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Pelatihan Animasi “Elemen Desain Komunikasi Visual” Bagi Industri Kecil Menengah Bersama Dinas Perindustrian dan Perdagangan Provinsi Bali Ni Wayan Wardani; I Nyoman Agus Suarya Putra; Desak Dwi Utami Putra; I Ketut Sutarwiyasa; Putu Satria Udyana Putra; Putu Gede Surya Cipta Nugraha
JURPIKAT (Jurnal Pengabdian Kepada Masyarakat) Vol 3 No 2 (2022)
Publisher : Politeknik Piksi Ganesha Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37339/jurpikat.v3i2.957

Abstract

Industri Kecil Menengah (IKM) merupakan roda penggerak ekonomi berbasis kerakyatan. Pertumbuhan jumlah IKM yang semakin meningkat khususnya di Bali mendapat perhatian khusus dari Pemerintah Provinsi Bali. Dinas Perindustrian dan Perdagangan (Disperindag) Provinsi Bali selaku dinas yang menaungi IKM dan UMKM Provinsi Bali sangat tanggap dan sadar akan kebutuhan IKM untuk dapat mempertahankan bisnis yang dijalankan. Salah satu kebutuhan IKM yang sangat penting adalah pemahaman terhadap desain grafis atau desain komunikasi visual yang merupakan elemen penting dalam proses pembangunan kesadaran akan sebuah brand dan dapat membawa interaksi antara produk dengan target pelanggan. Oleh karena itu Disperindag Provinsi Bali bekerja sama dengan Institut Bisnis dan Teknologi Indonesia (INSTIKI) mengadakan pelatihan animasi dasar dengan memperkenalkan elemen dasar komunikasi visual dengan tujuan untuk peningkatan kompetensi pengelola IKM. Pelatihan yang berlangsung selama 3 hari ini diikuti oleh 30 peserta pengelola IKM. Peserta mendapat kesempatan praktek langsung dan berdiskusi dengan tenaga pengajar dan seluruh peserta.
Pelatihan Fotografi (Motrek) Bagi Guru SMP Dalam Upaya Revitalisasi Bahasa Daerah Untuk Tunas Bahasa Ibu di Balai Bahasa Provinsi Bali I Nyoman Agus Suarya Putra; Aniek Suryanti Kusuma; Ayu Gede Willdahlia; Desak Dwi Utami Putra; I Ketut Sutarwiyasa; Putu Satria Udyana Putra; Ni Wayan Wardani; Ni Made Mila Rosa Desmayani; Putu Gede Surya Cipta Nugraha; Eddy Hartono; Gede Surya Mahendra
JURPIKAT (Jurnal Pengabdian Kepada Masyarakat) Vol 3 No 3 (2022)
Publisher : Politeknik Piksi Ganesha Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37339/jurpikat.v3i3.962

Abstract

The declining use of the Balinese language, especially among the younger generation, is something that the Bali Provincial Language Center needs to pay attention to immediately holding a language revitalization program. One of the activities in the regional language revitalization program is a photography training activity (motrek) for junior high school teachers which aims to revitalize language starting from the school realm, namely teachers and students. His hope in everyday life is not far from photography. The resulting photos can be given a description in Balinese, especially when uploading to social media. The training lasted for 4 days, attended by 75 State Middle School teachers. The training was filled with delivery of material, discussions, questions and answers and hands-on practice using each participant's cell phone. The results of the posttest showed an increase in understanding of the material by 48% from the results of the previous pretest.
PERANCANGAN VIDEO ANIMASI 2D TENTANG BAHAYA NARKOBA BAGI GENERASI MUDA I Nyoman Agus Suarya Putra; I Ketut Sutarwiyasa
Jurnal Manajemen dan Teknologi Informasi Vol. 13 No. 1 (2023): Jurnal Manajemen dan Teknologi Informasi
Publisher : Fakultas Teknik dan Informatika Universitas PGRI Mahadewa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.7934360

Abstract

The design of a 2d animated video about the dangers of drugs for the younger generation aims to provide information and education about the dangers of drugs for the younger generation, because many of the younger generation do not know very well what the dangers of drugs are, as well as providing information about how to create or design a 2d animation about the dangers. drugs for the younger generation. After analyzing the data, it was found that watching animated videos about the dangers of drugs is more interesting to watch than reading written information about the dangers of drugs. Based on the results of the research, the discussion that will be described focuses on the analysis carried out on 2d animated videos about the dangers of drugs for the younger generation. In testing this 2d animated video about the dangers of drugs for the younger generation, using a questionnaire method, which is carried out by testing user responses using the Guttman scale test via google form. Of the 43 people or 100% of respondents, 41 people or 95.3% of respondents recommend this 2d animation about the dangers of drugs for the younger generation to be distributed or broadcast as a medium of information about the dangers of drugs.
PENERAPAN VIDEO PEMBELAJARAN BAGIAN DAN FUNGSI PADA TANAMAN UNTUK KELAS 4 SD DI SD MUHAMMADIYAH 3 DENPASAR: Implementation on Video Tutorial of Plants Parts and Function for 4th Grade Elementary School Students at Muhammadiyah 3 Elementary School Denpasar Welda Welda; Aniek Suryanti Kusuma; Ayu Manik Dirgayusari; I Nyoman Agus Suarya Putra; I Gusti Agung Indrawan
PUAN INDONESIA Vol. 5 No. 1 (2023): Jurnal Puan Indonesia Vol 5 No 1 Juli 2023
Publisher : ASOSIASI IDEBAHASA KEPRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37296/jpi.v5i1.148

Abstract

Technological advances and the current pandemic situation require SD Muhammadiyah 3 Denpasar to evaluate the current learning system. The current learning system is less effective due to advances in technological developments, as well as the prolonged pandemic situation that has forced the learning system to be carried out online. Students are still confused about participating in online learning, and are often left behind in effective online learning because the gadgets students usually use for online learning are sometimes being used by their parents or other circumstances. Students need a source of literature or other sources of teaching materials that allow students to review the teaching materials after study hours. Therefore, this community service activity is carried out to provide an effective alternative to be applied to students, namely by making animated videos covering natural science subject matter regarding the functions and parts of plants. This community service activity begins with survey and preparation activities, analysis and development of learning videos, and then conducts outreach and training on how to use these learning videos. Based on the results of the training conducted, students and teachers can properly use this learning video as an alternative reference for learning materials.
Perancangan Media Informasi Program Studi Teknik Informatika Dan Sistem Komputer Pada STMIK STIKOM Indonesia Berbasis Animasi 2D I Nyoman Agus Suarya Putra; I Putu Adi Saputra
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.v1i1.148

Abstract

STMIK STIKOM Indonesia is still using media information about study programs that are static and still can not be conveyed properly. This resulted in the existence of students who moved the study program and specialization when they have undergone lecturing process because they feel unsuitable, and still mistaken the students in distinguishing between study program and specialization. Seeing the problem, STMIK STIKOM Indonesia needs a media information about study program in the form of more practical, interesting, effective and detail, that can be used for media campaign and presentation. 2D animation is suitable as a medium to support the study program information because there are elements of visual, audio, text and color combined so that understanding of a concept or information becomes more easily accepted by the user. After the animation is completed, it is tested by internal STMIK STIKOM Indonesia. The results of these tests show an excellent response from the respondents. Both in terms of visualization, audio, and information from 2D animation as a medium to support information Engineering Studies Program Informatics and Computer Systems at STMIK STIKOM Indonesia.
RANCANG BANGUN MEDIA INFORMASI INTERAKTIF BERBASIS ANDROID SEBAGAI MEDIA INFORMASI PROGRAM STUDI STMIK STIKOM INDONESIA I Nyoman Agus Suarya Putra; I Dewa Gede Agung Pandawana
Jurnal Bahasa Rupa Vol. 2 No. 1 (2018): Jurnal Bahasa Rupa Oktober 2018
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.v2i1.237

Abstract

STMIK STIKOM Indonesia is an IT campus in Denpasar. STMIK STIKOM Indonesia has vision to create a study program which form bachelors of computer science who have ability to make use of smart technology system and digital system to support the development of tourism industry with cultural insight. From direct observation, it was obtained some findings, such as lack of knowledge of marketingship from the performer of the marketing activity of STMIK STIKOM Indonesia about campus life, especially the information about the study program. The effect is lack of knowledge or understanding of the prospective students about the activity done in the process of education in terms of payment, teaching and learning process, up to supporting facilities in STMIK STIKOM campus environment. Most of prospective students have tendency to come to STMIK STIKOM Indonesia to know directly the profile of TI and SK study program rather than only know through information media and its promotion. In the previous research, it has been made the design of information media study program based on desktop, and augmented reality through android application. In the next research, it is developed an information media based on android by combining information system application study program based on desktop with augmented reality which later produce new information media based on android. This new media has advantage with based on android, thus it can be accessed by anyone through android handphone. Interactive multimedia based on android is a proper way to answer the problems. Android technology gives help in the process of presentation about STMIK STIKOM Indonesia. The application that is installed in the students' handphone can inform freely and detail about important information in STMIK STIKOM Indonesia. This modern technology can be downloaded in STMIK STIKOM Indonesia website and can be accessed by the prospective students everywhere they are.
Analisis Penggunaan Lego dalam Pembelajaran Sejarah Perang Kusamba untuk Anak Usia Dini Putra, I Nyoman Agus Suarya; Nugraha, Putu Gede Surya Cipta; Wardani, Ni Wayan
Jurnal Bahasa Rupa Vol. 7 No. 3 (2024): Jurnal Bahasa Rupa Agustus 2024
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.v7i3.1569

Abstract

There is limited research that combines three things, namely, early childhood, technology and local wisdom. Current conventional education requires digital-based technology with all its advantages. Historical knowledge is best instilled as knowledge in early childhood in the age range of 4-6 years. The knowledge taken in this research is knowledge from a hero statue located in Kusamba village in the form of a woman holding a palm leaf named I Dewa Agung Istri Kanya. This research aims as an educational tool. Through the means of animated films, the Lego game is hoped to be able to provide historical education and be able to become a visual attraction in the educational process. The method in this research is a descriptive qualitative method by visualizing illustrations of historical toy stories of heroes that are close to children's tastes. Next, exploration and experimentation were carried out on the work by designing Lego with Balinese characters and clothing and creating the setting at the scene, namely Goa Lawah and Puri Klungkung. The production technique uses stop motion techniques. The process of making an animated film is carried out in three stages, namely pre-production, production, and post-production. Testing was carried out on material experts and media experts as well as parents who educate children aged 4-6 years. The results of 87% of respondents stated that it was suitable as a learning medium. The results of anecdotal notes on a sample of young children showed an increase in knowledge from not yet developing to developing according to expectations.
Perancangan Media Interaktif Pengenalan Gamelan Selonding Berbasis Android: Penelitian Penciptaan Seni dari I Nyoman Agus Suarya Putra dengan,I Putu Gede Artika Putra I Nyoman Agus Suarya Putra
Jurnal Desain Komunikasi Visual Asia Vol 4 No 1 (2020): Jeskovsia 4.1
Publisher : Lembaga Penelitian Pengembangan dan Pengabdian Kepada Masyarakat STMIK Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jeskovsia.v4i1.486

Abstract

Technology has an important role in human life. Humans are given the ease to do and complete activities to be more effective and efficient. In the next life, there was a shift in social activities to further introduce the community to support cultural preservation. The design of an information media about the local culture in technology can be used as a form of effort in the background of the nation's cultural assets so that it can be recognized by the wider community. Interactive media design for introduction of the selonding gamelan as one of the Hindu cultural heritage in Bali. By introducing the culture of megamelan selonding, it is hoped that it can make the community more familiar with preserving culture based on local wisdom. So an Android-based media design is very important to be designed and directly proportional to the development of science and technology in society. One of them utilizes Android-based smartphone technology as a medium to introduce selonding gamelan to the public. In this study the design and manufacture of interactive media is based on the existing instruments in the selonding gamelan. Making an interactive media introduction to Android-based gamelan selonding is expected to be a medium for preserving Balinese culture and to attract the interest of young people in learning selonding gamelan. After the implementation of interactive media, the Likert scale method is tested, the testing is carried out with the play process and the functions that exist on the interactive media. The results of the test are in line with expectations and on their respective functions.
“LONTAR PRASI” : THE PRESERVATION OF TENGANAN PAGRINGSINGAN TRADITIONAL VILLAGE Putra, I Nyoman Agus Suarya; Yusa, I Made Marthana; Willdahlia, Ayu Gede; Adiftia, Mohammad Ryan
Capture : Jurnal Seni Media Rekam Vol. 14 No. 1 (2022)
Publisher : Seni Media Rekam ISI Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/capture.v14i1.3836

Abstract

Prasi art is a cultural heritage that remains in the traditional Balinese Aga (ancient) village of Tenganan Pagringsingan that must be preserved and promoted. One of the measures that may be implemented is the creation of informative and educative audio-visual works. The creation of this work focused on how to produce and draw on lontar prasi typical of Tenganan Pagringsingan traditional village. The creation of the work utilized an expository documentary approach involving pre-production, production, and post-production phases. The results of the work creation show that the video artwork was highly informative and detailed, appropriate to the context discussed, so it deserves to be presented.
IMPLEMENTASI MEDIA PEMBELAJARAN DIGITAL SAD KERTI PADA TK DWIJENDRA DENPASAR I Nyoman Agus Suarya Putra; Putu Gede Surya Cipta Nugraha; Ni Wayan Wardani
Sewagati Vol. 4 No. 1 (2025): Sewagati
Publisher : Fakultas Teknik dan Informatika Universitas PGRI Mahadewa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59819/sewagati.v4i1.4808

Abstract

The Bali provincial government is focusing on improving education based on local wisdom, specifically Nangun Sad Kerti Loka Bali. Sad Kerti, which means six efforts to maintain the balance of the universe, is used in early childhood education. However, traditional methods, such as oral knowledge and teacher demonstrations, are not effective in conveying local wisdom. To address this, a community service activity has been introduced using Sad Kerti digital learning media, focusing on the story of Dang Hyang Nirartha. The activity uses demonstration, storytelling, and question-and-answer sessions. Teacher and student assessments were conducted, and it was found that Sad Kerti learning media is suitable for formulating learning objectives that meet student needs. This digital Sad Kerti learning media is highly feasible for use, as it helps children develop a deeper understanding of their identity and cultural heritage.