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Kajian Sifat Kimia dan Uji Sensori Tepung Ubi Jalar Putih Hasil Pengeringan Cara Sangrai Imam Santosa; Andinni Putri Winata; Endah Sulistiawati
CHEMICA: Jurnal Teknik Kimia Vol 3, No 2 (2016): Desember 2016
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (689.756 KB) | DOI: 10.26555/chemica.v3i2.9226

Abstract

Currently, the white-sweet potato (Ipomoea batatas L. Lam) has been developed as raw material of flour. The form of semi-finished sweet potato products is dry, durable, and has a long shelf life, such as dried cassava, fructose sugar, alcohol, various flour, starch. This form of semi-finished sweet potatoes can be developed into a variety of forms of processing that is done at the industrial level. The aims of this research were to determine the physical properties and examine the sensory test of sweet potato flour. The research was conducted by roasting at the temperature of  95-100 °C. The results showed that the flour had the water content of 7.63% and ash content of 1.998%. The sensory test performed in this study were color, odor, texture and shape of  the white-sweet potato flour.
MASALAH DAN TANTANGAN PENGEMBANGAN KEWIRAUSAHAAN PADA KALANGAN MAHASISWA DI INDONESIA Imam Santosa
Asian Journal of Innovation and Entrepreneurship Vol 3 No 03 (2014): September 2014
Publisher : UII

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20885/ajie.vol3.iss3.art5

Abstract

Indonesian nation face some important and crucial problem about poverty. One of which’s to overcome the amount of unemployment. It’s still relatively high plus the total labor force continues to grow each year. One thing is needed that number of entrepreneurs should be raised. Because of it as one of the indicators of economic progress. A number of obstacles facing, such as: social and economic constraints and market structure have not yet accomodate for conducting this. However, with improving education policy, curriculum and learning systems (students and lecturers relations) that can foster the emergence of a stimulus for innovation and creativity is convinced that these obstacles can be overcome. Keywords: SMEs, pooled data, fixed effect
Diseminasi Model Pemberdayaan Masyarakat Desa melalui Pengelolaan Agrowisata Imam Santosa; Rawuh Edy Priyono
MIMBAR (Jurnal Sosial dan Pembangunan) Volume 28, No.2, Year 2012 (Accredited by Dikti)
Publisher : Universitas Islam Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (148.187 KB) | DOI: 10.29313/mimbar.v28i2.354

Abstract

Diversion of agricultural land to agrotourism areas urge the villagers into a trap landless and unemployment, which in turn have an impact on sustained poverty. Therefore, this study aims to examine sosial relations in the dissemination model of empowering rural communities through local resource management of agrotourism. The research location is set intentionally in the four areas into the development of agrotourism in the central region Banyumas and Purbalingga.  The research method used survey with qualitative and quantitative approach. The research’s results showed there was a variety of external and internal issues that hinder the dissemination of sosial relationships communicative empowerment model. However, the villagers have attempted to solve the obstacles according to the capability of local resources. Sosial relations have a significant meaning in the process of  dissemination on rural community empowerment model through agrotourism management.
Relasi Padung-padung dan Gerga Tulak Paku dalam Arsitektur Tradisional Karo Ariani .; Imam Santosa; Achmad Haldani Destiarmand; Agus Sachari
RUANG: Jurnal Lingkungan Binaan (SPACE: Journal of the Built Environment) Vol 9 No 1 (2022): April 2022
Publisher : Universitas Udayana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (530.629 KB) | DOI: 10.24843/JRS.2022.v09.i01.p06

Abstract

One of the rich traditions owned by the Karo tribe in North Sumatra is a variety of ornamental or gerga. Gerga is applied to traditional Karo architecture with the aim of beautifying and representing the belief and kinship system that forms the basis of the Karo people's cosmology. One of the organic-shaped gerga inspired by nature is tulak paku. The structure of gerga tulak paku also becomes a visual image based on various crafted objects, one of which is padung-padung. This large earring jewelry is worn by Karo women from certain classes and becomes one of the cultural identities of the Karo Tribe. By its structure and shape, padung-padung is assumed to originate from the application of gerga tulak paku. This study aims to determine the relationship between the ornamental elements of tulak paku applied to the padung-padung form, and its application in Karo traditional architecture. The research was conducted using technical analysis and interpretation adopting an aesthetic approach to describe three basic aspects of an artistic object or event, namely form, weight, and appearance. Based on the results of research, it is known that the element of the gerga tulak paku has a shape structure similar to padung-padung. Both have meanings related to human power and glory, thus their applications in traditional architecture are expected to bring ‘good’ impacts.Keywords: relation; padung-padung; gerga tulak paku; Karo traditional architecture AbstrakSalah satu kekayaan tradisi yang dimiliki oleh suku Karo di Sumatera Utara adalah ragam hias atau gerga. Gerga diterapkan pada arsitektur tradisional Karo dengan tujuan untuk memperindah sekaligus merepresentasikan sistem kepercayaan dan kekerabatan yang menjadi dasar kosmologi masyarakat Karo. Salah satu gerga berbentuk organis yang terinspirasi dari alam adalah tulak paku. Selain diterapkan pada rumah adat, struktur bentuk gerga tulak paku juga menjadi citra visual pada berbagai benda-benda kerajinan, salah satunya adalah padung-padung. Perhiasan berupa anting berukuran besar ini dikenakan oleh perempuan Karo dari kelas tertentu dan menjadi salah satu identitas kultural suku Karo. Ditinjau dari struktur bentuknya, padung-padung diduga berasal dari penerapan gerga tulak paku. Penelitian ini bertujuan untuk mengetahui relasi unsur ragam hias tulak paku yang diterapkan pada bentuk padung-padung, serta aplikasinya dalam arsitektur tradisional Karo. Penelitian dilakukan dengan teknik analisis dan interpretasi menggunakan pendekatan estetika untuk mendeskripsikan tiga aspek dasar pada suatu benda atau peristiwa kesenian, yaitu wujud, bobot, dan penampilan. Berdasarkan hasil penelitian, diketahui bahwa unsur gerga tulak paku memiliki struktur bentuk yang mirip dengan padung-padung. Keduanya memiliki makna yang berkaitan dengan kekuatan dan kemuliaan manusia sehingga penerapannya pada arsitektur tradisional diharapkan dapat membawa dampak kebaikan.Kata kunci: relasi; padung-padung; gerga tulak paku; arsitektur tradisional Karo
KARAKTERISTIK BENTUK DAN FUNGSI RAGAM HIAS PADA ARSITEKTUR MASJID AGUNG KOTA BANDUNG Dr. Ahmad Haldani, M.Sn.; Imam Santosa
Jurnal Sosioteknologi Vol. 16 No. 3 (2017)
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2017.16.3.1

Abstract

Di era sekarang isu perubahan seringkali berbenturan dengan masalah krisis identitas dan otentisitas. Identitas seseorang atau suatu artifak semakin sering juga dipertanyakan derajat keotentikkannya. Banyak masalah muncul di saat modernisasi kini telah menjadi begitu umum sehingga pilihan antara tradisional-modern, lokal-global menjadi semakin baur.   Penelitian ini akan memetakan korelasi antara perkembangan Islam di Jawa Barat khususnya Kota Bandung, dengan pergeseran bentuk dan gaya ragam hias masjidnya. Korelasi ini  penting diteliti untuk memahami gejala pergeseran bentuk dan fungsi ragam hias (teks) yang dikaitkan dengan idea dan perilaku masyarakat yang menghasilkan dan menggunakannya (konteks).. Melalui metodologi deskriptif, sinkronik, dan komparatif dengan pendekatan morfologi estetik, penelitian ini bertujuan untuk: 1. Memetakan pergeseran peran, bentuk dan fungsi  ragam hias tradisional di dalam arsitektur Masjid Agung Kota Bandung di era sekarang, 2.  Menemukan peran, bentuk dan fungsi  ragam  hias yang mempengaruhi atau menggantikannya, dan 3. Faktor atau nilai yang melatarbelakanginya. Hasil penelitian menunjukkan, bahwa:Kandungan gaya ragam hias Islam arabesque bersifat mayoritas dibandingkan dengan gaya ragam hias lokal, sehingga peran, bentuk dan fungsi ragam hias lokal yang selama ini menjadi ciri kebudayaan setempat menjadi kecil/ minoritas.Di setiap gejala pengadopsian bentuk dan gaya, hampir seluruhnya mengambil cara meniru, menyalin, atau mengimitasi atau copy, karena hanya mengulang-ngulang bentuk dan gaya otentik (klasik) demi menjaga keutuhan makna-makna asosiasinya baik secara citera, identitas, maupun makna simboliknya. Sehingga ragam hias yang mempunyai bentuk, identitas dan asosiasi baru sulit ditemukan.Ideal-ideal pemikiran itu ternyata dapat tercermin selain dalam wujud perilaku juga dalam wujud bentuk dan gaya ragam hias masjidnya.
Identifying The Criteria of Designing Augmented Reality for Vocabulary Learning in Primary School Imam Santosa; Neni Nurkhamidah; Rossy Wulandari
JISIP: Jurnal Ilmu Sosial dan Pendidikan Vol 5, No 4 (2021): JISIP (Jurnal Ilmu Sosial dan Pendidikan)
Publisher : Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/jisip.v5i4.2634

Abstract

The ease of implementing Augmented Reality in the classroom makes AR as a useful learning medium for educators. AR can be used to be teaching media for vocabulary learning. The purpose of this study was to identify criteria in developing a prototype design for educational games based on AR for teaching English vocabulary for elementary school students. this research will also describe the procedures that are followed in designing the educational game design. This procedure is contained in a process called the successive approximation model (SAM). In order to identify the performance gap of present condition, three categories of questionaries were utilized; the activities used to teach vocabulary, the difficulties in teaching vocabularies, and the need and suggestion on teaching vocabulary. The participant of the study is 24 teachers of primary school in the Area of Jabodetabek. The findings of the research revealed that grammar translation method is the most activities used by teacher which indicated the teacher tranquil in the old method in teaching vocabulary. Moreover, the teachers mostly had difficulties on uninteresting activities and lack motivation by the student in learning vocabulary. Additionally, the result of the study emphasizes the need of criteria in choosing vocabulary inside the Augmented reality-based teaching media for vocabulary learning. There criteria of designing augmented reality for vocabulary learning are the use of approach that actively encourage the student to join the activity, which is communicative language teaching and the content of vocabulary in the augmented reality program based on the control of following measures; Word frequency, Structural value, Universality, Subject range, Definition words, Word-building capacity and Style of primary school level
PENGOLAHAN AIR LIMBAH SAMPAH (LINDI) DARI TEMPAT PEMBUANGAN AKHIR SAMPAH (TPA) MENGGUNAKAN METODA CONSTRUCTED WETLAND Sarip Usman; Imam Santosa
Jurnal Kesehatan Vol 5, No 2 (2014): Jurnal Kesehatan
Publisher : Politeknik Kesehatan Tanjung Karang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (64.898 KB) | DOI: 10.26630/jk.v5i2.39

Abstract

Sarip Usman1)Imam Santosa1) 1)Jurusan Kesehatan Lingkungan Poltekkes Kemenkes Tanjungkarang Abstract: Waste Water Treatment  (Leachate) From Waste Final Disposal Method Using Constructed Wetland. Leachate from the landfill is waste water that has a high content of pollutants. The high content of pollutant impacts on public health and the ecosystem around the location of waste disposal (landfill). It is therefore important to leachate treatment before being discharged into water bodies. Method one way Constructed Wetland used for leachate treatment that utilizes symbiotic microorganisms in the soil and plant roots. This method does not require high costs in operations and maintenance due to take place naturally, so it can be a solution to the constraints of cost, technical and operational system of conventional processing. The purpose of this study is the objective of this study is to obtain the ability of Constructed Wetland method in reducing the content of COD, BOD and nitrite from Leachate. Experimental research is conducted, the research design is experimental observations before the experiment (Pre Test) and after the experiment (Post Test). The results showed a decrease in the concentration of COD, BOD, nitrite and pH leachate using a horizontal flow medium flowing over the surface are 28%, 27%, 46%, and 4%, using  a horizontal flow medium flows through  are 64%, 64%, 93%, and 5%, and decrease in concentration ability of COD, BOD, nitrite and pH in the reactor that uses flow constructed Wetland plants pass through the media more compared the ability of Constructed Wetland decrease in reactor that uses flow medium flowing over the surface of the plant. Keywords : Method, Constructed Wetland Abstrak : Pengolahan Air Limbah Sampah ( Lindi ) Dari Tempat Pembuangan Akhir Sampah ( TPA ) Dengan Menggunakan Metoda Constructed Wetland.Lindi dari TPA adalah air limbah yang memiliki kandungan pencemar tinggi. Tingginya kandungan pencemar berdampak pada kesehatan masyarakat dan ekosistem di sekitar lokasi tempat pembuangan akhir sampah (TPA). Oleh karena itu penting dilakukan pengolahan lindi sebelum dibuang ke badan air. Metoda Constructed Wetlandsalah satu cara yang digunakan untuk pengolahan lindi yang memanfaatkan simbiosis mikroorganisme dalam tanah dan akar tanaman. Metoda ini tidak memerlukan biaya yang tinggi dalam operasional dan pemeliharaannya karena berlangsung secara alamiah, sehingga dapat menjadi solusi untuk kendala biaya, teknis dan operasional sistem pengolahan konvensional. Tujuan penelitian ini adalah Tujuan penelitian ini adalah diperolehnya kemampuan Metoda Constructed Wetland dalam menurunkan  kandungan COD, BOD dan N dari air Lindi.  Penelitian yang dilakukan bersifat Eksperimen, dengan rancangan penelitian bersifat  eksperimen  melakukan observasi sebelum eksperimen (Pre Test) dan sesudah eksperimen (Post Test). Hasil penelitian memperlihatkan penurunan  kosentrasi COD, BOD, Nitrit dan pH air lindi dengan menggunakan aliran horizontal mengalir di atas permukaan media tanaman adalah  28 %, 27 %, 46 %, dan 4 %, aliran horizontal mengalir melewati media adalah  64 %, 64 %, 93 %, dan 5 %, dan kemampuan penurunan kosentrasi COD, BOD, Nitrit dan pH pada reaktor aliran melewati media tanaman lebih tinggi dibandingkan kemampuan penurunan reaktor Constructed Wetland  yang menggunakan aliran mengalir di atas permukaan media tanaman. Kata Kunci : Metoda, Constructed Wetland
Kajian Interaksi dan Persepsi Visual pada Game Cut The Rope dan Angry Birds untuk Mengetahui Challenge Based Immersion Elizabeth Elizabeth; Intan Rizky Mutiaz; Imam Santosa
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 (1013.92 KB) | DOI: 10.5614/jkvw.2013.5.1.6

Abstract

Technological progress supports the development of digital game, so that, through people's lifestyle that relies more and more on wireless devices, games become mobile, easy to access, likable and popular. Accordingly, the purpose of this study is to find the relation between games and its players in regards to the communication process and interactive pattern that exist in Cut The Rope and Angry Birds as mobile physics game.This research is an explorative field analysis that uses Creswell case study divided into literature study, case identification, primary data collection and interpretation as the synthesis of the whole. The result of this research is focused on the visual perception and interaction between players and two researched objects.The result shows that visual element, game play, puzzle-like character and sound effect are the most influential aspects of the games since they are considered suitable to the condition and the ability of the casual game players. Besides that, it is known that visual perception is a representation of the function of a common-theme-object with its interpretation that fits the context in a game. Therefore, visual interaction between the players and the researched games are based on four crucial factors: theme, game play, physics movement and simplified presentations of the visual elements. Through the perceptive process, similar kind of games would create a bonding, called challenge based immersion experience, in which this involvement demands the players to understand rules of the games. Such interaction is not influenced by playing time duration and usually does not cause an addiction to the games. Hence, it is clear that the concept of a mobile game has to be understandable through the games' highly comprehensible way, rules, and purpose.This research is mostly focused on the study of the visual aspect of a mobile game, so others still have the chance to do deeply study of the other three crucial aspects of the mobile game: game play, puzzle-like character, and sound effect.
Konsep Plesetan sebagai "Visual Pun" Lokal pada Media Promosi Luar Ruang Usaha Kuliner Masyarakat Yogyakarta Sudjadi Tjipto; Imam Santosa; Naomi Haswanto
Wimba : Jurnal Komunikasi Visual Vol. 4 No. 2 (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 (3852.832 KB) | DOI: 10.5614/jkvw.2012.4.2.2

Abstract

In Yogyakarta form of humor in communicating called the (language) plesetan. Interesting phenomenon occurs when plesetan that was originally a lingua franca is then used as an advertising concept culinary business. Actors’ culinary business with the help of graphic design utilizing digital printing technology in producing a media campaign with the concept of a plesetan. The research methods used in this study play purely descriptive phenomenology methodology pioneered by Edmund Husserl. Data was collected through field observations by documenting the work of the media campaign culinary business in Yogyakarta and surrounding areas. Interviews were conducted to reveal the informant lived experience of a first person perspective. With this method are expected to be found in the explanation of the concept of Javanese plesetan culture. Then also sought various forms of plesetan in the media and the promotion of outdoor culinary business in Yogyakarta. From the initial observations that have been made assumed plesetan performed by the high level of culinary competition. Found an interesting proof of the theory that good plesetan will continue spoofed.
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.