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Implementasi Kansei Engineering Dalam Perancangan Desain Karakter Dengan Prinsip Appeal (Studi Kasus : Karakter dalam Film Battle of Surabaya) Dessy Riana Sari; M. Suyanto; Amir Fatah Sofyan
Creative Information Technology Journal Vol 7, No 2 (2020): Juli - Desember
Publisher : UNIVERSITAS AMIKOM YOGYAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24076/citec.2020v7i2.254

Abstract

Dalam penciptaan desain karakter animasi erat kaitanya dengan prinsip Appeal, namun prinsip animasi ini sangat bergantung terhadap penilaian pribadi. Sehingga diperlukan cara yang sistematis untuk memahami penilaian prinsip appeal dalam penciptaan degain karakter animasi. Penelitian ini menggunakan Metode Kansei Engeneering untuk mendapatkan penilaian mengenai prinsip appeal dengan menggunakan studi kasus karakter dari animasi Battle of Surabaya. Metode Kansei Engeneering digunakan berdasarkan perasaan psikologis yang tercermin melalui kata kansei. Analisis yang digunakan dalam penelitian ini menggunakan analisis statistik multivariant. Hasil dari penelitian ini memberikan rekomendasi elemen desain karakter yang dihasilkan dengan prinsip appeal melalui pendekatan Kansei Engenering. Elemen desain pada penelitian ini diperoleh dari studi kasus karakter animasi di film Battle of Surabaya yang berpedoman dengan Kansei Word. Hasil analisis menunjukan bahwa pengaruh appeal pada design karakter dapat dicapai dengan elemen desain seperti Teritary Color, Near Realis, Hooded Eyes, dan Square Face Shape. Penelitian ini diharapkan dapat memberikan kontribusi ilmiah mengenai penciptaan desain karakter yang mengacu pada prinsip appeal. Kata Kunci—Kansei Engeneering, Appeal, Desain KarakterAbstractWhen created animated character designs closely related to the principle of Appeal, but the principle of animation is very dependent on personal judgment. A systematic way to understand the appraisal principle is required in the creation of animated characters. This research uses Kansei Engeneering Method to get consideration of comparative principles by using case studies of characters from the Battle of Surabaya animation. The Kansei Engeneering method is used based on psychological feelings that are reflected through the word kansei. The analysis in this research uses multivariate statistical analysis. This researchy provides recommendations for the character design elements produced with the principle of appeal through the Kansei Engenering approach. The design elements in this study were obtained from a case study of animated characters in the film Battle of Surabaya, which is guided by Kansei Word. The analysis shows that the effect of appeal on character design can be achieved with design elements such as Teritary Color, Near Realist, Hooded Eyes, and Square Face Shape. This research is expected to make a scientific contribution regarding the creation of character designs that refer to the principle of appeal.Keywords— Kansei Engeneering, Appeal, Character design
Analisis Tata Kelola Teknologi Informasi pada Lembaga Kursus dan Pelatihan Yusup Darmanto; M. Suyanto; Sudarmawan Sudarmawan
Creative Information Technology Journal Vol 1, No 2 (2014): Februari - April
Publisher : UNIVERSITAS AMIKOM YOGYAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (544.944 KB) | DOI: 10.24076/citec.2014v1i2.14

Abstract

Perkembangan teknologi informasi yang semakin cepat sangat mempengaruhi kegiatan usaha manusia di bidang apapun khususnya bidang bisnis. Saat ini tidak dapat dipungkiri bahwa informasi menjadi salah satu sumber daya utama pada suatu perusahaan untuk meningkatkan daya saing terhadap para pesaingnya. Oleh sebab itu, setiap perusahaan mencoba untuk menerapkan teknologi informasi agar dapat meningkatkan efektifitas dan efesiensi dalam proses bisnis, hal ini bertujuan agar mampu memberikan nilai tambah yaitu berupa competitive advantage dalam persaingan bisnis.Banyak hal yang berkaitan dengan pemanfaatan teknologi informasi yang digunakan belum optimal. Maka dari itu penulis berusaha menganalisa kinerja atau kegiatan institusi Lembaga Kursus dan Pelatihan (LKP) tersebut terkait pemanfaatan teknologi informasi, agar dapat memberikan suatu pemikiran yang berdasarkan Best Practices standar COBIT 4.1 sehingga dapat dijadikan bahan pertimbangan dalam mengambil keputusan strategis.Lembaga Kursus dan Pelatihan (LKP) Terra Computer System dan Adi Wahana Informatika di Kota Kediri telah menerapkan tata kelola teknologi informasi pada level Repeatable but Intuitif. Hasil pengolahan kuesioner mendapati nilai rata-rata untuk domain Plan and Organise (PO) dan Acquire and Implement (AI) adalah antara 1,50 – 2,49 dari rentang nilai 0 sampai 5. Artinya telah melakukan tata kelola teknologi informasi masih cukup baik meskipun belum baku.The development of information technology is growing rapidly affect activity in any field of human endeavor, especially in business. Currently there is no doubt that the information becomes one of the main resources in an enterprise to improve competitiveness against its rivals. Therefore, every company tries to implement information technology in order to improve effectiveness and efficiency in business processes, it aims to be able to provide added value in the form of competitive advantage in business competition.Many issues related to the utilization of information technology used is not optimal. Thus the authors have attempted to analyze the performance or activities of the institution Course and Training Institute (CTI) is related to the utilization of information technology, in order to give a thought which is based on Best Practices COBIT 4.1 standards so that it can be considered in making strategic decisions.Courses and Training Institute (CTI) in Kediri have implemented information technology governance at the level of Repeatable but Intuitive. Results of questionnaire processing finds the average value for the domain Plan and organisé (PO) and the Acquire and Implement (AI) is between 1.50 to 2.49 of the value range of 0 to 5. It has been doing information technology governance is still pretty good though not raw.
Implementasi Metode Reynolds menggunakan Simulasi Kerumunan Bebek Sidhiq Andriyanto; M. Suyanto; Sukoco Sukoco
INTENSIF: Jurnal Ilmiah Penelitian dan Penerapan Teknologi Sistem Informasi Vol 1 No 2 (2017): Vol. 1 No. 2 Agustus 2017
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (906.14 KB) | DOI: 10.29407/intensif.v1i2.788

Abstract

"Simulation of Duck Crows Using Reynolds Method" is a study with the aim to find out the behavior of duck breeding crowd. The next goal is to make a crowd simulation using the Reynolds method. Limitations of this research variable is the object of research on adult duck Turi, the method used is Reynolds method. The simulations are made using Unity3D software in the form of 3D and the animation provided is just a running gesture. The method of analysis of this research is using research and development method. The result of the research is the data of duck walking in the crowd to be applied in 3D animation. The end result of the study is a simulation of duck crowds that run on flat fields. Destination directions are affected by mouse input and can avoid obstacles when walking. This simulation uses Reynolds basic rules of cohesion, alignment and separation.The conclusion of the research is that there is a similarity between the simulation of the crowd with the movement of the original duck crowd and the Reynolds method can be applied in the simulation of the duck crowd in 3D. Research produces 3D animation of duck crowds that are given the ability to avoid obstacles and target goals determined by mouse input.
Analisis dan Perancangan Iklan Rekrutmen Mahasiswa Baru Soeheri Soeheri; M. Suyanto; Amir Fatah Sofyan
JATISI (Jurnal Teknik Informatika dan Sistem Informasi) Vol 1 No 2 (2015): JATISI MARET 2015
Publisher : Lembaga Penelitian dan Pengabdian pada Masyarakat (LPPM) STMIK Global Informatika MDP

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (674.446 KB) | DOI: 10.35957/jatisi.v1i2.37

Abstract

Every year, each PTS (Private universities) always be competition coupled with the State (State University) in getting the number of students, in order to survive each PTS should understand things into consideration for prospective students to choose a college (PT) and also will make the judgment as a proficiency level of excellence in competitive advantage. For that we need a more powerful promotional tool in reaching the general public that the television ads. Effective promotional tools should attract attention, gain and encourage interest, arouse desire, and generate tindakandah it can be done with a formula or model AIDCA (Attention, Interest, Desire, Conviction, Action). The output of this research is the design in the form of video ads and the results of the analysis can be used as a reference for STMIK Potensi Utama for promotion. Based design is to design a television commercial need for the scheme and the stages, ie pre-production, production and post-production as well as the creativity of advertising in order to attract advertising. Based on the analysis results can be concluded there is influence the effectiveness of Interest, Coviction and Action against new student recruitment advertising, while variable Attention and Desire has a reverse effect on the interest of choosing. This can be seen from where the regression coefficient with keofesien -0.210 Attention, interest, 0.232, -0.092 Desire, Conviction 0.201, and Action 0.831. But overall variable AIDCA seen from R Square .653 or equal to 65.3%, meaning that these variables can explain 65.3% change in the interest of prospective students. The rest is affected by factors outside of the variables measured.
Analisis Perbandingan Karakter Doraemon dan Karakter Spongebob Dengan Metode Orson Scott Card Ratna Sri Hayati; M. Suyanto; Sukoco Sukoco
Jurnal Eksplora Informatika Vol 6 No 1 (2016): Jurnal Eksplora Informatika
Publisher : Bagian Perpustakaan dan Publikasi Ilmiah - Institut Teknologi dan Bisnis STIKOM Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (476.981 KB)

Abstract

Karakter animasi sangat mempengaruhi pola fikir penonton. Karakter animasi yang menarik dan unik menjadi poin penting untuk menarik perhatian penonton. Selain itu, karakteristik dari karakter animasi yang mencerminkan pola hidup dari suatu budaya menjadi acuan penonton untuk memilih karakter yang disukai. Maka pada penelitian ini, diangkat suatu permasalahan mengenai analisis karakter animasi. Dalam mencipta sosok fiktif yang memikat dan dipercaya pembaca atau penonton, dibutuhkan suatu metode untuk menganalisis karakter. Oleh sebab itu, penelitian ini mengusulkan metode Orson Scott Card untuk analisis karakter animasi yang kemudian hasil analisis karakter animasi akan dibandingkan berdasarkan variabel yang terdapat pada metode Orson Scott Card. Pada penelitian ini, peneliti membandingkan karakter Doraemon dari film animasi Jepang (Dunia Timur) dan karakter Spongebob dari film animasi Amerika (Dunia Barat). Hasil penelitian ini menyimpulkan adanya kesamaan (motif, masa lalu, reputasi, stereotip, selera, bakat dan tubuh) dan perbedaan (motif, reputasi, stereotip, bakat, pertemanan dan tubuh) antara karakter Doraemon dan karakter Spongebob.
Perencanaan Arsitektur Enterprise Sistem Informasi Pada STIE Dharma Iswara Madiun Noordin Asnawi; M. Suyanto; Andi Sunyoto
JURNAL EKONOMI DAN TEKNIK INFORMATIKA Vol 4 No 2 (2016): Jurnal Ekonomi dan Teknik Informatika
Publisher : Politeknik Sawunggalih Aji

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (896.835 KB)

Abstract

Information system development process is not yet organized and well documented allowing implementation of information systems that are not aligned with the business needs of an organization. Enterprise Architecture Planning (EAP) is a methodology that can be used to plan the enterprise architecture that focus on data architecture, application architecture and technology architecture, and the planned implementation of the architecture enterprise that has been made. The purpose of planning is to create a blueprint of information system that includes data architecture, application architecture, technology architecture and implementation scheduling. The results of this planning is the establishment of a data entity, the proposed application, network architecture mapping and scheduling implementation as references in the development of information systems. Keywords—enterprise architecture, EAP, information system
Strategi Bersaing Perguruan Tinggi Menghadapi Liberalisasi Pendidikan M. Suyanto
Unisia No. 60: Tahun XXIX Triwulan II 2006
Publisher : Universitas Islam Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20885/unisia.vol29.iss60.art9

Abstract

The liberalization of education will be equal to the liberalization of economy because it implies on the investors profit of international of education. The entering of foreign universities will increase competitive advantage og Indonesian universities. The competitive strategy is very rigid that causes the bloody ocean for those universities. This strategy will be called Bloody or Red Ocean strategy. To avoid this rigid competitive, there are three effective mutual effects:focus, move to avoid, and main motto. Besides, there are the relation between analysis techniques and six principles i formulating and applying the Blue Ocean Strategy will make the universities in Indonesia survive.