-pihak yang menjamin kegiatan promosi wisata alam yang bertanggung jawab dan terarah sangat diperlukan. Maka itu, Burung Indonesia dan Karang Taruna Desa Sugihmukti, Ciwidey, Jawa Barat saat ini sedang mengembangkan rencana ramah lingkungan untuk mempromosikan ekowisata baru di kawasan perhutanan sosial seluas 1.200 hektar sebagai bagian dari program pemerintah Indonesia selama 35 tahun. Untuk memiliki pendekatan promosi yang unik, para dosen Desain Komunikasi Visual, Universitas Sampoerna ingin memperkenalkan kepada mereka alat-alat Media Baru yang dapat mendukung kegiatan promosi mereka terutama dalam situasi COVID-19. Dalam kegiatan ini, seluruh agenda yang direncanakan terlaksana dengan antusiasme partisipan yang sangat baik. Agenda tersebut adalah memperkenalkan teknologi mesin cetak 3-Dimensi, perangkat Virtual Reality dan kamera 360 derajat. Ada pun aktivitas yang dilakukan dalam bentuk loka karya bertema pengenalan Prinsip Komunikasi Visual bersamaan dengan kegiatan aplikatif menggunakan aplikasi Canva. Kegiatan dilaksanakan dalam mode hybrid, dimana dosen dari program studi atau fakultas lain dapat menyaksikan kegiatan loka karya ini secara online.
WebXR Asset Management in Developing Virtual Reality Learning Media Matahari, Tombak
Indonesian Journal of Computing, Engineering, and Design (IJoCED) Vol. 4 No. 1 (2022): IJoCED
Publisher : Faculty of Engineering and Technology, Sampoerna University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (834.957 KB) | DOI: 10.35806/ijoced.v4i1.253

Abstract

Extended Reality (XR) is the technology that allows blending virtual and physical worlds using augmented reality (AR) and Virtual Reality (VR) to create a fully immersive experience. While WebXR is a web based XR environment built on a JavaScript framework that enables interactivity of AR and VR devices within the web browser. Contemporarily, educators are demanded to explore the variety of new media in practicing interactive learning, specifically in an academic environment. Arguably, VR has recently been identified as one of the most popular gamification mediums. It can create an environment that is both physically and digitally engaging. This paper reviews, simplifies as well as recommends a better component management system in the VR production pipeline using practice-based research methodology.
Video Projection-Mapping on Box Structures: Techniques and Applications for Immersive Storytelling Matahari, Tombak
Indonesian Journal of Computing, Engineering, and Design (IJoCED) Vol. 7 No. 2 (2025): IJoCED
Publisher : Faculty of Engineering and Technology, Sampoerna University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35806/ijoced.v7i2.511

Abstract

This paper explores techniques and applications of video projection mapping on box structures to enhance immersive storytelling within an exhibition context. The study tries to find the best technical decisions for projector positioning, shadow minimization, and surface calibration through a practice-based approach. Equally important, the research focuses on visual communication strategies, including narrative development, visual style exploration, and typography optimization to ensure content readability. Using showcasing the development of the New Indonesia Nusantara Presidential Palace as a case study, this project combines scriptwriting, motion graphics, and a well-crafted two-minute storytelling sequence to engage the audience and effectively communicate architectural and developmental narratives. The findings show that the box structure, when combined with audio and well-executed motion graphics, can bring a new experience for exhibition and also serves as a new portable medium for projection mapping.  
Preserving Balinese dance through hyperreal digital humans: A motion capture and projection mapping approach Matahari, Tombak; Harditya, Arya; Darmawan, Aras
Deskomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media Vol. 6 No. 1 (2025): Deksomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media
Publisher : Asosiasi Program Studi Desain Komunikasi Visual Indonesia (Asprodi DKV)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38010/deskomvis.v6i1.93

Abstract

This research explores how motion capture and projection mapping technologies can be structured to preserve traditional Balinese dance while supporting creative education in higher learning. The project aimed to create a hyperreal digital human that authentically embodies traditional choreography, guided by the Balinese philosophy of Tri Hita Karana, which emphasizes harmony among the divine, humans, and nature. The production pipeline integrated students and professionals across all stages—from ideation and narrative development to technical execution—using an OptiTrack motion capture system, Blender for 3D modeling, and Unreal Engine for real-time rendering. The cleaned motion data was mapped onto a detailed 3D character representing a celestial Balinese dancer. This digital performance was then projection-mapped onto large structures during the Indonesia Bertutur 2024 festival, engaging audiences with a fusion of tradition and digital art. Results show that motion capture can retain the integrity of traditional movements, while projection mapping serves as a powerful medium for public storytelling. The collaborative model also provided students with direct exposure to industry workflows and cultural material. This study concludes that emerging media can meaningfully support cultural preservation and pedagogical innovation when implemented with respect, structure, and collaboration.