Claim Missing Document
Check
Articles

Found 20 Documents
Search

Perancangan Game Jalak Bai Berbasis Android Jayanegara, I Nyoman; Yasa, I WayanAdi Putra
Jurnal Nasional Pendidikan Teknik Informatika (JANAPATI) Vol 4, No 1 (2015)
Publisher : Jurusan Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (979.851 KB)

Abstract

Jalak Bali merupakan burung endemik Indonesia yang hanya ada di Bali dan bahkan burung ini telah menjadi maskot dari pulau Dewata (Bali). Burung Jalak Bali mengalami penurunan populasi dan dikategorikan ke dalam satwa langka dan nyaris punah, sehingga keberadaannya dilindungi oleh Undang-Undang. Untuk itu perlu upaya untuk pelestarian Jalak Bali dengan langkah menumbuhkembangkan kecintaan anak-anak terhadap hewan ini melalui sebuah permainan (game). Game ini ditujukan pada anak-anak usia 9-12 tahundan bersifat edukasi, yang berisi pengenalan dari burung Jalak Bali khususnya tentang ciri-ciri, habitat, makanan dan pemangsanya.Game ini berbasis Android, dimana sistem operasi ini cukup besar pengggunanya di Indonesia.
Semiotika Visual Logo RSU.Surya Husadha Denpasar Jayanegara, I Nyoman
Jurnal Bahasa Rupa Vol 1 No 1 (2017): Jurnal Bahasa Rupa Oktober 2017
Publisher : LPPM STMIK STIKOM Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (549.877 KB) | DOI: 10.31598/bahasarupa.v1i1.138

Abstract

The logo is a picture mark that depicts the identity and image for the entity, where the image and corporate character are communicated with the audience by using the element of writing and image. Images and writing as a logo forming element is a sign system that aims to communicate messages about the type of business, image, or even the companys character to the public. The signs used in a logo are easily understood and conventionally agreed to be able to communicate quickly with the audience. RSU.Surya Husadha as an entity seeks to communicate the message about the type of business as well as the image of the company by using the sign system to the community. Visual signs used in the form of writing and drawing elements in the RSU.Surya Husadha logo, analyzed using semiotic theories expressed by Ferdinand de Saussure and Charles Sander Peirce. The results obtained are RSU.Surya Husadha logo has a deep philosophy about a life depicted through water and seed symbols. Life and exixtence require a balance of all the realities and consequences that exist where the philosophy is portrayed through logotype and logogram as forming elements of the company logo.
Implementation of Sibi And Bisindo Letters Recognition Using Augmented Reality During Pandemic Putu Wirayudi Aditama; I Gede Adi Sudi Anggara; I Nyoman Jayanegara
IJISTECH (International Journal of Information System and Technology) Vol 5, No 5 (2022): February
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v5i5.184

Abstract

BISINDO or Indonesian Sign Language is one of the sign systems used in Indonesia. BISINDO comes from the first language or mother tongue for the deaf. The phenomenon of the Covid 19 pandemic has changed the world of education globally. The results of a survey of people with hearing impairments in Bali, especially in Denpasar, showed that 72 respondents, 62.5%, stated that it was difficult to understand the learning process carried out at home during the pandemic. 37.5% indicated that they had no difficulty understanding the learning process at home during the pandemic. According to respondents, 75.7% of respondents chose BISINDO, which is easy to understand and 24.3% chose SIBI. An augmented reality application was designed to recognize the BISINDO alphabet from this data. This application is expected to provide a solution to make it easier for deaf people to understand BISINDO sign language during a pandemic. SIBI is an adaptation of American Sign Language which is currently applied in special schools (SLB). To provide support in learning SIBI sign language, in advance of technology, the design of Augmented Reality to introduce SIBI letters will help in the learning process. The results of the black box test show that all the features and functions of the application can run well. In observing the response time when scanning markers using the Xiaomi PocoF1 marker on the SIBI letters, the average time is 6.05 seconds. Observation of the scan distance of SIBI letters, the average scan distance of markers that can be scanned at a distance of 5 cm to 50 cm. 
Semiotika Visual Logo RSU.Surya Husadha Denpasar I Nyoman Jayanegara
Jurnal Bahasa Rupa Vol. 1 No. 1 (2017): Jurnal Bahasa Rupa Oktober 2017
Publisher : LPPM Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v1i1.138

Abstract

The logo is a picture mark that depicts the identity and image for the entity, where the image and corporate character are communicated with the audience by using the element of writing and image. Images and writing as a logo forming element is a sign system that aims to communicate messages about the type of business, image, or even the company's character to the public. The signs used in a logo are easily understood and conventionally agreed to be able to communicate quickly with the audience. RSU.Surya Husadha as an entity seeks to communicate the message about the type of business as well as the image of the company by using the sign system to the community. Visual signs used in the form of writing and drawing elements in the RSU.Surya Husadha logo, analyzed using semiotic theories expressed by Ferdinand de Saussure and Charles Sander Peirce. The results obtained are RSU.Surya Husadha logo has a deep philosophy about a life depicted through water and seed symbols. Life and exixtence require a balance of all the realities and consequences that exist where the philosophy is portrayed through logotype and logogram as forming elements of the company logo.
ANALISIS BENTUK PADA IDENTITAS VISUAL STMIK STIKOM INDONESIA I Nyoman Jayanegara; i nyoman anom fajaraditya setiawan
Jurnal Bahasa Rupa Vol. 3 No. 2 (2020): Jurnal Bahasa Rupa April 2020
Publisher : LPPM Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v3i2.459

Abstract

Visual identity as a sign system that is used consistently to communicate messages widely. This is very important to be a consideration in building positive branding. The design elements contained in visual identity should be able to be clear and specific in their function as sign systems. In STMIK STIKOM Indonesia as an entity, it has a logo and a symbol as its visual identity. The use of these two things becomes somewhat ambiguous when published to the public and can lead to confusion about the reception of the message. In this visual identity study as a sign system, data will be collected in various fields related to logos and symbols in various media created by institutions. So that the data can be analyzed taxonomically by considering the construction, fields, letters, colors, and forms of placement in various elements. The results of the study found that the inconsistency of the use of visual identity, the use of different colors on the logo or symbol, removal of some parts of the logo, and the destruction of the logo structure with a disproportionately step. The fundamental finding is the emergence of ambiguity in visual identity and the necessity of having standard rules through manual graphic standards as a reference for the use or utilization of agreed visual identity.
EDUKASI PROTOKOL KESEHATAN (3M) : MELALUI MEDIA GAME ATTACK OF THE KRONA I Gede Adi Sudi Anggara; I Wayan Adi Putra Yasa; I Dewa Gede Agung Pandawana; I Nyoman Jayanegara
Jurnal Bahasa Rupa Vol. 5 No. 2 (2022): Jurnal Bahasa Rupa April 2022
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v5i2.967

Abstract

The pandemic due to the spread of the COVID-19 disease has led to changes in various social structures in society. The application of social distancing as a form of preventing the spread of disease raises the phenomenon of limiting various activities that present a large number of people. Various changes in the order of life then gave rise to a new life order (new normal) in responding to the COVID-19 epidemic. A creative effort is needed so that this new life order can be implemented in society from an early age. Games are creative solutions that combine elements of design and technology so that they are very easy to be accepted by various groups. In game design, assets are very important to design first. The design of this asset game will use a visual flat design style that has gone through a visual study process by collecting similar images or photos as a visual reference in the design. The resulting game assets display simplification of both illustrations and typography, the use of solid colors with game values, and a simpler user interface (UI).
Tradisi Omed-omedan dalam Perspektif Industri Budaya I Nyoman Jayanegara
Bali Membangun Bali: Jurnal Bappeda Litbang Vol 2 No 2 (2019): Teknologisasi untuk Bali yang Lebih Baik : Analisis Daya Saing Daerah
Publisher : Badan Riset dan Inovasi Daerah Provinsi Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1056.096 KB) | DOI: 10.51172/jbmb.v2i2.42

Abstract

The Omed-omedan tradition is one of the unique traditions in the city of Denpasar, precisely in Banjar Kaja, Kelurahan Sesetan. The Omed-omedan tradition is a mythology accepted as a cultural heritage of the Banjar Kaja community, Sesetan, has been passed down from the older generation to the present. That's why this tradition is said to be unique and rare as cannot be found elsewhere. The Omed-omedan tradition was originally a tradition that was carried out spontaneously by the Banjar Kaja community, but in its development it has transformed into a cultural festival which certainly has a fairly high selling value. The transformation of a tradition which was initially carried out spontaneously by the community into a festival showed that the cultural industry with its capitalist ideology was able to influence most people to agree that the implementation of this tradition was packaged into a festival. The Banjar Kaja Sesetan community feels that they need a new model in the implementation of this tradition so that it has more selling value and is better known than before. The Banjar Kaja community, Sesetean, has unconsciously been hegemony by capitalist ideology so that it has unconsciously agreed to transform the tradition from spontaneity into a festival. By reason of the progress of the era and tourism, this tradition is considered to have high economic value so that it should be used as a cultural festival. The cultural industry does not eliminate the sacred value of this tradition, but by turning into a festival with various packages that satisfy the people present, resulting in the loss of the authenticity of the tradition, there has been an unconscious uniformity in the implementation of this tradition.
Perancangan Game Jalak Bai Berbasis Android I Nyoman Jayanegara; I WayanAdi Putra Yasa
Jurnal Nasional Pendidikan Teknik Informatika : JANAPATI Vol. 4 No. 1 (2015)
Publisher : Prodi Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/janapati.v4i1.9747

Abstract

Jalak Bali merupakan burung endemik Indonesia yang hanya ada di Bali dan bahkan burung ini telah menjadi maskot dari pulau Dewata (Bali). Burung Jalak Bali mengalami penurunan populasi dan dikategorikan ke dalam satwa langka dan nyaris punah, sehingga keberadaannya dilindungi oleh Undang-Undang. Untuk itu perlu upaya untuk pelestarian Jalak Bali dengan langkah menumbuhkembangkan kecintaan anak-anak terhadap hewan ini melalui sebuah permainan (game). Game ini ditujukan pada anak-anak usia 9-12 tahundan bersifat edukasi, yang berisi pengenalan dari burung Jalak Bali khususnya tentang ciri-ciri, habitat, makanan dan pemangsanya.Game ini berbasis Android, dimana sistem operasi ini cukup besar pengggunanya di Indonesia.
Implementation of Sibi And Bisindo Letters Recognition Using Augmented Reality During Pandemic Putu Wirayudi Aditama; I Gede Adi Sudi Anggara; I Nyoman Jayanegara
IJISTECH (International Journal of Information System and Technology) Vol 5, No 5 (2022): February
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (922.982 KB) | DOI: 10.30645/ijistech.v5i5.184

Abstract

BISINDO or Indonesian Sign Language is one of the sign systems used in Indonesia. BISINDO comes from the first language or mother tongue for the deaf. The phenomenon of the Covid 19 pandemic has changed the world of education globally. The results of a survey of people with hearing impairments in Bali, especially in Denpasar, showed that 72 respondents, 62.5%, stated that it was difficult to understand the learning process carried out at home during the pandemic. 37.5% indicated that they had no difficulty understanding the learning process at home during the pandemic. According to respondents, 75.7% of respondents chose BISINDO, which is easy to understand and 24.3% chose SIBI. An augmented reality application was designed to recognize the BISINDO alphabet from this data. This application is expected to provide a solution to make it easier for deaf people to understand BISINDO sign language during a pandemic. SIBI is an adaptation of American Sign Language which is currently applied in special schools (SLB). To provide support in learning SIBI sign language, in advance of technology, the design of Augmented Reality to introduce SIBI letters will help in the learning process. The results of the black box test show that all the features and functions of the application can run well. In observing the response time when scanning markers using the Xiaomi PocoF1 marker on the SIBI letters, the average time is 6.05 seconds. Observation of the scan distance of SIBI letters, the average scan distance of markers that can be scanned at a distance of 5 cm to 50 cm. 
PERANCANGAN BRANDING PASAR RAKYAT PHULA KERTI SESETAN DENPASAR Putu Wirayudi Aditama; I Nyoman Jayanegara; I Gede Adi Sudi Anggara; I Wayan Adi Putra Yasa
Jurnal Widya Laksmi: Jurnal Pengabdian Kepada Masyarakat Vol. 1 No. 2 (2021): Jurnal WIDYA LAKSMI (Jurnal Pengabdian Kepada Masyarakat)
Publisher : Yayasan Lavandaia Dharma Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1157.042 KB) | DOI: 10.59458/jwl.v1i2.12

Abstract

Identitas visual merupakan hal yang paling penting dan mendasar dalam meningkatkan kesadaran khalayak terhadap sebuah entitas. Logo sebagai identitas visual tidak hanya sebatas tanda atau merek dagang, melainkan sudah menjadi senjata bisnis, bahkan logo sudah menjadi sebuah kebutuhan utama bagi suatu lembaga atau perusahaan maupun organisasi yang ingin dikenal oleh publik, dimana logo tersebut dituntut untuk mampu berbicara kepada publik bahwa logo tersebut merupakan perlambang atau representasi dari sebuah perusahaan. Pasar Phula Kerti sebagai sebuah entitas dengan citra yang telah terbarukan sangat layak untuk dikomunikasikan kepada khalayak agar memiliki kesadaran akan keberadaan dari entitas tersebut. Dengan perancangan identitas visual Pasar Phula Kerti diharapkan mampu memberikan nilai tambah bagi entitas sekaligus mampu menempatkan posisi entitas dengan baik diantara kompetitor lainnya.