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Perancangan Animasi Keris Berbasis Augmented Reality sebagai Sarana Pengembangan Hasil Kebudayaan Jawa dengan Media Baru Rachman, Anung; Kurniawan, Rendya Adi; Muslihah, Isnawati; Fatahilah, Aufara Fiqi
DeKaVe Vol 18, No 1 (2025): DeKaVe Vol. 18 No. 1 2025
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/dkv.v18i1.12877

Abstract

When it comes to cultural richness, it can’t be denied that Indonesia has abundant amount of cultural products. As Indonesian citizens who love culture, the diversity of existing cultural products should always be preserved and developed in order to maintain the echo of the existence of a distinct culture. It goes well with a statement that says, “culture is a reflection of national character and identity”. Referring to the meaning of the word “preserve” whic is maintaining the philosophical values as they are in an existing culture, while “developing” in this context means taking the values from the original Indonesian culture and then combining them with new external elements without losing their very own characteristics. This scientific text explains the process of designing a short animation in the form of a keris which had been combined with a touch of fantasy, and then displayed using augmented reality (AR) system. This animation plays its role to developing one of the Javanese cultural product, especially keris, without losing the distinctive characteristics of the keris itself. In creating this animation, the author, who also acts as the animation designer, used Clip Studio Paint software to create visual assets for the animation, then converted it to GIF format using the Procreate appliacation, and finally imaged it in AR form using a software called Adobe Aero. The result of this series of processes is a QR code that can be scanned with a smart phone which will display a short animation of the keris itself in AR form. But, note that the audiences must first download Adobe Aero on their smart phone to watch the animation.
Analisis Struktur Wacana Iklan pada Infografik Jenis Layanan Masyarakat Tentang Pencegahan Virus Corona Rosmiati, Ana; Laksani, Hening; Muslihah, Isnawati
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 6 No. 1 (2025)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v6i1.6068

Abstract

Penelitian mengenai analisis struktur wacana iklan pada infografik jenis layanan masyarakat tentang  pencegahan virus corona menarik untuk dianalisis dari struktur wacananya. Iklan merupakan sebuah informasi yang mengandung suatu barang atau produk ditawarkan. Produk yang ditawarkan tentunya menggunakan bahasa yang menarik. Bahasa iklan  dibuat oleh  pencipta iklan semenarik mungkin, sehingga mampu mengeskploitasi bahasa sebagai media komunikasi periklanan yang menarik dan persuasif. Masalah dalam penelitian ini adalah struktur wacana iklan pada infografik jenis layanan masyarakat tentang pencegahan virus corona. Adapun tujuan dalam penelitian ini adalah menemukan struktur wacana iklan pada infografik jenis layanan masyarakat tentang pencegahan virus corona. Metode penelitian ini merupakan penelitian deskriptif kualitatif. Sumber data dalam penelitian ini adalah iklan pada infografik jenis layanan masyarakat tentang  pencegahan virus corona. Adapun hasil penelitian ini adalah struktur yang membangun wacana iklan pada infografik jenis layanan masyarakat tentang pencegahan virus corona
Design and implementation of a web-based thesis guidance system using the waterfall method Muslihah, Isnawati; Laksani, Hening; Bagaskara, Danendra
Journal of Soft Computing Exploration Vol. 6 No. 2 (2025): June 2025
Publisher : SHM Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52465/joscex.v6i2.513

Abstract

The advancement of technology and the internet has opened up opportunities for the development of information systems in higher education in Indonesia. One significant system is the online thesis guidance system for students. Currently, the guidance process at ISI Surakarta is conducted manually and face-to-face, which has proven to be less effective due to scheduling conflicts between students and lecturers, leading to delays in thesis progress. The development of the online thesis guidance system aims to facilitate interaction between lecturers and students while digitally storing review histories and revisions, enhancing the efficiency of administrative data collection. Additionally, the system is designed to provide announcements and timelines from proposal submission to eligibility examinations, helping students monitor their performance to graduate on time. The Waterfall method is employed in this system's design to ensure a systematic development process, covering all stages from requirements analysis to maintenance. This method allows early detection of potential conditions and ensures that user needs are met before the system is implemented. The implementation of this system is expected to improve the efficiency and quality of academic services, support students in completing their studies on time, and provide benefits to the entire academic community of ISI Surakarta.
Pembuatan Aplikasi Sistem Informasi Kelurahan Gawan Tanon Kabupaten Sragen Berbasis Web Muqorobin, Muqorobin; Muslihah, Isnawati; Rokhmah, Siti; Rozaq Rais, Nendy Akbar; Pardanawati, Sri Laksmi; Samanto, Hadi; Feri Efendi, Tino
BUDIMAS : JURNAL PENGABDIAN MASYARAKAT Vol. 4 No. 1 (2022): BUDIMAS : VOL. 04 NO. 01, 2022
Publisher : LPPM ITB AAS Indonesia Surakarta

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

Abstract

Perkembangan layanan teknologi informasi di era globalisasi saat ini telah berkembang cukup pesat. Mulai dari layanan pedesaan sampai perkotaan saat ini telah menerapkan banyak fasilitas dari teknolog informasi. Kelurahan Dawung memiliki tugas dan fungsi untuk melaksanakan kewenangan pemerintahan, keamanan dan ketertiban yang bertugas untuk membuat surat pernyataan penguasaan tanah, surat keterangan tanah, ahli waris, surat keterangan kematian, keterangan pindah dan pada pelayanan pengaduan. Dalam melaksanakan tugas dan fungsinya tersebut, kantor kelurahan panarung belum mempunyai sistem informasi yang dapat menunjang kegiatan pelayanan terhadap masyarakat. karena semua sistem masih dilakukan secara manual Untuk itu perlukan adanya suatu Aplikasi Sistem Informasi Kelurahaan yang dapat mengarsib dan menjaga data agar tidak mudah hilang. Tujuan dari Pengabdian masyarakat ini adalah untuk membantu pihak kepala desa dalam perancangan suatu sistem informasi layanan informasi kelurahan dawung berbasis web. Hasil akhir dari pengabdian ini adalah suatu aplikasi sistem informasi layanan kelurahan berbasis web.
Pengembangan Booth Display Sebagai Upaya Promosi dan Pemasaran untuk UMKM Desa Bagor sebagai Penunjang Destinasi Wisata The New Kemukus, Sragen Basnendar Herry Prilosadoso; Ditya Fajar Rizkizha; Rendya Adi Kurniawan; Isnawati Muslihah; Hening Laksani; Zahra Titania Magenta; Nauril Ni’ma; Krisna Adi Heryoga; Immanuel Abimanyu; M. Harun Rosyid Ridlo; Brilindra Pandanwangi; Ipung Kurniawan Yunianto; Yoga Prasetya Adi Nugraha; Ratna Susanti; Brillian Nur Diansari; Sri Murwanti; Nursiam
Ekopedia: Jurnal Ilmiah Ekonomi Vol. 1 No. 4 (2025): OKTOBER-DESEMBER
Publisher : Indo Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63822/y2a7bp78

Abstract

The New Kemukus religious tourist attraction, located in Sumberlawang District, Sragen, continues to be beautified. Once known for its negative stigma, it has now been transformed into a new tourist icon in Sukowati. The Sragen Regional Government has allocated a development budget and prepared a regional public service agency (BLUD) to manage Mount Kemukus. The New Kemukus area is located in the Bagor Village, Miri, Sragen, an agricultural village with social, cultural, economic, educational, health, and infrastructure conditions that support 18 MSMEs, such as processed food products, clothing, culinary, children's toys, and other businesses. Community empowerment is an economic development concept that encompasses community values to build a new perspective for the community towards themselves and their environment, which is people-centred, participatory, empowering, and sustainable. Several training sessions were conducted to improve products, both in terms of quantity and processing, as well as other managerial aspects. Based on observations, the problems faced by these MSMEs consist of two aspects, such as the lack of promotion and marketing skills through booth display arrangements to improve product marketing. This activity is in accordance with the Master Plan of PPM ISI Surakarta, focusing on the application of art and appropriate technology in PPM for engineering art-based technology applications aimed at applying art to diversify creative products. The mentoring activity method for promoting booth displays and marketing uses the Design Thinking method through the following stages: Define, Research, Ideate, Prototype, Select, Implementation, and Learn. The mandatory outputs of the PKM include a scientific article (submitted) in a Sinta-indexed journal, a presentation of the activity results, a Letter of Application of Science and Technology from the partner, as well as additional outputs in the form of activity publications in the mass media, and an intellectual property (KI) submission in the form of a booth stand design.
Pengembangan Sistem Informasi Portal Solo Photography Festival berbasis Website dengan Metode Agile Software Development Nuryadi; Muslihah, Isnawati; Feri Efendi, Tino
Jurnal Informatika, Komputer dan Bisnis (JIKOBIS) Vol. 3 No. 1 (2023): Vol. 3 No. 1 April 2023
Publisher : LPPM ITB AAS Indonesia

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

Abstract

The Solo Photography Festival Portal Information System that has been running previously has many shortcomings, in terms of visitors and website administrators. System development is needed to overcome deficiencies and obstacles in managing the website. Therefore, maintenance is needed in a short time and does not affect the running system, through the development of the SDLC (Software Development Life Cycle) using the Agile Software Development method with the Scrum approach. The implementation of 6 product backlogs, 6 sprints, and daily meetings and demos really helped the effectiveness of system development. With this research, it is hoped that it can attract more visitors, especially SPF exhibitors to explore websites with better management and more attractiveness with the display of exhibition archives and other features
PERANCANGAN ANIMASI “NEMEA: THE WEIGHT OF RETRIBUTION” BERMUATAN NILAI MORAL DAN SOSIAL UNTUK REMAJA Citra, Benelora Novia; Rendya Adi Kurniawan; Isnawati Muslihah; Anung Rachman
JURNAL RUPA MATRA Vol. 4 No. 1 (2025): OKTOBER 2025
Publisher : Puslitabmas Batam Tourism Polytecnic

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62375/jdkv.v4i1.629

Abstract

Penelitian ini membahas proyek perancangan narasi animasi yang berfokus ke penyampaian nilai moral dan sosial secara efektif kepada remaja berusia 13-18 tahun. Latar belakang penelitian ini meliputi tantangan dalam menyeimbangkan aspek edukasi dengan daya tarik hiburan agar pesan tidak terasa menggurui atau membosankan bagi audiens. Penelitian ini bertujuan untuk merancang narasi animasi yang mampu mengintegrasikan kedua aspek tersebut. Penelitian ini menggunakan pendekatan kualitatif dengan metode Design Thinking, yang dimulai dari pengumpulan data melalui wawancara dan studi literatur untuk memahami kebutuhan audiens. Hasil penelitian menunjukkan bahwa animasi berpotensi besar sebagai media untuk menyampaikan pesan melalui daya tarik visual, cerita yang fleksibel, serta kemampuannya mengkomunikasikan emosi dan pesan secara implisit. Strategi yang diterapkan meliputi pengembangan plot yang berpusat pada karakter, penggunaan simbolisme, dan integrasi aksi. Kesimpulan dari perancangan ini adalah animasi dapat menjadi alat yang efektif untuk memengaruhi perubahan perilaku dan pembentukan sikap pada audiens remaja, sehingga memberikan manfaat signifikan dalam pendidikan karakter.
Analisis Perbandingan User Interface (UI) pada Aplikasi Traveloka dan Tiket.com berdasarkan Prinsip Gestalt Mohamad Zhofran Ardyan; Muslihah, Isnawati; Rachman, Anung
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 6 No. 2 (2025)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v6i2.6108

Abstract

Pengembangan desain UI pada aplikasi online travel agency perlu memperhatikan prinsip visual. Penelitian ini bertujuan untuk menganalisis perbandingan penerapan tujuh prinsip Gestalt pada UI aplikasi Traveloka dan Tiket.com. Metodologi yang digunakan melibatkan data kualitatif deskriptif dan data kuantitatif yang dianalisis menggunakan uji statistik Mann-Whitney U. Prinsip yang dikaji meliputi Proximity, Similarity, Focal Point, Closure, Continuity, Figure-Ground, dan Common Region. Hasil pengujian menunjukkan bahwa tidak terdapat perbedaan signifikan antara kedua aplikasi, dengan nilai signifikansi pada seluruh prinsip berada di atas 0,05. Temuan ini mengindikasikan bahwa meskipun terdapat variasi minor dalam konsistensi visual seperti warna dan tata letak, Traveloka dan Tiket.com memiliki tingkat efektivitas yang seimbang dalam menerapkan prinsip desain. Kedua aplikasi terbukti berhasil menciptakan hierarki visual yang jelas dan navigasi yang intuitif untuk memfasilitasi pengalaman pengguna yang efisien
Implementasi Design Thinking pada Perancangan Animasi sebagai Upaya Edukasi Kesehatan Indera Pendengar: Upaya Pencegahan Noise Induced Hearing Loss (NIHL) pada Generasi Muda Menggunakan Media Animasi 2D Ardiyanti, Afifah Nur; Kurniawan, Rendya Adi; Muslihah, Isnawati; Rachman, Anung
DIVAGATRA - Jurnal Penelitian Mahasiswa Desain Vol 5 No 1 (2025): DIVAGATRA #09
Publisher : Fakultas Desain Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/divagatra.v5i1.16411

Abstract

Personal listening devices such as earphones and headphones have become digital products that help the younger generation maintain their productivity or simply serve as tools for them to enjoy audio more privately. Unfortunately, excessive use of these devices will trigger a hearing impairment known as Noise Induced Hearing Loss (NIHL). The design of this educational media in the form of 2D animation is carried out to educate the general public, especially teenagers to young adults who use personal listening devices, and to contribute to reducing the number of NIHL sufferers due to these devices. The research method was conducted using a qualitative approach with a design thinking method to understand the issues related to the use of the device from the user's perspective, so that the solutions will be more relevant to the needs of the target audience. The design of 2D animations with a minimalist illustration style and storytelling base relevant to the target audience's habits can capture their attention, ensuring that the auditory health education within it is conveyed accurately.