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Tradisi Omed-omedan dalam Perspektif Industri Budaya Jayanegara, I Nyoman
Bali Membangun Bali: Jurnal Bappeda Litbang Vol 2 No 2 (2019)
Publisher : Badan Riset dan Inovasi Daerah Provinsi Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | 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.
Semiotika Visual Logo RSU.Surya Husadha Denpasar Jayanegara, I Nyoman
Jurnal Bahasa Rupa Vol. 1 No. 1 (2017): Jurnal Bahasa Rupa Oktober 2017
Publisher : 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.
EDUKASI PROTOKOL KESEHATAN (3M) : MELALUI MEDIA GAME ATTACK OF THE KRONA I Gede Adi Sudi Anggara; Yasa, I Wayan Adi Putra; Pandawana, I Dewa Gede Agung; Jayanegara, I Nyoman
Jurnal Bahasa Rupa Vol. 5 No. 2 (2022): Jurnal Bahasa Rupa April 2022
Publisher : 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 KARAKTER DIGITAL UNTUK MENINGKATKAN KREATIVITAS ANAK-ANAK BERKEBUTUHAN KHUSUS DI PUSAT LAYANAN DISABILITAS Ngakan Putu Darma Yasa; I Wayan Adi Putra Yasa; I Nyoman Jayanegara; I Made Marthana Yusa; I Nyoman Agus Suarya Putra
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 7 No. 3 (2026): Vol. 7 No. 3 (2026)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v7i3.56968

Abstract

Pusat Layanan Disabilitas adalah salah satu instansi pemerintah yang memiliki peran penting dalam meningkatkan kualitas kesejahteraan sosial perorangan, kelompok maupun masyarakat. Pusat Layanan Disabilitas Kota Denpasar merupakan perangkat daerah yang mempunyai tugas serta fungsi membantu pemerintah kota dalam penyelenggaraan pembangunan di bidang kesejahteraan sosial. Saat ini Pusat Layanan Disabilitas Kota Denpasar memerlukan sumber daya untuk memberikan pelatihan desain pada peserta berkebutuhan khusus. Tujuan pengabdian ini adalah untuk meningkatkan keterampilan dasar pada bidang desain grafis digital bagi anak-anak berkebutuhan khusus melalui pengenalan aplikasi canva. Program ini difokuskan pada pembuatan desain karakter sederhana sebagai sarana untuk menumbuhkan kreativitas, kemampuan ekspresi diri, serta kepercayaan diri peserta. Metode pelatihan menerapkan pendekatan partisipatif dan edukatif, dengan menyesuaikan materi serta media pembelajaran dengan karakteristik dan kebutuhan peserta. Materi yang diberikan meliputi pengenalan antarmuka canva, penggunaan elemen desain seperti warna, bentuk, teks, dan gambar, hingga praktek membuat karakter digital secara mandiri. Hasil dari kegiatan pelatihan ini menunjukkan bahwa peserta sangat antusias dan mampu mengikuti setiap arahan dari instruktur dalam menerapkan dasar-dasar aplikasi canva untuk membuat desain karakter. Kegiatan ini efektif sebagai langkah awal dalam pengembangan kompetensi digital, serta berpotensi untuk dilaksanakan dalam bentuk pelatihan yang lebih berkelanjutan.
Pelatihan Canva untuk Presentasi bagi Guru SMP Negeri 3 Denpasar Ngakan Putu Darma Yasa; I Nyoman Jayanegara; I Made Marthana Yusa; I Nyoman Anom Fajaraditya Setiawan; I Wayan Adi Putra Yasa; I Nyoman Yoga Trisemarawima; Putu Satria Udyana Putra; Putu Surya Wedra Lesmana
Journal of Social Work and Empowerment Vol 4 No 1 (2024): Journal of Social Work and Empowerment - September 2024
Publisher : Yayasan Sinergi Widya Nusantara (Sidyanusa)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58982/jswe.v4i1.674

Abstract

Tujuan: Penelitian ini bertujuan memberikan pelatihan kepada guru SMP Negeri 3 Denpasar dalam pemanfaatan aplikasi Canva untuk meningkatkan kualitas presentasi dalam proses pembelajaran. Metode: Pelatihan dilaksanakan dalam bentuk workshop selama lima hari di SMP Negeri 3 Denpasar. Peserta pelatihan terdiri dari guru-guru yang mengajar di berbagai mata pelajaran. Workshop difasilitasi oleh tim dosen pengembang materi Canva dan beberapa ahli desain grafis yang berpengalaman. Materi pelatihan mencakup pengenalan dasar tentang Canva, membuat akun Canva, teknik pembuatan desain yang menarik, serta praktek langsung dalam membuat presentasi berbasis Canva. Hasil: Hasil pelatihan menunjukkan bahwa para guru mampu menguasai dasar-dasar penggunaan Canva dalam waktu singkat. Mereka mampu membuat presentasi yang lebih menarik dan informatif dibandingkan dengan sebelumnya. Selain itu, para guru juga mampu memanfaatkan fitur kolaborasi Canva untuk berbagi materi presentasi dengan sesama guru, sehingga memperkaya kualitas pembelajaran di sekolah. Implikasi: Pengabdian masyarakat ini membuktikan bahwa pelatihan pemanfaatan aplikasi Canva bagi guru SMP Negeri 3 Denpasar memberikan dampak positif dalam meningkatkan kualitas presentasi pembelajaran. Dengan memanfaatkan teknologi yang tepat, guru dapat lebih kreatif dan efektif dalam menyampaikan materi kepada siswa. Diharapkan ke depannya, pelatihan semacam ini dapat terus dilakukan untuk mendukung peningkatan kualitas pendidikan di Indonesia. Kata Kunci: Pendidikan, Teknologi, Canva, Presentasi, Guru SMP Negeri 3 Denpasar
PELATIHAN FACEBOOK FANSPAGE DAN CANVA DI DESA BELUMBANG i wayan adi putra yasa; I Gede Totok Suryawan; I Nyoman Jayanegara; I Nyoman Anom Fajaraditya Setiawan; Ngakan Putu Darma Yasa; I Nyoman Yoga Trisemarawima
Journal of Social Work and Empowerment Vol 4 No 1 (2024): Journal of Social Work and Empowerment - September 2024
Publisher : Yayasan Sinergi Widya Nusantara (Sidyanusa)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58982/jswe.v4i1.705

Abstract

Pengabdian masyarakat yang dilakukan bertujuan meningkatkan kemampan SDM di desa Belumbang terkait teknologi dan media promosi, menigkatkan pendapatan masyarakat dan meningkatkan trafik kunjungan wisatawan ke desa Belumbang. Menggunakan metode transfer knowledge tentang pemanfaatkan teknologi dan media dalam menunkang promosi desa wisata memanfatkan facebook fanspage dan canva. Masyarkat diberikan pemahaman dan tips dalam memanfaatkan media digital khususnya dalam bidang teknologi informasi yang bermanfaat dalam proses promosi. Hasil dari pengabdian menggunakan metode transfer knowlagde berjalan dengan baik dan peserta mengikuti dengan antusias dengan hasil berupa desain sederhana dalam aplikasi canva.
DESIGN OF VISUAL ASSETS AND SUPPORTING ELEMENTS OF THE SAUPGEN GAME I Wayan Adi Putra Yasa; I Nyoman Jayanegara; I Nyoman Anom Fajaraditya Setiawan
Journal of Aesthetics, Design, and Art Management Vol. 5 No. 3 (2025): Journal of Aesthetics, Design, and Art Management (December 2025)
Publisher : Yayasan Sinergi Widya Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58982/jadam.v5i3.1074

Abstract

Purpose: designing character design assets, items, obstacles, and background for the development of the Saupgen game. Research methods: research starts from determining the visual style based on the game concept, media, and user segmentation. After that, visual study processes are collected into a moodboard, brainstorming is carried out to get appropriate visuals in the form of design sketches, and then the visualization stage using a computer/laptop device. Findings: through the process of visual study, brainstorming, and visualization, suitable design assets were obtained in the form of boy character assets in typical. The character assets resulted in a design of a boy wearing traditional Balinese clothing, namely udeng and kamen. The collected letter item assets and obstacle assets used gadgets and game consoles. For the background assets, the chosen atmosphere was a beautiful Balinese rural panorama environment with mountains, coconut trees, and temple buildings. Implications: Obtain game visual assets that are suitable for the children's market segmentation.
PELATIHAN DAN PENDAMPINGAN SISTEM KEUANGAN TERKOMPUTERISASI UNTUK KEBERLANJUTAN USAHA UMKM Ni Putu Yeni Astiti; I Nyoman Jayanegara; I Made Suryana Dwipa
Jurnal Abdi Insani Vol 12 No 12 (2025): Jurnal Abdi Insani
Publisher : Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/abdiinsani.v12i12.3068

Abstract

In today's digital age, the use of computerized financial reporting systems has become an urgent need for MSMEs to be able to compete and survive in the long run. Therefore, intervention in the form of training and mentoring is needed, focusing on increasing the capacity of MSME actors in preparing technology-based financial reports. Based on initial interviews with the business owner, it was found that the financial record-keeping system is still done simply and is not structured, only recording sales on sales invoices. Sales and purchase transactions are only recorded manually on sales invoices without any periodic financial statements. The purpose of this Community Partnership Service activity is to apply accounting bookkeeping applications to record business transactions in order to generate accurate financial statements. The benefits of this service activity are to increase business competitiveness and sustainability. The implementation method for this activity includes several stages. The first stage of the service activity was for the service team to conduct interviews and discussions with the owner of the Asri Dewi MSME. The second stage was for the service team to provide material on simple bookkeeping that could be used by MSMEs. The third stage was for the service team to conduct simulations on recording financial statements. The fourth stage is monitoring and evaluation. The monitoring and evaluation results show that financial recording thru the computerized financial system has met the activity's objectives. The post-test results showed an average increase of 50% compared to the pre-test results, indicating an improvement in the partners' conceptual understanding of computerized financial systems, the functions of Microsoft Excel in financial record-keeping, and awareness of the importance of efficiency and accuracy in managing business finances. This reflects the success of the mentoring activities in improving digital financial literacy and competence at the knowledge level.