scholarly journals Aplikasi Adventure Game Berbasis Mobile Pada Komunitas Pendaki Gunung bandung

2021 ◽  
Vol 3 (2) ◽  
pp. 100-109
Author(s):  
Angga Sopian Munawar ◽  
Wildan Wiguna ◽  
Tika Adilah M

Perkembangan teknologi saat ini semakin pesat, teknologi bereperan baik sebagai media interaksi sosial, sarana edukasi, maupun sarana hiburan. Dengan menerapkan teknologi dalam kehidupan sehari-hari, diharapkan dapat membantu dan mempermudah pekerjaan. Salah satu bentuk kegiatan adalah pendakian dan petulangan, yaitu sebuah kegiatan dengan mengkombinasikan olahraga dan rekreasi yang sangat digemari oleh kalangan muda. Komunitas Pendaki Gunung Bandung (KPGB) merupakan Komunitas dengan kegiatan pendakian atau petualangan yang berperan sebagai media komunikasi dan informasi antar pegiat alam. Komunitas ini diharapkan menjadi jalur komunikasi terjalinya silaturahmi untuk membentuk kokoh rasa kekeluargaan antar sesama pendaki khususnya di Kota Bandung. Kesibukan dan padatnya jam kerja menyebabkan para anggota kesulitan dalam mengatur jadwal untuk melakukan aktivitas pendakian. Banyaknya rintangan dan tingkat kesulitan di medan pendakian, membuat banyak orang merasa takut untuk mendaki. Para pendaki yang mengalami kecelakaan dan hilang, bahkan meninggal dunia, menambah rasa takut bagi orang-orang yang ingin melakukan pendakian. Dari permasalahan yang ada perlu adanya gambaran tentang bagaimana menyelesaikan masalah ketika banyaknya aktivitas dari semua anggota yang tidak dapat melakukan pendakian. Maka aplikasi game yang bertemakan petualangan pendakian ini, dibentuk untuk memenuhi kepuasan para anggota Komunitas Pendaki Gunung Bandung, dengan pemrograman Cocos 2d-x berbasis game engine Android menggunakan smartphone yang menghasilkan game petulangan pendakian yang berkarakter 2D (dua dimensi). Aplikasi ini dirancang dengan fitur yang sederhana, oleh karena itu pengguna dapat memainkan game petualangan ini dengan nyaman. Terdapat pula fitur yang akan menghubungkan langsung pengguna dengan website KPGB, yang didalamnya terdapat informasi mengenai perlengkapan mendaki. Aplikasi ini diharapkan dapat memberikan kesenangan bagi anggota Komunitas Pendaki Gunung Bandung yang tidak bisa melakukan aktivitas berpetualang atau mendaki secara langsung.   The development of technology is currently increasingly rapid, technology plays a role both as a medium of social interaction, a means of education, and a means of entertainment. By applying technology in everyday life, it is hoped that it can help and make work easier. One form of activity is climbing and adventure, which is an activity that combines sports and recreation which is very popular with young people. The Bandung Mountaineering Community (KPGB) is a community with climbing or adventure activities that act as a medium of communication and information between nature activists. This community is expected to be a communication line for establishing friendships to form a strong sense of kinship between fellow climbers, especially in the city of Bandung. Busy and busy working hours cause the members to find it difficult to arrange a schedule for climbing activities. The number of obstacles and levels of difficulty in the climbing field, makes many people feel afraid to climb. The climbers who had accidents and disappeared, and even died, added to the fear of those who wanted to climb. From the existing problems, it is necessary to have an idea of how to solve the problem when there are many activities from all members who cannot climb. So this game application with the theme of climbing adventure, was formed to meet the satisfaction of members of the Bandung Mountaineering Community, with Cocos 2d-x programming based on the Android game engine using a smartphone that produces climbing adventure games with 2D (two-dimensional) characters. This application is designed with simple features, therefore users can play this adventure game comfortably. There is also a feature that will connect users directly to the KPGB website, in which there is information about climbing equipment. This application is expected to provide pleasure for members of the Bandung Mountaineering Community who cannot carry out adventure or climbing activities directly.  

2017 ◽  
Vol 14 (1) ◽  
pp. 118-128
Author(s):  
Jason Cohen ◽  
Judy Backhouse ◽  
Omar Ally

Young people are important to cities, bringing skills and energy and contributing to economic activity. New technologies have led to the idea of a smart city as a framework for city management. Smart cities are developed from the top-down through government programmes, but also from the bottom-up by residents as technologies facilitate participation in developing new forms of city services. Young people are uniquely positioned to contribute to bottom-up smart city projects. Few diagnostic tools exist to guide city authorities on how to prioritise city service provision. A starting point is to understand how the youth value city services. This study surveys young people in Braamfontein, Johannesburg, and conducts an importance-performance analysis to identify which city services are well regarded and where the city should focus efforts and resources. The results show that Smart city initiatives that would most increase the satisfaction of youths in Braamfontein  include wireless connectivity, tools to track public transport  and  information  on city events. These  results  identify  city services that are valued by young people, highlighting services that young people could participate in providing. The importance-performance analysis can assist the city to direct effort and scarce resources effectively.


Geography ◽  
2019 ◽  
Vol 104 (3) ◽  
pp. 141-147
Author(s):  
Jon Swords ◽  
Mike Jeffries ◽  
Holly East ◽  
Sebastian Messer

Noise Mapping ◽  
2020 ◽  
Vol 7 (1) ◽  
pp. 239-247
Author(s):  
Alberto E. García-Rivero ◽  
Ricardo Ángel Yuli-Posadas ◽  
Warren Reátegui Romero ◽  
Odón Sánchez-Ccoyllo ◽  
Wilfredo Bulege-Gutierrez ◽  
...  

AbstractThe present study is intended to get to know the levels of perimeter diurnal environmental noise of four hospitals in the city of Lima. The measurement mode used at each hospital was A-weighting, with an integration time of five minutes per recording. It was measured in the FAST mode with calibrations made at the beginning and end of the measurement day. Statistical analysis consisted of the mean comparison T test which was applied at all the hospitals considered in the study. At the four hospitals, at all the hours of measurement and both on working days and non-working days (Sunday), LAeq mean values are higher than 83 dBA. On working days, two periods of maximum noise from 08:00 to 10:00 in the morning and from 17:00 to 19:00 in the afternoon coincide with the start and end of working hours. The perimeter diurnal environmental noise levels determined at the vicinity of four hospitals show higher values in all cases to those established by the Peruvian National Environmental Standards for Noise for special protection areas both for working days and for non-working days. Noise that comes from the dense and disorganized traffic of Lima plays a fundamental role in this behaviour.


Animation ◽  
2021 ◽  
Vol 16 (1-2) ◽  
pp. 83-95
Author(s):  
Raz Greenberg

Produced throughout the 1980s using the company’s Adventure Game Interpreter engine, the digital adventure games created by American software publisher Sierra On-Line played an important and largely overlooked role in the development of animation as an integral part of the digital gaming experience. While the little historical and theoretical discussion of the company’s games of the era focuses on their genre, it ignores these games’ contribution to the relationship between the animated avatars and the gamers that control them – a relationship that, as argued in this article, in essence turns gamers into animators. If we consider Chris Pallant’s (2019) argument in ‘Video games and animation’ that animation is essential to the sense of immersion within a digital game, then the great freedom provided to the gamers in animating their avatars within Sierra On-Line’s adventure games paved the way to the same sense of immersion in digital. And, if we refer to Gonzalo Frasca’s (1999) divide of digital games to narrative-led or free-play (ludus versus paidea) in ‘Ludology meets narratology: Similitude and differences between (video) games and narrative’, then the company’s adventure games served as an important early example of balance between the two elements through the gamers’ ability to animate their avatars. Furthermore, Sierra On-Line’s adventure games have tapped into the traditional tension between the animator and the character it animated, as observed by Scott Bukatman in ‘The poetics of Slumberland: Animated spirits and the animated spirit (2012), when he challenged the traditional divide between animators, the characters they animate and the audience. All these contributions, as this articles aims to demonstrate, continue to influence the role of animation in digital games to this very day.


2014 ◽  
Vol 3 (06) ◽  
pp. 67-81
Author(s):  
Pablo Tascón España

El presente estudio busca comprender bajo un enfoque naturalista cómo en un periodo denominado por autores de las Ciencias Sociales ( Bajoit, 2009; Sandoval, 2010) de “cambio cultural”, emerge el movimiento Hip Hop y su particular forma de expresión en la ciudad de Punta Arenas. La investigación tiene un objetivo central y busca interpretar la relación entre la expresión contracultural y los jóvenes que son parte de tal, como así también sus significados respecto al ser actores del mismo. La investigación pretende identificar, entonces, la lógica de acción actual de los jóvenes y a su vez dilucidar si existe relación o no con la raíz histórica del movimiento Hip Hop, es decir una expresión de disidencia en razón de la estructura social establecida y las contradicciones que afloran de la misma. The following study aims to understand under the naturalist approach how in a period called for authors of the social sciences (Bajoit, 2009; Sandoval, 2010) of “cultural change”, emerges the Hip Hop movement and its particular form of expression in the city of Punta Arenas. The research has a main objective and seeks to interpret the relation between the expression counterculture and the young people that are part of it, likewise the meaning concerning to be actors of it. The research pretends to identify the logic of current action of the youngsters and at the same time elucidate if there is a relation or not with the historical root of the movement “Hip Hop”, i.e. an expression of dissent aiming with the social structure established and the contradictions that came out from itself.


2021 ◽  
Vol 2 (1) ◽  
pp. 30
Author(s):  
Made Ngurah Partha ◽  
Noor Ellyawati ◽  
Komang Ayu Safitri

This research purposes to determine the income of Grabbike drivers in Samarinda during March 2019 and to compare the income toward the City Minimum Wage (UMK) in 2019. This research also intends to know the average and the percentage of Grabbike driver’s income in Samarinda toward the City Minimum Wage (UMK) in 2019. This is a descriptive quantitative research. The populations in this research are 1200 Samarinda Grabbike drivers in 2019 with 120 respondents. Data collection techniques in this research use questionnaires, interviews and documentation. The data analysis technique uses the net income formula; the average and percentage income. The research data and analysis of the Samarinda Grabbike driver’s income in 2019 includes several indicators; the number of working hours and working days. The research results show that the Samarinda Grabbike driver’s net income in March 2019 is Rp. 200,758,204. The percentage comparison between Samarinda Grabbike Driver’s incomes toward the City Minimum Wage (UMK) shows 24 drivers achieving high-level income or 20%, 65 drivers achieving medium-level income or 54.2% and 31 drivers achieving low-level income or 25.8%. The average income of Samarinda Grabbike drivers in March 2019 is Rp. 1,672,985.


2021 ◽  
Vol 66 (05) ◽  
pp. 109-113
Author(s):  
Hilal Mehti oğlu Abbasov ◽  

Athletes are not roulette chips, but sports gambling treats them as such. If the dangers of state sponsored sports betting are not confronted, the character of sports and youngsters’ view of them could be seriously threatened… just as legalizing drugs would lead to increased drug addiction, legalizing sports gambling would aggravate the problems associated with gambling. As a society, we cannot afford this result, and… legalizing sports gambling would encourage young people to participate in sports to win money. They would no longer love the game for the purity of the experience. Key words: major manipulations, harmful aspects, existing problems, legalizing sports gambling, ethics of sports


1991 ◽  
Vol 5 (4) ◽  
pp. 233-237

In 1987, the city of Bridgeport initiated a city-wide planning process which underscored the needs of the city's youth and provided an honest appraisal of the community's capacity to manage future challenges. Through the support of The Annie E. Casey Foundation, Bridgeport Futures Initiative was established to unite education, business and industry, community organizations and citizens to develop a comprehensive approach for solving the complex problems facing youth in need and at risk. The years since inception have provided rich and compelling evidence that the participation of hundreds of people and many institutions can impact on the lives of young people. This article describes the development of this unique collaboration and gives examples of successes thus achieved. The Bridgeport Futures Initiative was commended in the 1990 Anderson Medal awards of the Business–Higher Education Forum of the American Council on Education (see Industry and Higher Education, June 1991, p 79).


Author(s):  
Sabine Werth

Founded in 1993 by four women in Berlin, Germany, the Berliner Tafel is Germany’s oldest food rescue organization. The Tafel concept was quickly replicated and eventually developed into a nationwide network. Today, the Berliner Tafel has approximately 1,800 volunteers who tirelessly work to collect surplus food and deliver it to those in need throughout the city. The organization supplies over 300 social initiatives ranging from homeless shelters to soup kitchens and operates 45 food distribution points, Laib und Seele, in partnership with churches and the regional radio and television network. The Berliner Tafel supports more than 125,000 people in need every month with quality food that would otherwise have been unnecessarily thrown away. After the organization’s primary mission of rescuing food had adequately matured, the decision was taken to branch out and impact the lives of the children and youth of Berlin by establishing the KIMBA programme, which aims to teach young people from all backgrounds the value of food, good nutrition and the importance of sharing a meal together. Through all these activities the Berliner Tafel bolsters the fabric of German society by supporting vulnerable citizens while simultaneously having a positive impact on the environment and encouraging solidarity within and among Berlin’s diverse communities.


Retos ◽  
2020 ◽  
pp. 375-378
Author(s):  
David Almorza Gomar ◽  
Gonzalo Martín Pérez Arana ◽  
José Arturo Prada Oliveira

Abstract. Soccer’s current social impact makes it a very powerful tool for the comprehensive training of those minors who come to practice it. It is especially valuable among young people of school age, who may otherwise lose motivation and begin to frequent places that lead them away from their studies. For young people with their dreams, soccer can focus their attention and contribute to their overall education. In this work, we present the results of a program carried out with three soccer teams in the city of Cádiz, Spain. For each team, we analyzed six aspects of interest from the comprehensive training program of the players: academic training; fair play; health, hygiene and nutrition; training for coaching staff; training for parents and social responsibility. The experience was relevant and positive for players, parents, and teams. The results were very encouraging. The interest on the part of the team officials, players, and parents was clear.Resumen. El impacto social que produce el fútbol constituye una herramienta muy potente para la formación integral de los menores que lo practican. Es especialmente valioso entre la juventud en edad escolar, que podrían de otra manera perder la motivación y comenzar a frecuentar lugares que les alejen de sus estudios. Para la juventud, con sus sueños, el futbol puede enfocar su atención y contribuir a su educación general. En este trabajo, presentamos los resultados de un programa llevado a cabo con tres equipos de fútbol en la ciudad de Cádiz, España. Para cada equipo, se han analizado seis aspectos de interés desde este programa de formación integral de los jugadores: formación académica; juego limpio; salud, higiene y nutrición; entrenamiento del cuerpo técnico; entrenamiento de los padres y madres y responsabilidad social. La experiencia fue relevante y positiva para jugadores, familiares y equipos. Los resultados fueron muy alentadores. El interés por parte de los equipos, jugadores, padres y madres fue claro.


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