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Pendampingan Pengolahan Video Menggunakan Software Video Editing bagi Karang Taruna Kecamatan Patuk Kabupaten Gunungkidul Dwi Nugraheny; Haruno Sajati; Salam Aryanto; Anton Setiawan Honggowibowo
E-Dimas: Jurnal Pengabdian kepada Masyarakat Vol 13, No 2 (2022): E-DIMAS
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/e-dimas.v13i2.5853

Abstract

Kawasan wisata Gunungkidul memiliki daya tarik wisata yang sangat tinggi. Jumlah wisatawan mengalami peningkatan yang cukup signifikan setiap tahunnya. Hal ini disebabkan beberapa faktor yang mendukung daya tarik wisata seperti keindahan alam, sarana dan prasarana di lokasi wisata, biaya yang terjangkau, kondisi lingkungan, lokasi yang strategis dan dukungan sistem transportasi. Peningkatan ini dapat meningkatkan pendapatan daerah secara umum dan warga sekitar obyek wisata. Obyek wisata di Gunungkidul sangat beragam seperti wisata pantai, goa, cave, taman bunga, sungai, air terjun, embung, waduk, gunung api purba, dan lain-lain. Obyek-obyek ini dapat dipromosikan oleh Karang Taruna di Patuk Gunungkidul menggunakan media video guna pemasaran obyek wisata. Teknik editing dan teknik impor video diperlukan sehingga terbentuk video utuh yang menarik. Hasil nilai pendampingan untuk kegiatan mengimpor video diperoleh nilai “baik” sama dengan 85%, penilaian “cukup” sama dengan 15% dan untuk penilaian kurang adalah 0%. Sedangkan untuk teknik menggunakan tools editing pada video oleh Karang Taruna di Kecamatan Patuk bahwa penilaian “baik” adalah 69% dan penilaian “cukup” adalah 31%, sedangkan penilaian “kurang” 0%.
VIRTUAL TOUR OF SADENG BEACH TOURISM ROUTE USING THE MULTIMEDIA DEVELOPMENT LIFE CYCLE METHOD Nurcahyani Dewi Retnowati; Dwi Nugraheny
Angkasa: Jurnal Ilmiah Bidang Teknologi Vol 12, No 1 (2020): Mei
Publisher : Institut Teknologi Dirgantara Adisutjipto

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2927.194 KB) | DOI: 10.28989/angkasa.v12i1.578

Abstract

Gunung Kidul is a tourism potential area, one of which is a beautiful beach. Among the beautiful beaches and tourism potential is Sadeng beach. One way to publicize tourism is presented in the form of Virtual tour, so in this study the theme is about the Virtual tour of Sadeng Beach. Virtual tour of Sadeng Beach is one of the media that can be used to help prospective tourists explain about tourist routes from Bukit Bintang to Sadeng Beach, public facilities that are traversed, and detailed information about attractions. The virtual tour of Sadeng Beach tour route uses the Multimedia Development Life Cycle (MDLC) method which consists of determining the concept, design, determining material or data, making, testing, and evaluating. Virtual tour application test results show that this application can be run with a minimum Core i3 specifications with 4GB RAM and Windows 7 (64 bit) operating system with 5 screen resolution options and 6 graphics quality options. User test results with 30 respondents and calculations using a Likert scale showed 75.83% of this application included in the category of very good in terms of mentioning the time and distance from the beginning to the end of the tour.
INTERACTIVE MEDIA TO LEARN IDENTIFYING PATTERNS AND CALCULATING GEOMETRY OBJECTS ( CASE STUDY: TK ABA SURYA MELATI, YOGYAKARTA) Dwi Nugraheny; Arry Dwi Setiawan
Compiler Vol 7, No 2 (2018): November
Publisher : Institut Teknologi Dirgantara Adisutjipto

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1078.269 KB) | DOI: 10.28989/compiler.v7i2.380

Abstract

Interactive learning media is the media more effectively so that the user can feel the learn more practical yet fun and stimulating for users desirous of learning. The pattern is the process of recognizing an object based on data that already exists to distinguish various patterns with different size and geometry of each pattern is obtained. The purpose of this thesis was to design an interesting learning media and interactive, in particular to facilitate the child TK Aba Surya Melati get to learn identifying pattern and calculating geometry objects. Based on testing performed, the results obtained to learn identifying pattern 80% and calculating geometry objects is 65%.
COMPARISON OF QUICKSORT AND MERGESORT METHOD FOR USER INTERFACE AND USER EXPERIENCE ASSESSMENT IN ADISUTJIPTO COLLEGE OF TECHNOLOGY Muhammad Zainal Abidin; Dwi Nugraheny; Yuliani Indrianingsih
Compiler Vol 9, No 1 (2020): May
Publisher : Institut Teknologi Dirgantara Adisutjipto

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (720.459 KB) | DOI: 10.28989/compiler.v9i1.633

Abstract

This study is intended to assess the user interface and user experience on the Adisutjipto College of Technology website using the mergesort method and compared with the quicksort method in finding the highest value of several variables or elements that are categorized as good or good in order to improve the quality of the Adisutjipto College of Technology website. The results of the study show that the quicksort method is faster in the process of calculating questionnaire data than the merge method with an average time record of 0.476667 seconds for the quicksort method and 0.576667 seconds for the mergesort method. The results of the comparison of the two methods on the questionnaire website to assess the accuracy in terms of user interface and user experience on the Adisutjipto College of Technology website, that the mergesort method is more accurate than the quicksort method, the Usability category scores the highest, while the Expressive aesthentics category has the lowest value