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Design of Interactive Multimedia Learning Vocabulary for Students Communication Disorder and Deafness During the Covid-19 Pandemic I Nyoman Jayanegara; I Nyoman Anom Fajaraditya Setiawan; Gusti Agung Meirany Putri
Indonesian Journal of Disability Studies Vol. 7 No. 2 (2020)
Publisher : The Center for Disability Studies and Services Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2256.024 KB) | DOI: 10.21776/ub.ijds.2020.007.02.12

Abstract

The development of technology is very helpful in teaching and learning in general. However, these developments can also be used for students with disabilities, especially those who have communication disorders and deafness. But in reality, teachers are still limited in managing the development of teaching materials even though school facilities are sufficient to do that. This is very reasonable considering the limitations of educators who must specifically focus on trends in the development of technology-based education. The interactive method is one alternative solution, especially the role of multimedia technology in learning media. At the school for students with disabilities in Denpasar, SLB B Sidakarya for the category of communication disorder and deafness requires the media to follow these developments. In the initial design stage, taking vocabulary content for grade 1 students, by gathering various data needs, especially from the users, namely teachers and students. The data then becomes the basis for designing interactive multimedia vocabulary learning, which is the basic development of several subjects. The media will have a positive impact, especially increasing student interest in school, with files that are relatively lightweight and processed in design research, expected to be easier for students to learn. This media can also be a medium to help when students study at home, especially the Covid-19 pandemic period, certainly helped by collaboration between the school and design practitioners. In addition to vocabulary, it is also expected to be able to motivate development in other media to assist persons with disabilities in learning, especially in pandemic situations.
Design of Interactive Multimedia Learning Vocabulary for Students Communication Disorder and Deafness During the Covid-19 Pandemic Jayanegara, I Nyoman; Setiawan, I Nyoman Anom Fajaraditya; Putri, Gusti Agung Meirany
Indonesian Journal of Disability Studies Vol. 7 No. 2 (2020)
Publisher : The Center for Disability Studies and Services Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2255.835 KB) | DOI: 10.21776/ub.ijds.2020.007.02.12

Abstract

The development of technology is very helpful in teaching and learning in general. However, these developments can also be used for students with disabilities, especially those who have communication disorders and deafness. But in reality, teachers are still limited in managing the development of teaching materials even though school facilities are sufficient to do that. This is very reasonable considering the limitations of educators who must specifically focus on trends in the development of technology-based education. The interactive method is one alternative solution, especially the role of multimedia technology in learning media. At the school for students with disabilities in Denpasar, SLB B Sidakarya for the category of communication disorder and deafness requires the media to follow these developments. In the initial design stage, taking vocabulary content for grade 1 students, by gathering various data needs, especially from the users, namely teachers and students. The data then becomes the basis for designing interactive multimedia vocabulary learning, which is the basic development of several subjects. The media will have a positive impact, especially increasing student interest in school, with files that are relatively lightweight and processed in design research, expected to be easier for students to learn. This media can also be a medium to help when students study at home, especially the Covid-19 pandemic period, certainly helped by collaboration between the school and design practitioners. In addition to vocabulary, it is also expected to be able to motivate development in other media to assist persons with disabilities in learning, especially in pandemic situations.
INFORMATION MEDIA PUBLIC SERVICE ADVERTISEMENT ABOUT VCT BASED ON 2D ANIMATION Trisemarawima, I Nyoman Yoga; Prayoga, I Kadek Martha; Jayanegara, I Nyoman; Yasa, I Wayan Adi Putra
Journal of Aesthetics, Design, and Art Management Vol. 4 No. 1 (2024): 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.v4i1.664

Abstract

Purpose: to design information media for public service advertisements about the importance of 2D animation-based VCT tests. Research methods: the research was conducted qualitatively by collecting data through interviews, observation, literature and documentation. The design process is carried out through three stages, namely pre-production, production and post-production. Findings: The design of public service advertisement information media is carried out through three stages. First, the pre-production process by designing simple design concepts, visual elements to storyboards and scenarios. The second stage enters the production process by realizing and combining all visual assets in the software. The third stage is post-production, which is the rendering process to produce a public service advertisement video that is ready to be distributed to the public. Implications: 2D animation-based public service advertisement media is communicative, informative and easy to understand and is suitable for display in the community.
Semiotika Visual Logo RSU.Surya Husadha Denpasar I Nyoman Jayanegara
Jurnal Bahasa Rupa Vol. 1 No. 1 (2017): Jurnal Bahasa Rupa Oktober 2017
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.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 : Prahasta Publisher (manage by: DRPM 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).
Pelatihan Desain dan Sosial Media Marketing Produk Agricultural SMK Negeri 1 Petang Darma Yasa, Ngakan Putu; Jayanegara, I Nyoman; Fajaraditya Setiawan, I Nyoman Anom; Putra Yasa, I Wayan Adi; Trisemarawima, I Nyoman Yoga
Jurnal Pengabdian Masyarakat (ABDIRA) Vol 5, No 3 (2025): Abdira, Juli
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/abdira.v5i3.661

Abstract

Becoming a young entrepreneur is also implemented by one of the State Vocational Schools in Petang District, Badung Regency, Bali. State Vocational High School 1 Petang has one major in Agricultural Product Processing, namely producing products that are ready to be sold, such as cakes and various types of drinks. The student's production has been sold only within the school environment. Lack of knowledge of technology, namely marketing products via the internet, is an obstacle. This is caused by a lack of resources who understand the use of technology such as creating designs, packaging products and marketing them. To overcome this problem, design and social media marketing training was carried out to market the product. The method applied in this training is direct mentoring for five days in the classrooms of SMK Negeri 1 Petang. The material provided is making promotional designs and video reels that are uploaded on social media. The results of this training show that the students were very enthusiastic in taking part in the training and succeeded in designing content for promotion purposes on social media.
Convolutional Neural Network Algorithm Implementation for Classifying Traditional Wood Carving Motifs of Patra Bali Widyatama, I Dewa Gede Surya; Sudipa, I Gede Iwan; Fittryani, Yuri Prima; Wulandari, Dewa Ayu Putri; Jayanegara, I Nyoman
Sinkron : jurnal dan penelitian teknik informatika Vol. 9 No. 3 (2025): Article Research July 2025
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v9i3.14841

Abstract

This research develops an automatic classification system to recognize Balinese Patra carving motifs using deep learning method based on Convolutional Neural Network (CNN). The data used are images of Cina Patra, Mesir Patra, Punggel Patra, and Sari Patra motifs, which have gone through preprocessing stages such as cropping, resizing, and augmentation in the form of flip and rotation to increase data variation. Three pre-trained CNN models were used in testing, namely DenseNet169, InceptionResNetV2, and MobileNetV2. The training process was performed with Adam optimization, batch size 32, and 100 epochs. Model performance evaluation was performed using accuracy and confusion matrix metrics. The results show that all three models were able to achieve 100% accuracy on the test data, with MobileNetV2 recording the lowest loss of 0.75%, followed by DenseNet169 (1.14%) and InceptionResNetV2 (1.18%). Based on the confusion matrix, all motifs were recognized very well, although there was a slight misclassification of the Patra Sari motif by the InceptionResNetV2 model. These findings prove that CNN is effectively used in the recognition of traditional carving motifs and has the potential to support cultural preservation through interactive visual technology.
PELATIHAN DESAIN PENGEMASAN PRODUK DENGAN CANVA BAGI SISWA SMK NEGERI 1 PETANG Yasa, I Wayan Adi Putra; Jayanegara, I Nyoman; Setiawan, I Nyoman Anom Fajaraditya; Yasa, Ngakan Putu Darma; Trisemarawina, I Nyoman Yoga; Anggara, I Gede Adi Sudi
Jurnal Widya Laksmi: Jurnal Pengabdian Kepada Masyarakat Vol. 5 No. 2 (2025): Jurnal WIDYA LAKSMI (Jurnal Pengabdian Kepada Masyarakat)
Publisher : Yayasan Lavandaia Dharma Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59458/jwl.v5i2.171

Abstract

The community service carried out aims to improve the ability of human resources at SMKN 1 Plaga related to students' abilities in utilizing and using information technology and improving students' understanding of product packaging. This activity is carried out in a series of supporting the P5 program as part of the Merdeka curriculum according to the government program. Using the knowledge transfer method about Canva and product packaging starting from designing labels, and box packaging to designing hampers. After being given a briefing on packaging materials, participants were given assignments in the form of projects to create product designs based on their interests and potential. Presentations and providing suggestions are the daily processes of this activity. The results of the service using the knowledge transfer method went well, participants participated enthusiastically with the results in the form of label designs, product packaging designs, and hampers designs from various products.
PELATIHAN DESAIN POSTER BAGI KELAS VII DI SMPN 11 DENPASAR Jayanegara, I Nyoman; Yasa, I Wayan Adi Putra; Yasa, Ngakan Putu Darma; Yusa, I Made Marthana; Setiawan, I Nyoman Anom Fajaraditya; Putra, I Putu Satria Udyana
Jurnal KOMET Vol 2 No 2 (2025): Jurnal Komet: Kolaborasi Masyarakat Berbasis Teknologi : Volume 2 Nomor 2, Oktobe
Publisher : Yayasan Sinergi Widya Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Perkembangan teknologi digital telah menuntut generasi muda untuk memiliki keterampilan kreatif yang adaptif, salah satunya melalui desain grafis. Namun, di SMPN 11 Denpasar, khususnya siswa kelas VII, kemampuan desain grafis masih tergolong rendah. Hal ini terlihat dari minimnya pemahaman terhadap prinsip dasar desain, keterbatasan fasilitas, serta rendahnya pemanfaatan perangkat lunak desain yang mudah diakses. Tim pengabdian merancang program pelatihan desain poster berbasis aplikasi Canva, yang dipilih karena aksesibilitas, kemudahan penggunaan, dan kelengkapan fitur yang sesuai dengan kebutuhan siswa SMP. Pelatihan dirancang melalui tiga tahap, yakni persiapan, pelaksanaan, serta penutup dan refleksi. Pada tahap persiapan, dilakukan koordinasi dengan sekolah dan penyusunan modul pembelajaran. Tahap pelaksanaan terdiri dari empat sesi utama: pengenalan prinsip dasar desain grafis, pengenalan aplikasi Canva, latihan membuat poster berbasis template, dan pembuatan poster mandiri. Sesi ini menggabungkan transfer pengetahuan, praktik langsung, dan presentasi hasil karya siswa. Tahap akhir berupa evaluasi, diskusi reflektif, dan pemberian apresiasi. Hasil pelatihan menunjukkan adanya peningkatan signifikan dalam pemahaman siswa mengenai prinsip desain serta keterampilan teknis penggunaan Canva. Sebanyak 100 peserta mengikuti kegiatan dengan antusias, mampu menghasilkan poster yang lebih estetis, komunikatif, dan sesuai dengan prinsip desain. Program ini mendapat apresiasi tinggi dari siswa maupun pihak sekolah karena berhasil meningkatkan kepercayaan diri, kreativitas, serta kesadaran akan pentingnya desain grafis sebagai keterampilan strategis di era digital. Dengan demikian, pelatihan ini tidak hanya menjawab kebutuhan praktis sekolah, tetapi juga menjadi langkah strategis dalam menumbuhkan potensi generasi muda sebagai creativepreneur masa depan.