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KEGIATAN BIMBINGAN TEKNIS ANIMASI UNTUK PEMBELAJARAN DAN ANALISIS MEDIA SOSIAL PADA DINAS PERINDUSTRIAN DAN PERDAGANGAN PROVINSI BALI Christina Purnama Yanti; Putu Sugiartawan; Made Marthana Yusa; Putu Wirayudi Aditama; Rizkita Ayu Mutiarani
Jurnal WIDYA LAKSMI (Jurnal Pengabdian Kepada Masyarakat) Vol. 2 No. 2 (2022): Jurnal WIDYA LAKSMI (Jurnal Pengabdian Kepada Masyarakat)
Publisher : Yayasan Lavandaia Dharma Bali

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Abstract

Disperindag (Dinas Perindustrian dan Perdagangan) Provinsi Bali memiliki binaan IKM (Industri Kecil dan Menengah) yang bergerak di berbagai sektor. Media menjadi salah satu kebutuhan pokok dalam usaha meningkatkan minat audiens terhadap produk dan jasa yang ditawarkan. Para IKM membutuhkan media yang berbeda dan menarik perhatian dari yang lain. Media konvensional sudah mulai ditinggalkan dan beralih ke media yang memanfaatkan teknologi seperti media animasi media sosial yang lebih menarik, efektif dan efisien yang didukug dengan konten yang menarik. Diperlukan kegiatan bimbingan teknis kepada IKM binaan Disperindag Provinsi Bali yang diberikan oleh civitas akademik INSTIKI yaitu dosen yang terlibat dalam kegiatan ini yang dikemas menjadi Pengabdian Kepada Masyarakat (PKM). Melihat keperluan pihak Disperindag Provinsi Bali terhadap perkembangan teknologi yang bisa menjadi bekal para IKM binaan dalam mengembangkan produk dan jasa yang ditawarkan, peneliti melaksanakan kegiatan pengabdian berbentuk bimbingan teknis Animasi untuk Pembelajaran dan Analisis Media Sosial kepada para IKM binaan Disperindag Provinsi Bali. Kegiatan PKM ini dilaksanakan pada tanggal 20 April 2022 sampai dengan 23 April 2022 dengan melibatkan civitas akademik INSTIKI yaitu terdiri dari 5 dosen. Hasil yang diperoleh adalah tanggapan memuaskan dari para IKM dalam pemahaman materi yang disampaikan
Aplikasi Digital Kearifan Lokal Tarian dan Busana Tari Bali Berbasis Android Putu Wirayudi Aditama; I Dewa Gede Agung Pandawana; Rizkita Ayu Mutiarani; Dewa Ayu Novi Swijayanti; I Gede Iwan Sudipa
JUSIFO : Jurnal Sistem Informasi Vol 8 No 1 (2022): JUSIFO (Jurnal Sistem Informasi) | June 2022
Publisher : Program Studi Sistem Informasi, Fakultas Sains dan Teknologi, Universitas Islam Negeri Raden Fatah Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19109/jusifo.v8i1.12095

Abstract

Bali has various types of traditional dances with their distinctive functions and clothing depending on the dance's function, story, and movement. UNESCO recorded 9 Balinese dances from every district in Bali. But along with the times, one of the local wisdom in the form of Balinese dance is starting to become unattractive to the younger generation. The purpose of the research is to create a Balinese dance mobile application, so that it can preserve local wisdom of dance and dance clothing and the application can be a medium of information for the younger generation while keeping abreast of technological developments. This study uses primary and secondary data collection methods: interviews, observation, documentation, and literature study. The results of the study are in the form of an android-based application that can be downloaded for users and can be used by the younger generation to recognize and know the history of Balinese dance, classification of Balinese dance, types of dances, functions, clothing used, accompaniment instruments, and staging time for every detail of 9 types of Balinese dances and the fashion used. This application has gone through the process of testing the system's functional requirements validation with valid status.
Development of Illustration Stories as Media for Stimulating Student's Reading Interest Rizkita Ayu Mutiarani; Ni Made Sri Hari Mahayoni
Jurnal Scientia Vol. 12 No. 01 (2023): Education, Sosial science and Planning technique
Publisher : Sean Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58471/scientia.v12i01.1072

Abstract

Technology for learning is also expanding rapidly. Technology in education aids students and teachers. Technology without direct engagement and transition time will make children lose interest, focus, and listen. To maintain student interest in reading. This research seeks to create learning media in the form of illustrated stories that will help students focus and be more engaged. The project aims to boost students' attention to interest, help teachers communicate with students, improve student learning, and expand schools' learning techniques. The research produced learning media in the form of illustrated stories with simple and cheerful concepts to fit the segmentation of the object of research, grade 3 elementary school students, so that students can easily understand the story and identify objects in the stories. The stories can also be used to teach students how to read.
The Impact of Artificial Intelligence on the Rights of Illustrator I Putu Angga Maysa Putra; Made Satyadharma Laksana; Rizkita Ayu Mutiarani; I Putu Raditya Sudwika
Journal of Digital Law and Policy Vol. 1 No. 3 (2022): Journal of Digital Law and Policy - May 2022
Publisher : Catuspata

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (458.74 KB) | DOI: 10.58982/jdlp.v1i3.300

Abstract

In the era of the industrial revolution 4.0, more and more technologies are developing very quickly. With rapid developments experiencing breakthroughs including in the field of Artificial Intelligence, where computer technology was created to create systems that can match the work done by humans. Artificial Intelligence itself is widely used in various industries such as education, health, manufacturing, services, and products. Artificial Intelligence itself is a tool which can help humans in making an illustration work. The illustrator is a profession that focuses on the field of fine arts, which generally creates or provides two-dimensional based illustration images. The presence of Artificial Intelligence or AI raises new questions, whether this illustrator's career will be relevant for a long time. The results of the research show that illustrators must make the best use of Artificial Intelligence technology, not feeling threatened by this technology. This study uses mixed research methods (Mixed Methods). Where in this study combined quantitative and qualitative research methods in collecting data to obtain research results that were tested for truth. The existence of this research aims to find out what the impact of the influence of AI can create a work with only a collection of words.
Pemanfaatan Media Sosial untuk Memaksimalkan Pemasaran Usaha Rias dan Sewa Busana SM Studio Bali I Komang Arya Ganda Wiguna; Wayan Gede Suka Parwita; Komang Redy Winatha; Ni Putu Suci Meinarni; Rizkita Ayu Mutiarani; I Gusti Ayu Agung Mas Aristamy
Journal of Social Work and Empowerment Vol 1 No 1 (2021): Journal of Social Work and Empowerment - September 2021
Publisher : Yayasan Sinergi Widya Nusantara (Sidyanusa)

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Abstract

Kondisi pandemi COVID-19 memberikan dampak yang cukup signifikan pada mitra yaitu menurunnya omzet dalam kurun waktu 5 bulan terakhir. Jasa rias adalah salah satu jasa yang mengharuskan antara pemberi jasa dan penikmat jasa saling bersentuhan. Hal ini cukup menyulitkan mitra untuk berstrategi agar tetap mendapatkan pelanggan baik jasa rias maupun penyewaan busananya. Selain itu, kemampuan mitra untuk memanfaatkan teknologi informasi sebagai salah satu sarana marketing dirasa belumlah maksimal. Mitra juga memiliki kendala dalam pembuatan konten yang menarik untuk sosial media marketing dikarenakan keterbatasan gadget dan skill yang kurang mumpuni. Untuk itu solusi yang dapat diberikan untuk mitra antara lain, pengembagan konten-konten digital untuk mendukung akun sosial media mitra. Tidak lupa mitra juga menerapkan model protokol kesehatan new normal dalam pemberian jasa bagi konsumen. Pelaksanaan PKM dimulai dari analisis kebutuhan mitra hingga evaluasi dan pelaporan. Analisis kebutuhan dilakukan terhadap manajemen pemasaran, manajemen tugas, manajemen produk dan pelayanan jasa sehingga dapat dirumuskan pada program ini kegiatan yang berbasis pemanfataan teknologi dan penerapan standar protokol Kesehatan. Dalam hal pemanfaatan teknologi memfokuskan pada pemanfaatan akun media sosial guna kesinambungan bisnis mitra. Tujuan: Pelaksanaan PKM bertujuan agar mitra dalam hal ini SM Studio Bali mendapat solusi atas permasalahannya. Diantaranya solusi untuk manajemen order, permasalahan konten pada media sosial. Metode Penelitian: Tim pelaksana PKM menganalisis terlebih dahulu permasalahan mitra kemudian mencari kan solusi serta melaksanakan penerapan solusi tersebut. Temuan: Kurangnya manajemen yang baik dalam bidang operasional dan marketing, hal tersebut karena owner bekerja sendirian (one man show). Implikasi: Mitra merasa pelaksanaan PKM sangat kontributif bagi keberlangsungan bisnisnya.
Strategi Kreatif Untuk Meningkatkan Penjualan Madu UMKM Raya Honey Sibetan Melalui Re-Packaging I Gusti Ayu Agung Mas Aristamy; Ni Putu Suci Meinarni; Rizkita Ayu Mutiarani; Netty Amelia; I Wayan Yoga Widya Putra; I Kadek Dwi Mahendra Putra; I Made Adi Swardana
Journal of Social Work and Empowerment Vol 3 No 1 (2023): Journal of Social Work and Empowerment - September 2023
Publisher : Yayasan Sinergi Widya Nusantara (Sidyanusa)

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Abstract

Tujuan: tujuan dari pengabdian ini adalah untuk meningkatkan penjualan produk madu UMKM Raya Honey Sibetan melalui re-packaging kemasan botol madu milik UMKM Raya Honey Sibetan. Metode: metode yang digunakan meliputi identifikasi pengemasan produk, produksi desain kemasan dan penerapan pada kemasan botol madu. Hasil: hasil dari pengabdian ini berupa kemasan re-packaging yang didesain menyesuaikan dengan tren saat ini agar dapat diterima oleh pasar dan memiliki ciri khas atau identitas produk. Implikasi: terdapat 4 poin kesimpulan dari pengabdian ini, yaitu: Adanya peningkatan penjualan, peningkatan kesadaran merek, peningkatan citra dan persepsi kualitas, penyesuaian dengan perubahan pasar.
Media Pembelajaran Matematika Perkalian dan Pembagian untuk Meningkatkan Nilai Siswa SDN 4 Batuagung Rizkita Ayu Mutiarani; I Putu Agus Wibawa; I Putu Susila Handika; I Ketut Setiawan; Christina Purnama Yanti
Journal of Social Work and Empowerment Vol 3 No 1 (2023): Journal of Social Work and Empowerment - September 2023
Publisher : Yayasan Sinergi Widya Nusantara (Sidyanusa)

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Abstract

Dalam perkembangan teknologi informasi terutama pada media pembelajaran, terdapat beberapa media yang bisa digunakan sebagai bahan media ajar dalam kegiatan belajar mengajar serta meningkatkan minat siswa dalam menyimak materi pelajaran, media tersebut salah satunya multimedia interaktif yang dimana media ini dapat dikemas kedalam sebuah media informasi yang memuat beberapa konten serta audio visual sebagai media bahan ajar. Tujuan dari penulisan ini adalah untuk mewujudkan multimedia interaktif untuk siswa SD kelas II di SDN 4 BATUAGUNG. Media informasi multimedia interaktif ini digunakan untuk menunjang proses pembelajaran pada mata pelajaran matematika khususnya kompetensi dasar 3.4 dan 4.4 pada SD kelas II di SDN 4 BATUAGUNG. Multimedia interaktif perkalian dan pembagian untuk siswa SD kelas II di SDN 4 BATUAGUNG ini memiliki visualisasi pada setiap materinya dengan penambahan voice over untuk memberikan pengalaman belajar yang bervariasi, kemudian dilengkapi dengan latihan soal untuk mengukur tingkat pemahaman pengguna. Multimedia interaktif ini dibuat dalam software Construct 2 yang dapat diakses melalui platform desktop.
ANALYSIS OF DESIGN RULES APPLICATION ON INSTAGRAM FEED RADAR BALI Rizkita Ayu Mutiarani; Putu Satria Udyana Putra; M. Royan Salsabil; Muhamad Iwan Safri; Wiki Wahyudi
Journal of Aesthetics, Design, and Art Management Vol. 3 No. 1 (2023): Journal of Aesthetics, Design, and Art Management
Publisher : Yayasan Sinergi Widya Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58982/jadam.v3i1.318

Abstract

Purpose: Instagram is one of the social media with a very large number of users, namely 1.3 billion users. The huge number of users is utilized by several media including Radar Bali, a well-known media in Bali using Instagram as a medium for disseminating information and news. Research methods: This research uses observation, visual analysis, and literature study to dissect and find out the design components of Radar Bali's Instagram feed. The research methodology used is descriptive research with a qualitative approach. Findings: The result of the research shows that Radar Bali does not apply design rules properly and consistently. Implications: By not applying design rules to Radar Bali's Instagram feed, the message and information are not maximized.
Documentary film-based information media for carving art in Belayu Marga Tabanan village Putu Satria Udyana Putra; I Putu Widya Nugraha; I Ketut Sutarwiyasa; I Nyoman Widhi Adnyana; Rizkita Ayu Mutiarani
Jurnal Scientia Vol. 13 No. 01 (2024): Education, Sosial science and Planning technique, 2024
Publisher : Sean Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58471/scientia.v13i01.2193

Abstract

The purpose of this research is to create a documentary film about Carving Art in Belayu Marga Tabanan Village. Belayu Marga Tabanan Village has a form of carving that has its own characteristics, namely the patra punggel motif. The patra punggel motif has its own philosophy and uniqueness, there is an isen or galangal plant motif. Not many people know the characteristics of the carvings owned in the village of Belayu Marga Tabanan due to the lack of information media to introduce the characteristics of the carvings owned in the village of Belayu Marga Tabanan. Therefore, this method uses a qualitative method. Data collection was carried out by interviewing sources of carving art undagi and also making observations with the community around Belayu Marga Tabanan Village. Regarding information about the art of carving at the research site, where a design is needed, namely information media, the design is based on a documentary film. In the process of making this documentary video, several stages are also needed including the pre-production stage, at this stage explaining some of the processes of making design concepts and storylines (storyboards). The next stage is the production stage at this stage where the shooting process is carried out in a documentary video and then the editing process is carried out. At the last stage there is a post-production stage process, at this post-production stage the documentary video is immediately published on YouTube social media.
Design Strategy 2D Animation Infographic to Raise Awareness of Indonesian Games Ketut Adhi Apriana; Anggraeni Kurnianing Tyas; Rizkita Ayu Mutiarani; I Wayan Sunarya; I Nyoman Widhi Adnyana
Jurnal Ekspresi : Desain Komunikasi Visual dan Seni Vol. 2 No. 1 (2025): Jurnal Ekspresi : Desain Komunikasi Visual dan Seni, April 2025
Publisher : Jurnal Ekspresi : Desain Komunikasi Visual dan Seni

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Abstract

The Indonesian gaming industry has experienced rapid growth, yet locally developed games struggle to gain significant visibility and market share. This issue is primarily due to ineffective promotional media, low public awareness, and limited marketing budgets among local game developers. Without strong visual communication strategies, Indonesian games find it difficult to compete with foreign products that have broader access to digital marketing platforms and global gaming communities. This study aims to develop a 2D animated infographic as a promotional medium to enhance public awareness of Indonesian-made games. The research follows a three-stage design process: pre-production, production, and post-production, with a futuristic and cyberpunk visual approach to appeal to young gamers. The study results demonstrate that strong visual strategies, dynamic animation, and engaging storytelling can significantly improve audience engagement and the effectiveness of promotional media. The findings suggest that 2D animated infographics can be a powerful tool in increasing the visibility of local games, thus contributing to the growth of Indonesia’s gaming industry.