Elisa Purnamasari, Elisa
Department of Information Systems, Soegijapranata Catholic University

Published : 4 Documents
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Modeling the Smartphone Game to Improve Players’ Focus Case Study of Game Dumb Ways to Die Purnamasari, Elisa; Sanjaya, Ridwan
SISFORMA Vol 1, No 1 (2014)
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Commonly, playing a game is judged as an activity which spend a lot of time, money, and energy. Players usually spend their money to buy vouchers to play and also buy characters, weapons and equipments which provided in the game. Players who addicted to game mostly spend their time and energy to satisfy their desire to solve the challenge on a game.However, not all of games give the negative impacts. There are a lot of advantages which can be obtained by games, such as to train our memory, precision, speed, and even ability to get money from games.  A game called “Dumb Ways to Die” that can be found on smartphone is an example of game to increase speed and concentration of people who play it.There are a need to find some characteristics of a game which has positive effects for the players. Those characteristics can be formulated as the example of a good game. This paper will analyze the opinion and produce the conclusion from a survey of playing "Dumb Ways to Die” to generate a positive game model.Keywords-  positive game, speed, concentration, favorable, game model
The Introduction of Classic Batik Motif to the Community Through Game Purnamasari, Elisa; Widyarto, Erdhi; Widiantoro, Albertus Dwiyoga
SISFORMA: Journal of Information Systems (e-Journal) Vol 4, No 1 (2017): May 2017
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/sisforma.v4i1.1039

Abstract

Batik is a wealth of Indonesian nation that became a cultural heritage and has been registered in the Representative of the Masterpiece of the Oral and Intangible Heritage of Humanity by UNESCO in 2009 [1]. The appearance of a variety of batik would be a pleasure for batik lovers so often used as clothing, furniture, or other equipment in everyday life.But the lack of knowledge of meaning and philosophy in batik itself so that batik is often being used indiscriminately without knowing the intentions contained in the batik itself and being a mistake in its use [2], especially classic batik is a batik that is still thick with tradition and custom philosophy in it [3].This report contains about the introduction of classic batik motifs and philosophies that are packaged in interactive educational games. This game is made by entering the element of trivia quiz as an evaluation material and equipped with batik information that can be read repeatedly outside the gameplay so as to enrich and give better understanding of the information in the game.From the results of a survey of 50 respondents from the age range between 13 - 30 years old located in Central Java and outside Central Java, shows that this educational game about batik can make respondents become richer with knowledge about the meaning and philosophy of classical batik. In addition, respondents also want to preserve batik as a nations wealth. 
Modeling the Smartphone Game to Improve Players Focus Case Study of Game Dumb Ways to Die Purnamasari, Elisa; Sanjaya, Ridwan
SISFORMA: Journal of Information Systems (e-Journal) Vol 1, No 1 (2014): May 2014
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/sisforma.v1i1.85

Abstract

Commonly, playing a game is judged as an activity which spend a lot of time, money, and energy. Players usually spend their money to buy vouchers to play and also buy characters, weapons and equipments which provided in the game. Players who addicted to game mostly spend their time and energy to satisfy their desire to solve the challenge on a game.However, not all of games give the negative impacts. There are a lot of advantages which can be obtained by games, such as to train our memory, precision, speed, and even ability to get money from games. A game called Dumb Ways to Die that can be found on smartphone is an example of game to increase speed and concentration of people who play it.There are a need to find some characteristics of a game which has positive effects for the players. Those characteristics can be formulated as the example of a good game. This paper will analyze the opinion and produce the conclusion from a survey of playing "Dumb Ways to Die to generate a positive game model.
IMPROVING THE QUALITY OF BREAD USING CASSAVA FLOUR SUBSTITUTION AND α-AMYLASE khusniati, tatik; Purnamasari, Elisa; Effendi, Supli; Anindyawati, Trisanti
Teknologi Indonesia Vol 39, No 3 (2016)
Publisher : LIPI Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (16.054 KB) | DOI: 10.14203/jti.v39i3.271

Abstract

Bread in Indonesia generally used wheat flour as a basic material and it is an imported flour product up to now. On the other hand, cassava flour can be used as wheat flour alternative for substitution. This research was aimed to improve the quality of bread using cassava flour substitution and α-amylase. Variables used were wheat and cassava flour with comparison: 100:0, 95:5, 90:10, 85:15, and α-amylase with concentration: 0, 0.5, 1.0, 1.5%, respectively. The contents of water, ash, protein, carbohydrate, and salt were determinated by modifying the AOAC method. The pH of bread dough was measured and α-amylase activities were determined by Iodine method. The dough and substituted-bread volumes were measured, and organoleptic tests were conducted by training 20 panelists. Statistical analysis used factorial completely randomized experimental design (FCRD). The results show that the highest values of water, ash, protein and carbohydrate were found in bread of A4B2 (25.13%), A1B1 (0.97%), A1B2 (8.62%), A4B2 (47.89%), sequentially (P<0.05). A2B4 was bread with the best organoleptic value and biggest volume than the others with nutritional contents of water (25.10%), ash (0.87%), protein (7.98%), carbohydrate (46.89%), and salt (2.17%). The values of these nutritional contents was in scope of bread SNI standard. Cassava flour substitution and α-amylase affected significantly to organoleptic values of bread produced (P<0.05). The α-amylase activities of all treated bread were not significantly different (P<0.05). Based on volumes of bread dough and bread as well as organoleptic tests, the best bread is A2B4 (95% wheat flour using 5% cassava flour and 1.5% α-amylase).