Dimas Rifqi Novica
Biographic Data
| ID | 4110424 |
|---|---|
| NAME | Dimas Rifqi Novica |
| GIVEN NAMES | Dimas Rifqi |
| FAMILY NAME | Novica |
| SIGNATURE | NOVICA D R |
| AFFILIATIONS | State University of Malang |
| ORCID | 0000-0001-6365-5563 |
| VERIFIED | Yes |
| TOTAL WORKS | 3 |
| TOTAL CITATIONS | 1 |
| WORKS AS AUTHOR | 3 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2021 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 1 |
Memes and Interactivity of Facebook Mobile Legends Gamers After the Fall of RRQ
This research aims to determine the level of interactivity in meme postings by netizens during the M4 World Tournament of the game Mobile Legends: Bang Bang (MLBB). Utilizing the Facebook platform, specifically the "Mobile Legends Gamers'' group, this study analyzed 791 comments from 10 group member posts during the period of January 10 - 25, 2022. Employing Thematic Analysis, interactivity dimensions were examined based on the framework of Six B…
Drawing and ideation process in design education
This paper reports a systematic literature review focusing on design student drawing practices using PRISMA guidelines. The review aimed at investigating the role of drawing as an ideation method in design education. We investigated papers within ten years, which were selected from five electronic databases. In total, 16 papers were included in our in-depth review. Our main findings include the identification of common themes on drawing and ideat…
Augmented Reality Character Topeng Malang Dewi as an Effort to Improve the Quality of Student Learning Media
The preservation of the cultural and artistic heritage of our ancestors is important for us to persevere as a species. The purpose of this research was to introduce Indonesian culture, especially Topeng Malang, to the Indonesian society, particularly the teenagers, using 3D character media, implemented through augmented reality. The study followed the development research method of Borg WR and Gall MD. 3D characters were designed using the low po…
Augmented Reality Character Topeng Malang Dewi as an Effort to Improve the Quality of Student Learning Media
The preservation of the cultural and artistic heritage of our ancestors is important for us to persevere as a species. The purpose of this research was to introduce Indonesian culture, especially Topeng Malang, to the Indonesian society, particularly the teenagers, using 3D character media, implemented through augmented reality. The study followed the development research method of Borg WR and Gall MD. 3D characters were designed using the low po…
Augmented Reality Character Topeng Malang Dewi as an Effort to Improve the Quality of Student Learning Media
The preservation of the cultural and artistic heritage of our ancestors is important for us to persevere as a species. The purpose of this research was to introduce Indonesian culture, especially Topeng Malang, to the Indonesian society, particularly the teenagers, using 3D character media, implemented through augmented reality. The study followed the development research method of Borg WR and Gall MD. 3D characters were designed using the low po…
Drawing and ideation process in design education
This paper reports a systematic literature review focusing on design student drawing practices using PRISMA guidelines. The review aimed at investigating the role of drawing as an ideation method in design education. We investigated papers within ten years, which were selected from five electronic databases. In total, 16 papers were included in our in-depth review. Our main findings include the identification of common themes on drawing and ideat…
Memes and Interactivity of Facebook Mobile Legends Gamers After the Fall of RRQ
This research aims to determine the level of interactivity in meme postings by netizens during the M4 World Tournament of the game Mobile Legends: Bang Bang (MLBB). Utilizing the Facebook platform, specifically the "Mobile Legends Gamers'' group, this study analyzed 791 comments from 10 group member posts during the period of January 10 - 25, 2022. Employing Thematic Analysis, interactivity dimensions were examined based on the framework of Six B…
Computer Science (3 works) · Psychology (3 works) · Mathematics education (2 works) · Multimedia (2 works) · Sociology (2 works) · Amateur (1 work) · Anger (1 work) · Art (1 work) · Art Education and Development (1 work) · Augmented reality (1 work)