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Aplikasi Game Cerita Rakyat Bali Sebagai Sarana Pendidikan Karakter Anak Berbasis Mobile Dewa Putu Yudhi Ardiana; I Dewa Gede Agung Pandawana
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 8, No. 3 Desember 2017
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (383.921 KB) | DOI: 10.24843/LKJITI.2017.v08.i03.p07

Abstract

Folklore has a value of local wisdom that can be used in character learning for children. the delivery of folklore to children is mostly done by parents through telling stories. the phenomenon of less popular folklore by children one of them due to lack of time parents to convey the story. This study goals to transform Balinese folklore into mobile-based game applications, in order to make it more interesting, further, it could be use as a means of character education teaching gained from the local wisdom of folklore and introducing local culture to children. Moral messages that want to be presented in this game is the right promise, honest and helpful through crukcuk kuning story, i kekua and i lacur. Based on the questionnaires as the assessment method could obtained the application of the Bali Folk Story Game categorized well.
RANCANG BANGUN MEDIA INFORMASI INTERAKTIF BERBASIS ANDROID SEBAGAI MEDIA INFORMASI PROGRAM STUDI STMIK STIKOM INDONESIA I Nyoman Agus Suarya Putra; I Dewa Gede Agung Pandawana
Jurnal Bahasa Rupa Vol. 2 No. 1 (2018): Jurnal Bahasa Rupa Oktober 2018
Publisher : LPPM Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v2i1.237

Abstract

STMIK STIKOM Indonesia is an IT campus in Denpasar. STMIK STIKOM Indonesia has vision to create a study program which form bachelors of computer science who have ability to make use of smart technology system and digital system to support the development of tourism industry with cultural insight. From direct observation, it was obtained some findings, such as lack of knowledge of marketingship from the performer of the marketing activity of STMIK STIKOM Indonesia about campus life, especially the information about the study program. The effect is lack of knowledge or understanding of the prospective students about the activity done in the process of education in terms of payment, teaching and learning process, up to supporting facilities in STMIK STIKOM campus environment. Most of prospective students have tendency to come to STMIK STIKOM Indonesia to know directly the profile of TI and SK study program rather than only know through information media and its promotion. In the previous research, it has been made the design of information media study program based on desktop, and augmented reality through android application. In the next research, it is developed an information media based on android by combining information system application study program based on desktop with augmented reality which later produce new information media based on android. This new media has advantage with based on android, thus it can be accessed by anyone through android handphone. Interactive multimedia based on android is a proper way to answer the problems. Android technology gives help in the process of presentation about STMIK STIKOM Indonesia. The application that is installed in the students' handphone can inform freely and detail about important information in STMIK STIKOM Indonesia. This modern technology can be downloaded in STMIK STIKOM Indonesia website and can be accessed by the prospective students everywhere they are.
EDUKASI PROTOKOL KESEHATAN (3M) : MELALUI MEDIA GAME ATTACK OF THE KRONA I Gede Adi Sudi Anggara; I Wayan Adi Putra Yasa; I Dewa Gede Agung Pandawana; I Nyoman Jayanegara
Jurnal Bahasa Rupa Vol. 5 No. 2 (2022): Jurnal Bahasa Rupa April 2022
Publisher : LPPM Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v5i2.967

Abstract

The pandemic due to the spread of the COVID-19 disease has led to changes in various social structures in society. The application of social distancing as a form of preventing the spread of disease raises the phenomenon of limiting various activities that present a large number of people. Various changes in the order of life then gave rise to a new life order (new normal) in responding to the COVID-19 epidemic. A creative effort is needed so that this new life order can be implemented in society from an early age. Games are creative solutions that combine elements of design and technology so that they are very easy to be accepted by various groups. In game design, assets are very important to design first. The design of this asset game will use a visual flat design style that has gone through a visual study process by collecting similar images or photos as a visual reference in the design. The resulting game assets display simplification of both illustrations and typography, the use of solid colors with game values, and a simpler user interface (UI).
PERANCANGAN PENGEMBANGAN TOKOH MANIK ANGKERAN UNTUK MEDIA GAME INTERAKTIF : CERITA TERPISAHNYA JAWA DAN BALI BERBASIS ANDROID I Dewa Gede Agung Pandawana; I Nyoman Agus Suarya Putra
Jurnal Teknologi Informasi dan Komputer Vol 5, No 2 (2019): Jurnal Teknologi Informasi dan Komputer
Publisher : LPPM Universitas Dhyana Pura

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

ABSTRACT Ancient stories often known as legends or folklore give philosophy, meaning and moral values about good and bad life. Folk stories are often told by parents to their children at bedtime. This is able to increase imagination, curiosity of children, thinking patterns and behavior of children towards the good. But with the development of technology, folklore began to be forgotten and began to be replaced by television and gadget media. This study aims to help mediate Balinese folklore into Android-based games in the hope that can make folktales more interesting and able to convey the moral message, traditions and local wisdom of Bali. The Balinese folklore raised is a story about Manik Angkeran which tells the story of the separation of the islands of Bali and Java. This first phase of the research focused on the character design stage and the character movements of Manik Angkeran and it’s supporting characters designed based on the cultural philosophy of the regions of Bali and Java. The results of this study are to implement the Manik Angkeran and supporting characters in the form of moving characters on Android devices. Based on the results of BlackBox testing on 3 different Android devices, this first stage game shows the functionality that is expected, and the sharpness of the image is quite clear even though each device has a different resolution.Keywords: Design, Game , Manik Angkeran, AndroidABSTRAKCerita zaman dahulu yang sering dikenal dengan legenda atau cerita rakyat memberi filosofi, makna dan nilai moral tentang kehidupan yang baik dan buruk. Cerita rakyat sering diceritakan oleh orang tua kepada anaknya disaat menjelang tidur. Hal ini mampu meningkatkan imajinasi, rasa ingin tahu anak, pola fikir serta tingkah laku anak-anak kearah yang baik. Namun dengan semakin berkembangnya zaman dan teknologi cerita rakyat mulai dilupakan dan mulai tergantikan oleh media televise dan gadget. Penelitian ini bertujuan untuk membantu memediasi cerita rakyat Bali ke dalam bentuk game berbasis Android dengan harapan dapat mengemas cerita rakyat agar lebih menarik dan mampu menyampaikan pesan moral, tradisi dan kearifan lokal Bali. Cerita rakyat Bali yang diangkat adalah cerita tentang Manik Angkeran yang mengisahkan terpisahnya Pulau Bali dan Pulau Jawa. Pada penelitian tahap pertama ini difokuskan pada tahap perancangan karakter dan gerak karakter dari Manik Angkeran serta karakter pendukungnya yang dirancang berdasarkan dari filosofi budaya daerah Bali dan Jawa. Hasil dari penelitian ini adalah mengimplementasikan karakter Manik Angkeran dan karakter pendukungnya ke dalam bentuk karakter bergerak pada perangkat Android. Berdasarkan hasil pengujian BlackBox pada beberapa perangkat Android yang berbeda, game tahap pertama ini menunjukkan fungsionalitas yang sesuai dengan yang diharapkan serta tingkat ketajaman gambar yang cukup jelas walaupun setiap perangkat memiliki resolusi yang berbeda.Kata Kunci : Rancang bangun, Game, Manik Angkeran, Android
Rancang Bangun Game Manik Angkeran Berbasis Android Pada Tahap Level Poin Pertama I Dewa Gede Agung Pandawana; I Nyoman Agus Suarya Putra; I Made Marthana Yusa
Jurnal Sistem Informasi dan Komputer Terapan Indonesia (JSIKTI) Vol 2 No 2 (2019): December
Publisher : INFOTEKS (Information Technology, Computer and Sciences)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (491.834 KB) | DOI: 10.33173/jsikti.61

Abstract

This research is the next stage of the previous research entitled Development of the Awakening Bead Figure for Interactive Game Media The Story of the Separation of Java and Bali Based on Android. A problem where as the times and technology develop, folklore begins to be forgotten. To attract children's interest, an interactive folklore game media was made based on Android. In previous studies, the design of all characters from Manik Angkeran was carried out. Whereas in this advanced research, it will be designed and built level by level from Manik Angkeran Game. Where at each level of the game, Manik Angkeran characters will face different giants. Manik Angkeran must defeat the giants in order to proceed to the next level. Every time you fight a giant, Manik Angkeran will get a gold coin (pis bolong mas). Where later, these coins can be used to buy building materials, which will be used to build a dormitory (pesraman). The final goal of this game is to battle the figure of Manik Angkeran to get the golden Dragon Basukih. The opposing giants of Manik Angkeran are taken from the symbols in the semiotics of images which give an impression of the psychology of human life which includes, greed (Pig), greed and anger (Giant). At the level of this game, what I want to say is that things related to greed, greed and selfishness can be easily defeated
Pengenalan Konsep Asta Kosala-Kosali Pada Bade Di Bali Berbasis Multimedia Interaktif I Dewa Gede Agung Pandawana; Ida Bagus Gede Mertha Sedhana
Jurnal Sistem Informasi dan Komputer Terapan Indonesia (JSIKTI) Vol 2 No 4 (2020): June
Publisher : INFOTEKS (Information Technology, Computer and Sciences)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1608.33 KB) | DOI: 10.33173/jsikti.85

Abstract

Asta Kosala Kosali is one of the Balinese local materials in Balinese traditional building lessons. Asta Kosala Kosali is also used in the concept of making Bade, where the concept of measuring Bade is based on the measurements contained in Asta Kosala Kosali. As time goes by, there are still many people who do not know or understand the rules of Asta Kosala Kosali, so the standard Balinese building will gradually diminish in the future. Therefore interactive learning information media can help the community in the process of delivering material that is deemed indispensable and as a supporting medium for Asta Kosala Kosali and Bade materials.In making this interactive media the writer uses Coreldraw X7 software for character creation in the learning media, then for the animation process, button creation, and backsound giving is done using the Adobe Flash CS 6 application. This information media has been tested by distributing questionnaires to the community as many as 30 people, with the aim of finding out how feasible this application can be used. From the results of the questionnaires that have been distributed, it was found that 97% of the people stated that it was very good with the introduction of information media for the introduction of Bade in Bali based on interactive multimedia as a learning information medium.
Characteristics of Diurnal Rainfall Cycle Over Java as seen by the TRMM Precipitation Radar I Dewa Gede Agung Pandawana; Tasuku Tanaka; Takahiro Osawa; Abd. Rahman As-syakur; Made Sudiana Mahendra
International Journal of Environment and Geosciences Vol 3 No 1 (2019)
Publisher : Graduate Study of Environmental Sciences, Postgraduate Program of Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/ijeg.2019.v03.i01.p03

Abstract

Precipitation is one element of climate that mostly studied in Indonesia because it has a very high diversity both temporal (time) as well as spatial (place). The diurnal cycle is one of the important factors in the occurrence of rain in the islands of Indonesia that have an impact on regional rainfall patterns in Indonesia. The diurnal cycle of precipitation is an essential component of the tropical climate and one of the predominant components of atmospheric variations. The aims of this research were to determine and analyze the spatial patterns and the characteristics of rainfall diurnal cycle in Java Island and the surrounding areas (Java Island, Java Sea and Indian Ocean) using remote sensing data. In this study, data from Tropical Rainfall Measuring Mission satellite (TRMM) Precipitation Radar level 2A25 and wind data from National Centers for Environmental Prediction (NCEP) for 5 years period from 2007 to 2011 are used. The results of this research are the spatial patterns of daily rainfall in Java Island and the surrounding areas are different between land and sea. In the land, rain generally occur in the afternoon (12.00 to 18.00 LT), whereas in the ocean (the Java Sea and Indian Ocean) generally occur at midnight and noon (00.00 to 12.00 LT). The characteristics of rainfall diurnal cycle in Java Island and the surrounding areas are effected by land-sea physical properties, day-night cycle and by land-sea location.
APLIKASI E-SEWA BARANG BERBASIS MOBILE I Dewa Gede Agung Pandawana; Made Leo Radhitya; I Made Subrata Sandhiyasa; Bagus Tresna Bramstya
Jurnal Krisnadana Vol 1 No 3 (2022): Jurnal Krisnadana - Mei 2022
Publisher : Yayasan Sinergi Widya Nusantara (Sidyanusa)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1226.123 KB) | DOI: 10.58982/krisnadana.v1i3.190

Abstract

Aktivitas sewa-menyewa merupakan suatu aktivitas memakai suatu barang yang bukan barang milik sendiri dengan membayarkan sejumlah uang kepada pihak penyewa dengan persetujuan kedua belah pihak dalam pemenuhan proses bisnis si penyewa, sewa-menyewa tidak lepas dari kehidupan sehari-hari dikarenakan efektivitas dan efisiensinya dalam membantu menyelesaikan proses bisnis setiap pelaku usaha karena pelaku usaha tidak perlu membeli barang tersebut yang membuat tidak banyak biaya yang dikeluarkan dalam pemenuhan perawatan barang tersebut. Penerapan sistem informasi sangat diperlukan agar dapat mengoptimalkan fungsi dan pemanfaatan aktivitas sewa-menyewa, sehingga lebih mudah dan efisien. Penelitian ini menghasilkan sebuah sistem informasi sewa barang yang dapat digunakan oleh pihak pelaku usaha dalam mencari barang yang akan disewa dalam membantu menyelesaikan proses bisnis mereka. Terdapat fungsi utama yaitu Pencarian Barang yang membantu user dalam menemukan barang yang dicari serta terdapat detail barang yang memudahkan user dalam memilih spesifikasi barang yang diinginkan, juga terdapat fungsi Riwayat yang mencatat setiap aktivitas yang dilakukan user pada sistem serta memudahkan mencari barang yang sama ketika ingin melakukan penyewaan terhadap barang yang pernah disewa. Proses perancangan sistem menggunakan metode Waterfall dengan perancangan terstruktur, menggunakan React Native sebagai framework dan menggunakan Unified Modelling Language sebagai bahasa dalam memvisualisasikan rancangan model sistem. Metode pengujian menggunakan model Black Box. Hasil pengujian menunjukkan performa sistem yang secara fungsional sangat baik.
APLIKASI E-SEWA BARANG BERBASIS MOBILE I Dewa Gede Agung Pandawana; Made Leo Radhitya; I Made Subrata Sandhiyasa; Bagus Tresna Bramstya
Jurnal Krisnadana Vol 1 No 3 (2022): Jurnal Krisnadana - Mei 2022
Publisher : Yayasan Sinergi Widya Nusantara (Sidyanusa)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1226.123 KB) | DOI: 10.58982/krisnadana.v1i3.190

Abstract

Aktivitas sewa-menyewa merupakan suatu aktivitas memakai suatu barang yang bukan barang milik sendiri dengan membayarkan sejumlah uang kepada pihak penyewa dengan persetujuan kedua belah pihak dalam pemenuhan proses bisnis si penyewa, sewa-menyewa tidak lepas dari kehidupan sehari-hari dikarenakan efektivitas dan efisiensinya dalam membantu menyelesaikan proses bisnis setiap pelaku usaha karena pelaku usaha tidak perlu membeli barang tersebut yang membuat tidak banyak biaya yang dikeluarkan dalam pemenuhan perawatan barang tersebut. Penerapan sistem informasi sangat diperlukan agar dapat mengoptimalkan fungsi dan pemanfaatan aktivitas sewa-menyewa, sehingga lebih mudah dan efisien. Penelitian ini menghasilkan sebuah sistem informasi sewa barang yang dapat digunakan oleh pihak pelaku usaha dalam mencari barang yang akan disewa dalam membantu menyelesaikan proses bisnis mereka. Terdapat fungsi utama yaitu Pencarian Barang yang membantu user dalam menemukan barang yang dicari serta terdapat detail barang yang memudahkan user dalam memilih spesifikasi barang yang diinginkan, juga terdapat fungsi Riwayat yang mencatat setiap aktivitas yang dilakukan user pada sistem serta memudahkan mencari barang yang sama ketika ingin melakukan penyewaan terhadap barang yang pernah disewa. Proses perancangan sistem menggunakan metode Waterfall dengan perancangan terstruktur, menggunakan React Native sebagai framework dan menggunakan Unified Modelling Language sebagai bahasa dalam memvisualisasikan rancangan model sistem. Metode pengujian menggunakan model Black Box. Hasil pengujian menunjukkan performa sistem yang secara fungsional sangat baik.