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PREPARASI KARBON BERPORI DARI LIMBAH AMPAS KOPI SEBAGAI MATRIKS PADA PEMBUATAN SLOW RELEASE FERTILIZER Diana Diana; Nur Indah Fajar Mukti; Fakhri Fachreza; Irfansyah Irfansyah
Eksergi Vol 17, No 1 (2020)
Publisher : Prodi Teknik Kimia, Fakultas Teknologi Industri, UPN "Veteran" Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31315/e.v17i1.3097

Abstract

Urea is one of the fertilizers that are widely used in agriculture. However, the absorption efficiency of urea for plants is currently only around 30%. Therefore, to increase its absorption in plants it is necessary to control the release of urea by making it a Slow Release Fertilizer (SRF) fertilizer. The use of SRF is expected to control the release of nutrients according to the time and amount needed by plants. Natural material which has the potential as a matrix of SRF fertilizer is coffee grounds waste. This research produces carbon from coffee pulp waste which can be used as a matrix in the manufacture of urea SRF fertilizer. With the addition of a matrix of coffee carbon is expected to slow the rate of release of urea into nature. So that the process of absorption of urea into plants will be more leverage. Coffee pulp was pyrolysed with pyrolysis temperature variation (400 - 600oC) using ZnCl2 as activator. The iodine number value of coffee grounds carbon produced decreases with increasing temperature. The addition of carbon coffee grounds can inhibit the release of urea from 81.5% to 26% for 30 days.
CONTROL AND LIABILITIES OF REGIONAL GOVERNMENT OF RIAU PROVINCE AS THE SHAREHOLDER OF PROVINCIALLY-OWNED ENTERPRISE BANK IN PEKANBARU CITY BASED ON LAW NUMBER 40 OF 2007 ON LIMITED LIABILITY COMPANIES Irriansyah Irriansyah; Irfansyah Irfansyah; Rezmia Febrina
Jurisprudentie: Jurusan Ilmu Hukum Fakultas Syariah dan Hukum Vol 8 No 1 (2021)
Publisher : Jurusan Ilmu Hukum Fakultas Syariah dan Hukum uin alauddin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/jurisprudentie.v8i1.21308

Abstract

What are the liabilities of regional government of Riau Province as shareholders in provincially-owned enterprise Bank based on provisions of Law Number 40 of 2007 on Limited Liability Companies? How is Control by regional government of Riau province as a shareholder in a provincially-owned enterprise Bank according to provisions of Law Number 40 of 2007 concerning Limited Liability Companies? Purpose of this study is to explain and analyze the liabilities of regional government of Riau province as shareholders in provincially-owned enterprise bank and to explain Control by the Regional Government of Riau Province as Shareholders in provincially-owned enterprise bank according to provisions of Law Number 40 of 2007 on Limited Liability Companies. Type of this research is sociological legal research. From results of this study, liabilities of shareholders is limited to the capital (shares) invested or owned or in other words, shareholders are not personally responsible for agreements made on behalf of company and are not responsible for the company's losses in excess of shares they owned, shareholders are personally responsible for the losses of a limited liability company, if requirements of limited liability company as a legal entity have not been or are not fulfilled, bad faith to take advantage of company solely for personal interests and, shareholders are involved in unlawful acts using the company's assets which resulted in company can’t pay off company's debt, limited liability company of provincially-owned enterprise bank is a limited liability company which is partially closed. Shares in the Bank can be owned by many parties, in this case provincial government and regency/city governments within the province. With the conclusion that the shareholder is not personally responsible for the action made on behalf of company and is not responsible for the company's losses in excess of the shares owned,.
KAJIAN PENGGUNAAN PONSEL CERDAS BERDASARKAN PROFESI PENGGUNA DI WILAYAH PEDESAAN Agatha Dinarah, S.R.; Achmad Syarief; Irfansyah Irfansyah
Jurnal Sosioteknologi Vol. 16 No. 1 (2017)
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2017.16.1.9

Abstract

Kebijakan pemerintah Indonesia melalui Kementerian Komunikasi dan Informatika (Kominfo, 2015) terkait Program Desa Broadband Terpadu, bertujuan untuk mengakomodir aktivitas masyarakat di pedesaan dengan bantuan teknologi digital. Program tersebut menyasar pada pengguna tingkat pemula terkait pemahamannya dalam mengoperasikan ponsel cerdas. Di lain pihak, perbedaan tingkat pemahaman yang dipicu oleh kompleksitas fungsi pada ponsel cerdas, memungkinkan timbulnya perbedaan persepsi dan ekspektasi terhadap produk tersebut. Pengadaan Program Desa Broadband Terpadu memunculkan permasalahan desain perangkat dan aplikasi bergerak yang tepat guna bagi masyarakat pedesaan. Adapun pola konsumsi terhadap ponsel cerdas saat ini, tidak terbatas pada pemenuhan fungsionalitas produk semata, namun juga sebagai pemenuhan akan kebutuhan psikologis penggunanya. Rangkaian pengalaman terkait faktor psikologis pengguna inilah yang kemudian disebut dengan kualitas hedonik produk. Studi ini membahas persepsi terkait pengalaman pengguna berdasarkan kualitas hedonik produk pada pengguna ponsel cerdas Android di wilayah pedesaan, baik yang memiliki profesi tunggal maupun multi profesi. Metode penelitian menggunakan pendekatan kuantitatif melalui teknik survei, dengan studi kasus di Desa Kedungrejo, Lumajang, Jawa Timur. Proses pengumpulan data dilakukan dengan menyebarkan kuesioner terhadap 62 responden tingkat pemula. Hasil analisis dengan metode uji beda rata-rata dua sampel independen menunjukkan bahwa, terdapat perbedaan persepsi antara pengguna dengan profesi tunggal dan multi profesi terkait pengalamannya saat berinteraksi dengan ponsel cerdas. Hasil penelitian ini memberikan kontribusi bagi pengembangan desain aplikasi dan ponsel cerdas yang tepat sasaran untuk pengguna di wilayah pedesaan.
Influence of UI Design Elements to a User-Friendly Learning Experience for Vocational School Students Department of DKV Afrilya Puji Prayoga; Irfansyah Irfansyah
Budapest International Research and Critics Institute-Journal (BIRCI-Journal) Vol 5, No 2 (2022): Budapest International Research and Critics Institute May
Publisher : Budapest International Research and Critics University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33258/birci.v5i2.5096

Abstract

Over time, e-learning mobile applications were found, one of which was Skill Academy, which began to pay attention to the arrangement of its user interface (UI) design. The Skill Academy e-learning mobile application is suitable for supporting mastery of skills because there are materials that match the learning needs of SMK students in the Visual Communication Design department. The role of structuring UI design elements in e-learning mobile applications is important because it can be a means to build interest in learning to completion for students. Interest in learning arises because users feel that the UI design on learning media has met the user-friendly rules. A well laid out UI design will certainly give a different impression when compared to a makeshift one. Now the presence of the application which has begun to pay attention to the arrangement of the UI design display is the background for writing this research. The purpose of this study was to determine the effect of structuring UI design elements on a user-friendly learning experience for its users. The method used is the mixed method method. The quantitative method uses experimental tests in the form of data analysis from questionnaires compiled from UI design theory and UEQ+, with respondents being students majoring in Visual Communication Design at SMKN Purwosari Bojonegoro. While the qualitative method is a theoretical study of UI and usability. The result of the research is that the UI design has a significant effect on the user-friendly learning experience. As for UI design elements, only typography and image elements have a significant effect compared to other elements.
PERANCANGAN MOBILE GAME BERDASARKAN PERMAINAN RAKYAT “DODOMBAAN” UNTUK MEMBANGUN INTERAKSI SOSIAL ANTAR PEMAIN RAYMOND RALIBI; ACHMAD SYARIEF; IRFANSYAH IRFANSYAH
Serat Rupa Journal of Design Vol 1 No 2 (2016): SRJD-SEPTEMBER
Publisher : Fakultas Seni Rupa dan Desain Universitas Kristen Maranatha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2296.461 KB) | DOI: 10.28932/srjd.v1i2.457

Abstract

ABSTRACT“Dodombaan” is an old and popular folk-game amongst children in West Java, although nowadays it becomes rarely played as many children are in favor of playing digital games. Scholars believe that this folk-game actually provides an opportunity for children to develop a sense of social-sensitiveness, as children interactively play with each other. Having exposed to children interests on digital games and the social benefit of Sundanese folk-game, the study sets to design and develop a digital-game based on Sundanese folk-game of dodombaan. This design-study started by collecting and analyzing data of users and plays of dodombaan, which iteratively done in support of the process of designing a digital game. The formal elements of game are composed according to the original game-play of dodombaan. This is to assure that users will have similar game-experiences and social-benefit of the play. The digital game of dodombaan is developed as a mobile multi-player game on android platform and visualized according to the traditional art of sheep’s battle (seni ketangkasan domba) of Garut West Java. It is expected that the developed game of dodombaan can serve as an alternative product of digital game with cultural contents. Keywords: cultural content game; multiplayer mobile games; Sundanese folk-game 
Analisis Web Series dalam Format Film Pendek (Studi Kasus Web Series 'Malam Minggu Miko Episode Nissa') Iqbal Alfajri; Irfansyah Irfansyah; Budi Isdianto
Wimba : Jurnal Komunikasi Visual Vol. 6 No. 1 (2014)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (699.903 KB) | DOI: 10.5614/jkvw.2014.6.1.3

Abstract

A web series is a series of scripted videos, generally in episodic form, released on the Internet or also by mobile or cellular phone, and part of the newly emerging medium called web television. A single instance of a web series program is called an episode or webisode. This is an entertainment medium without a lot of history or precedent. As soon as one path to success is established, it quickly becomes obsolete and is replaced by additional innovations in the marketplace.Some web series shows are created by total amateurs, requiring little cost for equipment, special effects or anything else. Others are produced by businesses or bigger media networks, and there are a lot of them out there that are so good that they're comparable to real TV shows, especially if they involve well-known actors and professional directing or production.Web series creator posted new content on a consistent basis and built an audience of regular viewers. Berkala content is absolutely critical online. Successful online creators have had consistent content coming out on a regular schedule and creates a habit. More than any other medium, web series allow content creators to receive feedback from, interact with, their viewers almost instantaneously.Producing web series requires a blend of both independent film or short film and television techniques. Web series 'Malam Minggu Miko' is one of the web series produced in Indonesia that successfully uses the short film format to attract audiences adolescence. Web series also managed to become a pioneer in the use of the mockumentary approach as a story telling approach.
Perancangan Ensiklopedia Digital Interaktif Tokoh Wayang Kulit Cirebon pada Mobile Device Bima Nurin Aulan; Irfansyah Irfansyah; Alvanov Zpalanzani Mansoor
Wimba : Jurnal Komunikasi Visual Vol. 5 No. 2 (2013)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1801.189 KB) | DOI: 10.5614/jkvw.2013.5.2.2

Abstract

Cirebonese shadow puppet (wayang kulit) is one of the traditional Indonesian wayang cultures. Located in the north beach of Java, the city of Cirebon once functioned as a trading port for foreign merchants from all over China, Arabia and India. While selling their local goodies, the activities triggered an exchange of cultures between the foreign traders and the Indonesians. One of the results from the acculturation is Cirebonese shadow puppet. It combines the root story of Ramayana-Mahabharata from India, Islamic stories from Arabia, and unique color schemes from China. The accelerating technological development today can affect the existence of traditional literature like Cirebonese shadow puppets. The idea is, if we could convert the traditional literature into digital format, we could extend their lives for further development.The main objective of the research is the characters of the Cirebonese shadow puppet. First, they will be classified into several groups based on the story and type of wayang. The research will utilize the typological method and the analysis will be categorized based on the class/rank of wayang, e.g. characters of satria, raksasa (giant), god and goddess. And then we will break-down to the semiotic values from their visual attributes, such as ornaments. The data will be used as the basis in designing interactive application for popular digital media devices. Visual styles, layouts and compositions will be adjusted according to popular design styles of the present day. As a forecast, the design could be constantly modified also further developed within 2 to 5 years ahead. We hope the outcome of the project can enliven the Cirebonese shadow puppet to the next level and inspire other designers and researchers for further development, creating a sustainable future for Indonesian wayang culture.
Perancangan Casual Edugame Mitigasi Bencana Gempa Bumi bagi Remaja Di Bandung Dini Faisal; Irfansyah Irfansyah; Hilwadi Hindersah
Wimba : Jurnal Komunikasi Visual Vol. 5 No. 2 (2013)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (838.11 KB) | DOI: 10.5614/jkvw.2013.5.2.3

Abstract

In general, Indonesian society is still don't understand the high level risk of earthquake hazard threat in their own region. Ignorance of this information can be very fatal for the society. City with developing infrastructure and high population density has higher risk of earthquake disasters. These two are the factors of vulnerability that make Bandung as a high risk city of earthquake disasters. The society needs to know about earthquake mitigation in order to minimize the risk of earthquake disasters. One way of informing and introducing earthquake mitigation is through mobile devices such as tablet. As we know, tablet provides entertainment such as casual games. Casual game about earthquake mitigation in tablet devices can be an educational tool packed in the form of entertainment. Society and teenagers in particular can obtain such information and knowledge in order to reduce the risk of accidents during the earthquake. Designing casual edugame of earthquake mitigation includes two phases, (a) identification and data analysis on earthquake mitigation and its stages and (b) designing the visual of the game. The identification and data analysis obtained through books, journals, theses, and previous news (print and electronic). Reviewing and studying similar games contribute in game's design process. The game has two stages where players will gain information about earthquake mitigation. Three main informations are: (a) conducting earthquake-proof facility, (b) preparing survival kit and (c) practicing "drop, cover and hold" responses. The game's story, characters and setting is the representation of everyday life in earthquake potential city. This game aims for teens awareness of their vulnerability and to prepare them for earthquake disaster risk. That way, this game will be able to introduce positive attitude towards their vulnerable environments.
Kreativitas Kode Visual Golek Asep Sunandar Sunarya dalam Media TV Irfansyah Irfansyah; Priyanto Sunarto
Wimba : Jurnal Komunikasi Visual Vol. 5 No. 1 (2013)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (697.943 KB) | DOI: 10.5614/jkvw.2013.5.1.2

Abstract

'Golek' show is a typical Sundanese art that had been built for generations by the convention (golek as a puppet made from wood that can moved). Convention as the reference in the performance golek set to 'standar' or 'tetekon'. Standard be 'rules' or 'code' in the making and golek play. Previously, the golek show was held in open spaces and performed at night until early morning. Nowdays, staged golek becomes shorter only take place within 2-3 hours. Since the television media increasingly showing its existence; and as well as the emergence of other entertainment stage such as 'dangdut', pop music, 'Malay orchestra', or 'solo organ'.In such condition, there was emergence of Golek Stage by Asep Sunarya. He creates breakthoughs by designing many tricks in his wayang-golek show: character smoking, dancing 'jaipongan', doing material arts pencak silat, or spewing noodle. Asep's wayang golek-performance can regain the attention of the people (mosly Sundanese). On the top of that, Asep style becoming new inspiration for other dalang. The evolving of Asep's golek show, then attracted television industry. At this point, the show becoming more entertaintment than before. In television, golek show perform new encoding, like advertizing code, interaactive broadcasting code, and digital visual effect code.The aim of this study is to reveal the convertion of traditional-golek visual code to modern-television visual-code. The methodologies used are structural visual code, and also ethnometodologi approach. Ethnometodologi method used observation's in-depth interview, and unstructural interview upon selective omnicient informants.
Perancangan Permainan Digital Kisah Dewa Ruci sebagai Media Pengenalan Wayang bagi Remaja Miki Tjandra; Irfansyah Irfansyah; Imam Santosa
Wimba : Jurnal Komunikasi Visual Vol. 4 No. 1 (2012)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1457.136 KB) | DOI: 10.5614/jkvw.2012.4.1.3

Abstract

Teenagers today are more interested in modern western cultures and have gradually loosing respects for their own traditional cultures. Many of them have already started to forget the stories and arts of wayang. One form of modern culture that is increasingly favored by teenagers is digital game that presents diverse contents and ease of access as it can be played on a variety of electronic devices. This project is trying to reintroduce Indonesian wayang culture in the form of digital game to regain the interest of the teenagers. The story introduced in the game design is based on the legend of Dewa Ruci from the myths of wayang purwa. The story resolves around Bima and his journeys to find the water of life. The design method incorporates data collecting, data analysis and game design process. Fullerton's iteration method is applied in the process of game development. The methods used for data mining are based on the descriptive methods, implementing researches on the narratives and characters found in Dewa Ruci story both visually and philosophically, along with the substances of the story respectively. Data collections are derived from literatures and interviews. Information gathered such as Bima's heavy coarse features and his vicious Pancanaka, attributes such as Bima's poleng cloth and Candrakirana armlets, sacred mantras such as Jalasengsara and Bayu Braja, and Bima's adversaries confronted along the paths in finding the water of life are analyzed and developed into various visual assets in the game. The model of the game which is being developed is an action adventure side-scrolling platformer with a distinctive iconic character style, utilizing visual concepts derived from traditional shadow puppet's performance.