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Kajian Strategi Aplikasi Material Kayu Bekas Pada Elemen Desain Interior Restoran di Bandung Tiara Ika Widia Primadani; Dwinita Larasati; Budi Isdianto
Jurnal Desain Interior Vol 4, No 1 (2019)
Publisher : Pusat Publikasi Ilmiah

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (260.203 KB) | DOI: 10.12962/j12345678.v4i1.5180

Abstract

Desain Interior sangat berperan dalam menjaga keharmonisan antara manusia dan lingkungan melalui desain eko-interior. Karakteristik fisik dari desain eko-interior mudah ditemukan dalam aplikasi material ramah lingkungan seperti material kayu bekas yang digunakan kembali pada elemen interior. Beberapa restoran di Bandung telah menerapkan penggunaan kembali material kayu bekas dalam elemen interiornya. Penelitian ini bertujuan untuk mengidentifikasi strategi dan tingkat terapan penggunaan kembali material kayu bekas yang diterapkan oleh desainer sebagai elemen interior restoran. Metode penelitian yang digunakan adalah kualitatif-deskriptif. Hasil dari penelitian ini diukur dengan metode ukur DCBA menunjukkan bahwa tingkat terapan aplikasi material kayu bekas pada elemen interior restoran di Bandung masih dalam kategori “Terapan Umum” dan “Upaya Ringan” belum mencapai situasi ideal eko-interior.
ANALISIS EKOSISTEM INDUSTRI ANIMASI LAYAR LEBAR STUDI KASUS: "SI JUKI THE MOVIE PANITIA HARI AKHIR" Mazaya Muftiya Al Farabi; Hafiz Aziz Ahmad; Dwinita Larasati
Wimba : Jurnal Komunikasi Visual Vol. 13 No. 1 (2022)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/jkvw.2022.13.1.4

Abstract

Indonesia has the potential in the field of creative economics especially animation. Although its contribution to GDP is only 0.17%, the film, animation & video sub-sector is among the three sub-sectors with the highest growth of 10.09%. The least contribution to GDP is because the animation industry ecosystem has not been well developed. One of the steps that can be taken to build an animation industry ecosystem is learning from the animation industry that is considered successful. "Si Juki The Movie Panitia Hari Akhir" widescreen animation is considered as successful animation because it is able to become box office animation by breaking the number of spectators' record for Indonesian-produced widescreen animations and has a complete journey like anime.The purpose of this study is to map the core business of widescreen animation industrial ecosystem "Si Juki The Movie Panitia Hari Akhir". This study uses qualitative research methods with a case study approach. Data collection uses literature studies, interviews and audio videos. From this research it is known that in Si Juki The Movie widescreen animation ecosystem, core business consists of "Faza" as Si Juki's IP creator, "Falcon Picture" as the producer and "Kumata Animation Studio" as the studio that produces Si Juki The Movie widescreen animation. Each core business builds a broader partnership called extended enterprise. The results of "Si Juki's The Movie Panitia Hari Akhir" animation movie ecosystem analysis can developed into a animation movie industrial ecosystem model. 
Mobile Application Design History Tourism Bandung City Anto Purwanto; Dwinita Larasati; Banung Grahita
International Journal of Education, Information Technology, and Others Vol 6 No 2 (2023): International Journal of Education, Information Technology  and Others
Publisher : Peneliti.net

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.7837308

Abstract

Bandung leaves many historic buildings, with 418 historic buildings protected under the local regulations of the City of Bandung. This can be evidence of the existence of culture and character possessed by the City of Bandung as a city that has high historical value and makes Bandung one of the historical tourism destinations. This attraction is what makes tourists arrive in the city of Bandung. Even one of them underlies the existence of activists or tourist communities who use historical themes in the city of Bandung. But the lack of historical information makes tourists who come to the city of Bandung not aware of the existence of historical values ​​and historical tourism patterns in Bandung. The variety of tourist activities and historical tourism information as well as its historical value are interesting themes to be appointed as a source of ideas for designing historical tourism information designs in Bandung. This study uses a human centered design approach that begins with observing and interviewing, namely conducting interviews with tourists and the Bandung historical community about the knowledge and patterns of tourism or historical tour experiences in the city of Bandung. Then Ideation is the stage to produce alternative solutions that are raised to the target user that is making a media that can be a guide or tour guide with mobile media applications. Next prototyping is the stage of making a visual appearance of mobile applications and augmented reality technology compiled using elements of user experience Next to be tested, namely testing the target user of mobile applications with usability test. The results of the study are in the form of a mobile application design containing a guide or guide and additions to the tour experience with augmented reality technology for tourists who come to the historical attractions of the city of Bandung
Potensi Aplikasi Mobile untuk Pengembangan Usaha berdasarkan Ulasan Pengguna (Studi Kasus: Appon dan Kuncie) Kintani Putri; Dwinita Larasati
Jurnal Sains dan Seni ITS Vol 11, No 6 (2022)
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM), ITS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12962/j23373520.v11i6.110153

Abstract

Pengembangan aplikasi mobile memiliki posisi penting untuk membantu kebutuhan pengguna, salah satunya adalah para pelaku usaha. Potensinya dapat terus dikembangkan dengan memanfaatkan kekuatan dan peluang yang ada dengan memerhatikan interaksi pengguna pada kegunaan aplikasi mobile. Artikel ini akan memaparkan berbagai potensi yang dapat dikembangkan pada aplikasi mobile dengan studi kasus aplikasi AppOn dan Kuncie yang memiliki rating baik bagi pengguna. Data dikumpulkan berdasakan ulasan pengguna pada aplikasi di Google Play dan diklasifikasi menggunakan metode SWOT. Selanjutnya hasil klasifikasi tersebut dianalisis berdasarkan fungsionalitasnya menggunakan parameter usability component yang dapat mengukur kegunaan suatu aplikasi. Ruang lingkup penelitian ini adalah mengidentifikasi fitur aplikasi mobile yang berpotensi membantu pelaku usaha mengembangkan usahanya.