Claim Missing Document
Check
Articles

Found 7 Documents
Search

Penerapan Biophilic Design untuk Peningkatan Kualitas Ruang di Taman Pendidikan Al-Qur’an Amaliyah Dina Fatimah; Lia Warlina; Kankan Kasmana; Deni Albar; Febry Maharlika
JURNAL PENGABDIAN KEPADA MASYARAKAT Vol 11, No 2 (2021): Desember 2021
Publisher : LPPM UNINUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30999/jpkm.v11i2.1483

Abstract

The goal of this PKM program is to use a Biophilic Design approach to improve the quality of space in educational facilities. Biophilic Design is a concept that uses natural elements to create physical and psychological comfort. As a Community Service (PKM) partner, the Faculty of Design joins the Amaliyah Quran Education Park, Campaka Village, Andir District, Bandung City. The method used is to identify the target audience, the types of activities, and the stages of implementation. Carry out the process of designing room facilities that encourage the improvement of the quality of learning. The satisfaction of partners with the changes made demonstrates the effectiveness of this service. The activities include the installation of sanitation facilities, the addition of vegetation, and the design of comfortable study rooms. Partners benefit greatly from assistance in providing public facilities in this educational space. Learning at the TPA becomes more conducive with the addition of sanitation facilities, and the comfort of students and teachers is fulfilled by this program.
Desain Animasi Sejarah Kapel Santa Maria dari Betlehem (Gereja Karmel Lembang) Paskalis Daniel Tonalou; Deni Albar
DIVAGATRA - Jurnal Penelitian Mahasiswa Desain Vol 2 No 1 (2022): DIVAGATRA #03
Publisher : Fakultas Desain Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/divagatra.v2i1.6097

Abstract

There are many houses of worship built during the colonial period in Bandung and the buildings have a historical story behind it. Some of the history of worship houses are not published in public so many people do not know about it. One of them is the St. Maria from Bethlehem Chapel or known as the Lembang Carmel Church. Not many people, especially the people of this church, know about the history of the founding of this church, even though previously there were books that discussed it. This is because the book is exclusive and not everyone has it. With the people knowing the history of their church, it is hoped that the people will love their church, a sense of belonging will arise, and people know what spirit the pioneers brought to build churches. So, design was made to tell the history of the Chapel of St. Maria from Bethlehem (Lembang Carmel Church) by presenting a unique visual through Wayang Kulit, so the people are interested in knowing it. Video Animation is the main media in this design, animated video contains images and sounds that are mixed to make the main media more attractive. The main media is distributed through Youtube platform so it hoped the design will reach the audience easily.
Kajian Visual Mengenai Tokoh Wayang Kulit Purwa Antareja Gaya Yogyakarta Muhammad Abdan Ramdhani; Deni Albar
DIVAGATRA - Jurnal Penelitian Mahasiswa Desain Vol 1 No 1 (2021): DIVAGATRA #01
Publisher : Fakultas Desain Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (422.397 KB) | DOI: 10.34010/divagatra.v1i1.4878

Abstract

Antareja merupakan salah satu tokoh dalam dunia perwayangan di Indonesia. Dikisahkan Antareja adalah keturunan dari Sang Hyang Anantaboga (dewa ular dalam kepercayaan Jawa) dan anak dari pernikahan Raden Bima (tokoh Pandawa) dengan Dewi Nagagini. Walaupun berlatar belakang kisah Mahabharata, akan tetapi Antareja merupakan tokoh orisinal Jawa dan tidak ada dalam kisah Mahabharata versi Hindu. Penelitian ini dilakukan dengan metode analisis kualitatif untuk mengetahui bagaimana tokoh Antareja diciptakan dan penggambaran tokoh Antareja berdasarkan visual yang ditunjukkan. Dari penelitian dapat disimpulkan bahwa tokoh Antareja memiliki makna visual disetiap bentuk anatomi wayang, baik itu dari bentuk kepala, bentuk badan, bentuk kaki, warna dan busana.
Desain Ilustrasi Tokoh Suryaputra Karna Mahabharata Ryan Fatah Ash Shiddiq H; Deni Albar
DIVAGATRA - Jurnal Penelitian Mahasiswa Desain Vol 1 No 2 (2021): DIVAGATRA #02
Publisher : Fakultas Desain Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (397.743 KB) | DOI: 10.34010/divagatra.v1i2.5709

Abstract

Nilai positif kehidupan terkandung dalam budaya dan karya sastra yang mengandung nilai kehidupan dan juga ilmu pengetahuan yang berpengaruh dalam kehidupan manusia hingga saat ini. Mahabharata merupakan salah satu dari dua karya sastra kuno yang berasal dari India, selain dari Ramayana, adapun beberapa versi dari cerita Mahabharata ini. Mahabharata menceritakan kisah konflik para Pandawa lima dengan saudara sepupu Pandawa yaitu 100 Korawa, mengenai sengketa hak pemerintahan istana Hasstinapura. Suryaputra Karna adalah salah satu kesatria yang ada di dalam cerita Mahabharata dan berperan penting terhadap jalan ceritanya. Makna kehidupan yang dapat diambil sangatlah banyak di dalam perjalanan hidup Karna, perancangan ini mendeskripsikan makna kepahlawanan yang dimiliki oleh Suryaputra Karna di dalam cerita Mahabharata. Kesimpulan yang didapatkan dari perancangan ini, menceritakan perjalanan Karna yang melalui banyak cobaan, fitnah, dan lainnya yang pada akhirnya memperlihatkan nilai tokoh yang dimiliki Karna sebagai antagonis yang dapat menjadi tokoh yang lebih baik dan menyelamatkan atau menyelesaikan masalah yang ada. Pentingnya tujuan perancangan ini bertujuan untuk melestarikan tokoh Karna dan cerita rakyat yang dapat diadaptasi menjadi media lainnya dan dapat mudah diterima oleh kalangan remaja saat ini.
PERANCANGAN VIDEO PROMOSI PRODUK PUSAT PENELITIAN TEH DAN KINA (PPTK) GAMBUNG Adityo Baskoro Hardoyo; Deni Albar; Muthia Shafika Haq; Eddy Soeryanto Soegoto; Lia Warlina; Irwan Tarmawan; Mari Maryati
Indonesian Community Service and Empowerment Journal (IComSE) Vol 3 No 2 (2022): Indonesian Community Service and Empowerment Journal (IComSE)
Publisher : Divisi Pengabdian dan Pemberdayaan Masyarakat (DP2M) UNIKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/icomse.v3i2.7499

Abstract

Fakultas Desain Universitas Komputer Indonesia yang telah bekerjasama dengan Puat Penelitian Teh dan Kina (PPTK) melaksanakan pelayanan kepada masyarakat berupa perancangan/ pembuatan iklan video. Metode pelaksanaan kegiatan pengabdian pada masyarakat ini dilakukan dengan beberapa cara baik bertemu langsung dengan pihak PPTK, maupun diskusi secara online. Adapun metode yang digunakan dalam pembuatan video adalah dengan metode langsung berupa Design Thinking yaitu mitra diajak berperan serta sebagai klien. Video Iklan Produk PPTK Gambung ini telah di upload ke Youtube pada tanggal 9 Februari 2022 dengan dengan judul “Gamboeng White Tea Baik bagi Menjaga Kesehatan dan Kecantikan Wanita” dengan link https://youtu.be/vAcjEw9xeeo. Video yang telah dirancang ini sejalan dengan penelitian tentang white tea yang menyatakan bahwa produk ini perlu didorong untuk komersialisasi dengan melakukan promosi yang tepat sasaran.
Video Motion Graphic Sosialisasi Peran Orang Tua Dalam Pembelajaran Daring Fadoria Manurung; Deni Albar
DIVAGATRA - Jurnal Penelitian Mahasiswa Desain Vol 2 No 2 (2022): DIVAGATRA #04
Publisher : Fakultas Desain Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/divagatra.v2i2.8138

Abstract

This article highlights the role of parents in assisting online learning for elementary school students. In the distance learning process, many obstacles are found, especially for parents, because elementary grade students still need special attention. The object of this final project design is the parents of elementary school (SD) children. The solution to this problem is to invite and change the mindset of parents by informing the role of online learning mentoring for elementary school students. The purpose of the design is to persuade and provide socialization about the role of parents in mentoring, to understand learning styles and mentoring strategies when learning online, so that parents participate in mentoring children's learning. It is hoped that this design will provide benefits to the community, especially parents who are aware of the importance of assisting children's online learning while at home.
Desain Papan Permainan Tokoh Ibnu Battuta Muhammad Hasanudin Alfani; Deni Albar
DIVAGATRA - Jurnal Penelitian Mahasiswa Desain Vol 3 No 2 (2023): DIVAGATRA #06
Publisher : Fakultas Desain Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/divagatra.v3i2.11299

Abstract

Ibn Battuta was a Muslim born in the Moroccan population of the Muslim cities of Ibn Battuta, the city of Tangier. Born and raised in the town of Tangier, Ibn Battuta dreamed of traveling to cities far from where he lived. Until he decided to follow the trail of the dream on an expedition. The exploratory story has been written in the book entitled "rihla" but few know of it's existence, and the absence of any visual element found in it. This causes a lack of public interest in reading the story of Ibn Battuta from the book of rihlah. Not a few people are interested in learning the story of Ibn Battuta, but the problem of the lack of information telling the book's existence and the lack of visual elements that are at present a cause for the lack of interest. It could also be an opportunity to inform the public about the story of Ibn Battuta with more interesting delivery. The boardgames is a preferred solution to inform the public of the Ibn Battuta character, because games are one of the popular activities, as well as these games the public can imagine the Ibn Battuta on an exploration route.