scholarly journals Desain Permainan 3D Puzzle Dengan Bentuk Hewan Khas Kalimantan

2021 ◽  
Vol 9 (1) ◽  
pp. 8
Author(s):  
Mildarulia Br Girsang ◽  
Roni H

Game is a children’s growth and development activities that create a sense of joy and pleasure, also can become a place to channel the feelings that exist in the children. In design this product there are problems that must to be solved like how to make 3D puzzle by bringing the theme of native animals from Borneo that suitable to the standard of terms making Educational Game Tools, with a level of difficulty that is able to be understood by children. 3D puzzle games with native animals from Borneo shape has created with the intention of children can be expected to have skills in problem solving, reasoning, and understanding the pictures or shapes from the puzzle arrangements. The design methodology that used on the product is the methodology that developed by Vinod Goel (1995) which divided into 3 stages such as preliminary design, design development, and final design & development. Results from the design analysis obtained, the authors use laser techniques to simplify the manufacturing process and the materials that has light weight light, resistant to water, also made according to the standard of making product Educational Game Tools in order to make a safe games, that suitable for the age of the children, easily to fit separate pieces together, and follow the children's anthropometric tables based on survey results. The 3D puzzle game of this product chooses 8 types of native animals from Borneo, that namely known as Kucing Merah, Bekantan, Linsang, Beruang Madu, Burung Enggang, Pesut Mahakam, Gajah Kerdil, Lutung Merah. This game also provide the existence of the animal name cards from Borneo

2021 ◽  
Vol 9 (1) ◽  
pp. 9
Author(s):  
Andi Farid Hidayanto ◽  
Nur Husniah Thamrin

Samarendah Park is one of the new icons in Samarinda City. Its function has been felt by the people of Samarinda since it opened. This park can be used as a place to exercise, play children, or just relax. Now the park which is in the center of Samarinda City preening becomes increasingly beautiful. Taman Samarendah is reorganized so that it can be enjoyed more and more by Samarinda residents and tourists. Therefore, a signage is needed that is used to make information that guides the place and appeals. The purpose of this design is to make an information board that can provide information about Samarendah Park and facilities around the park. In this design process using the Vinod Ghoel method which includes Preliminary Design, Design Development, Final Design & Prototype. This design produces a product that is the Samarendah park information board. With the existence of the Samarendah park information board, it is hoped that it can facilitate access to information on places and appeals on location for visitors


2020 ◽  
Vol 2 (2) ◽  
pp. 10
Author(s):  
Etwin Fibrianie Suprapto ◽  
Randu Chan Limin

Admin Jasa merupakan memiliki kegiatan catat-mencatat, surat-menyurat, pembukuan ringan, ketik-mengetik, agenda dan sebagainya yang bersifat teknis ketatausahaan dalam bidang jasa. Untuk menunjang pelaksanaan kegiatan di bagian Admin Jasa diperlukan sarana kerja yang baik dan sesuai dengan kebutuhan di dalamnya. Salah satu sarana kerja yang mempengaruhi dalam kegiatan dibagian admin jasa ini adalah meja kerja. Seiring dengan perkembangan jasa yang dibutuhkan terutama di bidang admin, yang menuntut adanya informasi yang berkualitas untuk mendukung kelancaran proses pelayanan terhadap pelanggan. Harapan tersebut dapat dipenuhi dengan adanya pelayanan yang baik, cepat dan dapat memuaskan pelanggan. Permasalahan tersebut meliputi penempatan printer yang kurang tepat dan kurangnya space khusus tiga printer admin yang terdiri dari printer biasa, printer bill PPOB (Payment Point Online Bank), printer stempel. Penempatan papan ketik/keyboard dan CPU (Central Processing Unit) yang kurang tepat pada meja tersebut. Dan yang dibutuhkan seorang admin adalah laci kasir. Transaksi dengan konsumen/pelanggan dilakukan dalam satu meja biasa yang membuat kinerja operator tidak maksimal dalam proses pelayanan terhadap konsumen. Sehingga diperlukannya penyesuaian mesin, alat dan perlengkapan kerja terhadap tenaga kerja yang dapat mendukung kemudahan, kenyamanan dan efisiensi kerja. Metode yang digunakan adalah Preliminary Design, Design Development, Final Design & Prototyping. Admin Services is an activity that includes notes, correspondence, light bookkeeping, typing, agendas etc that is technical the effort in the field of services. To support the implementation of activities in the Admin services needed of the means a good work and in accordance with the needs of in it. One of the means work that affects the activities in the admin services of this is a work desk. Along with the development of services that are needed, especially in the field of admin, that demands of the information that qualified to support the smooth process of customer service. The hope that can be filled with a good services, fast and can be contented customers. The problem covering placement of the printer that lack of right and the lack of the special space admin three consisting of the printer usual, printer bill PPOB (payment point online bank), printer stamp. Placement of the keyboard and the CPU (central processing unit) that less right at the table. And desperately needed an admin is teller drawer.Transactions with customers carried out in one of the usual table that made the operator performance not up in the process of service to consumer. So the need for adjustment machine, tools and work equipment to the workforce that can support the ease, comfort, and work efficiency. The method used is the preliminary design, design development, final design & prototyping


Author(s):  
Muhammad Khairil Abidin ◽  
Etwin Fibrianie Suprapto

ABSTRAK Sugar glider merupakan hewan endemik sejenis Marsupial (mamalia berkantung) Omnivora. Merupakan satu keluarga dengan Koala dan Kangguru dan mempunyai bentuk tubuh menyerupai tupai yang aktif di malam hari (nocturnal). Sugar glider mempunyai sarana bawa khusus yang membuat sugar glider nyaman ketika dibawa pergi. Karena itu untuk memudahkan dan membuat sugar glider agar nyaman ketika dibawa pergi dibutuhkan tas khusus untuk sugar glider bisa bernafas didalam tas, yang membedakan tas ini dari tas sebelumnya adalah pada bagian dalam alas tas dapat dilepas dan dipasang agar memudahkan penggunanya untuk membersihkan bagian dalam tas ketika sugar glider buang air. Karenanya tujuan perancangan produk ini ialah mendesain sarana bawa yang memiliki alas yang dapat dilepas dan dipasang dengan metode perencanaan dan perancangan yaitu: preliminary design, design development, final design, dan prototype. Usulan desain ini dapat mengatasi kekurangan pada produk sebelumnya, serta mempermudah para pencinta sugar glider untuk membawa dan membasuh tasnya. Kata kunci : Sugar glider, sarana bawa, mengatasi kekurangan.   ABSTRACT Sugar gliders are an endemic species similar to Marsupial (marsupial mammals) Omnivores Which is a family with Koalas and Kangaroo and has a squirrel-like body shape and is nocturnal. Sugar gliders have a special carrying tool that makes sugar gliders comfortable when taken away. Therefore to make it easy and make sugar gliders comfortable when taken away, a special bag for the sugar glider can breathe inside the bag, what distinguishes this bag from the previous bag is the removable and fitted inner bag to make it easier for users to clean the inside of the bag when sugar gliders urinate. Therefore the purpose of designing this product is to design a carrying device that has a removable and installed base with planning and design methods, namely: preliminary design, design development, final design, and prototype. This design proposal can overcome the shortcomings in the previous product, and make it easier for lovers of sugar gliders to carry and wash their bags. Keywords: Sugar gliders, means of carrying, overcoming shortcomings.


Author(s):  
Shiddiq Arifin Dwi Putra ◽  
Roni H

ABSTRAK Peralatan atau perkakas pembersih sepatu pada umumnya menggunakan box atau kotak yang menggunakan material kayu maupun plastik kaca sehingga akan memiliki jangka waktu penyimpanan yang tidak cukup panjang. Tetapi, sarana pembawa peralatan pembersih sepatu yang ada saat ini hanya diperuntukan untuk pengguna sepatu berbahan kulit. Sehingga, memiliki keterbatasan untuk pengguna sepatu sneaker yang berbahan kanvas, nylon, suede, dan kulit sintetis. Untuk perawatannya sendiri masih menggunakan metode dry cleaning untuk jenis sepatu sneaker berbahan suede. Tetapi belum menerapkan metode pembersihan wet cleaning untuk sepatu sneaker yang berbahan kanvas, nylon, dan kulit sintetis. Oleh karena itu, perancang berencana membuat sarana membawa peralatan pembersih sepatu sneaker yang disertai meja alas pembersih sepatu sneaker dengan metode dry cleaning dan wet cleaning. Dalam laporan ini yang berjudul “Desain Sarana Bawa Peralatan dan Workstation Pembersih Sepatu Sneaker” memberi alternatif baru dalam desain sarana bawa khususnya pembersih sepatu sneaker. Metode perancangan yang dilakukan yaitu melakukan preliminary design, design development dan final design. Sehingga dihasilkan sarana bawa peralatan pembersih sepatu sneaker dengan desain yang lebih ergonomis, dan estetis yang bernuansa minimalis modern yang dilengkapi dengan meja workstation dan penyimpan peralatan pembersih sepatu sneaker dalam satu desain produk. Kata Kunci : alat, pembawa, pembersih, sarana, sneaker   ABSTRACT Shoe cleaning tools or tools generally use boxes or boxes that use wood or plastic glass materials so that they will have a long enough storage period. However, the existing shoe cleaning equipment carriers are only intended for leather shoes users. So, it has limitations for users of sneakers, canvas, nylon, suede and synthetic leather. For his own treatment, it still uses the dry cleaning method for suede shoes. But it has not yet applied the wet cleaning method for sneakers, made from canvas, nylon, and synthetic leather. Therefore, the designer plans to make a sneaker shoe cleaning equipment carrier with a shoe sneaker cleaning table with dry cleaning and wet cleaning methods. In this report entitled "Design of Facilities to Bring Equipment and Sneaker Shoe Cleaning Workstations" provides a new alternative in the design of the means to carry it, especially cleaning sneakers. The design method that is carried out is conducting preliminary design, design development and final design. So that a means to carry sneaker shoe cleaning equipment with a more ergonomic, aesthetic design with modern minimalist nuances is equipped with a workstation table and sneaker shoe cleaning equipment storage in one product design. Keywords: tool, carrier, cleaner, means, sneaker


1983 ◽  
Author(s):  
George S. Hazen ◽  
Steve Killing

From the perspective of the design office, this paper examines the manner in which computers are streamlining and changing the design process for today's sailing yachts. Starting with preliminary design and progressing through the more detailed aspects of final design, the computer's varying roles in the design process are traced with examples drawn from currently implemented programs. In addition to its customary role as a bookkeeper, the computer's remarkable graphics capabilities are highlighted. The authors offer a glimpse of what programs and hardware tomorrow's yacht designer will use as frequently as his curves and battens. The paper covers such subjects as design follow-up, sailing analysis and feedback into the original design process. Since designers are not the only ones to benefit from the computer revolution, the authors have included sections on computer generated sailing aids for the yachtsman and possible CAD/CAM applications for the boatbuilder.


Author(s):  
Christian Petiau

Abstract We will first recall that the organization of airframe designing stands in direct relation to the performance capabilities of available tools, which is, in fact, what determines the number and the nature of project iterations. We then present and analyze an organization type which can nowadays be recommended in view of the currently available CAD, computation and mathematical optimization means. This leads to a first design which is followed by experimental verification, with a key role for flight tests. The final design is checked with the aid of computation models that have been calibrated with the results of the performed tests. We will then examine new tools, since they are factors in the future evolution of the design methodology, including: • availability of the “design history”, as a set of all data of the whole process, • structure optimization with parametric CAD and multidisciplinary optimization • “feature” modeling • enhancement of the computation methods As a conclusion, we show that significant gains in terms of productivity and quality can be expected from these new products, both at design and at production level. What remains, however, to be found, are the most appropriate concurrent engineering organizations that are best suited to these new tools.


2019 ◽  
Vol 32 (2) ◽  
pp. 301-324
Author(s):  
Matti Haverila ◽  
Kai Haverila ◽  
Mehak Arora

Purpose The purpose of this study is to compare satisfied and non-satisfied customers in the context of wine tasting rooms using the SERVQUAL model and to examine the relationships in the model in terms of service experience to better understand customer needs. Design/methodology/approach The data used in this study were derived from a survey conducted among wineries in British Columbia, Canada. Analysis of survey results using the partial least squares structural equation modeling was undertaken. Sample size was 402. Findings The findings show that the SERVQUAL constructs that had the most impact on customer satisfaction and dissatisfaction were tangibility and assurance. Somewhat surprisingly, the perceived value for money construct was not significantly related to customer satisfaction but was significantly related to repurchase intent. Furthermore, all SERVQUAL constructs, except the reliability construct, were significantly related to customer satisfaction. Originality/value This study provides an overview of how wineries can improve their services to increase the number of satisfied customers.


1979 ◽  
Vol 6 (1) ◽  
pp. 120-128
Author(s):  
Craig J. Miller ◽  
Juarez Accioly

Precast, prestressed segmental box-girder bridges are now accepted as an economical alternative for spans over 150 ft (46 m). Decisions about cross-sectional dimensions made during preliminary design can have a substantial influence on the final cost of the bridge. To help the designer obtain an economical starting point for a final design, a program was written to determine section dimensions and midspan and pier prestressing steel areas to give minimum cost. Since a preliminary design is obtained, the analysis techniques and design criteria have been simplified to reduce computation. The design produced by the program will satisfy AASHTO specification requirements and the recommendations of the PCI Bridge Committee. The optimization algorithm used is the generalized reduced gradient technique. To demonstrate the program capabilities, three example problems are discussed. The results indicate that optimum span-depth ratios are approximately 24 for the cost ratios used. The cost of the optimum design does not seem to be too sensitive to the ratio of concrete cost to prestressing steel cost.


Author(s):  
I Made Oka Susila . ◽  
I Gede Mahendra Darmawiguna, S.Kom., M.S . ◽  
I Gede Partha Sindu, S.Pd., M.Pd. .

Bahasa Jepang merupakan salah satu bahasa yang banyak digemari dan dipelajari. Meskipun sangat digemari, banyak orang yang tetap merasa kesulitan mempelajari bahasa Jepang karena bentuk tulisannya yang rumit dan tata bahasanya sangat jauh berbeda dengan bahasa Indonesia. Salah satu pengembangan media pembelajaran yang dapat membantu pemula dalam belajar bahasa Jepang adalah game edukasi. Penelitian ini bertujuan: (1) untuk merancang dan mengimplementasikan Game Edukasi Nihongo Benkyou Berbasis Android. (2) untuk mengetahui respon pengguna terhadap Game Edukasi Nihongo Benkyou Berbasis Android. Metode penelitian yang digunakan adalah penelitian dan pengembangan dengan model ADDIE (Analysis, Design, Development, Implementation and Evaluations ). Perancangan aplikasi Game Edukasi Nihongo Benkyou Berbasis Android telah berhasil dilakukan dengan menggunakan model fungsional berupa UML (Unified Modeling Languange), yaitu dengan menggunakan use case diagram dan activity diagram. Hasil penelitian ini adalah aplikasi yang diimplementasikan menggunakan bahasa pemrograman C# dengan editor Unity. Fitur yang terdapat pada Game Edukasi Nihongo Benkyou meliputi fitur belajar dan bermain. Dalam fitur belajar terdapat materi pengenalan huruf, kosakata, serta pola percakapan sedangkan pada fitur bermain, materi yang dipelajari diujikan dalam mode permainan. Seluruh fitur yang terdapat pada Game Edukasi Nihongo Benkyou ini sudah berjalan dengan baik. Respon pengguna terhadap Game Edukasi Nihongo Benkyou masuk dalam rentangan sangat baik.Kata Kunci : Bahasa Jepang, Game Edukasi, Nihongo Benkyou, ADDIE, Android Japanese is one of the most favorite and popular language learned by many people in the world. Even though it is popular, many people feel that it is difficult to learn Japanese because of its complicated written text and grammar which are too much different from Indonesian. One of the educational media that can be developed to help the beginners learning Japanese is an Educational Game. This research was aimed: (1) to design and implement Nihongo Benkyou Educational Game based on Android (2) to find out the user’s respond to Nihongo Benkyou Educational Game based on Android. The method used in this study was research and development. Nihongo Benkyou Educational Game based on Android was developed by using ADDIE (Analysis, Design, Development, Implementation and Evaluations ) model. The design of this Nihongo Benkyou Educational Game has been successfully created by using functional model named UML (Unified Modeling Language), which is by using use case and activity diagram. Meanwhile, there were two features in this Nihongo Benkyou Educational Game, they were learning and playing features. In the learning features, there were knowledge about Japanese characters introduction, as well as vocabulary and grammar. Then in playing feature, the knowledge were tested in form of game mode. The result of this study was an application which is implemented by using C# programming language with Unity editor. All the fitures contained in Nihongo Benkyou Educational Game were running well. Nihongo Benkyou Educational Game went in a very good range. keyword : Japanese, Educational Game, Nihongo Benkyou, ADDIE, Android


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