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Perancangan Buku Cerita Interaktif Mengenal Dan Mengelola Sampah Untuk Anak Golden Age Febriyanti, Sarah; Putra, Bramanta Octa Danu
Desainpedia: Jurnal Desain Produk dan Desain Komunikasi Visual Vol 2, No 2 (2023): Urban Design, Lifestyle & Behaviour
Publisher : Universitas Pembangunan Jaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36262/dpj.v2i2.820

Abstract

The waste problem in Indonesia has yet to find a significant solution. The utilisation of waste in usable goods can have an impact on the environment, and needs to be improved in providing appeals in the form of education to children aged from an early age, namely, at the age of 3-6 years which is a golden age child. In this case it is necessary to make an educational media about the initial introduction to waste as well as the 3 types of waste groups accompanied by how to manage waste with methods that are easy to understand in a simple visual form. Educational media in the form of interactive storybooks that are useful for building the character of children who care about waste by utilising their sensory and sensory functions. The research was conducted by means of observation, documentation and material study to find out directly the habits of the research target in disposing and managing waste. The fact is that many children and parents still do not care or do not know more about waste, its categories and how to manage it. Therefore, this interactive storybook is very necessary for the initial media of children's education by making parents as the intermediary media.
Analisa Efektivitas Waktu Penerapan Metode NSC dan SBO Pada Proyek Renovasi Interior Retail di STAR Department Store Summarecon Bekasi Putranto, Dwi; Putra, Bramanta Octa Danu
KALBISOCIO Jurnal Bisnis dan Komunikasi Vol. 12 No. 3 (2025): KALBISOCIO Jurnal Bisnis dan Komunikasi
Publisher : Research and Community Service UNIVERSITAS KALBIS

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Abstract

This research aims to provide education in the analysis process to understand the effectiveness of package classification in the implementation of retail business interior project, namely, Star Department Store. By making a short conctact approach through the Nominated Subcontractor (NSC) and Supply by Owner (SBO) contract. Both contracting methods cane have a very significant impact on project completion, which can result in time efficiency, leading to quality outcomes. The NSC method can provide appropriate directions from subcontractors to complete specific tasks according to established requirement. The SBO method can give project owners the opportunity to manage the procurement of materials or equipment directly in implementing the retail business interior project. This research can provide comprehensive information on the structutured work package classification that can enhance project effectiveness throught both the contracts. The research approach used is a case study with qualitative analysis on several retail business interior projects that use NSC and SBO contracts. The results of this study can show the role of conducting a clear classification of interior design management project work packages carried out with proper management based on NSC or SBO contracts can improve cost efficiency, quality, and time for completing the STAR Department Store retail business interior renovation project.
Studi Komparatif Visualisasi Render Konvensional Mahasiswa Desain Interior Universitas Pradita vs. AI Generatif Sutapa , Widasapta; Putra, Bramanta Octa Danu; Izzati , Alifia Wida
KALBISCIENTIA Jurnal Sains dan Teknologi Vol. 12 No. 02 (2025): Jurnal Sains dan Teknologi
Publisher : Research and Community Service UNIVERSITAS KALBIS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53008/44db9k86

Abstract

This study presents a comparative study on the quality of interior design visualization. It compares student work from Pradita University, which uses conventional software (3ds Max & SketchUp) with V-Ray and Enscape rendering engines, against results from generative artificial intelligence (AI) from various platforms. Using criteria such as efficiency, speed, visual quality, creativity, personalization, accuracy, ease of use, and limitations, this analysis highlights the strengths and weaknesses of each approach.The comparison shows that while AI excels in efficiency, speed, and ease of use for initial idea exploration, conventional software remains irreplaceable for personalization, technical accuracy, and the photorealistic visual quality needed for professional presentations. This study concludes that AI serves as a revolutionary complementary tool in the early stages of design, while conventional software is still the main instrument for precise and accurate final design.