Kakuro Puzzle カックロのパズレ

Total Page:16

File Type:pdf, Size:1020Kb

Kakuro Puzzle カックロのパズレ KAKURO PUZZLE カックロのパズレ KERTAS KARYA DISUSUN O L E H MARIANTI PURBA 142203095 PROGRAM STUDI DIII BAHASA JEPANG FAKULTAS ILMU BUDAYA UNIVERSITAS SUMATERA UTARA MEDAN 2017 UNIVERSITAS SUMATERA UTARA Disetujui oleh: Program Diploma Sastra dan Budaya Fakultas Ilmu Budaya Universitas Sumatera Utara Medan Program Studi D III Bahasa Jepang Ketua Program Studi Dr. Diah Syafitri Handayani, M.Litt NIP.197212281990032001 i UNIVERSITAS SUMATERA UTARA PENGESAHAN Diterima Oleh : Panitia Ujian Pendidikan Non-Gelar Sastra Budaya Fakultas Ilmu Budaya Universitas Sumatera Utara Medan, untuk melengkapi salah satu syarat ujian Diploma III dalam Bidang Studi Bahasa Jepang. Pada : Tanggal : Hari : Program Studi D-III Bahasa Jepang Fakultas Ilmu Budaya Universitas Sumatera Utara Dekan, Dr. Budi Agustono, M.S NIP: 196008051987031001 Panitia Tugas Akhir : No. Nama Tanda Tangan 1. ( ) 2. ( ) 3. ( ) ii UNIVERSITAS SUMATERA UTARA KATA PENGANTAR Puji dan syukur penulis ucapkan kehadiran Tuhan Yang Maha Esa atas berkat dan kasih karuniaNya sehingga penulis dapat menyelesaikan penulisan kertas karya ini yang berjudul “KAKURO PUZZLE”. Penulis menyadari bahwa tulisan ini masih jauh dari sempurna, baik dalam tata bahasa maupun pembahasan yang disebabkan masih terbatasnya pengetahuan penulis. Tetapi berkat bimbingan dan pengarahan dari semua pihak maka penulis dapat menyelesaikan penulisan kertas karya ini. Untuk itu penulis mengucapkan terimakasih kepada semua pihak yang telah membantu dalam menyelesaikan kertas karya ini, terutama kepada: 1. Bapak Dr. Budi Agustono, M.Si. selaku Dekan Fakultas Ilmu Budaya Universitas Sumatera Utara. 2. Ibu Dr. Diah Syafitri Handayani, M.Litt. selaku Ketua Jurusan Bahasa Jepang Fakultas Ilmu Budaya Universitas Sumatera Utara. 3. Ibu Rani Arfianty S.S., M.Phil. selaku dosen pembimbing yang telah meluangkan waktu dan pikirannya untuk membimbing dan memberikan pengarahan kepada penulis dalam menyelesaikan Kertas Karya ini. 4. Kepada seluruh Dosen dan Staf pengajar Jurusan Bahasa Jepang Fakultas Ilmu Budaya Universitas Sumatera Utara penulis mengucapkan terimakasih telah memberikan ilmu kepada penulis selama masa perkuliahan. 5. Teristimewa kepada keluarga saya yang sangat saya cintai, kedua orang tua saya Aruslin Purba dan Ibunda Tepma Simbolon yang telah memberi kasih sayang, doa, dan dukungannya sehingga saya dapat menyelesaikan Kertas Karya ini. 6. Buat saudara kandung saya Putra Jayandius Purba dan Faisal Maralus Purba yang saya sangat sayangi terimakasih atas semua dukungan, semangat, motivasi, serta doa yang diberikan. i UNIVERSITAS SUMATERA UTARA 7. Kepada teman saya Ledi Lumban Toruan, Basa Dewi Fransiska Sijabat, Lastri Elisabet, Rosi Dewi Sibagariang dan Irma Sinulingga yang sering mendengar curhatan saya dan memberi saya semangat. 8. Kepada teman saya jurusan Bahasa Jepang stambuk 2014 yang saya sayangi dan teman seperjuangan saya. Terimakasih atas semangat dan kebersamaan kita selama 3 tahun ini. 9. Kepada semua pihak yang tidak dapat saya sebutkan satu persatu, Terimakasih atas bantuannya baik secara langsung maupun tidak langsung yang telah membantu sehingga terselesaikan Kertas Karya ini. Medan, Juni 2017 Penulis, Marianti Purba NIM 142203095 ii UNIVERSITAS SUMATERA UTARA DAFTAR ISI KATA PENGANTAR .................................................................................................. i DAFTAR ISI .............................................................................................................. iii BAB I PENDAHULUAN 1.1 Alasan Pemilihan Judul .................................................................. 1 1.2 Tujuan Penulisan ............................................................................ 2 1.3 Batasan Masalah ............................................................................. 2 1.4 Metode Penulisan ........................................................................... 3 BAB II GAMBARAN UMUM PUZZLE 2.1 Arti Puzzle ...................................................................................... 4 2.2 Asal Usul Puzzle ............................................................................. 5 2.3 Jenis-jenis Puzzle ........................................................................... 6 BAB III KAKURO PUZZLE 3.1 Definisi Kakuro Puzzle ................................................................... 8 3.2 Asal Usul Kakuro Puzzle ................................................................ 9 3.3 Cara Bermain Kakuro Puzzle ........................................................ 10 3.4 Tingkat Kesulitan Permainan Kakuro Puzzle ................................ 15 BAB IV KESIMPULAN DAN SARAN 4.1 Kesimpulan .................................................................................... 21 4.2 Saran .............................................................................................. 21 DAFTAR PUSTAKA ABSTRAK iii UNIVERSITAS SUMATERA UTARA BAB I PENDAHULUAN 1.1 AlasanPemilihanJudul Game atau permainan merupakan suatu alat bermain yang digunakan untuk menghibur hati. Game atau permainan merupakan media hiburan yang sudah dikenal sejak lama. Game atau permainan dapat dimainkan berbagai umur tua maupun muda. Permainan biasanya dilakukan sendiri atau bersama-sama. Macam-macamgame atau permainan yaitu: 1. Permainan papan(boardgame)permainandalamjenisinimembutuhkanpapandandida lamnyaterdapatsejumlahalat main yangdapatdigerakkan. Contohnya adalahcatur,ludo,halma, dll. 2. Permainankartu(cardgame)merupakanpermainan yang dimainkandengankartu.Contohnyaadalahcaps banting. 3. Permainan teka-teki (puzzle game) adalah permainan yang menguji kecerdikan atau pengetahuan seseorang untuk mengasah pikiran. Contohnya adalah teka-teki logika (logic puzzle) seperti: Sudoku, Kakuro, Hitori, Filomino. Teka-teki kombinasi (combination puzzle) seperti: Rubik’s cube dan Hanoi tower. Teka-teki gambar seperti: Jigsaw. Teka-teki kata (word puzzle) seperti: Teka-teki silang. Permainanteka-teki(puzzle game)bisamembuatkitaberpikir, mencaridanmenemukanjawaban. Sehingga menambah wawasan dan mengasah kemampuan otak. 1 UNIVERSITAS SUMATERA UTARA Dewasa ini peminat teka-teki (puzzle) semakin bertambah dan banyak teka-teki (puzzle) diproduksi sesuai dengan jenisnya. Salah satunyaadalahkakuro yangmerupakansalahsatujenisteka-tekilogikaangka (logicpuzzle). Menurutpenulis,kakuroinimerupakanpermainanteka-teki(puzzle) yang unikkarenadidasarkanpadasoal-soalpenjumlahanangkadalampermainanpuzzle kakuroiniakansalingterkaitbaikdengansoallainnya. Oleh karena itu, penulis tertarik untuk membahas tentang permainan kakuro lebih lanjut lagi dengan judul “KAKURO PUZZLE” 1.2 Batasan Masalah Dalam penulisan kertas karya ini penulis membatasi pembahasannya hanya pada:artidantatacarapermainankakuro. Kemudian, sebagaitambahanpenjelasan, akandiuraikan macam-macam tingkat kesulitan permainan kakuro. 1.2 Tujuan Penulisan Adapun tujuan penulisan kertas karya ini adalah: 1. Untuk menjelaskanartikakuro. 2. Untuk menjelaskan tentang tata cara dan aturan permainan kakuro. 3. Untuk menambah wawasan pembelajarbahasaJepang tentang permainan kakuro. 4. Untuk memenuhi salah satu syarat kelulusan dari program Diploma III Jurusan Bahasa Jepang Fakultas Ilmu Budaya Universitas Sumatera Utara. 2 UNIVERSITAS SUMATERA UTARA 1.4 Metode Penulisan Dalam kertas karya ini penulis menggunakan metode studi pustaka. MenurutM. Nazir (1988), metodestudipustakaadalahteknik pengumpulan data dengan mengadakan studi penelaahan terhadap buku-buku, literatur-literatur, catatan-catatan, dan laporan-laporan yang ada hubungannya denganmasalah yang dipecahkan. 3 UNIVERSITAS SUMATERA UTARA BAB II GAMBARAN UMUM PUZZLE 2.1 ArtiPuzzle Gameataupermainanmerupakansuatualatbermain yang digunakanuntukmenghiburhati. Gameataupermainanmerupakan media hiburan yang sudahdikenalsejak lama. Game ataupermainandapatdimainkanberbagaiumurtuamaupunmuda. Permainanbiasanyadilakukansendiriataubersama-sama. Contohnya permainan papan (board game) yang banyak dikenal dengan permainan ludo, catur, dll. Berikutnya, ada juga permainan yang menggunakan kartu yang dapat dilakukan oleh satu orang saja. Permainankartu(card game)merupakanpermainan yang dimainkandengankartu.Contohnyaadalahcaps banting.Permainan teka-teki(puzzle game)adalahpermainan yang mengujikecerdikanataupengetahuanseseoranguntukmengasahpikiran. Kata puzzle berasaldaribahasaInggris yang berartidalambahasa Indonesia adalahteka-teki. Puzzleatauteka-tekiadalahpermainan yang mengujikecerdikanataupengetahuanseseorang.Contohnya, meliputi teka-teki logika (logic puzzle) seperti: Sudoku,Kakuro, Hitori, Filomino. Teka-teki kombinasi (combination puzzle) seperti: Rubik’s cube dan Hanoi tower. Teka-teki jigsaw(jigsaw puzzle) seperti: teka-teki gambar. Teka-teki kata (word puzzle) seperti: teka-teki silang. 4 UNIVERSITAS SUMATERA UTARA 2.2 Asal Usul Puzzle Pertama kali puzzle atau teka-teki yang dibuat adalah jigsaw puzzle atau teka-teki berbentuk gambar. Pada tahun 1766 oleh John Spilsbury seorang ahli pembuat peta. Jigsaw puzzle atauteka-teki gambar tercipta melalui idenya yaitu menggambar sebuah peta pada lembaran kayu dan dipotong-potong. Puzzle ini dibuat untuk membantu dalam pembelajaran geografi bagi anak-anak sekolah pada zaman itu. Dengan menyusun keping-kepingan puzzle peta tersebut, murid akanbelajar tentang lokasi, dan hubungangeografi antar masing-masing negara. John Spilsburymelihatinisebagaipeluangbisnis. Kemudian, iamemproduksidanmenjualpuzzlepetatersebut. Sejarahpuzzle jigsawkinimengikutiperkembanganzaman. Pola yang dibuatkinibukanhanyapeta, adabanyaksekalipuzzle denganpoladangambar menarik.
Recommended publications
  • PDF Download Shape and Space: Includes 12 Interactive Card Pages
    SHAPE AND SPACE: INCLUDES 12 INTERACTIVE CARD PAGES OF FUN PRESS-OUT GAME AND PUZZLE PIECES PDF, EPUB, EBOOK Adrian Pinel,Jeni Pinel | 44 pages | 30 Aug 2008 | Haldane Mason Ltd | 9781905339204 | English | London, United Kingdom Shape and Space: Includes 12 Interactive Card Pages of Fun Press-Out Game and Puzzle Pieces PDF Book Like a 2-D puzzle, a globe puzzle is often made of plastic and the assembled pieces form a single layer. In , the German company Ravensburger released their biggest puzzle. Players have to use spatial reasoning to visualize the path and draw where they need to go on the board. Some fully interlocking puzzles have pieces all of a similar shape, with rounded tabs out on opposite ends, with corresponding blanks cut into the intervening sides to receive the tabs of adjacent pieces. A jigsaw puzzle is a tiling puzzle that requires the assembly of often oddly shaped interlocking and mosaiced pieces. Why would the following stand no chance of being approved as official names for British racehorses? It costs a fraction of a penny per day over its lifetime, and if you lose it, its inherent unbreakable security will leave no trace of confidential files or personal history. A slashed 'equals' sign is the mathematical symbol for 'does not equal'. Deep Grey. The Wishing Well. Tower of Hanoi Solver. Amazingly the first puzzle can still fool people when all the Fs are coloured red. Please note that the answer to this question was corrected 17 Oct A new street is built with one hundred new houses, numbered 1 to Next draw an equilateral triangle three sides same length and divide into three equal parts.
    [Show full text]
  • The Procedural Generation of Interesting Sokoban Levels
    THE PROCEDURAL GENERATION OF INTERESTING SOKOBAN LEVELS Joshua Taylor, B.S., M.S. Dissertation Prepared for the Degree of DOCTOR OF PHILOSOPHY UNIVERSITY OF NORTH TEXAS May 2015 APPROVED: Ian Parberry, Major Professor Robert Akl, Committee Member Armin R. Mikler, Committee Member Robert Renka, Committee Member Barrett R. Bryant, Chair of the Department of Computer Science and Engineering Costas Tsatsoulis, Dean of the College of Engineering and Interim Dean of the Toulouse Graduate School Taylor, Joshua. The Procedural Generation of Interesting Sokoban Levels. Doctor of Philosophy (Computer Science and Engineering), May 2015, 69 pp., 32 tables, 11 figures, references, 46 titles. As video games continue to become larger, more complex, and more costly to produce, research into methods to make game creation easier and faster becomes more valuable. One such research topic is procedural generation, which allows the computer to assist in the creation of content. This dissertation presents a new algorithm for the generation of Sokoban levels. Sokoban is a grid-based transport puzzle which is computational interesting due to being PSPACE-complete. Beyond just generating levels, the question of whether or not the levels created by this algorithm are interesting to human players is explored. A study was carried out comparing player attention while playing hand made levels versus their attention during procedurally generated levels. An auditory Stroop test was used to measure attention without disrupting play. Copyright 2015 by Joshua Taylor ii ACKNOWLEDGEMENTS I would like to thank Marcus Hof, David Holland, Evgeny Grigoriev, David W. Skinner, and Rick Sladkey for giving me permission to use their Sokoban levels in my study.
    [Show full text]
  • Puzzles from Around the World 5¿ Richard I
    Contents Foreword iÜ Elwyn Berlekamp and Tom Rodgers I Personal Magic ½ Martin Gardner: A “Documentary” ¿ Dana Richards Ambrose, Gardner, and Doyle ½¿ Raymond Smullyan A Truth Learned Early ½9 Carl Pomerance Martin Gardner = Mint! Grand! Rare! ¾½ Jeremiah Farrell Three Limericks: On Space, Time, and Speed ¾¿ Tim Rowett II Puzzlers ¾5 A Maze with Rules ¾7 Robert Abbott Biblical Ladders ¾9 Donald E. Knuth Card Game Trivia ¿5 Stewart Lamle Creative Puzzle Thinking ¿7 Nob Yoshigahara v vi Contents Number Play, Calculators, and Card Tricks: Mathemagical Black Holes 4½ Michael W. Ecker Puzzles from Around the World 5¿ Richard I. Hess OBeirnes Hexiamond 85 Richard K. Guy Japanese Tangram (The Sei Shonagon Pieces) 97 Shigeo Takagi How a Tangram Cat Happily Turns into the Pink Panther 99 Bernhard Wiezorke Pollys Flagstones ½¼¿ Stewart Coffin Those Peripatetic Pentominoes ½¼7 Kate Jones Self-Designing Tetraflexagons ½½7 Robert E. Neale The Odyssey of the Figure Eight Puzzle ½¾7 Stewart Coffin Metagrobolizers of Wire ½¿½ Rick Irby Beautiful but Wrong: The Floating Hourglass Puzzle ½¿5 Scot Morris Cube Puzzles ½45 Jeremiah Farrell The Nine Color Puzzle ½5½ Sivy Fahri Twice: A Sliding Block Puzzle ½6¿ Edward Hordern Planar Burrs ½65 M. Oskar van Deventer Contents vii Block-Packing Jambalaya ½69 Bill Cutler Classification of Mechanical Puzzles and Physical Objects Related to Puzzles ½75 James Dalgety and Edward Hordern III Mathemagics ½87 A Curious Paradox ½89 Raymond Smullyan A Powerful Procedure for Proving Practical Propositions ½9½ Solomon W. Golomb Misfiring Tasks ½9¿ Ken Knowlton Drawing de Bruijn Graphs ½97 Herbert Taylor Computer Analysis of Sprouts ½99 David Applegate, Guy Jacobson, and Daniel Sleator Strange New Life Forms: Update ¾¼¿ Bill Gosper Hollow Mazes ¾½¿ M.
    [Show full text]
  • Wikipedia Tangram Page
    Tangram - Wikipedia, the free encyclopedia 02/21/2008 08:37 PM Tangram From Wikipedia, the free encyclopedia Tangram (Chinese: 七巧板; pinyin: qī qiǎo bǎn; literally "seven boards of skill") is a dissection puzzle. It consists of seven pieces, called tans, which fit together to form a shape of some sort. The objective is to form a specific shape with seven pieces. The shape has to contain all the pieces, which may not overlap. Contents 1 History 2 Mathematical proofs 3 The pieces 4 See also A typical tangram 5 References construction 6 Further reading 7 External links History The Tangram very possibly originated from the yanjitu (燕几圖) furniture set during the Song Dynasty. According to historical Chinese records, the furniture set was originally a set of 6 rectangular tables. Later, an additional triangular table was added to the set, and people can arrange the 7 tables into a big square table. There is some variation to such furniture set during the Ming Dynasty, and later became a set of wooden blocks for playing. According to other authors, the earliest reference to tangram appears in a Chinese book dated 1813, which was probably written during the reign of the Emperor Jiajing.[1] Wooden Tangram Set Another legend states that a servant of a Chinese emperor was carrying a ceramic tile, extremely expensive and extremely fragile. The servant tripped, shattering the tile. In a panic, the servant desperately tried to reassemble the tile into a square, but could not. He spent many days trying to reassemble the pieces into a square again, but could not, and instead created thousands of patterns and pictures during his attempts.
    [Show full text]
  • Procedural Generation of Narrative Puzzles
    Procedural Generation of Narrative Puzzles by Barbara De Kegel, B.Sc. (Hons) Dissertation Presented to the University of Dublin, Trinity College in fulfillment of the requirements for the Degree of Master of Science in Computer Science (Interactive Entertainment Technology) University of Dublin, Trinity College September 2016 Declaration I, the undersigned, declare that this work has not previously been submitted as an exercise for a degree at this, or any other University, and that unless otherwise stated, is my own work. Barbara De Kegel August 30, 2016 Permission to Lend and/or Copy I, the undersigned, agree that Trinity College Library may lend or copy this thesis upon request. Barbara De Kegel August 30, 2016 Acknowledgments Firstly I want to thank my supervisor Mads Haahr for his advice and the interesting discussions we had over the course of this dissertation. I also want to thank the IET class, in particular Patrick and Dan, for their camaraderie and their patience with my endless questions, and Shane, for supporting me at the end. Finally I want to thank my family for their endless support throughout my education. Barbara De Kegel University of Dublin, Trinity College September 2016 iv Procedural Generation of Narrative Puzzles Barbara De Kegel University of Dublin, Trinity College, 2016 Supervisor: Mads Haahr Narrative puzzles involve exploration, logical thinking and progressing a story. This project proposes a system for the procedural generation of such puzzles for use in story-rich games or games with large open worlds. An extended type of context-free grammar forms the basis for both the generation algorithm and the puzzle solving.
    [Show full text]
  • Thinking Outside the Cube - IEEE - the Institute
    Thinking Outside The Cube - IEEE - The Institute http://staging.theinstitute.ieee.org/people/profiles/thinking-outside-the... Home ( /) / People ( /people ) / Profiles ( /people/profiles ) Thinking Outside The Cube The record for world’s largest Rubik’s Cube-style puzzle goes to an IEEE member By SUSAN KARLIN 16 April 2012 When the Rubik’s Cube craze erupted in 1980, most people wanted to solve it. IEEE Member Oskar van Deventer wanted to know how it was put together. The 3-D mechanical puzzle consists of six large outer sides built of layers of 3x3 matrices of smaller cubes, each consisting of one of six colors. Each layer can be turned independently of the others. The puzzle is “solved” when each layer is manipulated so each large outer side is returned to a solid color. Photo: Jose Remmerswaal By the ripe old age of 12, and before the Rubik’s Cube hit the headlines, van Deventer was already trying to teach himself how to design 3-D mechanical puzzles, after stumbling upon a book, Creative Puzzles of the World . So when the Rubik’s Cubes were delivered in limited quantities across Europe, he cycled 20 kilometers to an Amsterdam toy store—twice—once to order one and then to pick it up. He never outgrew its allure. Today, at 46, he’s the Guinness world record holder for designing the world’s largest Rubik’s Cube-style puzzle, called Over the Top—17x17x17 surface squares (and 15.2 centimeters on an outer side), as opposed to the original’s 3x3x3 squares (with an outer dimension of 5.7 cm).
    [Show full text]
  • Occupational Therapy Icon Program Website Links Description Price
    Occupational Therapy Icon Program Website Links Description Price Three activities to help develop fine motor skills. http://itunes.apple.com/us/app/ 1) Tap it: finger sequencing and isolation, 2) Dexterity Dexteria- Tap it dexteria-fine-motor- Pinch it: fine motor manipulation and control, 3) $4.99 skill/id420464455?mt=8 Write it: improve finger control and stroke sequencing It's fun and addictive with it's graphics and music. http://itunes.apple.com/us/app/t Squashing ants on Tap Tap Ants will improve Tap Tap Ants FREE ap-tap-ants/id348839552?mt=8 your reflex speed. Full version available for $1.99. TTR is a music rhythm game featuring music http://itunes.apple.com/us/app/t Tap Tap from Chitty Bang, Lady Gaga, Justin Bieber, ap-tap-revenge- FREE Revenge 4 Coldplay and more. Other versions are also 4/id405373266?mt=8 available for a cost. http://itunes.apple.com/us/app/ A connect-the-dot app that helps pre-school and Dot to Dot Dotty Shapes dotty-shapes-for- kindergarten students learn shapes, numbers and $2.99 ipad/id364898324?mt=8 the alphabet. http://itunes.apple.com/us/app/ Ideal for ages 2-6. Teaches animals, shapes, Dots for Tots dots-for-tots-free-teach- letters and numbers all while improving their eye- FREE toddlers/id379057289?mt=8 hand coordination and motor skills. School http://itunes.apple.com/us/app/ Drawing Blackboard Lite school-blackboard-lite- Draw and write on a chalkboard FREE for iPad for/id387586956?mt=8 http://itunes.apple.com/us/app/ Popular painting app.
    [Show full text]
  • 3D Puzzles of Thessaloniki Landmarks: Introducing a New Line of Souvenirs for the City
    3D puzzles of Thessaloniki Landmarks: Introducing a new line of souvenirs for the city Michailidou Despoina Moisidou Isaia SCHOOL OF ECONOMICS, BUSINESS ADMINISTRATION & LEGAL STUDIES A thesis submitted for the degree of Master of Science (MSc) in Strategic Product Design February 2016 Thessaloniki – Greece Student Name: Michailidou Despoina , Moisidou Isaia SID: 1106140010, 1106140011 Supervisor: Symeonidou Ioanna We hereby declare that the work submitted is ours and that where we have made use of another’s work, we have attributed the source(s) according to the Regulations set in the Student’s Handbook. February 2016 Thessaloniki - Greece Abstract This thesis introduces a problematic about the lack of quality souvenirs in the city of Thessaloniki, researches and analyses existing products and proposes a new line of 3D puzzles of the monuments of the city. Through literature review on the topic of tourism and souvenirs as well as the underlying logic in puzzles, combined with technical knowledge on joinery and connections the authors summarize the the current state of the art and aim to combine these fields in the elaboration of a design proposal. The methodology followed is market research and the study of consumer behavior through questionnaires. The analysis of the obtained data leads to meaningful conclusions about the tourist preferences and aids the authors in the elaboration of a design brief. The authors examine two case studies of similar products in order to identify the positive and negative characteristics, discuss their functionality, aesthetics and materiality and therefore take meaningful decisions about their design proposal. The knowledge gained through the above mentioned research methods leads to the design proposal, which is documented in detail.
    [Show full text]
  • 3 BAB 2 DATA DAN ANALISA 2.1 Sumber Data Data Dan Informasi
    BAB 2 DATA DAN ANALISA 2.1 Sumber Data Data dan informasi yang dipergunakan dalam mendukung proyek Tugas Akhir ini diambil dari: 2.1.1 Data literatur yang elektronik dan non-elektronik. Data non-elekronik diambil dari buku-buku sedangkan data elektronik berasal dari beberapa situs di Internet untuk menunjang sebagai referensi pengetahuan dan visual 2.1.2 Wawancara dengan narasumber dari pihak yang berhubungan dengan Kajeng Handycraft yaitu Bapak Mandar Utomo. Serta observasi pada toko-toko maianan 2.2 Data Umum 2.2.1 Sejarah Berdirinya Kajeng Handicraft dan Puzzle Kayu Pada tahun 1994 Kajeng Handicraft didirikan oleh Bapak Mandar Utomo di Senggotan, Jogjakarta. Awalnya Kajeng Handicraft membuat barang-barang fungsional seperti: asbak, tempat pensil, tempat kartu nama, dan tempat telur. Pada 1995, ekonomi semakin tidak mendukung dan saat itu anak Bapak Mandar Utomo sudah mulai besar dan mengerti mainan, Ia ingin membelikan mainan untuk sang anak tapi karena tidak mampu membelikan maka Ia mambuatkannya saja, lalu anaknya terlihat senang setelah dibuatkan mainan puzzle kayu itu. Berangkat dari situ maka muncullah ide untuk memproduksinya secara massal karena kalau anaknya senang dengan mainan itu maka anak-anak lain akan merasa senang juga. Tanggal 5 Oktober 2000 pindah ke Bantul Jogjakarta. Dan saat ini Kajeng Handicraft memiliki art shop yang terletak di Jalan Bantul No.19 Kweni Jogjakarta, warehouse yang terletak di Jalan Bantul Km 5 Panggungharjo Sewon Bantul Jogjakarta, sedangkan workshop berada di Jalan Bantul Km 9 Cepit, Bantul. Alasan memilih Bantul sebagai pusat bisnisnya adalah karena Bantul adalah tempat sentra industri keramik (Kasongan, desa Bojong) yang letaknya tidak terlalu jauh dari lokasi Kajeng Handicraft sendiri.
    [Show full text]
  • Algorithmic Puzzles This Page Intentionally Left Blank ALGORITHMIC PUZZLES
    Algorithmic Puzzles This page intentionally left blank ALGORITHMIC PUZZLES Anany Levitin and Maria Levitin 3 3 Oxford University Press, Inc., publishes works that further Oxford University’s objective of excellence in research, scholarship, and education. Oxford New York Auckland Cape Town Dar es Salaam Hong Kong Karachi Kuala Lumpur Madrid Melbourne Mexico City Nairobi New Delhi Shanghai Taipei Toronto With offices in Argentina Austria Brazil Chile Czech Republic France Greece Guatemala Hungary Italy Japan Poland Portugal Singapore South Korea Switzerland Thailand Turkey Ukraine Vietnam Copyright © 2011 by Oxford University Press Published by Oxford University Press, Inc. 198 Madison Avenue, New York, New York 10016 www.oup.com Oxford is a registered trademark of Oxford University Press All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior permission of Oxford University Press. Library of Congress Cataloging-in-Publication Data Levitin, Anany. Algorithmic puzzles / Anany Levitin, Maria Levitin. p. cm. Includes bibliographical references and index. ISBN 978-0-19-974044-4 (pbk.) 1. Mathematical recreations. 2. Algorithms. I. Levitin, Maria. II. Title. QA95.L475 2011 793.74—dc22 2010052043 987654321 Printed in the United States of America on acid-free paper To Max with love This page intentionally left blank Contents Preface ix Acknowledgments xiii List of Puzzles xv Tutorial Puzzles xv Main Section Puzzles xvi The Epigraph Puzzle: Who said what? xxi 1. Tutorials 3 General Strategies for Algorithm Design 3 Analysis Techniques 22 2. Puzzles 32 Easier Puzzles (#1 to #50) 32 Puzzles of Medium Difficulty (#51 to #110) 45 Harder Puzzles (#111 to #150) 60 3.
    [Show full text]
  • ARG Relevance As a Marketing Strategy in a Museum Adam Roy Pastorello Worcester Polytechnic Institute
    View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by DigitalCommons@WPI Worcester Polytechnic Institute Digital WPI Interactive Qualifying Projects (All Years) Interactive Qualifying Projects May 2010 ARG Relevance as a Marketing Strategy in a Museum Adam Roy Pastorello Worcester Polytechnic Institute Riley Oliver Brown Worcester Polytechnic Institute Tyler Wesley Berg Worcester Polytechnic Institute Follow this and additional works at: https://digitalcommons.wpi.edu/iqp-all Repository Citation Pastorello, A. R., Brown, R. O., & Berg, T. W. (2010). ARG Relevance as a Marketing Strategy in a Museum. Retrieved from https://digitalcommons.wpi.edu/iqp-all/2587 This Unrestricted is brought to you for free and open access by the Interactive Qualifying Projects at Digital WPI. It has been accepted for inclusion in Interactive Qualifying Projects (All Years) by an authorized administrator of Digital WPI. For more information, please contact [email protected]. 48‐JLS‐0064 ARG Relevance as a Marketing Strategy in a Museum Interactive Qualifying Project Proposal Submitted to the Faculty of the WORCESTER POLYTECHNIC INSTITUTE In partial fulfillment of the requirements for graduation By ___________________________ ___________________________ Tyler Berg Adam Pastorello ____________________________ Riley Brown April 19, 2010 ____________________________________ Professor Jeffrey L. Forgeng. Major Advisor Keywords: ARG, Alternate Reality Game, Museums, Higgins Armory 1 Abstract This project explored the use of alternate reality games as a marketing strategy in a museum environment. An alternate reality game is a largely web‐based virtual scavenger hunt where the players find information and solve puzzles to uncover a story. The setting for the game was the Higgins Armory Museum.
    [Show full text]