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Balong International Journal of Design
Published by Universitas Kuningan
ISSN : -     EISSN : -     DOI : -
Core Subject : Humanities, Art,
Arjuna Subject : -
Articles 26 Documents
Design Analysis of Mountoya Bottled Water Elin Herlina
Balong International Journal of Design Vol 2, No 2 (2019)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/balong.v2i2.2420

Abstract

Bottled drinking water products are exclusive goods because those who consume are usually important guests from abroad. In the early 1970s, bottled drinking water had not yet existed in Indonesia. In the 1970s if there were imported products, tourists at that time only wanted to consume bottled water because they didn't match the boiled drinking water. PT. Toyamilindo Cirebon is a company engaged in the bottled drinking water industry which has a packaging brand with the Mountoya brand. Mountoya bottled mineral water packaging that is produced now, no longer uses plastic labels as a product identifier. Mountoya does not use a plastic label replaced with embossed writing on the bottle. This plain bottle is a concern that attracts consumers. This research wants to know the packaging design that is in the Mountoya bottle. In addition, the visual appeal and practical appeal in Mountoya bottle packaging is also a special attraction. The results of this study are the design of Mountoya bottle packaging in the product description is quite complete, the product description in the use of the type of plastic used is suitable for food and can be recycled. In addition there are halal information, Indonesian national standards and other full product information.
IMPLEMENTATION OF AUGMENTED REALITY IN KUNINGAN DISTRICT TOURISM BROCHURE USING SURF ALGORITHM (SPEEDED-UP ROBUST FEATURES) Nadya Syifa Nurhadiyah; Tito Sugiarto; Nunu Nuhraga; Elin Herlina
Balong International Journal of Design Vol 1, No 1 (2019)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/balong.v1i1.3547

Abstract

AbstractThe Youth Sports and Tourism Department (DISPORAPAR) is an institution that provides information in a variety of fields, including Youth, Sport, Tourism Destination, Institutional and Partnership, and Marketing. In the field of marketing, the promotion of tourist attraction that has been carried out by DISPORAPAR Kuningan Regency is by using brochure media and Instagram social media, where using the media is less than optimal visualization. This study aims to build an android based application that can provide information about tourist attractions in Kuningan Regency. In this application, it will display 3D objects and videos of each tourist attraction. In making this application the technology used is Augmented Reality using the Marker Based Tracking method which is a method in Augmented Reality that requires markers as markers, these markers usually feature black edges and white backgrounds. The Speeded-Up Robust Features (SURF) algorithm is used to detect local features of an image and to design a system using the Unified Modeling Language (UML). The final result of this research is an Augmented Reality application that displays information in the form of 3D objects and interactive tourist attraction videos. It is hoped that this application can help DISPORAPAR in socialization activities and make it easier for people to get information about tourist attractions in Kuningan Regency. Keywords : The Kuningan District Sports and Tourism Department (DISPORAPAR), Travel Attractions, Augmented Reality, Based Tracking Marker, Speeded-Up Robust Features (SURF).
Implementation of the FAST Fast Corner Detection Algorithm (Feature Form Accelerated Segment Test) and Augmented Reality to Determine the Authenticity of Batik Case Study (Batik Trusmi) Cirebon Dadan Ramdoni; Tito Sugiharto; Aji Permana; Rika Nugraha
Balong International Journal of Design Vol 1, No 1 (2019)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/balong.v1i1.3551

Abstract

AbstractIndonesia has a diversity of cultural arts, including art crafts. This craft art covers several fields including the arts of wood crafts, metal crafts, ceramic crafts, leather crafts, and textile crafts. In textile crafts, there are several types, such as weaving, knitting, embroidery, and batik. One area that has a characteristic of batik is Cirebon. Cirebon has a traditional batik center, namely Trusmi Batik. TrusmiBatik is a company that produces various kinds of batik, including mega mendungbatik motifs, paksinagaliman, patrankeris, patran kale, umbrella lion, barong lion, sunyaragian arum garden, banjarbalong, ayam alas, supiturang, nagaseba, sawat bride and groom cymbals, etc. The Trusmi batik company has problems on how to minimize artificial batik and how to distinguish original batik from artificial batik. One of technologiesthat can be used is Augmented Reality by using a QR Code (Quick Response) as a sign especially those which can find out whether the batik is original or imitation. The Feature From Accelerated Segment Test is a high-speed interest point detection algorithm based on pixel considerations in circular areas around interest points. Using the FAST algorithm can be used to detect markers so that they can distinguish original batik from artificial batik.Keywords: Trusmi Batik, QR Code, Augmented Reality, FAST.
IMPLEMENTATION OF AUGMENTED REALITY IN THE INTRODUCTION OF CAKES USING SURF ALGORITHM IN CILLA SNACK Jannah Nurlillah; Dadang Hamdani; Yati Nurhayati
Balong International Journal of Design Vol 1, No 1 (2019)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/balong.v1i1.3552

Abstract

ABSTRACTThe role of the media is quite important in providing information about cakes stock in Cilla Snack, to the wider community. The delivery of information is usually done in the form of brochures. But brochures are considered inadequate in providing visualization about the cake and not all cake information can be included in the brochure that make consumers do not get complete information. Augmented Reality Technology, is the right technology to provide cake information on Cilla Snack. The implementation of Augmented Reality technology on android smartphones using the SURF (Speeded Up Robust Features) algorithm, this algorithm can recognize images with good recognition speed. In the development of AR applications that use the SURF algorithm, there are 3 stages, namely initialization, tracking markers, and object rendering. At the initialization stage, the image used as the introduction database will be processed. At the tracking marker stage, the smartphone camera will take a picture and process each input image then matching process with the image in the database. The last step is after a match is found, the application will display information text along with the cake object that matches the results of the match. Application development uses C # programming language, known as one of the object-oriented programming languages, so it is considered suitable for developing this application. With this application, brochures can provide visualization of cakes in the form of 3-dimensional objects making it more interesting and interactive than ordinary brochures. Keywords: Augmented Reality, SURF Algorithm, 3D Objects, Android.
DESIGN AND BUILD AUGMENTED REALITY ON FILM POSTER USING OCCLUSION BASED DETECTION METHOD Aap Aprilana; Agus Wahyudin; Aji Permana; Sigit Setya Kusuma
Balong International Journal of Design Vol 1, No 1 (2019)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/balong.v1i1.3553

Abstract

Abstract Movie posters are  forms of visual communication that are designed to give the impression and interest to film viewers. As one of the promotional media, the information contained in the movie poster is limited to short images and writing, so that the information conveyed is not detailed. Based on research conducted on the effectiveness of film information on film posters, it shows that the information contained in film posters is less effective, only limited to images and writing. Augmented Reality technology solves the problem by adding virtual objects in the form of video trailers, and other movie information and implementing the Occlusion Based Detection Method to detect poster markers. The result of the research that is Augmented Reality technology can be applied to design ARCinema application that can help people knowing effective information in choosing a film. Keywords : Movie Poster, Augmented Reality, Occlusion Based Detection Method.
IMPLEMENTATION OF LINEAR CONGRUENT METHOD ALGORITHM IN ANIMAL INTRODUCTION EDUCATION GAME BASED AUGMENTED REALITY Aang Abdul Kohar; Sugeng Supriyadi; Heru Budiyanto; Yulyanto Yulyanto
Balong International Journal of Design Vol 1, No 1 (2019)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/balong.v1i1.3554

Abstract

Abstract Today, recognizing kinds of animal for the children is generally done by using a media guide, a poster image. However, this media is still considered to have shortcomings. Children tend to quickly get bored and less interested in the learning patterns, due to lack of interactivity of existing learning media. So the conventional learning less attractive and optimal. This paper aimed to establish the animal recognition learning applications by applying Augemented reality technology based on Android. The research methodology used includes collecting data by interview and literature study, the development of systems using the RUP method that consists of four stages, namely inception, elaboration, construction and transition, as well as th problem solving algorithm using LCM (Linear Congruent Method). LCM algorithm implementations carried out the stage of construction to randomize the animals in the game that made the introduction. Thus, the results of this paper is a game featuring animals with 3D objects. based testing, game applications have been made able to introduce animals in early childhood. Keywords: Game, Android, Augmented Reality, Animal, Linear Congruent Algorithm Method.
SUMATRAN TIGER AND ITS HABITAT PROBLEMS AS THE IDEAS OF DIGITAL DRAWING ARTWORK Azhar Natsir Ahdiyat
Balong International Journal of Design Vol 3, No 1 (2020)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/balong.v3i1.5476

Abstract

ABSTRACT The Sumatran Tiger is a tiger subspecies that is only found in Sumatra, Indonesia. This animal has exotic characteristics because of its unique stripes and body size, which is small among other living subspecies. Currently, Sumatran Tigers are categorized as critically endangered because there are only about 400-500 left in the wild. Habitats that are increasingly narrowing due to deforestation and habitat fragmentation as well as illegal hunting are real threats to these animals. This is an irony considering that the Sumatran Tiger is currently protected by the government through laws that are valid until now. Based on that, the writer has the idea to make digital drawing of Sumatran Tiger as the main theme of his artwork. This creation aims to answer the question about how to develop ideas, visualization, and visual-conceptual descriptions of Sumatran Tiger in the form of digital drawing. The drawing techniques used in this creation are outline, shading, block, and silhouette techniques using digital drawing software called Manga Studio EX. The creation of this work goes through three main steps, including preparation, execution process, and artwork presentation. In this creation, a digital drawing was produced in which visualization was made using visual elements and principles so that the idea had a correlation between the visual form and the concept of the Sumatran Tiger in relation to environmental problems (deforestation and habitat fragmentation).               Keywords: Sumatran Tiger, artwork, digital drawing.
THE INFLUENCE OF EXISTENCE RMU (RETAIL MERCHANDISING UNITS) IN MALL OF VISITORS PERCEPTION A Case Study: Resort Level (RL) PVJ Mall Bandung Andrianto Andri; Asep Sufyan; Teuku Zulkarnain
Balong International Journal of Design Vol 3, No 1 (2020)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/balong.v3i1.5478

Abstract

ABSTRACT Currently the mall has stood various types of RMU (Retail Merchandising Units) spread in the circulation area, public spaces, and other areas that interfere with mall visitors both psychologically and visually. Mall are not designed from the start to placed RMU causes the existence of RMU at the mall affects the perception of visitors to the mall display itself. By using quantitative research methods through the response of visitors with the help of questionnaires, it was found that the presence of RMU (Retail Merchandising Units) in the mall significantly affected the perception of visitors, of the six basic components of the store environment selected as questionnaire questions, the color factor becomes factors that are considered to most influence the perception of visitors. This can be proven from the results of the questionnaire where the color factor produces an answer of 80%. Keywords: Mall, RMU (Retail Merchandising Units), Perception
VERBAL LANGUAGE STYLE ANALYSIS AND VISUAL ANALYSIS ON BANK ADVERTISEMENTS IN INDONESIA Sri Nurbani; Yelly A Barlian; M Hidayatullah
Balong International Journal of Design Vol 3, No 1 (2020)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/balong.v3i1.5479

Abstract

ABSTRACT The progress of the world is growing rapidly from year to year, as the world economic level continues to grow in Indonesia, both private and central and local governments. In its development banking compete to capture its customers. One of the most powerful ways is to advertise their products through various media. The advertiser creates a compelling creative strategy to deliver a message that is compelling and accepted by the target audience, so the goal of banking can be achieved, which is to reach many customers. This phenomenon draws the author's attention to researching the language styles as well as the visual techniques that the ad creator has promoted as one of its creative strategies. The purpose of this research is useful to solve a problem that relates to the creation of ads related to verbal and visual language, in this case related to the style of the language used both verbal and visual. This research uses qualitative methods of descriptive. The results obtained from this study are the dominant language style used by advertisers is a rhetoric with an aliteracy as the figure of speech. Meanwhile, visual language if viewed from visual perception is using Similarity, Continuation, and Proximity as a way of affirmation of messages listed on the tagline. Keywords: Banks, language styles, visuals, creative strategies, advertising
AN ANALYSIS OF NEEDS FOR INCUBATION IN CREATIVE PROCESS AS A RECOMMENDATION FOR LEISURE FACILITY DESIGN IN A CO-WORKING SPACE Diena Yudiarti; Hani Amalia
Balong International Journal of Design Vol 3, No 1 (2020)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/balong.v3i1.5471

Abstract

ABSTRACT Creative People are known to be different in their perceptions and interpretations of their work problems, depending on the characteristics of the current situation occur (Dorst Cross, 2001). The creative process that people usually see cannot be seized by any methodology, but the creative people actually implements different types of methods. Methods that have flexibility in processes, actions, and appreciations (Roozenburg Dorst, 1998; Stempfle Badke-Schaub, 2002). Creative people usually have unique characteristics while doing their job. They need some supportive situations or environments to embrace the imagination as they create an idea of the creative process. Sometimes, the ideas come out in unexpected situations, either in a relaxed situation or under pressure situations. The second stage of creative thinking from the four stages presented by Graham Wallas (1926) is the Incubation Stage which becomes the focus of this research. The need for the incubation stage will be used as one of the variables of the user aspect approach for leisure facility design which is the output expectation from this research for the recommendation of designing the facility in a Co-Working Space. Keywords: Characteristic Analysis, Incubation, Creative Process, Leisure Time, Leisure Facility, Co-Working Space

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