142 research outputs found

    KAJIAN USER EXPERIENCE TERHADAP ASPEK REALISME DALAM GAME DIGITAL 3D

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    AbstractUser Experience Analysis for Realism Aspect in 3D Digital Game. The reality(realism) that is presented in digital games through a first or third-person perspectiveis usually owned by games with the role-playing type, where the player seems to play a role as a character according to the storyline contained in the game. This will further strengthen the realism aspect that is felt by the player. The realism aspect is one of the aspects that supports the immersive nature of a game, the player will feel very deeply involved in the role of the game being played so that it seems as if they are in the game world. The experience of playing at an immersive level will bring joy to the players so that the realism aspect is one aspect that plays a role in the success of a game. This study examines the player’s experience according to its realism aspect in 3D games and the results can be used in the development process of a game. AbstrakKajian User Experience Terhadap Aspek Realisme dalam Game Digital 3D.Kenyataan (realisme) yang dihadirkan dalam game digital melalui sudut pandang orang pertama atau ketiga biasanya dimiliki oleh game dengan jenis role-play, dengan situasi pemain seolah-olah bermain peran sebagai tokoh atau karakter sesuai dengan alur cerita yang terdapat dalam game tersebut. Hal ini akan semakin memperkuat aspek realisme yang dirasakan oleh pemain. Aspek realisme merupakan salah satu aspekyang menunjang sifat imersif dari suatu game, pemain akan merasa sangat menghayati peran dalam game yang sedang dimainkan sehingga seolah berada dan menyatu di dalam dunia game. Pengalaman bermain pada tingkat imersif akan membawa perasaan senang bagi pemainnya, sehingga aspek realisme merupakan salah satu aspek yang berperan dalam kesuksesan sebuah game. Penelitian ini mengkaji pengalaman pemain menurut aspek realismenya dalam game 3D dan hasilnya dapat dipergunakan dalam tahap proses pengembangan suatu game

    Aplikasi ILokasi Berbasis Android

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    Perkembangan Teknologi Informasi berkembang pesat yang diiringi dengan meningkatnya aktivitas dalam kehidupan manusia, smartphone dan tablet PC mampu menjawab kebutuhan manusia dengan mobilitas yang tinggi sekaligus alat komunikasi berteknologi tinggi, praktis dibawa, dan mudah digunakan. Seiring dengan perkembangan teknologi informasi tersebut, dampaknya mulai merambah pada kebutuhan transportasi online yang berkembang pesat di masyarakat, sehingga bermunculan aplikasi mobile yang memenuhi kebutuhan tersebut seperti aplikasi Uber dan GrabCar. Untuk mendapatkan layanan antar jemput dengan mobil, konsumen cukup memesan melalui aplikasi tersebut, dan secara otomatis server aplikasi akan mencarikan driver terdekat. Setelah mendapat driver, maka driver tersebut menjemput calon konsumennya dengan petunjuk navigasi dari aplikasi berbasis Google Maps. Aplikasi iLokasi didesain untuk bisa menerima data kontribusi dari masyarakat sebagai data lokasi, dengan tidak hanya mengandalkan Google Maps seperti yang diterapkan kebanyakan aplikasi serupa. Selain itu iLokasi bisa memberikan informasi lokasi sampai ke tempat yang lebih detail dibandingkan dengan Google Maps

    Efek STEM Dalam Pembelajaran Sains Terhadap Keterampilan Abad 21: Meta Analisis

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    21st-century skills are one of the skills that students must master. Curriculum 2013 which trains and develops 21st-century skills can be implemented by applying STEM in science learning. The method of this study is to analyze journal articles obtained through online journals. This study analyzed 20 journals published from 2016 to 2022 and calculated the effect size which included 16 national journals and 4 international journals. The results of the data analysis show that at the elementary, junior high, and senior high school levels, the impact of STEM on science learning at all levels of education is relatively high. The implementation of STEM in Science Learning has an impact on 21st-century skills such as critical thinking, creative thinking, communication, and collaboratio

    Constitutional Court of the Republic of Indonesia: Does the Ultra Petita Principle Reflect the Truth of Law?

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    Constitutional Court is one of the conductors in Indonesia’s judicial power as regulated by Article 24 (2) and Article 24C (1) through (6) of the 1945 Constitution of the Republic of Indonesia, that adjudicates at the first and last levels whose decision is final including in the context of judicial review in the Constitutional Court. The provisions of H.I.R. and R.Bg. firmly reflect one of the principles in the civil procedural law, namely ultra petita, that represent judges prohibition from making decisions beyond what is requested. However, the practice in the Constitutional Court found several Constitutional Court Decisions classified as ultra petita decisions so that there is an academic step to justify the existence of Constitutional Court ruling that determine as ultra petita decisions. This study aims to find the justification of the Constitutional Court in deciding ultra petita through a philosophical, theoretical and legal dogmatic perspective. This study used a normative legal method with the conceptual approach, case studies approach, and legislation or statutory approach. This study shows that based on characteristics of cases under the authority of the Constitutional Court, it cannot be said that the prohibition of ultra petita can be applied to justice in the Constitutional Court, both from a philosophical, theoretical, and legal dogmatic based on several Constitutional Court Decision

    NGUSABA DODOL DI DESA DUDA TIMUR, SELAT KARANGASEM: KAJIAN SEMIOTIK SOSIAL

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    Ngusaba is a ceremony held to praise Dewi Sri or the goddess of prosperity. Ngusaba Dodol is one of the types of ceremony in Bali conducted by the community at Selat district, Karangasem regency. This ceremony is held every year at the end of sasih Kesanga, pengelong or the day after the dark moon or tilem nemu kajeng based on Balinese calendar. Ngusaba is conducted at Pura dalem which is located in a local village. It is an arguable, distinctive and unique ceremony because the person brings offerings of dodol. Dodol is a typical snack made by glutinous rice flour, mixed with brown sugar and coconut milk. The dodol made in this ceremony unlike ordinary dodol. It has larger size compared to the ordinary dodol. Each offerings brought by the people to the temple, consists of: three large dodol, three large slices of jaje uli (Balinese black cake), three kilogram of rice, three tanding of satay, three tandingof pelas and rasmen, three bunches of bananas, three pieces of crackers, fruits, etc. Besides, the offering is decorated with the flowers in such way to make it beautiful and look like onggar-onggaran, however, every village has difference way to fill in the banten sokan (offerings placed in a traditional box) that will be offerred to the god

    Pengembangan Modul Problem Based Learning (Pbl) Pada Materi Populasi Hewan Untuk Meningkatkan Kemampuan Berpikir Kreatif Mahasiswa Pendidikan Biologi Universitas Sebelas Maret

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    Tujuan penelitian, yaitu: 1) Mengetahui karakteristik Modul Problem Based Learning (PBL) pada materi populasi hewan untuk meningkatkan kemampuan berpikir kreatif mahasiswa Pendidikan Biologi Universitas Sebelas Maret 2) Mengetahui kelayakan Modul Problem Based Learning (PBL) pada materi populasi hewan untuk meningkatkan kemampuan berpikir kreatif mahasiswa Pendidikan Biologi Universitas Sebelas Maret, 3) Mengetahui efektivitas Modul Problem Based Learning (PBL) pada materi populasi hewan untuk meningkatkan kemampuan berpikir kreatif mahasiswa Pendidikan Biologi Universitas Sebelas Maret.Jenis penelitian merupakan penelitian pengembangan (Research and Development) yang telah dimodifikasi dari Borg dan Gall (1983). Sampel penelitian pengembangan meliputi: 1) Sampel uji coba produk awal sejumlah 3 validator ahli dan 2 dosen sebagai praktisi, 2) Sampel uji coba lapangan terbatas sejumlah 15 mahasiswa, dan 3) Sampel uji lapangan operasional sejumlah 41 mahasiswa. Instrumen yang digunakan angket, lembar observasi, kuisioner, wawancara, dan tes. Uji lapangan operasional menggunakan One Group Pretest- Posttest Design. Data kemampuan berpikir kreatif dan hasil belajar kognitif diuji menggunakan uji T-Test (Paired Samples T-Test) dan dihitung dengan N-gain ternormalisasi. Hasil penelitian sebagai berikut: 1) Kelayakan Modul Problem Based Learning (PBL) pada materi populasi hewan untuk meningkatkan kemampuan berpikir kreatif mahasiswa setelah dilakukannya uji coba produk awal, uji coba lapangan terbatas, dan uji lapangan operasional didapatkan rata-rata sebesar 3,49 dengan persentase 87,17% dikategorikan ˝baik˝, 2) Efektifitas Modul Problem Based Learning (PBL) pada materi populasi hewan untuk meningkatkan kemampuan berpikir kreatif mahasiswa didapatkan nilai N-gain dari kemampuan berpikir kreatif sebesar 0,75 dikategorikan ˝tinggi˝ dan hasil belajar kognitif sebesar 0,69 dikategorikan ˝sedang˝ dengan hasil signifikansi sebesar p=0,00

    The Influence Of Propolis Giving To The Guppy Fish Sex Reversal (Poecilia Reticulata) Soaking Method With Broodstock

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    The purpose of this study was to determine the effect of propolis on the sex reversal of Guppy fish (Poecilia reticulata) with broodstock immersion method in a range of 24 hours and a different dose. This study was conducted over 80 days, performed at the Laboratory of Fish Hatchery and Breeding, Faculty of Fisheries and Marine Science, University of Riau. The experimental design used was a completely randomized design (CRD) with 1 factor of 4 treatments and 3 replications the P0 treatment (control), treatment P1 (0.2 ml), treatment P2 (0.4 ml) and P3 treatment (0.6 ml). The variables measured were Survival (SR), Briefing Gender Male, Weight Absolute Growth, Growth Absolute length and Growth Daily. The results showed that the direction of the male gender is the highest in the P2 treatment (0.4 ml) with the percentage of males was 72%, survival rate (SR) were highest in treatment P3 (85%) at a dose of 0.6 ml, where as growth absolute weight of 0.27 grams (P0), the absolute growth in length by 2.87 cm (P0 and P1) and daily weight growth rate of 2.84% (P0)

    Penerapan Metode Regresi Logistik Bayes dalam Menentukan Faktor-Faktor yang Memengaruhi Kurangnya Minat Masyarakat Menggunakan QRIS

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    The economy is an aspect that is most susceptible to change. As a countermeasure to these changes, the government making efforts with a policy on using digital money. The digital money transaction tool issued by the Indonesian government is QRIS (Quick Response Code Indonesian Standard). However, the fact is that public interest in using QRIS is still low. This study aims to determine the factors that influence it significantly and obtain a model of the lack of public interest using QRIS, using the Bayesian logistic regression method. The Bayesian logistic regression method can generate parameter estimates by combining the likelihood function of the sample data with the prior distribution and the results are referred to as the posterior. In addition, the predictor variables used in this study are age, shopping frequency, consumer income, and the number of digital payment applications and for the response variable is a lack of interest in QRIS, for the sampling method used is accidental sampling and the sample used is primary data sourced from the results of filling out questionnaires distributed to consumer communities in Badung, Kreneng, and Galang Ayu Markets. Estimation from the Bayes method was obtained using a Markov Chain Monte Carlo (MCMC) simulation. The results of this study indicate that the variables of age and the number of digital payment applications have a significant effect on people's lack of interest in using QRIS
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