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1

Gu, Fan, Xianwei Li, Liang Zhao, Haiyang Zhang, and Xiaoying Yang. "Optimal Pricing for Spectrum Allocation in Cognitive Radio Networks." MATEC Web of Conferences 232 (2018): 01048. http://dx.doi.org/10.1051/matecconf/201823201048.

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In this paper, we investigate the problem of spectrum allocation in Cognitive Radio Networks (CRNs) where a primary user (PU) leases its idle spectrums to a number of secondary users (SUs) who may have different willing to pay for these spectrums. For the PU, its main objective is to gain profit from selling the idle spectrums, and from the perspective of the Sus, they aim to maximize their utility from using spectrums. We model the interaction between the PU and SUs as a two-stage Stackelberg game, where the PU sets the prices for its spectrum in the first stage, and SUs make their spectrum demands decisions in the second stage. We use the backward induction method to solve this game. The numerical results show that the proposed solution method can increase revenue of the PU compared with the uniform pricing scheme.
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Liu, Gang, Zheng Xiao, GuangHua Tan, Kenli Li, and Anthony Theodore Chronopoulos. "Game theory-based optimization of distributed idle computing resources in cloud environments." Theoretical Computer Science 806 (February 2020): 468–88. http://dx.doi.org/10.1016/j.tcs.2019.08.019.

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Wang, Li, and Feng Li. "Dynamic Spectrum Pricing with Secondary User’s Normal Demand Preference." Mobile Information Systems 2018 (March 1, 2018): 1–8. http://dx.doi.org/10.1155/2018/3572508.

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During secondary user’s dynamic access to authorized spectrum, a key issue is how to ascertain an appropriate spectrum price so as to maximize primary system’s benefit and satisfy secondary user’s diverse spectrum demands. In this paper, a scheme of pricing-based dynamic spectrum access is proposed. According to the diverse qualities of idle spectrum, the proposed scheme applies a Hotelling game model to form the spectrum pricing problem. Firstly, establish a model of spectrum leasing, among which the idle spectrum with different qualities constitutes a spectrum pool. Then, divide the idle spectrum into equivalent width of leased channels, which will be uniformly sold in order. Secondary users can choose proper channels to purchase in the spectrum pool according to their spectrum usage preferences which are subject to normal distribution and affected by the spectrum quality along with market estimation. This paper analyzes the effect of spectrum pricing according to the primary system’s various tendencies to spectrum usage and economic income. Numerical results evaluate the effectiveness of the proposed pricing method in improving the primary system’s profits.
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Khanh, Pham Tiet. "Folk Games in Southern Khmer Culture in Vietnam." Journal of Social Sciences Research, no. 73 (July 31, 2021): 108–15. http://dx.doi.org/10.32861/jssr.73.108.115.

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Folk games have long been viewed as a vivid picture reflecting people’s materials and spiritual life accumulated through multiple generations. Folk game, whether it serves as an entertainment activity in idle seasons, leisure time, or just jollity for children; is aimed at the solidarity and unity of the communities, villages, and the entire national solidarity. Folk games were once a page of precious memories imprinted on the homeland and villages, which nurtured people with good lifestyles and souls. Nevertheless, these days, the role of folk games is no longer blooming as before. The preferences and ways of entertainment of all classes of people, especially the youth, witness more or less changes. For the Khmer residing in the South of Vietnam, an ethnic group associated with the rice farming tradition, folk games in particular and folklore, in general, are of prime importance. This article presents the origin, gameplay and recognizes the cultural values of folk games in daily life and festivals of the Khmer people in the South to contribute to popularizing and preserving the beauty of Khmer culture in today’s society.
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Lai, Wei Kuang, Mu Lung Weng, Yuh Chung Lin, and Chin Shiuh Shieh. "An Incentive Mechanism Using Game Theory for Wireless Mesh Networks." Applied Mechanics and Materials 284-287 (January 2013): 2694–98. http://dx.doi.org/10.4028/www.scientific.net/amm.284-287.2694.

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Wireless mesh networks (WMNs) have attracted much attention in recent years. The main problems in WMNs are the unfairness in bandwidth sharing and potential selfish behavior. In this paper, an incentive-based pricing model is designed which follows the concepts of mechanism design in game theory to encourage nodes to relay packets for other nodes and therefore achieve fairness. In the pricing model, we consider the packet transmitting amounts, idle conditions and the special need of border nodes in the margin area. The incentive is the main feature of the model. We also discuss the model using mathematical analysis from various perspectives. The analysis shows that this model is highly effective in eliminating unfairness in the multi-hop transmission topology. This is achieved by allowing border mesh routers to receive a fair profit. This flexible pricing model is capable of encouraging packet forwarding. With the issue of unfairness resolved, WMNs can be expected to have a broader range of applications.
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Zhao, Daozhi, Jiaqin Hao, Cejun Cao, and Hongshuai Han. "Evolutionary Game Analysis of Three-Player for Low-Carbon Production Capacity Sharing." Sustainability 11, no. 11 (May 28, 2019): 2996. http://dx.doi.org/10.3390/su11112996.

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In the era of the sharing economy, the rise of production capacity sharing has changed traditional manufacturing modes and broken the balance of original production systems. In addition to that environmental-friendly manufacturing enterprises are of great significance with regard to production capacity sharing and sustainable development of the ecology environment. To investigate the decision-making behaviors of the participants involved in low-carbon production capacity sharing, an evolutionary game model taking into account the platforms, manufacturing enterprises with idle production capacity, and those with demanding production capacity is constructed. Then, both evolutionary game theory and Lyapunov stability theorem are used to analyze the asymptotic stability of the equilibrium and evolutionary stability strategies of the system. Besides, the economic and managerial significance of the evolutionary stability strategy is given. Finally, the influence of low-carbon production capacity of enterprises on the stability of the dynamic system is discussed, such as the cost effect of low-carbon production capacity, the effect of transaction cost, and so on. Results indicate that they can provide theoretical reference for decision-making with respect to the platforms, manufacturing enterprises, and sustainable development of the dynamic system.
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Wu, Guilu, and Hongyun Chu. "Spectrum Sharing with Vehicular Communication in Cognitive Small-Cell Networks." International Journal of Antennas and Propagation 2020 (March 19, 2020): 1–10. http://dx.doi.org/10.1155/2020/6897646.

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An increasing number of vehicles make spectrum resources face serious challenges in vehicular cognitive small-cell networks. The means of spectrum sharing can greatly alleviate this pressure. In this paper, we introduce a supermodular game theoretic approach to analyze the problem of spectrum sharing. The small-cell BS (primary service provider, PSP) and the vehicle (secondary service provider, SSP) can share the spectrum, where the PSP can sell idle spectrum resources to the SSP. This is taken as a spectrum trading market, and a Bertrand competition model is considered to depict this phenomenon. Different PSPs compete with each other to maximize their individual profits. The Bertrand competition model can be proved as a supermodular game, and the corresponding Nash equilibrium (NE) solution is provided as the optimal price solution. Hence, an improved genetic simulated annealing algorithm is designed to achieve NE. Simulation results demonstrate that the NE point for the price of the primary service provider exists. The change of the exogenous variable is also analyzed on the equilibrium point.
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Devarajan, Kalpana, and Muthukrishnan Senthilkumar. "On the Retrial-Queuing Model for Strategic Access and Equilibrium-Joining Strategies of Cognitive Users in Cognitive-Radio Networks with Energy Harvesting." Energies 14, no. 8 (April 9, 2021): 2088. http://dx.doi.org/10.3390/en14082088.

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This article studies the strategic access of single-server retrial queue with two types of customers, where priority is given according to their category. On the basis of this concept, a cognitive-radio network was developed as retrial queue with energy harvesting. Cognitive radio allows for a secondary user to opportunistically access the idle spectrum of a primary user (PU). Upon arrival of a primary user, the service given to the secondary user by the cognitive radio is interrupted, and the PU band is available for the primary user. After completion of service for the primary user, the PU band is again available to secondary users. Performance metrics are derived to study the equilibrium strategies of secondary users. A Stackelberg game was formulated and Nash equilibrium was derived for the noncooperative strategy of the secondary user. Game-theory concepts are incorporated with queuing theory ideas to obtain the net benefit for the noncooperative strategy and social benefit for cooperative strategy. Lastly, analytical results are verified with numerical examples, and the effects of energy-harvesting rate are discussed.
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9

Li, Yuanjie, and Xiaojun Wu. "Packet Forwarding Strategies in Multiagent Systems: An Evolutionary Game Approach." Wireless Communications and Mobile Computing 2018 (July 8, 2018): 1–14. http://dx.doi.org/10.1155/2018/4965343.

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In multiagent systems (MASs), agents need to forward packets to each other to accomplish a target task. In this paper, we study packet forwarding among agents using evolutionary game theory under the mechanisms of Carrier Sense Multiple Access/Collision Avoidance (CSMA/CA). Packet forwarding among agents plays a key role to stabilize the whole MAS. We study the transfer probability of packet forwarding of agents at the idle state or the busy state and computer the probability of the packet forwarding for a MAS. When agents make their decisions to select Forward or No-Forward strategy, a packet forwarding evolutionary game model is built to reflect the utilities of different packet forwarding strategies. Two incentive mechanisms are introduced into the game model. One is to motivate agents to strengthen cooperation; the other is to encourage agents to select the No-Forward strategy to save energy while they are in the busy state. The parameter value that encourages an agent to select the No-Forward strategy is inversely proportional to the average probability of the packet forwarding. The replicator dynamics of agent packet forwarding strategy evolution are given. We propose and prove the theorems indicating that evolutionarily stable strategies (ESSs) can be attained. The results of simulation experiments verify the correctness of the proposed theorems and the effects of the two incentive mechanisms and the probability of packet forwarding, which assures the robustness of evolutionary stable points among agents in MASs.
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Paarlberg, Robert. "Agricultural Policy Reform and the Uruguay Round: Synergistic Linkage in a Two-Level Game?" International Organization 51, no. 3 (1997): 413–44. http://dx.doi.org/10.1162/002081897550410.

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Domestic agricultural subsidy policies in the United States and in the European Union (EU) underwent substantial liberal reforms between 1990 and 1996. In the United States in 1990, Congress reduced acreage on which farmers could receive income-support payments (deficiency payments) by 15 percent under a budget reconciliation act. In the EU in 1991–92, the Common Agricultural Policy (CAP) was dramatically modified under a set of reforms (the MacSharry reforms) that reduced internal cereal price guarantees by 29 percent over three years and obliged larger EU farmers to leave 15 percent of their arable land idle as a further check on excess production. Then in 1995–96, the U.S. Congress passed the Federal Agricultural Improvement and Reform (FAIR) Act, a sweeping measure that eliminated for at least seven years all deficiency payments to farmers as well as all annual land-idling programs. U.S. Senator Richard Lugar, chair of the Senate Agriculture Committee, asserted that this new law would “change agricultural policy [in the United States] more fundamentally than any law in sixty years.”
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11

Shanmuganathan, Vimal, L. Kalaivani, Seifedine Kadry, A. Suresh, Y. Harold Robinson, and Lim Sangsoon. "EECCRN: Energy Enhancement with CSS Approach Using Q-Learning and Coalition Game Modelling in CRN." Information Technology and Control 50, no. 1 (March 25, 2021): 171–87. http://dx.doi.org/10.5755/j01.itc.50.1.27494.

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The Cognitive radio network (CR) is a widespread technology in which the Secondary users are assumed to be of the winning users to acquire the spectrum by reducing the false alarm possibilities and the false detection of the user assumed to be original user in nature is restricted with the usage of Spectrum monitoring agents. The collaborative spectrum sensing (CSS) is an approach that will identify the false intruder in the CR networks, here it is proposed with the Enhanced Q-Learning model with Coalition Game approach (EQLCG) to outline the energy enhancement. Besides an approach on Greedy Bidding is used to allocate the spectrum to the winning secondary user (SU) based on the idle primary user to strengthen the spectrum sensing. The winning secondary user forms a communication establishment with the neighbouring SU to eradicate the miss detection probability based on group level cooperation. The simulation experiment analyses the cluster level security with energy monitoring that has been performed using the analysis of interference by applying the coalition game theory modelling and the information obscured by the attacker is reduced with the usage of enhanced Q-learning, and the results prove that overhead is substantially monitored. The proposed paper enhances the security in physical layer with energy conservation and maintains the spectrum usage for application purpose. The proposed simulation approach reduces the miss detection and false alarm probabilistic approach while compared with Stackelberg and Bayesian game models.
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Guowei, Zhang, and Wang Tao. "Game Analysis on the Difficulties of Small and Medium-sized Enterprises' Credit Financing in the Big Data Era." E3S Web of Conferences 253 (2021): 02004. http://dx.doi.org/10.1051/e3sconf/202125302004.

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The effective use of social funds is an important guarantee for the benign development of the economy. The shortage of funds faced by the development of small and medium-sized enterprises (SMEs) and a lot of social capital sits idle are still one of the major contradictions that need to be resolved urgently. And the main source of funds for China’s real economy is still loans from commercial Banks. Through the analysis of the loan game between Banks and enterprises in the target economic environment we can find the crux of the problem. Which mainly lies in the market for enterprise information management demand and Market-based interest rate management to reduce market transaction costs and other regulatory construction issues. Therefore, in order to improve market transparency and reduce bank and corporate loan risks, the government and banks should make corresponding system management reforms in credit evaluation and classification and block management.
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13

Dai, Liang, Yilin Chang, and Zhong Shen. "A Non-cooperative Game Algorithm for Task Scheduling in Wireless Sensor Networks." International Journal of Computers Communications & Control 6, no. 4 (December 1, 2011): 592. http://dx.doi.org/10.15837/ijccc.2011.4.2087.

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Scheduling tasks in wireless sensor networks is one of the most challenging problems. Sensing tasks should be allocated and processed among sensors in minimum times, so that users can draw prompt and effective conclusions through analyzing sensed data. Furthermore, finishing sensing task faster will benefit energy saving, which is critical in system design of wireless sensor networks. But sensors may refuse to take pains to carry out the tasks due to the limited energy. To solve the potentially selfish problem of the sensors, a non-cooperative game algorithm (NGTSA) for task scheduling in wireless sensor networks is proposed. In the proposed algorithm, according to the divisible load theory, the tasks are distributed reasonably to every node from SINK based on the processing capability and communication capability. By removing the performance degradation caused by communications interference and idle, the reduced task completion time and the improved network resource utilization are achieved. Strategyproof mechanism which provide incentives to the sensors to obey the prescribed algorithms, and to truthfully report their parameters, leading to an effient task scheduling and execution. A utility function related with the total task completion time and tasks allocating scheme is designed. The Nash equilibrium of the game algorithm is proved. The simulation results show that with the mechanism in the algorithm, selfish nodes can be forced to report their true processing capability and endeavor to participate in the measurement, thereby the total time for accomplishing the task is minimized and the energy-consuming of the nodes is balanced.
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Ding, Xinhui, and Wenjuan Zhang. "Computing Unloading Strategy of Massive Internet of Things Devices Based on Game Theory in Mobile Edge Computing." Mathematical Problems in Engineering 2021 (March 2, 2021): 1–12. http://dx.doi.org/10.1155/2021/2163965.

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Due to the limited computing resources of the mobile edge computing (MEC) server, a massive Internet of things device computing unloading strategy using game theory in mobile edge computing is proposed. First of all, in order to make full use of the massive local Internet of things equipment resources, a new MEC system computing an unloading system model based on device-to-device (D2D) communication is designed and modeled, including communication model, task model, and computing model. Then, by using the utility function, the parameters are substituted into it, and the optimization problem with the goal of maximizing the number of CPU cycles and minimizing the energy consumption is constructed with the unloading strategy and power as constraints. Finally, the game theory is used to solve the problem of computing offload. Based on the proposed beneficial task offload theory, combined with the mobile user device computing offload task amount, transmission rate, idle device performance, and other factors, the computing offload scheme suitable for their own situation is selected. The simulation results show that the proposed scheme has better convergence characteristics, and, compared with other schemes, the proposed scheme significantly improves the amount of data transmission and reduces the energy consumption of the task.
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Tan, Jing. "Design and Simulation of Cloud Computing Intelligent Routing Algorithms Based on Optical Network." Journal of Nanoelectronics and Optoelectronics 14, no. 12 (December 1, 2019): 1717–24. http://dx.doi.org/10.1166/jno.2019.2698.

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In the current communication technology, optical technology has been applied to the network to obtain optical network technology. Among them, optical network technology is optical wavelength division multiplexing (WDM), which can play a larger transmission capacity under lower energy consumption. Further breakthroughs in intelligent optical networks require improvements in routing issues. In this study, firstly, the optical network architecture is analyzed, including wavelength division multiplexing optical network and elastic optical network. Then, the routing problem in optical networks is analyzed, and the main factors affecting the routing problem are extracted. On the basis of studying the energy consumption characteristics of data centers and WDM optical networks, and considering the characteristics of cloud service configuration, evolutionary game theory and optical bypass theory are introduced to obtain an intelligent routing algorithm for cloud computing based on optical networks, and energy consumption tests are carried out on data transmission and processing. In order to reduce the overall energy consumption, the use of IP routers is reduced, and the idle data servers are shut down. Then, it is found that the total energy consumption increases slowly at different times. The energy consumption of evolutionary game theory is compared. Compared with non-evolutionary game theory, the optimized intelligent routing algorithm makes the energy consumption more stable, while reducing the use of servers can further reduce the good expenditure. The proposed algorithm is oriented to optical network, which solves the problem of low overall utilization of network resources and improves the service quality of cloud services.
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Castro Santana, Anaclara. "Introducing Life to “the Young, the Ignorant, and the Idle”: Eliza Haywood and Daniel Defoe as Popular Novelists." Anuario de Letras Modernas 23, no. 1 (October 26, 2020): 48–69. http://dx.doi.org/10.22201/ffyl.01860526p.2020.23.1068.

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The remarkable commercial success of the novels of Daniel Defoe and Eliza Haywood in the first few decades of the eighteenth century testifies to a series of cultural phenomena that merit close critical attention. For instance, setting the overwhelming popularity of both writers during their lifetimes in contrast with the scant—though steadily growing—critical recognition accorded to Haywood in our time provides a succinct and vivid illustration of the vagaries of the literary canon. As can be guessed, the snakes and ladders in Defoe and Haywood’s game of fame had mostly to do with their gender, as well as with the genre of their most celebrated productions. Ironically, however, for good or evil, their contemporaries tended to put both writers together in the same basket. While professional critics belittled their talents in public—and perhaps envied them in private—the reading public seemed to have an insatiable appetite for their fictions. In short, Haywood and Defoe were fully-fledged popular novelists, with all the positive and negative connotations attached to this label. A key to gauging their place in the history of the novel lies, then, in the type of readers for whom they vied. This article reviews some of the correspondences between Haywood and Defoe—emphasizing their equality in terms of cultural relevance in their own time—with a view to complicate conventional assessments of Defoe as a star novelist and Haywood as a minor writer of amatory fiction, and to encourage reflection about literary practices then and now.
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Gu, Bo, Yapeng Chen, Haijun Liao, Zhenyu Zhou, and Di Zhang. "A Distributed and Context-Aware Task Assignment Mechanism for Collaborative Mobile Edge Computing." Sensors 18, no. 8 (July 25, 2018): 2423. http://dx.doi.org/10.3390/s18082423.

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Mobile edge computing (MEC) is an emerging technology that leverages computing, storage, and network resources deployed at the proximity of users to offload their delay-sensitive tasks. Various existing facilities including mobile devices with idle resources, vehicles, and MEC servers deployed at base stations or road side units, could act as edges in the network. Since task offloading incurs extra transmission energy consumption and transmission latency, two key questions to be addressed in such an environment are (i) should the workload be offloaded to the edge or computed in terminals? (ii) Which edge, among the available ones, should the task be offloaded to? In this paper, we formulate the task assignment problem as a one-to-many matching game which is a powerful tool for studying the formation of a mutual beneficial relationship between two sets of agents. The main goal of our task assignment mechanism design is to reduce overall energy consumption, while satisfying task owners’ heterogeneous delay requirements and supporting good scalability. An intensive simulation is conducted to evaluate the efficiency of our proposed mechanism.
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Zou, Zhang, and Yi. "Research on Cooperative Communication Strategy and Intelligent Agent Directional Source Grouping Algorithms for Internet of Things." Future Internet 11, no. 11 (November 1, 2019): 233. http://dx.doi.org/10.3390/fi11110233.

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In order to improve the network layer of the Internet of things to improve transmission reliability, save time delay and energy consumption, the Internet of things cooperative communication and intelligent agent technology were studied in this paper. In cooperative communication, a new cooperative communication algorithm KCN (k-cooperative node), and a reliability prediction model are proposed. The k value is determined by the end-to-end reliability. After k cooperative nodes are selected, other nodes enter dormancy. In aggregate traffic allocation, game theory is used to model the traffic equilibrium and end-to-end delay optimization scenarios. In practice, the optimal duty cycle can be calculated, which makes some cooperative nodes enter an idle state to save energy. Under the premise of guaranteeing end-to-end delay, it is shown that the reliability of the proposed KCN algorithm is better than that of the other existing routing protocols. In the aspect of intelligent agent, a directional source grouping algorithm D-MIP is proposed. This algorithm studies the routing problem of multi-agent parallel access to multiple source nodes. A directed source packet multi-agent routing planning algorithm is proposed. The iterative algorithm of each source node is limited to a sector, and the optimal intelligent agent route is obtained by selecting an appropriate angle. Compared with other algorithms, it is shown through a lot of simulated results that energy consumption and time delay has been saved by the proposed D-MIP algorithm.
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Aldodhery, Zigrozora Krishy, Mungki Astiningrum, and Rawansyah Rawansyah. "SIMULASI PERANCANGAN DENAH VIRTUAL REALITY DAN DIGITAL SIGNAGE DI MALL." Jurnal Informatika Polinema 1, no. 1 (November 1, 2014): 59. http://dx.doi.org/10.33795/jip.v1i1.92.

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Malang Town Square (Matos) merupakan salah satu mall di Malang yang mempunyai bangunan besar, luas, dan mempunyai banyak toko di setiap lantai. Dengan banyaknya toko yang terdapat di Matos, pengunjung akan kesulitan untuk mencari toko yang akan dituju. Salah satu cara mengatasinya adalah dengan membuat virtual reality pada Matos dimana pengunjung seakan-akan menjelajahi Matos dengan tampilan 3-Dimensi (3D) dan dapat melakukan pencarian toko yang ingin dituju. Media promosi adalah salah satu komponen penting untuk mempromosikan suatu produk kepada konsumen. Agar membuat media promosi menjadi lebih menarik bagi konsumen, salah satu caranya adalah dengan menampilkan dengan teknologi baru yaitu digital signage. Konten pada digital signage akan diklasifikasi dan diarahkan sesuai dengan demographic audience dan dibagi menjadi 2 kategori yaitu menurut umur dan jenis kelamin pengunjung. Fitur digital signage ditampilkan dengan cara screen saver yaitu jika website tidak sedang digunakan (idle) maka digital signage akan muncul dan jika website digunakan akan menutup. 3D modelling dibuat menggunakan Google SketchUp dan Unity 3D sebagai game engine untuk membuat lingkungan virtual yang kemudian di-build ke web agar dapat dijalankan pada website dengan plugin Unity Web Player. Kemudian virtual reality akan digabung dengan hasil pembuatan website dan digital signage yang dapat dimanage oleh admin yang berguna untuk menampilkan dan mengolah data. Aplikasi ini sudah diuji cobakan pada beberapa pengguna dengan mengunggah ke web hosting. Berdasarkan hasil ujicoba tersebut dapat disimpulkan bahwa website ini dinilai dengan sangat baik, desain aplikasi menarik, serta informasi yang disajikan menarik dan informatif.
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van Manen, Max. "Serendipitous Insights and Kairos Playfulness." Qualitative Inquiry 24, no. 9 (June 14, 2018): 672–80. http://dx.doi.org/10.1177/1077800418778714.

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Phenomenology, peekaboo, and play are notions that may not tempt the reader to take a paper very seriously. Phenomenology is a philosophical form of qualitative research that is guided more often by the fortuitous serendipity of contemplative insights than by the rationality of reproducible social science procedures. Peekaboo is an infant game of the eyes that hardly seems worth addressing in a self-respectful research journal, and the topic of play is equally suspect to scientists for whom the cheerful idleness of play is the opposite of the seriousness and purposiveness of work or labor. However, here I will propose that (a) peekaboo may give us inceptual insights into the phenomenon of eye contact; (b) idle play is not just a counter concept of seriousness and work, but a phenomenon in its own right; (3) phenomenology is a serendipitous form of research that is philosophic and may give us compelling insights into the lived meanings of quotidian experiences in our lives, and (d) the mythological figure of Kairos speaks to the enigma of our humanness and provides an understanding of time as the discontinuous instant of the now and of the phenomenological method as intuitive grasping of meaning. Phenomenological writing is rarely easy and yet it can be highly satisfying in its results. I aim to show that meaningful insights are gained through a patient and attentively alert surrender to Kairos time and serendipitous moments.
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Alhaq, Muhammad Najmussaqib Diya, Nur Arifah Drajati, and Agus Wijayanto. "IDLE Challenges: Playing Digital Games?" AL-ISHLAH: Jurnal Pendidikan 13, no. 1 (March 30, 2021): 99–106. http://dx.doi.org/10.35445/alishlah.v13i1.440.

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The purpose of this research is to examine the challenges faced by the learner and the activities they undertake concerning informal digital learning of English (IDLE) implementation in the English as foreign language (EFL) context. The impact of the COVID-19 on the education sector feels very challenging. Especially in EFL learning at the high/secondary school level, it is crucial since the skills are needed to support such level students' more complex need. It leads many experts to find the formal model's best alternative: playing digital games as IDLE. However, the current indications showed various challenges in the efforts of implementing IDLE within an academic context. As part of a more extensive sequential qualitative mixed-method study, seven high school students from various Indonesia parts were interviewed. From the findings, it is discovered that there were still some challenges regarding the implementation of IDLE in an academic context: physical and behavioural assumptions, dealing with the growth of physical and behavioural effect misconception and logical fallacy within the community; communal judgment, the a priori assumption of 'gaming stereotype' which massively wide-spread; and, technical challenges, regarding the implemental availability of the contemporary learning model. It is also recommended that finding solutions to these challenges requires many parties' involvement. It is due to some of the challenges were fundamentals. It is expected that many parties' involvement will make the resulting efforts to be a holistic solution.
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Zhang, Ting, Ting Qu, George Q. Huang, Xin Chen, and Zongzhong Wang. "Sizing, pricing and common replenishment in a headquarter-managed centralized distribution center." Industrial Management & Data Systems 116, no. 6 (July 11, 2016): 1086–104. http://dx.doi.org/10.1108/imds-08-2015-0343.

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Purpose – Commonly shared logistics services help manufacturing companies to cut down redundant logistics investments while enhance the overall service quality. Such service-sharing mode has been naturally adopted by group companies to form the so-called headquarter-managed centralized distribution center (HQ-CDC). The HQ-CDC manages the common inventories for the group’s subsidiaries and provides shared storage services to the subsidiaries through appropriate sizing, pricing and common replenishment. Apart from seeking a global optimal solution for the whole group, the purpose of this paper is to investigate balanced solutions between the HQ-CDC and the subsidiaries. Design/methodology/approach – Two decision models are formulated. Integrated model where the group company makes all-in-one decision to determine the space allocation, price setting and the material replenishment on behalf of HQ-CDC and subsidiaries. Bilevel programming model where HQ-CDC and subsidiaries make decisions sequentially to draw a balance between their local objectives. From the perspective of result analysis, the integrated model will develop a managerial benchmark which minimizes the group company’s total cost, while the bilevel programming model could be used to measure the interactive effects between local objectives as well as their final effect on the total objective. Findings – Through comparing the numerical results of the two models, two major findings are obtained. First, the HQ-CDC’s profit is noticeably improved in the bilevel programming model as compared to the integrated model. However, the improvement of HQ-CDC’s profit triggers the cost increasing of subsidiaries. Second, the analyses of different sizing and pricing policies reveal that the implementation of the leased space leads to a more flexible space utilization in the HQ-CDC and the reduced group company’s total cost especially in face of large demand and high demand fluctuation. Research limitations/implications – Several classical game-based decision models are to be introduced to examine the more complex relationships between the HQ-CDC and the subsidiaries, such as Nash Game model or Stackelberg Game model, and more complete and meaningful managerial implications may be found through result comparison with the integrated model. The analytical solutions may be developed to achieve more accurate results, but the mathematical models may have to be with easier structure or tighter assumptions. Practical implications – The group company should take a comprehensive consideration on both cost and profit before choosing the decision framework and the coordination strategy. HQ-CDC prefers a more flexible space usage strategy to avoid idle space and to increase the space utilization. The subsidiaries with high demand uncertainties should burden a part of cost to induce the subsidiaries with steady demands to coordinate. Tanshipments should be encouraged in HQ-CDC to reduce the aggregate inventory level as well as to maintain the customer service level. Social implications – The proposed decision frameworks and warehousing policies provide guidance for the managers in group companies to choose the proper policy and for the subsidiaries to better coordinate. Originality/value – This research studies the services sharing on the warehouse sizing, pricing and common replenishment in a HQ-CDC. The interactive decisions between the HQ-CDC and the subsidiaries are formulated in a bilevel programming model and then analyzed under various practical scenarios.
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Fachrudin, Taufich Rizqi, and Siti Asmiatun. "Penerapan Web Based Augmented Reality 3D pada Game Puzzle Interaktif Kerangka Manusia." CESS (Journal of Computer Engineering, System and Science) 5, no. 2 (July 6, 2020): 251. http://dx.doi.org/10.24114/cess.v5i2.17336.

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Kemajuan di dalam teknologi komputer memungkinkan kita untuk memberikan tanggapan secara langsung terhadap interaksi pemain dengan aspek-aspek yang ada di dalam game. Dengan dasar pemikiran untuk menggabungkan dunia maya dan dunia nyata, banyak diperoleh ide-ide untuk memudahkan seseorang dalam menciptakan visualisasi yang lebih bagus, efisien, dan imajinatif. Salah satu perkembangan teknologi dan informasi di bidang visualisasi saat ini adalah Augmented Reality. Sebuah sistem Augmented Reality (AR) mengisi dunia nyata dengan benda-benda virtual, sehingga konten yang dihasilkan komputer ditambahkan ke dunia nyata secara interaktif dan real time. Dengan adanya AR, game dapat dirancang menjadi lebih inovatif dan atraktif dengan menampilkan model 3D dari komponen game, salah satu contoh aspek penerapan game yaitu dengan memanfaatkan teknologi augmented reality yang berkembang di era ini kedalam pembuatan games puzzle berbasis web. Dengan memanfaatkan teknologi Augmented Reality, permainan puzzle dapat digunakan sebagai media untuk menambah daya tarik didalam melatih kreatifitas pada anak-anak dengan gameplay yang secara realtime menampilkan visual model 3 Dimensi pada gambar yang seakan-akan berada di dunia nyata.
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Ridwan, Moh, Wahyu Andhyka Kusuma, and Hardianto Wibowo. "Pengukuran emosi berdasarkan biofeedback sensor pada game berjenis battle royale." Jurnal Repositor 2, no. 11 (December 4, 2020): 1464. http://dx.doi.org/10.22219/repositor.v2i11.772.

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Game merupakan salah satu aktivitas yang saat ini tidak bisa dipisahkan dari setiap individu. Secara umum, genre pada game dibagi menjadi 5 yaitu strategy, role-playing games (RPG), sport, adventures, puzzle action. Berkembangnya teknologi munculah genre-genre baru, salah satu yaitu battle royale. Munculnya battle royale menjadikan genre tersebut, genre yang paling banyak dilihat oleh streamers online. Salah satu game dengan genre battle royale adalah PlayersUnknown’s BattleRoyale atau lebih dikenal PUBG. Dengan populernya PUBG tersebut munculah ide permasalahan yaitu, bagaimana sebenarnya feedback yang diberikan pemain saat seorang sedang bermain game PUBG sehingga, membuat sesorang candu akan PUBG. Ada beberapa aspek untuk bisa mengetahui permasalahan tersebut, salah satunya adalah emosi. Secara umum emosi merupakan dorongan untuk bertindak sehingga, pada penelitian ini emosi digunakan untuk mengetahui feedback atau experience yang dialami pemain. Dengan menggunakan dua sensor biofeedback yaitu pulse sensor dan galvanic skin respons, penelitian ini akan mengukur emosi pemain saat bermain game PUBG.
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GAFFNEY, P. "BECKETT, BELVEDERE COLLEGE AND BOER WAR GAMES: AN IDLE SPECULATION." French Studies Bulletin 25, no. 90 (January 1, 2004): 11–13. http://dx.doi.org/10.1093/frebul/25.90.11.

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Cutting, Joe, David Gundry, and Paul Cairns. "Busy doing nothing? What do players do in idle games?" International Journal of Human-Computer Studies 122 (February 2019): 133–44. http://dx.doi.org/10.1016/j.ijhcs.2018.09.006.

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Musthofa, Muhammad Wakhid. "Syarat Perlu dan Cukup Eksistensi Solusi Permainan Dinamis Dua Orang Berjumlah Nol dengan Ketidakpastian." Jurnal Fourier 9, no. 1 (April 30, 2020): 11–17. http://dx.doi.org/10.14421/fourier.2020.91.11-17.

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Artikel ini akan membahas penurunan syarat perlu dan syarat cukup agar permainan dinamis linear kuadratis dua pemain berjumlah nol dengan kehadiran ketidakpastian pada sistem mempunyai strategi optimal robust sebagai solusi optimalnya. Ide untuk menyelesaikannya adalah dengan mendefinisikan dua buah permainan dinamis sedemikian sehingga ketidakpastian pada sistem hanya terjadi untuk salah satu pemainnya saja. [This article will discuss the reduction of the necessary and sufficient conditions so that the quadratic linear dynamic game of two players totals zero with the presence of uncertainty in the system having an optimal robust strategy as the optimal solution. The idea to solve this is to define two dynamic games so that uncertainty in the system only occurs for one of the players.]
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Wardoyo, Subur Laksmono, and Ririn Ambarini. "IbM TPR Warm Up Game dalam Pembelajaran Bahasa Inggris Berbasis Pendidikan Karakter bagi Guru-guru PAUD di Kecamatan Tembalang Semarang." E-DIMAS 4, no. 1 (January 14, 2017): 35. http://dx.doi.org/10.26877/e-dimas.v4i1.1260.

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Abstrak Ilmu pengetahuan dan teknologi yang akan di transfer kepada HIMPAUDIKecamatan Tembalang Semarang adalah pelatihan bagi guru-guru PAUD dalamimplementasi TPR Warm Up Game dalam Pembelajaran Bahasa Inggris Berbasisendidikan Karakter bagi Guru-guru PAUD di Kecamatan Tembalang Semarangehingga guru-guru PAUD dapat menerapkan pengajaran bahasa Inggris yangmenyenangkan sesuai dengan kebutuhan anak. Ada tiga materi yang disampaikan dalampelatihan ini yaitu: (1) Pendidikan Karakter/Character Building, (2) Perkembangan danKreativitas Anak Usia dini, dan (3) Total Physical Response (TPR) Warm Up Game. elama pelatihan atau workshop guru-guru PAUD diberi pelatihan bagaimana mengintegrasikan pendidikan karakter dalam pembelajaran bahasa Inggris denganmenggunakan metode pembelajaran TPR Warm Up Game yang bertujuan untukmeningkatkan kreativitas anak usia dini. Guru-guru PAUD juga berlatih untukmengembangkan ide-ide mereka dalam pembelajaran bahasa Inggris dengan metode TPRWarm Up Game yang disesuaikan dengan kebutuhan anak usia dini dan juga kurikulumang ada di Taman Kanak-kanak ataupun PAUD.Kata kunci: TPR Warm Up Game, Pembelajaran Bahasa Inggris, Pendidikan Karaker
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Lee, MinSuk. "Implementation of Open Source Embedded Software Educational Integrated Development Environment Using Portable Game Console." IEMEK Journal of Embedded Systems and Applications 7, no. 2 (April 30, 2012): 113–20. http://dx.doi.org/10.14372/iemek.2012.7.2.113.

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Wibowo, Tony. "Studi Inisial Potensi Video Game Sebagai Media Belajar Untuk Moral." Journal of Animation and Games Studies 6, no. 2 (October 15, 2020): 129–40. http://dx.doi.org/10.24821/jags.v6i2.3979.

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Video game dengan narasi yang kuat menjadi salah satu cara mengembangkan video game. Dengan menggunakan isu dilema moral pada publik, beberapa game dikembangkan dengan isu sosial sebagai ide utama. Penelitian ini bertujuan untuk mencari bukti apakah video game bisa bertindak sebagai media belajar untuk moral secara spesifik sebagai studi inisial. Penelitian dilakukan dengan melakukan expos menggunakan video terhadap video game dengan naratif kuat pada 66 responden selama 20-32 hari dan memberikan kuesioner respon terhadap video game tersebut. Kodifiikasi dilakukan untuk menilai semua responden bertujuan untuk mengkuantifikasi respon yang didapatkan. Hasil penelitian menunjukkan bahwa konsensus setuju bahwa video game memiliki potensi menjadi media belajar moral yang lebih baik dari buku maupun film. Video game juga ditemukan mampu mempengaruhi moralitas responden untuk jangka pendek, namun tidak mampu mempengaruhi secara signifikan moralitas jangka panjang. Diperlukan penelitian lebih lanjut untuk mengetahui pengaruh video game terhadap moralitas pemain.
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Dine, Philip. "Une certaine idée du rugby: Sport, media and identity in a ‘glocalised’ game." French Cultural Studies 25, no. 1 (February 2014): 54–69. http://dx.doi.org/10.1177/0957155813510671.

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Muhammad Adib Alfathin, Maryana, and Yulleila. "GTA: EDUKASI LALU LINTAS BERBASIS APLIKASI." Jurnal Bina Ilmu Cendekia 1, no. 2 (November 30, 2019): 54–74. http://dx.doi.org/10.46838/jbic.v1i2.52.

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Kecelakaan lalu lintas pada umumnya terjadi karena kelalaian manusia atau pengendara. Hal ini terjadi karena kurangnya pengetahuan pengendara mengenai peraturan lalu lintas. Oleh karenanya diperlukan pengetahuan lalu lintas sejak dini. Di era digital ini, untuk memberikan pengetahuan mengenai peraturan lalu lintas dapat menggunakan aplikasi/game. Penelitian ini bertujuan untuk mengetahui perencanaan game GTA: Good Traffic Attitude sebagai sarana pengenalan tata tertib dan peraturan serta perilaku dalam berlalu lintas untuk anak-anak dan remaja serta dampaknya. Jenis penelitian ini merupakan Research and Development (R&D) untuk penelitian yang dan perancangan hasil penelitian yang menghasilkan sebuah rancangan aplikasi/game. Metode yang digunakan dalam penelitian ini adalah model pengembangan. Model pengembangan ini menggunakan lima tahapan yaitu: 1) Analisa kebutuhan, 2) Desain, 3) Analisa perancangan, 4) Metode pengembangan, 5) Metode implementasi. Hasil penelitian ini menunjukkan perancangan game edukasi Good Traffic Attitude dapat dikembangkan dan dapat menjadi sarana edukasi pengenalan tata tertib, peraturan dan perilaku dalam berlalu lintas. Perancangan game GTA diharapkan bisa menjadi bahan ide guna pengembangan game selanjutnya. Game GTA berdampak pada: 1) Pengetahuan terhadap tata tertib, peraturan dan perilaku dalam berlalu lintas, 2) Menciptakan keselamatan dalam berkendara dan berlalu lintas, 3) Menciptakan kondisi lalu lintas yang aman, nyaman dan tertib, 4) Mewujudkan Indonesia Zero Accident. Rencana pengembangan tindak lanjut game GTA dilaksanakan melalui 3 tahapan, yaitu: 1) Produksi Game, 2) Penyebaran (Distribusi) Game, 3) Launching dan Seminar Game.
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Perdana, Inco Hary. "Pokemon Go Sebagai Saluran Komunikasi Pemasaran Alternatif." ULTIMACOMM 9, no. 1 (November 4, 2018): 1–17. http://dx.doi.org/10.31937/ultimacomm.v9i1.934.

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Pokémon Go menjadi sebuah fenomena terbaru dalam industri game. Dalam sebulan peluncurannya, game ini telah dimainkan lebih dari 75 juta pengguna. Hal tersebut kemudian dijadikan sebagai peluang oleh berbagai brand dalam aktivitas komunikasi pemasaran mereka dengan menggunakan demam Pokémon Go. Kajian ini membahas bagaimana Pokémon Go dapat digunakan oleh berbagai aktivitas komunikasi pemasaran dengan menggunakan konsep bauran komunikasi pemasaran Belch and Belch (2012) serta konsep klasifikasi dalam in-game advertisement Horwitz (2004) dalam Skalski, Bracken and Buncher (2011). Kajian ini menggunakan studi literatur dengan menelusuri berbagai dokumen dan materi promosi yang memanfaatkan game Pokémon Go serta menganalisisnya berdasarkan konsep-konsep yang telah disebutkan sebelumnya. Dari hasil kajian ditemukan bahwa saat ini banyak brand hanya sebatas memanfaatkan momentum munculnya Pokémon Go dan tidak berafiliasi secara resmi dengan Pokémon Go. McDonalds menjadi official partner Pokémon Go pertama, saat Pokémon Go rilis di Jepang. Dari pembahasan juga ditemukan bahwa peluang kolaborasi brand dalam aktivitas komunikasi pemasaran digital dan in-game advertisement sangatlah luas selama ide, kreativitas dan teknologi dapat disatukan. Kata kunci: Pokémon Go, komunikasi pemasaran digital, in-game dvertisement
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Samekto, Bakuh Obed. "Rancang Bangun Game Edumatika Berbasis Android." Jurnal Ilmiah Teknologi Informasi Asia 14, no. 1 (April 18, 2020): 57. http://dx.doi.org/10.32815/jitika.v14i1.402.

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ABSTRAK Pendidikan merupakan kebutuhan pokok yang harus dimiliki semua orang. Terutama berawal dari anak usia dini sekarang cenderung menyukai game yang akhirnya membuatnya lupa dalam pembelajaran dan membuat anak menjadi lebih malas untuk belajar. Sudah banyak anak – anak sekolah dasar sekarang yang menggunakan gadget untuk bermain game. Banyak orang tua pula menginginkan anaknya agar tidak melupakan belajarnya meski dalam bermain. Berdasarkan permasalahan diatas penulis memiliki ide untuk membuat penelitian yang berisikan tentang pembelajaran mengenasi anak usia dini untuk SD kelas 1. Pada penelitian ini penulis menggunakan penelitian berupa pembuatan Game Edumatika yang dibuat dan diimplementasikan berbais Game 2D, yang menggunakan metode Fuzzy Tsukamoto dan metode Linear Congruential Generator (LCG). Penerapan metode Fuzzy Tsukamoto ke dalam game untuk menentukan kondisi dari NPC (Non Player Character) dan metode Linear Congruential Generator (LCG) untuk pengacakan kemunculan item. Hasil dari penelitian ini berupa Game Edumatika yang memiliki tampilan keseluruhan yang menarik dan berjalan dengan baik. Pada game ini dirancang bukan hanya sebagai bahan hiburan saja melainkan juga terdapat pembelajaran. Dimana orang tua tidak perlu mengawatirkan anaknya untuk lupa dengan belajar, karena didalam game ini juga terdapat media pembelajaran dengan di akhir sebuah permainan terdapat pembelajaran untuk anak usia dini. Sehingga anak tidak merasa jenuh dalam belajar melainkan juga ada hiburan dari game tersebut. Kata kunci : Game Edukasi,Platformer 2D Metode Tsukamoto, Metode LCG (Linear Congruential Generator)
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Marsely, Matheus, Mahendaradewa Suminto, and Syaifudin. "EFEK KECANDUAN GAME ONLINE DALAM FOTOGRAFI EKSPRESI." spectā: Journal of Photography, Arts, and Media 1, no. 1 (February 13, 2018): 77–85. http://dx.doi.org/10.24821/specta.v1i1.1899.

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Fotografi bukan begitu saja hadir di antara kita, melainkan melalui sejarahnya yang panjang. Awal terciptanya fotografi dari kamera obscura hingga saat ini memungkinkan kita sebagai pengguna kamera, menangkap realita kedalam media lain yang bisa diperlihatkan kepada siapa saja. Game Online merupakan sebuah gaya hidup baru bagi beberapa orang setiap kalangan anak muda pada umumnya. Menghadirkan efek kecanduan pada game online adalah ide dari penciptaan karya ini. Efek ini memperlihatkan sisi negatif yang sangat merugikan bagi diri sendiri maupun orang lain. Kecanduan merupakan kondisi terikat pada kebiasaan yang sangat kuat dan tidak mampu lepas dari keadaan itu, seseorang yang kecanduan akan merasa terhukum apabila tak memenuhi hasrat kebiasannya. Penggambaran pada karya dilakukan dengan teknik kolase. Kata kunci : efek, kecanduan, game online, fotografi ekspresi
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Ridlo, Azi Faiz, and Iman Saifulloh. "PENGARUH METODE LATIHAN SMALL SIDED GAME TERHADAP KEMAMPUAN PASSING-STOPPING PERMAINAN SEPAKBOLA SISWA SSB BERINGIN PRATAMA." Motion: Jurnal Riset Physical Education 9, no. 2 (February 4, 2019): 116–21. http://dx.doi.org/10.33558/motion.v9i2.1591.

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Tujuan penelitian ini adalah untuk mengetahui seberapa besar Pengaruh Latihan Small Sided Game Terhadap Kemampuan Passing-Stopping Permainan Sepakbola Siswa SSB Beringin Pratama. metode yang digunakan dalam penelitian ini adalah metode eksperimen. karena penelitian menggunakan total sampling maka sampel yang akan penelitian keseluruhan berjumlah 25 orang. Instrumen penelitian tes awal dan tes akhir menggunakan tes passing-stopping. Untuk pengolahan dan analisis data, penulis menggunakan uji t. Terdapat pengaruh yang signifikan dari metode latihan small sided game terhadap hasil passing-stopping yakni dengan nilai (15,86) > (2,06). Hasil penelitian ini bisa digunakan untuk mengembangkan ide yang lebihluas, untuk hasil metode latihan small sided game terhadap kemampuan passing-stopping hasil t hitungnya lebih besar dari pada t tabel pada α = 0,05 dan dk = n-1 sehingga hipotesa nol (Ho) ditolak dan dapat disimpulkan bahwa pada metodelatihan small sided game memberikan peningkatan yang signifikan terhadap hasil passing-stopping padasiswa SSB Beringin Pratama.
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Qiang, Xu. "Research on the tourism follow-up effect of Guangzhou Asian Games." E3S Web of Conferences 253 (2021): 01005. http://dx.doi.org/10.1051/e3sconf/202125301005.

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Event tourism is the combination of events and tourism, and is one of the main forms of modern tourism. Sports event tourism is one of the types of event tourism. The holding of sports events can greatly promote the development of tourism in the host area, and realize the comprehensive improvement of the economic, social and environmental benefits of the host area. However, after the end of the event, a large number of stadiums are idle or underutilized, and the event tourism is terminated due to the end of the event, which makes the development of tourism in the host city fluctuate, that is, "post event effect". Taking the Guangzhou Asian Games as an example, this paper summarizes the tourism follow-up benefits of the games, then find out the follow-up negative effect reasons and the operating mechanism, at the end, puts forward the Countermeasures for sustainable development.
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Berkman, Mehmet İlker, Güven Çatak, and Mıstık Çağın Eremektar. "Comparison of VR and Desktop Game User Experience in a Puzzle Game: “Keep Talking and Nobody Explodes”." AJIT-e: Online Academic Journal of Information Technology 11, no. 42 (October 17, 2020): 180–204. http://dx.doi.org/10.5824/ajite.2020.03.008.x.

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Since the contemporary game production process is based on the Integrated Development Environment (IDE) applications, it is easier for developers to create multiple versions of their game for both VR and desktop platforms. This provided a great opportunity for researchers to conduct comparative studies to explore the user experience of the relatively novel virtual reality applications In this study, we evaluated a puzzle game through a within-subjects experiment design using objective measures of game success and gameplay duration, as well as plenty of subjective measures in order to assess game user experience, comparing desktop and VR. In addition to selected dimensions of GUESS (Game User Experience Satisfaction Scale), we employed MEC-SPQ (Measurement Effects Conditions - Spatial Presence Questionnaire) to measure presence. Furthermore, we employed NASA-TLX (NASA Task Load Index) to compare the perceived task complexity of the same task executed in VR and desktop gaming environments. Results revealed that there is not a significant difference in objective measures of player performance, comparing the VR and desktop gameplay. The Game User Experience Satisfaction Scale did not reveal any significant difference between the mean scores of VR and desktop experiences. The spatial presence related dimensions of MEC-SPQ revealed significantly higher scores of VR, for Possible Actions and Self Location dimensions. NASA-TLX weighted scores were significantly higher for VR in physical load and for desktop in frustration. Our results show that a puzzle-based game experienced in VR does not lead to a higher level of satisfaction in terms of game user experience but triggers a sense of spatial presence. Due to the different control schemes, players perceive that HMD based gameplay demands more physical task load. However, the gameplay duration and game success rate are not significantly different. The failure in desktop gameplay might have led to higher frustration, since the experience seems more familiar to players. Since the results are partially concordant with previous studies, it is not possible to make a strict conclusion on the effect caused by different immersive technologies on game user experience. Further studies are required through a more consistent methodology with a focus on game design components rather than game genre.
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Sholikhin, Riyadhi, Oky Dwi Nurhayati, and Eko Didik Widianto. "Pembuatan Aplikasi Permainan “Egrang Run” Berbasis Android." Jurnal Teknologi dan Sistem Komputer 4, no. 1 (January 23, 2016): 77. http://dx.doi.org/10.14710/jtsiskom.4.1.2016.77-82.

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Permainan tradisional adalah suatu jenis permainan yang ada pada suatu daerah tertentu yang berdasarkan kepada budaya daerah tersebut. Egrang bambu merupakan salah satu dari sekian banyak permainan tradisional Indonesia yang perlu dilestarikan keberadaannya. Perkembangan teknologi sekarang ini sudah merambah ke segala bidang termasuk perkembambangan game (permainan). Pengenalan tentang permainan tradisional egrang dapat memanfaatkan peran kemajuan teknologi saat ini dibidang tersebut. Oleh karena itu muncul sebuah ide untuk merancang dan membangun aplikasi permainan “Egrang Run” ini diharapkan dapat menjadi suatu sarana pengenalan tentang permainan tradisional Indonesia khususnya permainan egrang bambu. Aplikasi permainan “Egrang Run” dibuat menggunakan perangkat lunak Unity versi 5. Unity merupakan suatu toolkit untuk membuat suatu video games 3 dimensi maupun 2 dimensi. Aplikasi permainan ini dikembangkan dengan metode Multimedia Development Life Cycle (MDLC) yang memiliki enam tahap, yaitu tahap konsep (Concept), tahap perancangan (Design), tahap pengumpulan materi (Material Collecting), tahap pembuatan (Assembly), tahap pengujian (testing), dan tahap distribusi (Distribution). Pengujian black-box juga digunakan pada aplikasi ini. Hasil dari penelitian ini adalah berupa aplikasi permainan “Egrang Run” yang dapat berjalan pada perangkat berbasis android. Aplikasi ini berisi pengenalan permainan tradisional egrang bambu. Berdasarkan pengujian dengan menggunakan metode black-box, seluruh fungsi yang ada dalam aplikasi permainan telah berhasil dan berjalan sesuai dengan fungsinya masing-masing.
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Ambar Setyomurni, Rizky, Ridho Pratama Putra, and Luluk Qomariyah. "NUS-TRICK (MUSLIHAT NUSANTARA) PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS GAME TERHADAP PEMAHAMAN KONSEP POLA BILANGAN." Pi: Mathematics Education Journal 2, no. 1 (April 1, 2019): 1–6. http://dx.doi.org/10.21067/pmej.v2i1.2536.

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Trend in International Mathematics and Science Study (TIMMS) yang dilansir oleh Puspendik tahun 2015 menyatakan bahwa secara umum siswa Indonesia lemah di semua aspek konten maupun kognitif, baik untuk matematika dan sains. Inovasi media pembelajaran akan memberikan dampak yang berbeda pada peserta didik dengan semakin berkembangnya teknologi sehingga dapat membuat proses pembelajaran yang inovatif, kreatif, dan interaktif. Adanya bantuan komputer dan teknologi informasi, maka kualitas pendidikan dapat meningkat dan mempermudah siswa dalam menerima pelajaran. Rendahnya pengetahuan generasi saat ini akan budaya nusantara menjadikan budaya kita sering diakui oleh negara lain. Game menjadi salah satu upaya dalam mengenalkan budaya nusantara dan juga ilmu pengetahuan para pemainnya. Ide ini mengangkat berbagai level yang sesuai dengan indikator pencapaian yang berdasarkan pada KI dan KD yang tertera pada silabus. Rumusan masalah yakni mengenai bagaimana pengembangan game serta penerapannya dalam pembelajaran. Metode penelitian yang digunakan adalah ADDIE (analysis, design, development, implemetation, evaluation). Teknik pengumpulan data menggunakan teknik observasi dan angket. Hasil penilaian oleh ahli materi dan media terhadap game yakni diperoleh rata-rata 82% sedangkan hasil respon guru dan peserta didik diperoleh rata-rata 78.5%. Kesimpulan dalam penelitian ini adalah bahwa game layak digunakan dengan pengembangan metode ADDIE dan layak untuk diterapkan sebagai media pembelajaran
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Rahim, Muddasir, Ahmed S. Alfakeeh, Riaz Hussain, Muhammad Awais Javed, Atif Shakeel, Qadeer ul Hasan, Adeel Israr, Alhuseen Omar Alsayed, and Shahzad A. Malik. "Efficient Channel Allocation using Matching Theory for QoS Provisioning in Cognitive Radio Networks." Sensors 20, no. 7 (March 27, 2020): 1872. http://dx.doi.org/10.3390/s20071872.

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The focus of research efforts in cognitive radio networks (CRNs) has primarily remained confined to maximizing the utilization of the discovered resources. However, it is also important to enhance the user satisfaction in CRNs by finding a suitable match between the secondary users and the idle channels available from the primary network while taking into consideration not only the quality of service (QoS) requirements of the secondary users but the quality of the channels as well. In this work, the Gale Shapley matching theory was applied to find the best match, so that the most suitable channels from the available pool were allocated that satisfy the QoS requirements of the secondary users. Before applying matching theory, two objective functions were defined from the secondary user’s perspective as well as from the channel’s perspective. The objective function of secondary users is the weighted sum of the data rate of the secondary users and the probability of reappearance of the primary user on the channel. Whereas, the objective function of the channel is the maximum utilization of the channel. The weight factors included in the objective functions allow for diverse service classes of secondary users (SUs) or varying channel quality characteristics. The objective functions were used in developing the preference lists for the secondary users and the idle channels. The preference lists were then used by the Gale Shapely matching algorithm to determine the most suitably matched SU-channel pairs. The performance of the proposed scheme was evaluated using Monte–Carlo simulations. The results show significant improvement in the overall satisfaction of the secondary users with the proposed scheme in comparison to other contemporary techniques. Further, the impact of changing the weight factors in the objective functions on the secondary user’s satisfaction and channel utilization was also analyzed.
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Ambarini, Ririn, Subur Laksmono Wardoyo, Maria Yustina Rensi Dartani, and Inti Englishtina. "English Math For Kindergarten Bagi Guru-Guru Paud Nurul Ilmi Di Kecamatan Tembalang Semarang." E-DIMAS 7, no. 1 (June 20, 2016): 38. http://dx.doi.org/10.26877/e-dimas.v7i1.1037.

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Ilmu pengetahuan dan teknologi yang akan di transfer kepada guru-guru PAUD Nurul Ilmi?é?á ?é?áSemarang adalah pelatihan bagaimana menerapkan pembelajaran English for Math untuk anak usia dini dan dengan materi Mathematics: What your Child Wil be Workig on in Kindergarten, Pembelajaran Matematika untuk Anak Usia Dini, Pembelajaran Bilingual untuk Anak Usia Dini, dan English Math for Early Childhood Education. Dengan adanya IbM English Math for Kindergarten Students?é?á?é?á sebagai game edukasi sekaligus?é?á ?é?áteaching aids maka diharapkan akan memberikan kontribusi bagi guru-guru PAUD untuk lebih mengembangkan ide-ide kreatif dalam mengajar sehingga suasana pembelajaran lebih menyenangkan selain juga memupuk kreatifitas dan mengembangkan potensi serta semangat belajar anak usia dini. ?é?á Kata kunci: English for Math, Pembelajaran, Anak Usia Dini.
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Widyaningrum, Prima, R. Rizal Isnanto, and Kurniawan Teguh Martono. "Pengembangan Simulasi Peternakan Sapi Perah dengan Game Maker Berbasis Windows." Jurnal Teknologi dan Sistem Komputer 1, no. 4 (October 30, 2013): 162–68. http://dx.doi.org/10.14710/jtsiskom.1.4.2013.162-168.

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Kebutuhan akan susu sapi segar yang berasal dari sapi perah semakin tinggi. Sedangkan kebutuhan biaya, pengetahuan dan lingkungan untuk mengembangkan sebuah peternakan sapi perah tidaklah murah, sehingga sulit bagi pelajar dan masyarakat pada umumnya untuk dapat mempelajari teknis peternakan sapi perah secara langsung. Salah satu pemanfaatan teknologi untuk mengatasi permasalahan tersebut adalah dengan pembuatan permainan simulasi peternakan sapi perah.Permainan simulasi dengan tema peternakan sapi perah dibuat dengan menggunakan Game Maker IDE. Tahap perancangan dimulai dengan merancang storyline, skenario, dan antarmuka. Tahap implementasi dilakukan dengan membangun permainan sesuai dengan rancangan. Tahap pengujian dilakukan dengan metode black-box, serta pengujian kepada 30 responden secara acak pada umur 12-22 tahun.Hasil pengujian menunjukkan terealisasinya aplikasi permainan simulasi peternakan sapi perah yang dengan fungsi-fungsi yang sesuai dengan fungsionalitasnya. Berdasarkan hasil penilaian kuesioner, permainan dinilai menarik untuk dimainkan, tampilan antarmuka yang menarik, mudah dioperasikan dan dapat menambah pengetahuan bagi pengguna. Hal ini terlihat pada semua aspek penilaian, yang mendapatkan persentase lebih dari 90%. Permainan ini telah memenuhi tujuan awal penelitian.
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44

Lampert, Claudia. "Entertainment-Education als Strategie für die Prävention und Gesundheitsförderung." Public Health Forum 18, no. 3 (October 1, 2010): 20–22. http://dx.doi.org/10.1016/j.phf.2010.06.013.

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EinleitungEntertainment-Education bezeichnet eine Kommunikationsstrategie, bei der präventive oder gesundheitsfördernde Botschaften gezielt in ein Unterhaltungsangebot integriert werden, um insbesondere diejenigen zu erreichen, die sich nicht für Gesundheitsthemen interessieren bzw. nicht gezielt danach suchen. Der Beitrag gibt einen kurzen Überblick über die dahinter liegende Idee und zeigt am Beispiel von TV-Formaten und Computerspielen (Serious Games) Potenziale und Grenzen dieser Strategie auf.
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Sari, Hesty Puspita, Adin Fauzi, and Yusniarsi Primasari. "KREASI BAHAN AJAR BERKONSEP GAME UNTUK PEMBELAJARAN EKSTRAKURIKULER BAHASA INGGRIS TINGKAT SEKOLAH DASAR." JABN 1, no. 2 (October 30, 2020): 51–63. http://dx.doi.org/10.33005/jabn.v1i2.17.

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Proses pembelajaran ekstrakurikuler Bahasa Inggris di beberapa sekolah diKabupaten Blitar memiliki beberapa kelemahan: belum tersedia bahan ajarmemadai untuk pembelajaran ekstrakurikuler, rendahnya kemampuan siswa dalam memahami pembelajaran Bahasa Inggris, dan kurangnya pengembangan bahan ajar inovatif bagi guru. Melihat kondisi tersebut, diperlukan bahan ajaryang sesuai dan menarik untuk meningkatkan kemampuan siswa dalam berbahasaInggris. Peserta pada pengabdian masyarakat ini meliputi guru, dosen, danmahasiswa dari berbagai daerah di Indonesia. Peserta yang mengikuti programpelatihan berjumlah 57 peserta melalui Zoom meeting. Setelah Zoom meeting,peserta diberikan waktu selama satu hari untuk membuat karya bahan ajar.Berdasarkan analisis rubrik, rata-rata nilai peserta pada aspek kebaruan ide,kreativitas, dan kesesuaian game dengan materi adalah baik (skor 3). Hal inimenunjukkan bahwa pemaparan materi dan pendampingan pembuatan karyabahan ajar berjalan efektif. Selain memahami konsep dan teori, peserta jugamampu mengembangkan suatu konsep permainan untuk pembelajaran bahasaInggris bagi anak-anak. Secara umum, konsep yang mereka ciptakan memilikiunsur kebaruan dan kreativitas yang baik, serta relevan dengan pembelajaranbahasa Inggris di level sekolah dasar.
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Gekker, Alex. "Let’s not play: Interpassivity as resistance in ‘Let’s Play’ videos." Journal of Gaming & Virtual Worlds 10, no. 3 (October 1, 2018): 219–42. http://dx.doi.org/10.1386/jgvw.10.3.219_1.

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This article examines contemporary practices of ‘idling’ (playing ‘idle games’) and ‘let’s playing’ (watching ‘Let’s Play’ [LP] videos of performed gameplay) as forms of power and resistance in the attention economy. Through the prism of interpassivity, a theory developed by Robert Pfaller and Slavoj Žižek, it establishes idling as relegating certain enjoyment from gameplay to the machine, while reproducing the anxieties associated with digital work as a whole. LPs, on the other hand, position the viewer as a critical analyst rather than a hands-on player. This vicarious experience of delegating play to others can allow avoidance and disengagement, which in turn may allow for a critical examination of the system as whole. As I will argue in this article, such interpassive practices can thus be seen as forms of resistance enabling users to step outside the controlling mechanism of digital media and the associated cybernetic feedback loops.
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Berger, Florian, and Alexander Marbach. "Erkundungen im Spannungsfeld von Pädagogik, Spielspass und technischer Machbarkeit. Gedanken zur Konzeption und Entwicklung spielbasierter digitaler Lernumgebung." MedienPädagogik: Zeitschrift für Theorie und Praxis der Medienbildung 15, Computerspiele und Videogames (February 16, 2009): 1–15. http://dx.doi.org/10.21240/mpaed/15_16/2009.02.16.x.

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Computerspiele sind heute aus der digitalen Medienwelt nicht mehr wegzudenken. Ihre rasante technische Entwicklung sowie ihre hohe Akzeptanz in der Jugendkultur werfen Fragen nach pädagogischer Verwertbarkeit dieses Mediums auf. Auf diesem Gebiet besteht Forschungsbedarf: Für den Einsatz aktueller Spielkonzepte als Lehrmittel existieren keine fundierten Theorien oder Konzepte. Der schöpferische Umgang mit Spielen durch Anwender («Emergent Gameplay») bietet hier durch sein hohes Motivationspotential einen vielversprechenden Ansatz. Die oft wenig beachtete Rolle der digitalen Spielen zugrunde liegenden Softwaretechnik sollte stärkere Berücksichtigung finden: Es existiert einerseits ein für die Akzeptanz beim Anwender notwendiges Minimum, andererseits ist der Einsatz des aktuellen technischen «state of the art» für die Umsetzung pädagogischer und didaktischer Ambitionen durch seine enormen Anforderungen wenig zielführend. Im Ergebnis sind Idee und Spielspass das Mass auch für Anwendungen des Game Based Learn­ing.
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Ambarini, Ririn. "CHARACTER BUILDING AND CREATIVITY IN EARLY CHILDHOOD THROUGH TOTAL PHYSICAL RESPONSE WARM UP GAME." Jurnal Kependidikan: Penelitian Inovasi Pembelajaran 1, no. 1 (July 12, 2017): 150–62. http://dx.doi.org/10.21831/jk.v1i1.9740.

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This study was aimed at determining the improvement of the character building and creativity levels of the students through TPR Warm Up Game. The study was action research including the activities of planning, implementation, data collection, and data analysis. The study was conducted in the second semester of the school year 2011/2012. The subjects were teachers and students of Class A of Doa Ibu kindergarten. Data were collected through observation, field notes, interviews, and documentation. The validity of the data was verified by triangulation. The data were analyzed using the descriptive qualitative flow model. Results show that there was an improvement in the character building and creativity levels of students after the implementation of the TPR Warm up Game. Improvement was also indicated by creative reactions, longer attention spans, self-confidence/organization, the expression of ideas, development of imagination, and increament of new vocabulary. The success of character building and creativity improvement is also supported by the methods of giving the opportunities for exploration and giving motivation in the form of praisesPENGEMBANGAN KARAKTER DAN KREATIVITAS ANAK USIA DINI MELALUI TOTAL PHYSICAL RESPONSE WARM UP GAMEPenelitian ini bertujuan untuk mengetahui peningkatan pengembangan karakter dan kreativitas anak melalui Total Physical Response (TPR) Warm Up Game. Penelitian ini merupakan penelitian tindakan kelas. Kegiatan penelitian meliputi perencanaan, pelaksanaan, pengumpulan data, dan menganalisis data/informasi. Pelaksanaan penelitian direncanakan pada Semester II Tahun Pelajaran 2011/2012. Subjek penelitian adalah guru dan anak didik kelompok A TK Doa Ibu, Kecamatan Tembalang, Semarang. Data dikumpulkan melalui observasi, catatan lapangan, wawancara, dan dokumentasi. Keabsahan data diperiksa dengan triangulasi. Data dianalisis secara deskriptif kualitatif model alur. Hasil penelitian menunjukkan bahwa ada peningkatan pengembangan karakter dan kreativitas anak melalui TPR Warm Up Game. Untuk meningkatkan pengembangan karakter dan kreativitas anak melalui TPR Warm Up Game juga didukung oleh beberapa indikator yaitu reaksi kreatif, rentang perhatian yang panjang, pengorganisasian diri/kepercayaan diri, mengaitkan ide atau gagasan/berekspresi, pengembangan imajinasi, dan penambahan kosakata baru. Selain itu, keberhasilan dalam peningkatan pengembangan karakter dan kreativitas juga didukung metode pendukung di antaranya adalah pemberian waktu untuk bereskplorasi dan pemberian motivasi berupa pujian
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., Kadek Adi Sidiantara, I. Gede Mahendra Darmawiguna, S. Kom ,. M. S. ., and Gede Aditra Pradnyana, S. Kom ,. M. Kom . "Film Dokumenter Permainan Tradisional “Adu Gangsing” di Buleleng “Sebagai Warisan Budaya”." Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika (KARMAPATI) 8, no. 1 (February 28, 2019): 66. http://dx.doi.org/10.23887/karmapati.v8i1.17007.

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Permainan Tradisional “Adu Gangsing” adalah salah satu jenis permainan tradisional yang diwariskan sejak lama oleh nenek moyang kita. Penelitian ini bertujuan untuk (1) menghasilkan rancangan dan mengimplementasikan hasil rancangan film dokumenter Permainan Tradisonal “Adu Gangsing” di Buleleng (sebagai warisan budaya leluhur yang tidak lekang oleh waktu), (2) Untuk mengetahui respon masyarakat terhadap hasil akhir film dokumenter “Adu Gangsing” di Buleleng (sebagai warisan budaya leluhur yang tidak lekang oleh waktu) Jenis penelitian yang digunakan dalam penelitian ini adalah penelitian dengan model cyclyc strategy. Model ciclyc strategy terdiri dari tahap brief (riset awal dan penawaran ide), tahap 1 (pengumpulan data dan analisis kebutuhan film), tahap 2 (pra-produksi), evaluasi peneliti, tahap 3 (produksi dan pasca produksi), evaluasi uji ahli (ahli media dan ahli isi), tahap 4 (burning, desain poster, dan desain DVD), outcome (publikasi film) dan uji respon penonton. Hasil penelitian menunjukan bahwa film dokumenter Permainan Tradisonal “Adu Gangsing” di Buleleng (sebagai warisan budaya leluhur yang tidak lekang oleh waktu) dalam kriteria sangat baik. Simpulan yang didapatkan yaitu perancangan film dokumenter Permainan Tradisonal “Adu Gangsing” di Buleleng (sebagai warisan budaya leluhur yang tidak lekang oleh waktu) telah berhasil dilaksanakan dengan model cyclic strategy dengan menggunakan tahapan produksi film. Film dokumenter Permainan Tradisonal “Adu Gangsing” sudah berhasil masuk dalam kategori sangat baik sesuai dengan hasil uji ahli isi dan media. Serta berdasarkan analisis terhadap 30 orang responden yang berasal dari kalangan masyarakat khususnya generasi muda dinyatakan bahwa film dokumenter ini mendapatkan total presentase sebesar 90,59% yang masuk kategori sangat baik.Kata Kunci : Kata kunci: Permainan Tradisional, Adu Gangsing, Film Dokumenter, Cyclic Strategy. Traditional games "Adu Gangsing" is one type of traditional game that has been inherited for a long time by our ancestors. This study aims to (1) produce designs and implement the results of the documentary documentary "Adu Gangsing" Traditional Games in Buleleng (as a timeless heritage), (2) To find out the public response to the final results of the documentary "Adu Gangsing" "In Buleleng (as a timeless cultural heritage) The type of research used in this study is research with a cyclyc strategy model. The Ciclyc strategy model consists of a brief stage (initial research and idea offering), stage 1 (data collection and film needs analysis), stage 2 (pre-production), researcher evaluation, stage 3 (production and post-production), expert test evaluation ( media expert and content expert), stage 4 (burning, poster design, and DVD design), outcome (film publication) and audience response test. The results of the study show that the documentary film "Adu Gangsing" Traditional Games in Buleleng (as a timeless cultural heritage) is in very good criteria. The conclusions obtained were the design of the documentary film "Adu Gangsing" Traditional Games in Buleleng (as a timeless cultural heritage) that has been successfully implemented with a cyclic strategy model using the stages of film production. The documentary film "Adu Gangsing" Traditional Games has successfully entered the excellent category according to the results of the content and media expert test. And based on the analysis of 30 respondents from the community, especially the younger generation, it was stated that the documentary film received a total percentage of 90.59% which was in the excellent categorykeyword : Keywords: Traditional Games, “Adu Gangsing”, Documentary Film, Cyclic Strategy
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Ashari, Yusuf, Rinta Kridalukmana, and Ike Pertiwi Windasari. "Pembuatan Aplikasi Permainan Pengenalan Provinsi di Indonesia Melalui Game “Adventure Indonesia” Berbasis Android." Jurnal Teknologi dan Sistem Komputer 4, no. 2 (April 23, 2016): 389. http://dx.doi.org/10.14710/jtsiskom.4.2.2016.389-397.

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Indonesia adalah Negara yang luas dan kaya akan keanekaragaman aspek keruangan. Secara administratif menurut UU RI Nomor 20 Tahun 2012 Indonesia tentang pembentukan provinsi Kalimantan Utara yang menjadikan Indonesia terdiri dari 34 Provinsi. Hal ini berdampak terhadap aspek kehidupan terutama pada aspek pendidikan. Pada tingkat sekolah dasar siswa telah diajarkan untuk mengenal wilayah Indonesia. untuk mempermudah siswa sekolah dasar dalam memahami dan mengenal provinsi dibutuhkan suatu aplikasi edukasi yang dapat mengenalkan karakteristik dan nama ibukota dari provinsi di Indonesia oleh karena itu muncul sebuah ide untuk merancang dan membangun aplikasi permainan “Adventure Indonesia” ini diharapkan menjadi sarana permainan tentang pengenalan provinsi di Indonesia. Aplikasi permainan 'Adventure Indonesia' dibuat menggunakan perangkat lunak Unity versi 5. Pengembangan multimedia yang digunakan adalah Multimedia Development Life Cycle (MDLC) yang memiliki enam tahap, yaitu tahap konsep (Concept), tahap perancangan (Design), tahap pengumpulan materi (Material Collecting), tahap pembuatan (Assembly), tahap pengujian (testing), dan tahap distribusi (Distribution). Pengujian black-box juga digunakan pada aplikasi ini. Hasil dari penelitian adalah berupa aplikasi permainan “Adventure Indonesia” yang dapat berjalan pada perangkat berbasis android. Aplikasi ini berisi pengenalan karakteristik dan ibukota dari provinsi di Indonesia. Berdasarkan pengujian dengan menggunakan metode black-box, seluruh fungsi yang ada dalam aplikasi permainan telah berhasil dan berjalan sesuai dengan fungsinya masing-masing.
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