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Penerapan Biophilic Design untuk Peningkatan Kualitas Ruang di Taman Pendidikan Al-Qur’an Amaliyah Dina Fatimah; Lia Warlina; Kankan Kasmana; Deni Albar; Febry Maharlika
JURNAL PENGABDIAN KEPADA MASYARAKAT Vol 11, No 2 (2021): Desember 2021
Publisher : LPPM UNINUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30999/jpkm.v11i2.1483

Abstract

The goal of this PKM program is to use a Biophilic Design approach to improve the quality of space in educational facilities. Biophilic Design is a concept that uses natural elements to create physical and psychological comfort. As a Community Service (PKM) partner, the Faculty of Design joins the Amaliyah Quran Education Park, Campaka Village, Andir District, Bandung City. The method used is to identify the target audience, the types of activities, and the stages of implementation. Carry out the process of designing room facilities that encourage the improvement of the quality of learning. The satisfaction of partners with the changes made demonstrates the effectiveness of this service. The activities include the installation of sanitation facilities, the addition of vegetation, and the design of comfortable study rooms. Partners benefit greatly from assistance in providing public facilities in this educational space. Learning at the TPA becomes more conducive with the addition of sanitation facilities, and the comfort of students and teachers is fulfilled by this program.
A Visual Analysis of the Characters in the Game Animal Crossing: New Horizons Yuyun Wahyuni Abasi; Kankan Kasmana
ARTic Vol 8 No 2 (2025): December 2025
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/artic.v8i2.21321

Abstract

As a form of visual media, Animal Crossing: New Horizons (Nintendo 2020) is a social simulation game developed by Nintendo featuring beautiful visual designs set against a natural backdrop and iconic characters. It became one of the world’s most popular games during the COVID-19 pandemic, when people were required to stay at home. Previous studies have discussed the gameplay, the relationship between Animal Crossing: New Horizons and its popularity during the pandemic, and the visual backgrounds; however, few studies have examined the character visuals, which are the game’s main attraction. This study aims to examine the visualizations of the main characters in Animal Crossing: New Horizons, which have made the game a phenomenon since its launch in March 2020. The method used in this study is descriptive-qualitative to describe the characteristics of the main player and non-player characters (NPCs) in Animal Crossing: New Horizons. Data collection was conducted through literature review and direct observation of the game. Character analysis was conducted using the Manga Matrix Theory approach to describe the characteristics of the main NPCs studied, resulting in detailed character designs for sixteen main NPCs, broken down into a matrix of form, costume, and personality.  Keywords: Animal Crossing: Game Characters, New Horizons, Visual Games.