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Pendekatan Geoprosessing pada GIS untuk Menentukan Pembangunan Infrastruktur Bisnis di Kota Semarang Daniel Yeri Kristiyanto; Santi Widiastuti; Guruh Aryotejo
Jurnal Ilmiah KOMPUTASI Vol 16, No 1 (2017): Juni
Publisher : STMIK JAKARTA STI&K

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Abstract

Mengembangkan bisnis dan industri merupakan harapan semua pelaku usaha. Ekspansi bisnis ke daerah tertentu merupakan target prestisius yang tidak dapat ditawar lagi bagi seorang pebisnis. Mengembangkan bisnis dan industri di tempat tertentu perlu didukung oleh pengetahuan mengenai aspek geografi mengenai region tersebut. Tujuannya jelas yaitu merambah dan menguasai market share region tersebut. Bisnis yang dikembangkan dengan massive akan melahirkan industri. Pendirian industri mememerlukan sebuah pertimbangan, terutama menyangkut keberlangsungan tempat bisnis dan industri itu sendiri. Kota Semarang merupakan kota metropolitan salah satu terbesar di Indonesia, hal ini sangat meyakinkan pebisnis untuk mengembangkan bisnis dan industrinya di kota ini. Namun, Kota Semarang tidak terlepas dari aspek kebencanaan yang dapat mengganggu jalannya roda bisnis dan industri. Pendirian pembangunan fisik untuk bisnis dan industri di kota semarang memerlukan sebuah pertimbangan matang utamanya terkait dengan lokasi. Geographic Information Systems merupakan alat bantu yang tepat untuk membantu manajemen atas mengambil keputusan pendirian bisnis dan industri di Kota Semarang, sebab pendekatan geoprosesing GIS mampu menganalisa aspek-aspek spasial mengenai Objek, dan secara khusus mampu memberikan informasi mengenai aspek kebencanaan dan memetakan potensi-potensi lain di Kota Semarang terkait pergerakan tanah, amblesan, dan banjir.Keywords: Geographic Information System, Sistem Informasi Geografi, Geoprosesing, Pembangunan Bisnis dan Industri, Kebencanaan
KAJIAN ATRIUM PADA BANGUNAN BERTINGKAT SEBAGAI PEREDUKSI KEBISINGAN (SIMULASI PROGRAM KOMPUTER) Widiastuti, Santi
Jurnal Ilmiah Desain & Konstruksi Vol 7, No 2 (2008)
Publisher : Universitas Gunadarma

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Abstract

Akustik bangunan merupakan faktor penting dalam perancangan arsitektural padabangunan untuk mengendalikan kebisingan yang berlebihan dalam bangunan sehinggadiperoleh kondisi suara yang ideal di dalam maupun di luar ruangan. Salah satu upayapengendalian kebisingan dalam bangunan adalah dengan menerapkan desain atriumyang tepat sebagai pereduksi kebisingan. Tujuan utama penelitian untuk mengetahuifungsi atrium sebagai pereduksi kebisingan terutama pada bangunan bertingkatsehingga diperoleh kenyamanan akustikal. Simulasi program komputer merupakanperangkat desain untuk merencanakan desain atrium terutama dalam bangunanbertingkat untuk memperoleh kondisi suara yang ideal dalam bangunan. Produk yangdiinginkan adalah desain atrium (ruang terbuka) sebagai alternatif bagi pemecahanrmasalah akustik lingkungan dan akustik bangunan, terutama pada bangunan bertingkatkarena diharapkan berfungsi sebagai pereduksi kebisingan yang efektif.AbstractThe building acoustic is critical factor in architectural design stage to the buiding to control theexcessive indoor noise and obtaining ideal sound condition both indoor and outdoor. One effortto control noise inside the building sound building is to implement an appropriate design atriumas a noise reduction. The main purposes of this study is to examine the function of atrium asnoise reduction especially in high rise building to obtain the acoustical satisfaction. Thecomputer simulation program is sophisticated design tool to plan the design of atrium in high risebuilding to obtain ideal indoor sound condition.
PENYIMPANGAN FUNGSI AREA PEDESTRIAN DI KAWASAN SEKITAR PASAR JOHAR SEMARANG Widiastuti, Santi
Jurnal Ilmiah Desain & Konstruksi Vol 10, No 1 (2011)
Publisher : Universitas Gunadarma

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Abstract

Keberadaan pedestrian area, yang dapat mewadahi untuk kegiatan pejalan kaki danpengendara sepeda serta kejelasan alur untuk perpindahan moda sangat diperlukan. Padakawasan pasar Johar tidak adanya kejelasan fungsi pedestrian area yang terlihat.Pedestrian area yang seharusnya dimanfaatkan untuk pejalan kaki dan pergantian moda,banyak berganti fungsi atau di okupansi oleh kegiatan lain seperti parkir, pedagang kakilima, dan sebagainya. Sifat pedestrian yang tidak menerus juga sangat mengganggu bagipejalan kaki. Metode penelitian dengan melakukan identifikasi unit penelitian meliputi :bentuk dan ukuran pedestrian yang disediakan, tingkat pola Kejelasan fungsi dankenyamanan pedestrian area juga sangat penting dan sangat diperlukan bagi orangpenyandang cacat (disable people). Perlunya penataan ulang area pedestrian baik yangberupa hallway, storefront maupun square untuk mengurangi penyimpangan fungsi. Hal inimengingat kebiasaan masyarakat Semarang yang menjadikan belanja atau ke tempatperbelanjaan bukan hanya sekedar belanja, namun juga untuk rekreasi.
ANALISIS PENGEMBANGAN BANDWIDTH PADA JARINGAN INTERNET MENGGUNAKAN PENDETEKSIAN JENIS KONEKSI Guruh Aryotejo; Daniel Yeri Kristiyanto; Santi Widiastuti
MEDIA ELEKTRIKA Vol 10, No 2 (2017): MEDIA ELEKTRIKA
Publisher : PSTE UNIMUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (515.719 KB) | DOI: 10.26714/me.10.2.2017.%p

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Internet di jaman digital saat ini sudah menjadi kebutuhan primer. Pemanfaatan internet yang intensif serta ukuran konten yang semakin padat menyebabkan rasio kebutuhan dan sumber daya internet yang tersedia menjadi tidak seimbang. Pengguna internet yang cenderungmultitasking, membutuhkan beberapa konten yang beragam jenis dalam satu waktu. Konten yang beragam jenis tersebut membutuhkan bandwidth dan waktu respon yang berbeda-beda, sehingga membutuhkan manajemen bandwidth internet yang optimal untuk segala situasi. Router kelas Small Office Home Office (SOHO), seperti Mikrotik, sudah mengaplikasikan beberapa metode manajemen bandwidth internet yang sudah baik untuk aplikasi-aplikasi yang secara umum mempunyaikarakteristik yang sama, tetapi menjadi masalah apabila aplikasi-aplikasi yang berbeda karakteristik mencoba mengakses internet dalam satu waktu. Untuk mengantisipasi hal tersebut, maka dibutuhkan manajemen bandwidth berdasarkan pendeteksian jenis koneksi sehingga bisa optimal untuk segala situasi Keywords: manajemen bandwidth; jenis koneksi; internet; konten; router
VISUAL IDENTITY IN DESTINATION BRANDING BLENDUK CHURCH AREA, SEMARANG Santi Widiastuti
Pixel :Jurnal Ilmiah Komputer Grafis Vol 14 No 1 (2021): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v14i1.460

Abstract

This study aims to analyze the potential of the Blenduk church area in Semarang. The potential of this area needs a visual identity design as a form of tourism promotion in the city of Semarang, which incidentally the government is still active in increasing the promotion of local tourism. This study intends to design a visual identity for the Blenduk church area, so this research was carried out with qualitative research. As a persuasive communication activity, this design uses the A-A Procedure approach. The data collection techniques in this study were observation, interviews, documentation and literature study. This study intends to contribute to the Semarang city government, especially the Culture and Tourism office, to design the visual identity of the Blenduk church area so that it has an identity that can be sold to the public and can increase the attractiveness of stakeholders to increase
Perancangan Disain Website Pada Koperasi Duta Masyarakat (DUMAS) Semarang santi widiastuti; Jennie Kusumaningrum
JURNAL TEKNIK INFORMATIKA DAN MULTIMEDIA Vol 2 No 1 (2022): Mei : JURNAL TEKNIK INFORMATIKA DAN MULTIMEDIA
Publisher : LPPM Politeknik Pratama Kendal

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1053.187 KB) | DOI: 10.51903/informatika.v2i1.152

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Tampilan desain interface website yang menarik akan memberikan dampak yang luar biasa terhadap minat penggunanya. Disamping fasilitas dan sistem yang disediakan dalam sebuah website, desain interface merupakan hal utama yang menjadi pertimbangan pengguna website. Logo sebagai personal branding turut andil menambah daya tarik dalam representasi visual perusahaan. Dalam penelitian ini akan dilakukan perancangan interface website dengan pemilihan layout, warna dan tipografi yang bergaya simpel dan modern. Gaya ini dipilih karena mewakili karakteristik gaya hidup manusia di jaman sekarang yang selalu menginginkan segala sesuatu serba mudah, cepat tetapi tidak ketinggalan jaman namun tetap mengusung nilai tradisi budaya lokal. Perancangan layout akan memperhatikan kaidah desain secara umum seperti balance, proporsi dan unity dan sebagainya. Kata Kunci: desain, simpel modern, website.
PERANCANGAN CORPORATE IDENTITY UNTUK MENINGKATKAN BRAND IMAGE PERUSAHAAN Santi Widiastuti; Jennie Kusumaningrum; Lies handrijaningsih
MANAJEMEN Vol 2 No 2 (2022): OKTOBER : MANAJEMEN (Jurnal Ilmiah Manajemen dan Kewirausahaan)
Publisher : LPPM Politeknik Pratama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/manajemen.v2i2.181

Abstract

Raja Teh is a company that provides processed tea leaf products in the form of packaged ready-to-serve drinks and quality dips in Jepara Regency. The existence of Raja Teh with the empowerment of 25 employees who come from residents around the factory which was established in 2005 has the potential to be developed especially with the phenomenon of lifestyle consumption of tea drinks in today's society which is more practical, One of the efforts to branding Raja Teh's company image is through attribute design corporate identity that is able to represent a reflection of the company's vision and mission so that it is better known to the wider community.
DESIGN EXPLORATION AS A RESEARCH DISCOVERY PHASE THROUGH GRAPHIC DESIGN JOB ADVERTISING Sugiarto Sugiarto; Santi Widiastuti
Pixel :Jurnal Ilmiah Komputer Grafis Vol 14 No 1 (2021): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v14i1.1077

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Main Objective: This study explores the work vacancy advertising for graphic designers in some countries and appraises differences in economic, and educational infrastructure. Background problem: The designer's role is changing and building a more critical advancement to the organization. The job and expertise of a graphic designer as commonly associated with boundless visual results, equally designing for flyers and having knowledge of typography and visual content. Apart from that, graphic designers job and competent in equal employment, study, and technology. The expansive work and skill set of graphic designers mien a challenge for lecturers and professionals alike to carry abreast of the work of graphic designers. Novelty: For design professionals and lecturers, employment provides an intermediary for compassionate labor advertising which can format academic activities and self-improvement intentions. In design research, job Ads bring information about the competencies demanded by employers in the design professional field as well as about the organization's level of knowledge of the profession. Research Method: This study uses the doc analysis method in traditional and digital graphic design job advertisements to investigate the skills that organizations seek when recruiting graphic designers. Finding/Result: The job and skills of a graphic designer are more expansive than repeatedly characterized. Graphic designers primarily provide digital and print jobs. Graphic designers primarily provide digital and print jobs. To do this kind of job, a graphic designer must have not only visual design experiences but also experiences generally identical with other areas, equally “business”, “project management”, and “research”. Conclusion: The results of this study indicate that job advertisements reverse the former during interpretive job advancement for graphic designers in the future. As a suggestion for investigating future professional development, design researchers should make more careful use of the opportunity and scope contributed by job advertisements. Keywords: Job Advertisement, Graphic design, Graphic Designer
EXPLORING VARIOUS STORYTELLING METHODS IN JAPANESE-STYLE ROLE-PLAYING GAMES (JRPG) Sugiarto; Santi Widiastuti
Pixel :Jurnal Ilmiah Komputer Grafis Vol 14 No 2 (2021): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v14i2.1078

Abstract

Main Objective: This study reports an experiment to explore differences in player feedback caused by different storytelling methods of Japanese-style Role-playing Games (JRPG). Background problem: Narration is considered the soul of JRPG, and is a vital and irreplaceable role. Different ways of telling stories can bring different experience effects even though the essence of the story is the same. Stories are presented directly to players in dialogue form, much like a visual interactive novel. Non-linear storytelling can break down important parts and allow players to explore freely. Players can collect clues to get to the main plot. Also, most JRPGs use short films and sound effects to create a cinematic experience. Novelty: Based on all studies of game storytelling (linear and nonlinear), this study will compare player feedback on different storytelling methods to see which narrative can provide a better player experience. Research Method: Researchers categorize these three narratives as Visual Novels, Environmental Narratives, Visuals, Sounds, and Dialogues. This experiment combined all three of Caught in Trap's in-game narratives to investigate player preferences. Data was collected through questionnaires and interviews with 21 players who were invited to play the game. Finding/Result: The research results show that the three ways of storytelling enrich the expression of game narratives. Both linear and nonlinear narratives have their advantages and disadvantages, and the best way to engage players is to interweave both narratives in the game. Conclusion: The experimental results show that the interweaving of three ways of storytelling can enrich the narrative form of games and guide game designers in improving game plots to engage players in JRPGs. Keywords: Storytelling-Method, JPRG, Game of Three Pillars
CONCATENATING POSTGRADUATE THESIS DESIGN WITH SOCIAL SCIENCE RESEARCH Santi Widiastuti; Sugiarto
Pixel :Jurnal Ilmiah Komputer Grafis Vol 15 No 1 (2022): Vol 15 No 1 (2022): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v15i1.1079

Abstract

Main Objective: The main objective of this study is to empower designers to collaborate with researchers in other disciplines — especially in the social sciences — by articulating a design inquiry model that can be implemented in a master's program in design. Background problems: Modern research problems are complex and design needs to be better integrated with the social sciences and play an equal role in addressing them. A final master's degree in design prepares students for this integration, but design activity should be evidence-based rather than viewed retrospectively as a form of research without change. We need to adapt to ultimately contribute to research. Novelty: There are main criteria for design-based inventions in this study, including value, relevance, novelty, focus, transferability, and practicality. When these criteria are met, investigations can operate within the social sciences, or they can be leveraged and serve as the discovery phase in evidence-based inquiry. Research Method: This study presents design-based discovery, a design inquiry model that places design in the theory development cycle as theory building, not theory testing. This research, therefore, uses a design inquiry model approach, (invention-based design) in other disciplines by articulating a design inquiry model that can be implemented in a master's program in design to be complementary and compatible with social science research. Finding/Result: A proposed design inquiry model with design exploration serving as the research discovery phase guiding the design activity to make specific contributions to areas of social science that are outside of design. It involves a careful process with six investigative components, all ultimately connecting the knowledge base beyond design to design exploration. Conclusion: This study proposes six main criteria for design-based inventions: value, relevance, novelty, focus, transferability, and practicality. In the model proposed in this study, the six investigative components are described and supported with examples. Notably, the investigative component includes a standardized format for research questions, as well as the derivation of design principles from processes that involve exploration rather than one that generates solutions. This model can easily be adopted in other master programs with the necessary resources. In addition, this model, if placed in design activities in evidence-based research practices, can become wider. There is no claim that a designer's self-reflection equates to a strictly social science method so design researchers must continue to study design and build on their knowledge of the discipline. Keywords: Design Thesis, Social Science, Postgraduate Thesis Design