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ANALISIS VISUAL DESAIN KARAKTER FAUST PADA GAME “MY LOVELY DAUGHTER” MENGGUNAKAN METODE MANGA MATRIX
Video games are a popular entertainment phenomenon among people today. Various genres of video games have sprung up and have their own impression on the players. In it, video games have visual elements that have their own uniqueness and aesthetic value. These visuals can provide information, especially on character design in the game world. Like the visual elements in the game "My Lovely Daughter", where the visual elements in it have meaning to each other and form a narrative in the game itself. Characters that are created with certain characteristics will attract the attention of players. The purpose of this research is to interpret each visual element in the character and how important character design is to build the identity of a game characteristic using the manga matrix method. Through the analysis, the visual elements of the character design in the game show that the design references chosen for the Faust character have been carefully considered, from the face, clothes, accessories to the personality part of the character.Video game merupakan fenomena hiburan yang populer di kalangan masyarakat saat ini. Berbagai genre video game bermunculan dan memiliki kesan tersendiri bagi para pemainnya. Di dalamnya, video game memiliki elemen-elemen visual yang memiliki keunikan dan nilai estetika tersendiri. Visual tersebut dapat memberikan informasi, terutama pada desain karakter dalam dunia game. Seperti elemen visual yang ada di dalam game “My Lovely Daughter”, dimana elemen-elemen visual yang ada di dalamnya memiliki makna satu sama lain dan membentuk narasi di dalam game itu sendiri. Karakter yang diciptakan dengan karakteristik tertentu, pasti akan menarik perhatian pemain. Tujuan dari penelitian ini adalah untuk menginterpretasikan setiap elemen visual yang ada pada karakter dan betapa pentingnya desain karakter untuk membangun identitas suatu ciri khas game menggunakan metode manga matrix. Melalui analisis yang dilakukan, elemen-elemen visual pada desain karakter dalam game menunjukkan bahwa referensi desain yang dipilih untuk karakter Faust telah dipertimbangkan dengan matang, mulai dari wajah, pakaian, aksesori hingga bagian kepribadian karakter
STRATEGI PENGEMBANGAN PARIWISATA KAWASAN DANAU TOBA
This research aims to identify and formulate development strategies for the Lake Toba Region as a super priority destination in supporting national economic development and equitable distribution of development. The Lake Toba area is a National Strategic Area (KSN) and a National Tourism Destination. The vision and mission of the Lake Toba Region are sustainable development, preservation of diversity, integrated development between districts, increased attractiveness, and sustainable tourism development. The Integrated Tourism Master Plan (ITMP) and the Integrated and Sustainable Tourism Development Program (P3TB) support tourism development in the Lake Toba Region. This research will formulate a comprehensive planning strategy for the Lake Toba Region by considering the territorial integrity and infrastructure supporting tourism. Infrastructure development, including the Tebing Tinggi-Serbelawan toll road, will support the development of the Lake Toba area. This research will contribute to the development of the Lake Toba Region as Indonesia's leading tourism destination.Tujuan penelitian ini untuk merumuskan strategi pengembangan Kawasan Danau Toba sebagai destinasi pariwisata super prioritas dalam mendukung pembangunan ekonomi nasional dan distribusi pembangunan yang merata. Kawasan Danau Toba adalah Kawasan Strategis Nasional (KSN) dan Destinasi Pariwisata Nasional. Visi dan misi Kawasan Danau Toba adalah pembangunan berkelanjutan, pelestarian keanekaragaman, keterpaduan pembangunan antar kabupaten, peningkatan daya tarik, dan pengembangan pariwisata yang berkelanjutan. Rencana Induk Pariwisata Terpadu (ITMP) dan Program Pembangunan Pariwisata Terintegrasi dan Berkelanjutan (P3TB) mendukung pengembangan pariwisata Kawasan Danau Toba. Penelitian ini akan merumuskan strategi perencanaan komprehensif untuk Kawasan Danau Toba dengan mempertimbangkan kesatuan wilayah dan infrastruktur pendukung pariwisata. Pembangunan infrastruktur, termasuk jalan tol Tebing Tinggi-Serbelawan, akan mendukung pengembangan kawasan Danau Toba. Penelitian ini akan berkontribusi pada pengembangan Kawasan Danau Toba sebagai destinasi pariwisata unggulan Indonesia
TRANSFORMASI FASILITAS PARIWISATA KALDERA TOBA PASCA PENETAPAN SEBAGAI UNESCO GLOBAL GEOPARK
Meskipun perhatian masyarakat dan akademisi terhadap geopark sedang meningkat, masih belum banyak penelitian yang mengkaji transformasi fasilitas pariwisata pasca menjadi global geopark. Penelitian ini berkontribusi pada literatur geopark dengan melihat transformasi fasilitas yang mencakup akomodasi, transportasi, dan fasilitas lainnya di kawasan Kaldera Toba yang ditetapkan menjadi UNESCO Global Geopark pada 7 Juli 2020. Penelitian ini menerapkan metode deskriptif kualitatif. Data dikumpulkan melalui wawancara perwakilan Badan Pengelola Geopark Kaldera Toba, pemeriksaan catatan, laporan, foto, dan dokumen pendukung melalui studi pustaka. Kaldera Toba terus dikembangkan dari berbagai aspek untuk menarik kunjungan wisatawan, salah satunya dengan peningkatan kuantitas dan kualitas fasilitas wisata. Aktivitas wisata di Geopark Kaldera Toba semakin berkembang, didukung oleh fasilitas seperti akomodasi Bobocabin dan peralatan untuk penelusuran gua di destinasi Seribu Goa Banuarea, pagar pengaman di Geosite Huta Ginjang, infrastruktur jalan, dan fasilitas umum lainnya. Namun masih terdapat kebutuhan akan fasilitas pendukung tambahan di beberapa geosite
DAMPAK MEDIA SOSIAL TERHADAP PERILAKU PERJALANAN WISATA MAHASISWA RANTAU DI KOTA BANDUNG
Informasi wisata yang menarik dapat diperoleh dari berbagai sumber, salah satunya dari media sosial. Data bulan Januari 2024, terdapat 185,3 juta pengguna internet dan didominasi 139 juta pengguna media sosial di Indonesia. Penelitian ini bersifat deskriptif dan menggunakan pendekatan mix method untuk mengetahui dampak media sosial terhadap perilaku perjalanan wisata mahasiswa rantau di Kota Bandung. Penyebaran kuesioner dilakukan kepada 50 responden. Analisis data dilakukan dengan metode open coding dan menggunakan SPSS. Hasil penelitian menunjukkan bahwa media sosial memiliki dampak positif dan digunakan dalam proses pencarian informasi untuk penentuan tujuan wisata, mengatur dan merencanakan perjalanan, hingga kebiasaan mahasiswa membagikan pengalamannya serta memberi ulasan terhadap destinasi wisata. Platform media sosial yang paling banyak digunakan mahasiswa rantau di Kota Bandung dalam perjalanan wisata yaitu Instagram 48%, Tiktok 22%, Youtube 20%, Twitter 4%, dan Media sosial lain 6%
Pengukuran Faktor Beban Dinamis Struktur Jembatan menggunakan Bridge WIM pada jembatan bentang pendek di Indonesia
Abstrak
Jembatan lalu lintas adalah struktur yang mengalami beban yang bersifat dinamis. Efeknya pada elemen jembatan adalah kemungkinan terjadinya amplifikasi beban yang dialami dibandingkan dengan beban kendaraan dalam kondisi statis. Besaran faktor amplifikasi beban dinamis ini harus diperhitungkan dalam desain jembatan sebagai pengali dari beban desain. Dalam Standar pembebanan jembatan SNI 1725:2016 ditetapkan faktor beban dinamis (FBD) adalah 30-40% tergantung panjang bentang jembatan. Seiring perkembangan teknologi pengukuran beban kendaraan, yaitu menggunakan Bridge Weigh-in-Motion (B-WIM), FBD ini dapat diperhitungkan untuk setiap kendaraan yang melintas. Hasil pengukuran B-WIM di Ruas Jalan Nasional Pantura Jawa Tengah, Batang– Kendal, pada tahun 2018 yang memiliki kondisi beban dan lalu lintas terberat di ruas jalan nasional akan digunakan dalam penelitian ini. Pengukuran FBD terhadap kendaraan yang melintasi jembatan yang digunakan sebagai B-WIM dengan metode analisa respons elemen struktur jembatan tersebut. Nilai FBD bisa didapatkan sebagai rasio antara respons dinamis terhadap respons statis perhitungan berdasarkan algoritma B-WIM. Dari studi ini didapatkan bahwa dalam nilai FBD kendaraan sifatnya acak dan memiliki nilai rata-rata 1,18 dengan koefisien variansi 16%, yang berada di bawah nilai FBD dalam SNI. Kemudian, sebuah persamaan regresi diusulkan untuk penentuan nilai FBD bagi jembatan bentang pendek di Indonesia.
Kata-kata Kunci: Beban bergerak, beban dinamis, faktor beban dinamis, jembatan, SNI.
Abstract
Bridge is a structure that withstands dynamic loading due to traffic. The dynamic effects on bridge element could amplifies the loading to be larger than static loading. This dynamic amplification effect should be considered on bridge design and applied as multiplier factor of the design load. On SNI 1725:2016 Bridge Loading Code, the dynamic load amplification factor (DAF) is set at 30-40% depending on bridge span length. Due to recent development on vehicle live load measurement, such as Bridge Weigh-in-Motion (B-WIM), DAF can be calculated for every vehicle passed the bridge. The B-WIM measurement results on North Coast National Road of Batang-Kendal, Central Java in 2018 which has busiest and also heaviest traffic loading, will be used on this research. The DAF measurement due to traffic vehicle load that passed the bridge that used as B-WIM can be done by doing analysis on bridge structure response. DAF is ratio of dynamic response and static response, the static response on B-WIM is a calculated signal based on B-WIM algorithm. From this study, DAF is a random variable, with average of 1,18 & coefficient of variation 16%, which is below DAF on SNI. Also, a bilinear equation of DAF is proposed for short span bridge in Indonesia.
Keywords: Bridge, dynamic amplification factor, dynamic load, weigh-in-motion, SNI.
Prediction of On-time Student Graduation with Deep Learning Method
Universities have an important role in providing quality education to their students so they can build a foundation for their future. However, a problem that often arises is that the process experienced will be different for each individual. Therefore, it is necessary to apply on-time graduation predictions for students with academic attributes in the hope that educational institutions can better understand student conditions and maximize on-time student graduation. In this study, a deep learning method was implemented to help predict on-time graduation for students at the Faculty of Computer Science, University of Brawijaya. Based on the test results and hyperparameter tuning using Optuna, the best hyperparameter configuration for the deep learning method consisted of number of layer combinations = 4; first-layer nodes = 118; first dropout = 0.3393; second-layer nodes = 83; second dropout = 0.0349; third-layer nodes = 88; third dropout = 0.0491; fourth-layer nodes = 65; fourth dropout = 0.4169; number of epochs = 244; learning rate = 0.0710; and optimizer = SGD. Thus, an accuracy rate of 86.61% was achieved for the two classes of the test data set, i.e., on-time graduation and not on-time graduation
A Multivariate Fuzzy Weighted K-Modes Algorithm with Probabilistic Distance for Categorical Data
Data clustering is a data mining approach that assigns similar data to the same group. Traditionally, cluster similarity considers all attributes equally, but in real-world applications, some attributes may be more important than others. Therefore, this study proposes an algorithm that utilizes multivariate fuzzy weighting to demonstrate the varying importance of each attribute, using a Gini impurity measure for weight assignment. Additionally, the proposed algorithm implements probabilistic distance to reduce sensitivity to noise. Probabilistic distance offers more detailed information and better interpretation than Hamming distance, which ignores attribute positions. Probabilistic distance utilizes information about the attribute’s position within and between clusters. This enhances clustering performance by creating clusters with more similar attributes. Therefore, the proposed Multivariate Fuzzy Weighted K-Modes with Probabilistic Distance for Categorical Data (MFWKM-PD) algorithm, based on the multivariate fuzzy K-modes algorithm, not only considers detailed membership calculations but also considers the varying contributions of attributes and their positions in distance calculation. This study evaluated the proposed MFWKM-PD using several benchmark datasets. The experiments validated that the proposed MFWKM-PD shows promising results compared to other algorithms in terms of accuracy, NMI, and ARI
Unlocking the Wanderlust: Exploring Motivations and Barriers in International Student Travel among India’s Youth
This research examines the travel motivation and constraints experienced by international students enrolled in higher education programs in India, employing the Push-Pull Framework. Further investigates the potential factors influencing student travel and gains initial insights into their motivations, including pursuing personal rewards, escaping from personal and interpersonal environments, and the desire for interpersonal rewards, using motivation theory as a guiding framework. A sample of 300 international students studying in India was selected using purposive sampling techniques. Data was collected through a self-administered survey comprising 20 items measuring motivational factors on a five-point Likert scale, adapted from existing literature. The study provides empirical evidence of distinct patterns in international student travel, encompassing various profiles, travel motivations, and obstacles encountered by international students in India. Furthermore, the findings indicate that international students constitute a heterogeneous group of travellers engaged in travel for diverse reasons. The preference for affordable and budget-friendly modes of transportation was observed among international students. At the same time, their willingness to allocate additional funds towards a wide range of tourism offerings at their destination was evident. The implications of these findings and recommendations for future research are discussed, emphasising their significance for academic and tourism stakeholders
Commuting Behaviors of People with Disabilities and the Implications for Transport Planning and Policy: A Preliminary Study
This research aimed to obtain an initial understanding of the commuting behaviors of people with disabilities, which has not been widely discussed in the transportation planning literature in Indonesia. Facets studied included frequency of weekly commuting; trip duration to the workplace; trip chaining behavior; usage of public transportation; and utilization of private vehicles. Commuting trips were limited to the home-work-home context, and the research was conducted on adult disabled commuters (aged 17 to 60) in the Jakarta Metropolitan Area (Jabodetabek). A total of 51 commuters with motor and sensory (visual and auditory) disabilities participated in the survey. The results indicate that people with disabilities tend to spend more hours commuting; use public transportation, with the TransJakarta Bus Rapid Transit and paratransit in the form of online motorcycle taxis as the primary modes of transport; and engage in pre-planned trip chaining activities, primarily for visiting family, friends, and clients as well as doing grocery shopping and getting medical treatment. The research findings can serve as valuable resources for developing inclusive transportation policies and planning, such as improving and enhancing access to public transportation for people with disabilities, supporting inclusive training policy in the public transportation field, implementing TOD strategies, and advancing transportation technology to enhance convenience for people with disabilities
Penggunaan Motion Capture Untuk Identifikasi Gerak Pada Budaya Kerja Tradisi Batik Tulis
The knowledge of producing batik has been passed down from generation to generation. This research uses a motion capture device to document the batik-making activities using canting to yield accurate movement patterns of the batik artisans in digital form. The study aims to identify the hand movements of the batik artisans as they work with canting, which will serve as the basis for teaching the traditional batik-making process to beginners. This study starts with an ethnographic approach: observations and interviews conducted at several batik houses in Central Java, followed by ergonomic and human factors laboratory experiments. By analyzing the motion captures, we learn that a batik artisan makes a specific hand movement pattern known as Pola Layangan. Pola Layangan forms a cycle comprising four phases: the malam phase, the blowing phase, the drawing phase, and the finishing phase. The digital documentation of this hand movement pattern can serve as a reference for studying batik-making activities. It can also serve as a basis for teaching beginners the traditional batik-making process.Pekerjaan membatik merupakan suatu aktivitas yang diwariskan secara turun temurun dari generasi ke generasi secara lisan. Pendokumentasian aktivitas membatik dengan canting dengan menggunakan alat motion capture menghasilkan data pola gerak pembatik secara akurat dalam bentuk digital. Tujuan penelitian ini adalah mengidentifikasi gerak tangan pada kegiatan membatik dengan canting sebagai dasar dari pembelajaran membatik secara tradisional bagi para pemula. Penelitian ini diawali dengan pendekatan etnografi yaitu dengan observasi dan wawancara ke beberapa rumah batik di daerah Jawa Tengah, yang kemudian dilanjutkan dengan eksperimentasi di laboratorium Ergonomi ITB. Melalui analisis motion capture maka diketahuilah bahwa dalam melakukan aktivitas membatik dengan canting, seorang pembatik menghasilkan sebuah pola gerak tangan yang khas yang kemudian diistilahkan dengan kata Pola Layangan. Pola Layangan ini merupakan sebuah siklus yang terdiri dari empat buah fase, yaitu Fase Malam Panas, Fase Tiup, Fase Gambar dan Fase Akhir. Dokumentasi digital terhadap pola gerak tangan pembatik dapat dijadikan acuan dalam mempelajari aktivitas membatik dengan canting sebagai dasar dari pembelajaran membatik secara tradisional bagi para pemula.
Kata kunci: batik, belajar, canting, gerak tangan, motion captur