scholarly journals Analisis dan Perancangan Asset Game Rumah dan Pakaian Adat Bali Berbasis Pixel Art 2D

2020 ◽  
Vol 1 (2) ◽  
Author(s):  
Jasson Prestiliano ◽  
Debora Puspita Sarisih ◽  
Birmanti Setia Utami

Abstrak Bali merupakan salah satu pulau di Indonesia yang memiliki khasanah budaya yang sangat luas dan kaya. Kebudayaan Bali memiliki filosofi yang mendalam, khususnya dalam pakaian adat dan rumah adatnya. Namun belum banyak pelaku seni modern, khususnya perancang seni game yang mengetahui makna dan filosofi setiap bentuk dan warna tersebut. Hal ini membuat mereka merancang sejauh yang mereka lihat saja. Penelitian ini membahas tentang perancangan asset game berbasis pixel art 2D dengan ciri khas Bali. Tujuan penelitian ini adalah membuat asset pixel art 2D dengan menggunakan ciri khas Jawa. Penelitian ini menggunakan metode kualitatif dan strategi linear. Didapatkan hasil bahwa Pakaian dan Rumah adat Jawa memiliki ciri khas yang berbeda-beda serta memiliki berbagai filosofi yang berbeda dalam setiap bentuknya, sehingga hasil perancangan ini dapat menjadi panduan desain pixel art 2D bagi para pengembang game dan perancang seni game agar tidak menghilangkan filosofinya. Manfaat untuk para pemain game hasil perancangan ini dapat memberikan ilmu budaya tentang pakaian adat dan rumah adat Bali.Kata Kunci: Kebudayaan Bali, Pakaian Adat Bali, Rumah Adat Bali, Aset game, pixel art 2D AbstractBali is one of the islands in Indonesia that has a rich and wide culture. Balinese culture has deep philosophy, especially in its traditional clothes and traditional houses. However, not many modern artist, especially game artist that know know the meaning and the philosophy of each form and color. This  reason made them design the art related to Bali only as far as they see. This study discusses the design of 2D pixel art based game assets with Balinese characteristics. This study uses qualitative methods and linear strategies. The result is that the clothes and traditional houses of Bali have different characteristics and have different philosophies in each form, so the results of this design can be a 2D pixel art design guide for game developers and game artist so they will not to eliminate the philosophy. The advantage for the game players will give them the cultural knowledge about Balinese traditional clothes and traditional houses.Keywords: Balinese culture, Balinese Traditional Clothes, Balinese Traditional House, Game Asset, Pixel Art 2D

Author(s):  
Mifrah Ahmad ◽  
Lukman Ab Rahim ◽  
Kamisah Osman ◽  
Noreen Izza Arshad

Game-based learning (GBL) has dominantly become an emerging teaching industry in 21st century. To provide an effective development of educational games (EG) with assurance of effectiveness, modelling and design methods are highlighted. To model EG, game developers must understand existing elements' interaction and relationships. The elements of EG have been documented in literature; however, the relationships are not well documented. Hence, this research has established these relationships by conducting a literature survey and identifying the relationships between different elements. Consequently, they are validated by eight game-based learning experts via qualitative methods and the validation results are interpreted using the hermeneutics method of the interpretivism paradigm. In this chapter, the authors present the relationships that they found most crucial to validate since they have the least literature evidence. With the relationships identified and documented, game developers will have better understanding of the interaction between each element and can produce better models of EG.


Author(s):  
Mifrah Ahmad ◽  
Lukman Ab Rahim ◽  
Kamisah Osman ◽  
Noreen Izza Arshad

Game-based learning (GBL) has dominantly become an emerging teaching industry in 21st century. To provide an effective development of educational games (EG) with assurance of effectiveness; modelling and design methods are highlighted. To model EG, game developers must understand existing element's interaction and relationships. The elements of EG have been documented in many literature, however, the relationships are not well documented. Hence, this research has established these relationships by conducting a literature survey and identifying the relationships between different elements. Consequently, they are validated by eight game-based learning experts via qualitative methods and the validation results are interpreted using hermeneutics method of the interpretivism paradigm. In this chapter, we present the relationships that we found most crucial to validate since they have the least literature evidence. With the relationships identified and documented, game developers will have better understanding of the interaction between each elements and can produce better models of EG.


2021 ◽  
Vol 5 (1) ◽  
pp. 69
Author(s):  
Tri Wiyana ◽  
IKG Bendesa ◽  
Roberto Tomahuw

Soto is a traditional culinary dish that is one of Indonesian specialties whose ingredients consist mainly of meat, and vegetable broth. Every region in Indonesia has soto with different characteristics. This study aimed to research the extent to which the naming pattern, the consumer perceives the brand and how much it effects of sales culinary business culinary business in Delanggu District, Klaten Regency, Central Java, Indonesia. Respondents consisted of culinary soto traders and customer perception. Research methodology with qualitative methods by analyzing the naming of the identity of the place of business (onomastic). The next analysis is to integrate branding strategy in developing culinary business. The results of the study showed that the creative branding model for traditional culinary soto, which is how the behavior for making it, the presentation culinary model, and branding with identical names of the people who make it. This research provides an overview of the pattern of branding strategies for culinary endeavors. Culinary entrepreneurs must strive to attract customers with creative models and not ignore local wisdom from the region. Keywords:  Traditional Culinary, Culinary Linguistics, Culinary Branding, Soto


Prologia ◽  
2020 ◽  
Vol 4 (1) ◽  
pp. 10
Author(s):  
Novelia Setiawan ◽  
Diah Ayu Candraningrum

Backpacker is currently the most popular style of travel that is famous for young travelers, historically the style of traveling comes from the nomadic tribe, they are to carry on life many years ago in carrying a backpack behind. shows that the backpacker consists of unique and different characteristics that determine their travel style that is different among other general tourists and certainly not surprised if in the future backpacker trips will have an influence on the world of tourism, Personal Branding is the identity of someone who is a special characteristic that is different from one another, the identity to be able to do good in the community can also assess the identity of that person through the actions of that person. This study uses qualitative methods that are supported The results showed that Rafi and Bowo's personal branding had become increasingly popular Backpacker saat ini adalah gaya traveling paling populer yang terkenal bagi para kaum muda, menurut sejarahnya gaya traveling berasal dari suku nomaden, mereka untuk menjalankan kehidupan bertahun-tahun yang lalu dalam membawa tas ransel dibelakang. Menunjukan bahwa para backpacker terdiri dari karakteristik yang unik dan berbeda yang menentukan gaya perjalanan mereka yang berbeda di antara para wisatawan umum lainya dan tentunya tidak heran jika di masa depan perjalanan backpacker akan memberikan pengaruh ke dunia pariwisata. Personal Branding adalah jati diri seseorang yang merupakan ciri khusus yang berbeda satu sama lainya, jati diri untuk dapat berbuat yang baik di lingkungan masyarakat pun dapat menilai jati diri orang tersebut melalui tindakan yang dilakukan orang tersebut. Penulis menggunakan metode kualitatif. Hasil penelitian menunjukkan bahwa personal branding Rafi dan Bowo telah memenuhi  aspek personal branding, sehingga membuatnya lebih popular


2021 ◽  
Vol 6 (1) ◽  
pp. 97
Author(s):  
Agung Riyadi ◽  
Riwinoto Riwinoto

This research aimed to find out what games are currently being played and how many contents purchased in them. Information regarding the interest in purchasing the game contents is crucial for the game developers to determine the game type to be developed. The research used a survey method conducted on 455 respondents aged 18-30 years from Indonesia. The survey results stated that most Indonesian game players were in the Regular Player category who played Action games with a population of 71%. The amount of interest in purchasing the contents from the Frequent Players towards Action and RPG games was 92%. As for games in the Puzzle category, the amount of interest in purchasing the contents was very small. 96% of puzzle game players certainly had no interest in purchasing the contents.


Author(s):  
Rashaad E.T. Jones ◽  
Ivanna S. Terrell ◽  
Erik S. Conners

We feel that it is essential to ask: Why study video games as a form of information technology? Are video games not a mindless and childish form of entertainment without any serious consequences requiring scholarly examination? We believe the answer to that question is a resounding “no”. We propose that video games are one of the first samples of IT with which children come into contact and can have a profound effect on their acceptance of technology overall. It can be argued that the sooner children come into contact with and accept technology, the more likely they will be to sustain such activity into adulthood. Interesting cultural aspects related to video games are arising as this form of IT generates interest in research communities, especially when examining the social dynamics of video game players (e.g., real time strategy (RTS) gosus, arcade junkies) and video gaming communities (e.g., role-playing game (RPG) clans, first-person shooter (FPS) sects). Similarly, the recent influx of games with mature content has increased the number of older video game players (Snider, 2002). Moreover, there are observable emotional and psychological effects that video game players experience. For example, some reports suggest that video games with violent themes can desensitize individuals (Violent Video Games, 2000). Video games have become so popular and pervasive that they are transforming the modern world, and these effects are measurable at the individual, organizational, societal, and even global levels. The sheer economic impact alone of video games cannot be ignored; a recent article reports that the video gaming industry generated $9.9 billion in revenue for 2004 (Richtel, 2005). Finally, video games can be considered a “gateway to computer literacy” for children (DeBare, 1996). This also implies that video games have more of a role in a child’s lifestyle than simply mindless entertainment. Studying video games as they relate to gender and IT is thus a worthwhile endeavor with non-trivial ramifications. Specifically, studying how playing video games relates to gender differences in the IT work profession may provide interesting results because such an inquiry would identify a possible contributor to the gender gap noticed in the IT workforce today. Males have traditionally possessed a strong desire to interact with technology, which we posit is partly driven by increased exposure to video games. Males therefore appropriate artifacts of technology (e.g., computers, wireless, handheld devices, etc.) more readily than their female counterparts. Contrarily, females are being alienated from technology, which we believe is a causal result from their lack of positive video game experiences. How video games affect the gender gap in IT could be explained in the following manner. The IT profession is considered a male-dominated and male-oriented field. If we include game developers as part of the IT profession, we find little exception to this dominance. Video games are thus designed from the minds of male game developers; Saltzmann (2001) reports that 99% of all game developers are men. Video games conventionally have had a stronger appeal to males than females. Less than 30% of all video game players are female and the number of“serious” female game players is considerably lower (DeBare, 1996). For example, only 5% of GamePro magazine readers are female and only 8% of the buyers who returned product registration cards to Electronic Arts, a leading game design company, are female (DeBare, 1996). As a result, the majority of video games contain an emphasis on overtly male-oriented themes such as gratuitous sex and violence, extreme action, science-fiction themes, mythical fantasies, and sports. Due to this overly male-oriented content of video games, young males are naturally drawn to them. Therefore, we posit that young males have a “fun” or positive interaction with technology, while young females do not. Young males thus have an initial attraction to technology that is driven by video games, and consequently may have a strong desire to seek professions where technology is central to the work (e.g., programming, animation). Conversely, young females who lack this “fun” interaction with technology may miss the attraction, thus resulting in a lack of interest in pursuing a career where technology is essential. Thus, we propose a research agenda that examines female interest in video games as a method to address the gender gap in the IT profession. We speculate that investigations into the gaming habits and gaming preferences of females can not only provide an understanding of women’s interests in video games, but also lead to characteristics that can be emphasized to increase female interest in technology.


2021 ◽  
Vol 3 (2) ◽  
pp. 037-047
Author(s):  
Jhon Viter Marpaung ◽  
Muhammad Fauzi ◽  
Desy Prastyani

The concept applied to the design of stool furniture this time carries the theme that will be used, namely Scandinavian. A product that will be designed through trend analysis, through the uniqueness of the design owned. The uniqueness is presented through a combination of foreign and traditional cultures, being a style inspiration for designers and becoming the first choice product for the community in its needs. Qualitative methods with an event approach that is carried out make a direct source for designers to conduct a renewable data research so as to gain knowledge about the style and concept of a broader design to be applied to a design design this time. Market segmentation or User is intended is an urban society that has a standardization of modern living, as well as the characteristics of users who have uniqueness in a work such as creative workers oriented in the field of art or creative. This product is intended for families who have a modern lifestyle, with the implementation of modern product styles making this design has a concept of styling organic design that is combined with the application of batak toba motifs as the preservation of cultural products to preserve cultural knowledge to make their own scandinavian-style products


10.28945/4457 ◽  
2019 ◽  
Vol 18 ◽  
pp. 509-528
Author(s):  
Monica Flores Marin ◽  
Victor Pinto Tapia ◽  
María T Espinoza Salguero

Aim/Purpose: This research is a comparative test between two Human Computer Interaction (HCI) design approaches - Apple versus one informed by child users. Background: There are studies concerning the creation of graphical interfaces for kids, however, they do not involve them in the design process. On the other hand, operating systems such as Apple or Android impose their graphic guidelines designed only for a general outlook. Methodology: The research has a scope of exploratory nature, with a mixed approach. For the measurement of usability, tests were developed to determine the degree of efficiency, effectiveness, and satisfaction generated in two versions of the same game. Children between six and eight years of age were targeted for this test. Contribution: This research compares two design guides to determine which one is better to develop games for children. Findings: This study concluded that the design guide elaborated by children allowed the building a more efficient, effective, and satisfactory game because the total usability percentage was 89.84%. This percentage was much higher than that obtained using the generic Apple guide, where the percentage of total usability obtained was 78.72%. Recommendations for Practitioners: Using design guides to develop games for children helps to increase the level of usability for them. Recommendation for Researchers: These design guides can be used for other devices that have different operating systems as guidelines to develop games for children. Impact on Society: The future generations of game developers that focus on games for children can take into account the following guidelines to create games that children will enjoy more. Future Research: Perform usability tests with users of different ages, for example children, adolescents, and adults. It is also suggested to take into account mobile devices with Android operating system.


Author(s):  
Kin Man Chow

Gaming has long been an interest of studies in the behaviour of youngsters. In particular, game players are spending increasing amount of expenses in purchasing gaming related items. Why mobile game players would purchase virtual items for their games? The aim of this study is to examine the mediating effect of hedonic value to the relationship between peer influence and gamer’s satisfaction. Anonymous questionnaire was used to collect data through a survey website. A total of 126 valid responses were collected in the survey. Data collected were first analysed using confirmatory factor analysis, and the conceptual framework was then examined by using the structural equation modelling. Results revealed that there exists a mediating effect of hedonic value on the relationship between peer influence and gamer’s satisfaction. They provide valuable insights to game developers and marketers on how to enhance gamer’s satisfaction by peer influence through enhancement of hedonic value.


2020 ◽  
Vol 15 (2) ◽  
pp. 104
Author(s):  
Yudianti Herawati

Abstrak Tujuan penelitian ini untuk mendeskripsikan struktur cerita dalam tiga cerpen  terbitan surat kabar harian Manuntung periode 1988—1989 yang difokuskan pada tema percintaan dan gejala sosial kultural. Masalah dalam penelitian ini meliputi (1) bagaimana bentuk struktur cerita dalam ketiga cerpen yang terbit di Manuntung, (2) bagaimanakah tema percintaan dalam ketiga cerpen yang terbit di Manuntung, dan (3) bagaimana pula gejala sosial kultural dalam ketiga cerpen yang terbit di Manuntung. Penelitian ini menggunakan metode deskriptif-kualitatif, sedangkan penerapan teori menggunakan struktural intrinsik. Teknik analisis deskriptif digunakan untuk mendeskripsikan data-data cerpen yang diperoleh dari surat kabar Manuntung. Selain itu, teknik analitik juga digunakan untuk menentukan makna isi cerita dalam cerpen-cerpen tersebut sebagai objek penelitian. Hasil penelitian ini menunjukkan bahwa tema percintaan yang digambarkan pengarang dalam ketiga cerpen yang terbit Manuntung peiode 1988—1989 memiliki karakteristik yang berbeda yang mengisahkan sepenggal kehidupan tokoh dengan berbagai pertikaian, peristiwa yang mengharukan dan menyenangkan, serta mengandung kesan yang tidak mudah dilupakan oleh tokoh-tokoh dalam ketiga cerpen tersebut. Kata kunci: struktur, intrinsik, percintaan, sosial, kulturalAbstractThe purpose of this study is to describe the structure of the story in three short stories published by Manuntung daily newspapers in the period 1988--1989 which focuses on the theme of romance and socio-cultural phenomena. It discusses about (1) the structure of the story, (2) the theme of love, and (3) the socio-cultural symptoms in Manuntung’s three short stories. This study uses descriptive-qualitative methods and intrinsic structural theory. Descriptive analysis technique is used to describe the short story data. Analytical techniques are also used to determine the meaning of the story content in those short stories as the object of the research. The results of this study indicate that the theme of love described by the authors in Manuntung’s three short stories in the period 1988-1989 has different characteristics. They tell a moment of a character's life, like conflicts, touching moments, and happy times. They also contain impressions that are remembered by the characters in those three short stories. Keywords: structure, intrinsic, romance, social, cultural 


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