• Tidak ada hasil yang ditemukan

Pembangunan aplikasi game 2D Dasar Jana:Mengejar Dewi Suda

N/A
N/A
Protected

Academic year: 2017

Membagikan "Pembangunan aplikasi game 2D Dasar Jana:Mengejar Dewi Suda"

Copied!
119
0
0

Teks penuh

(1)
(2)
(3)
(4)
(5)

BIODATA PE ULIS

1. DATA PRIBADI

! "

# !

$ % "$ & ' ( )

" &*+ ,

" - +., , ** ///

0 $ 1 $)"

2. RIWAYAT PE DIDIKA

# " 2 #2 +

( +**+

# " 3 # 3 4

( +**+ +**,

# " #

( +**, +**.

3 5 6 "

( +**. +* 4

2 ! 7 7 8 8 8 7

$

(6)

PEMBA

GU

A

APLIKASI GAME 2D

”DASAR JA

A: ME

GEJAR DEWI SUDA”

SKRIPSI

MUHAMMAD GUMILAR

10108011

PROGRAM STUDI TEK

IK I

FORMATIKA

FAKULTAS TEK

IK DA

ILMU KOMPUTER

U

IVERSITAS KOMPUTER I

DO

ESIA

(7)

KATA PE GA TAR

!

" # $ %! ! $ !

& ' %! $ !

(

)

" % ! * ! !

+ ,! *- +

. !

! ! !

/ 0 ( $ 1 ! ! ! ! ! - , !

2 0 ! ( $ ( % - . ( #

$ %!

3 0 $ ! - % !

(8)

'

4 $ 1 , -

!

5 0 6 - "

7 $ $ !' - 2

8 $ , ! %! ! $# "

/998

: % ! $ ! * ! !

+ $ !

)

" % - , ( (

1 ( % .

! ! !

/ - , ; ,

2 , ,! (

3 <.= 1

0 , # $

,! $ , ; $# "

/998 %

(9)

'

5 (

! ! ! !

7

!

(10)

DAFTAR ISI

ABSTRAK ... i

ABSTRACT ... ii

KATA PE GA TAR ... iii

DAFTAR ISI ... vi

DAFTAR GAMBAR ... viii

DAFTAR TABEL ... xi

DAFTAR SIMBOL ... xii

DAFTAR LAMPIRA ... xvi

BAB I PE DAHULUA ... 1

BAB II LA DASA TEORI ... 7

(11)

% $ ' ) +

(12)

UML Distilled 3th Ed. Panduan Singkat Bahasa Pemodelan Objek Standar,

Game Type and Game Genre

!" Pengenalan Komputer # $ %&& ' (

) ( **

+ , -. Hubungan Antara Stress Dengan Coping Strategy Pada Terapis Yang Menangani Anak Autisme Di Yayasan (athanisa AGCA Center Bandung

Hubungan Antara Tingkat Stres Dengan Perilaku Prokrastinasi Akademik Pada Mahasiswa Universitas Bina (usantara Yang Sedang Mengerjakan Skripsi Pada Semester Genap 2011/2012,

(/ # ( 0 1 2 3/

* 5 .. 1 7 Software Engineering. 9th" <

Using Adobe Flash Professional CS5 & CS5.5 $ 5 .

7 8

= 58/ , > Foundation Game Design with Flash, & *

? .$ #- 8 " - , $ " ' = 1 Psychology :

Core Concept 7th Edition, #

- 8:@@ " ( 8 " @ ( @' A

B ; . ( : @ @ :

+ - 8:@@ " ( 8 " @ ( @5/8 A A2 "

B ; . ( : *@ @ : *

(13)

9

B ; . ( : *@ @ :+

4 - 8:@@ " . 8 " .@ 6 1 / @ 1 @ 6 1 / 6 1 6

+ 4 4@

B ; . ( : *@ @ 4: +

- 8:@@ " . & E " .@ @ + 6 /8 6. 6$ @ 1 @ 1 6

+ +

B ; . ( : 4@ @ : 9

9 - 8:@@ " 6. . 6& 6- -" .@ 6 1 6 . "- .

B ; . ( : @ @ : 9

* - 8:@@ " / " /@F $+ @ - 8 "- .

(14)

BAB I PE DAHULUA

I.1 Latar Belakang Masalah

!

!

" !

# $

% &

(15)

"

( ")

! '

&

I.2 Perumusan Masalah *

")

I.3 Maksud dan Tujuan

")

+ ,

!

-&

" '

'

I.4 Batasan Masalah

*

-* ! . /

(16)

.

! "

1

2 # & & #

' &

%

/

3

/ '

4 # " /

I.5 Metodologi Penelitian

5

'

" 5 5

6 $

(17)

0

Gambar I.1Model [9]

8

! &

-% &

% &

9

#

'

'

&

'

(18)

(

(

I.6 Sistematika Penulisan !

-* -* 8 :;) (4#4 ;

*

'

* * 88 # ;) ! ; 5:<=8

*

'

* * 888 ; #8!8! ) ; := ;> ;7 ; !8!5: *

")

* * 8? 8 #: :;5 !8 ) ; :;74@8 ; !8!5:

(19)

1

* * ? 9:!8 4# ; ) ; ! = ;

*

(20)

BAB II

LA DASA TEORI

II.1

II.1.1 Pengertian

!"

#

$ %

$ %

&

'

( ) $ *+%

,

,

$ %

(21)

*

! / 0 $ !-%

$ %

1

,

2+3

II.1.2 Dampak yang Ditimbulkan Akibat

243'

5 &

&

- 5 #

6

'

7

7

7 8

7

7 6 (

(22)

II.1.3 Faktor"faktor yang Mempengaruhi

7 (

243'

9 :

;

# 5

!" <

8

$ %

:

(23)

"

- 9 8

6 6 5 $ %

= (

1

,

,

II.1.4

6

2 -3

(24)

>

0

$ %

1

1

5

)

$ %

II.2

II.2.1 Teori Bermain

6

2 3'

6

$ * ! * 4%

&

!" $( ) **! # .%

&

(25)

-!" $7 * *%

&

#

!" $7@ ". / !%

&

# " !" $5 %

&

&

!" $( "- 0 %

&

- 6

$ % $( %

&

(26)

!

" !" $9 "*%

&

" !" $& !" 5 9 ! %

&

$

, &

& !" $# .-%

&

A

,

II.2.2 Pengertian

# 5:

2!3 # ,

2-3'

#

& ''

- #

(27)

+

2 *3 '

= 1

=

- 1

! = = >

= 6

6

+ 6 5

(28)

4

4 #

#

6

II.2.3

%

6

B

( =

A ,

# -1

& #

&

"

(29)

.

&

= &

;

) *& "

2 !3

II.3 yang digunakan

II.3.1

* + * $??#%

1 ??#

$ % C

# '

$ % D

, E

(30)

$ %

$

??#% 1

0

- ? $* + %

?

! 5 $- %

F F

#

+ 8 $ % =

G

(31)

*

4 # $ " % 6

0

F F &

:

,

. : $$ " % =

$ % " &

" & $

% 2*3

II.3.2

. / 0 $A=(%

$??%

A=( - ! A=(

(32)

Gambar II.1 Klasifikasi Jenis Diagram UML[1]

'

%

0

- %

(33)

-"

%

+ % %

4 ( %

A=(

. * + %

- & %

1

" &

* .

A 0

/ " %

" &

(34)

-II.3.3 Actionscript 3.0

(35)

--II.3.4 Adobe Flash Profesional CS5.5

(36)
(37)

-+

/9

2 "3

II.3.5 Adobe Photosop CS 4

5 #

5 : # -""! 5 3 &

3 5 # *

5 # 0 1 5 # 0 +

- 5 # 5 # '

5 # 5 # 8I 8I

!1 "

& 5 # 8I

5 0 , 1

5 #

9 0 + '

5

9 # 0 + !1 ,

!1

= !1 - + / (

$ & % &

(38)

BAB III

A ALISIS DA PERA CA GA SISTEM

III.1 Analisis Sistem

game game

III.1.1 Analisis Sejenis

III.1.1.1

Super Mario Bros game platform

setting Mushroom

Kingdom

! " game

# $%&'

Game(Super Mario Bros” )

% * background Game

single screen gameplay

screen.

+ #

, - timer

. game )

% /

game

(39)

0

, 1 #

platform

& / reward

high score

/ $%2'

III.1.1.2

Sonic The Hedgehog # game

. Game platform

. "

+# (Eggman3 4

/

. Chaos Emeralds.$% '

Game(Sonic The Hedgehog” )

% / Super Mario

Bros.

#

, - golden ring

. ring"

. golden ring

"

& - reward

%55ring extra life.

. game )

% . game

/ reward

(40)

2

, / $%0'

III.1.1.3

Game (Dasar Jana: Mengejar Dewi Suda”

“Super Mario Bros” (Sonic The

Hedgehog” )

% side scrolling

Game platform genre action, adventure

. game

)

% sound

" # ,

6 7+on"Playable

Character)

, - reward high score

& # game

cut scenes

8 game

/ +++ %

/ +++ % - 1 .

Super Mario Bros Sonic The Hedgehog Dasar Jana

Graphics %0 %0 %0

III.1.2 Analisis Game yang Akan Dikembangkan

III.1.2.1

. " :

(41)

;

III.1.2.2 Analisis Level

Game : # #

# enemy background sound

game #

(42)

=

enemy, user

#

health point

7high score?

/ game,

mouse

game keyboard

: > user :

/ +++

/ +++ > 1 :

>

Arrow Right :

Arrow Left :

Arrow Up :

- :

. :

III.1.2.4

Scoring

reward user

)

(43)

,5

defeat point? enemy

# enemy.

enemy / +++ ,

, . Health Point

Health point "

user. " user health point

%55 health point

&5@ ceil

.

7obstacle).

(44)

,% Hit/menyerang dengan

menggunakan tas)

%

KickB/ ) %5

: karakter

(45)

,

score %5

.

Health Point %

.

Health Point %5

Obstacle / Game

.

(46)

+

III.1.2.6

Storyboard

Storyboard game “Da

+++ % 1

Heads Up Disp

game

8C

.

health point 2

.

health point %5

storyboard

"

“Dasar Jana: Mengejar Dewi Suda”

1 +++ &

Gambar III.1

Display78C ?

(47)

,&

8

bar

Gam

Cut scene

#

cut sc

Gambar

8 7Health Point)

score

"

Gambar III.2

game

# game “Dasar Jana: Mengejar Dew

t scene

user #

mbar III.3 Contoh Sketsa ! 1

"

(48)

Ga

III.1.3 Analisis !

Collision dete

collision

ga

co

% Collision Detectio

Collision detec

item, obstacle, en

library D

stage D

collision.+ coll

1

Gambar III.4 Contoh Sketsa ! 2

detection

game Dasar Jana: Mengejar Dewi Suda

collision detection,

library D

!

collision detection )

ection Player Item, Obstacle, Enemy

etection

enemy

D / A

bounding boxes

collision detection

1 +++

,

game

)

my

player

(49)

,0

Gambar III.5 Ilustrasi ! dengan Menggunakan

hitTestObject

/ A

collision bounding box

1 +++ 0

Gambar III.6 Ilustrasi Kekurangan Method hitTestObject

/ A

collision detection player item,obstacle enemy

7 ? game

,5fps 7frame per second?

bounding box "

(50)

,2

Collision Detection Player Enemy

/ A

collision

player enemy blocking

player enemy, collision detection

player enemy axis"

based collision detection. /

$%%'

> collision

axis"based )

% * E +

E E F 5

:

+

(51)

,;

, :

collision . >

collision )

: oxGoy dxG 5

collision dx G 5

collision

: oxGoy dyG 5

collision dyG 5

collision "

6 collision detection axis"based

1 +++ 2 1 +++ ;

Gambar III.7 Ilustrasi Pengecekan Dengan Metode "# $ 1

1 +++ 2 player

! registration point 7 ,? enemy

-registration point 7, 0?

* collision.

(52)

,=

>

% ox H % - ox F 5L !

oy H % - oy F 5L .

> 1 +++ 2

collision

Gambar III.8 Ilustrasi Pengecekan Dengan Metode "# $ 2

1 +++ ; player

! registration point 7 ,? enemy

-registration point 7, &?

* collision.

!

)

dxH , H %I

dyH , & H %I

oxH B J B K%K H %I

oyH B J B K %K H %

>

% ox H % - ox F 5L !

oy H % - oy F 5L !

(53)

&5

- dy G 5L !

> 1 +++ ; collision

!

-III.1.4 Analisis Kebutuhan on Fungsional

-III.1.4.1 Analisis Kebutuhan Perangkat Keras

game

“Dasar Jana: Mengejar Dewi Suda” )

% ) 18M

“Dasar Jana: Mengejar Dewi Suda” )

(54)

&%

III.1.4.2 Analisis Kebutuhan Perangkat Lunak

game

“Dasar Jana: Mengejar Dewi Suda” )

% . A < " 2

- D 6.

, - 6. &

& D %5

game

“Dasar Jana: Mengejar Dewi Suda” )

(55)

&

III.1.4.3 Analisis Pengguna

Game "

)

% )

C ) * %5

, / > )

& ) game

! ) +

III.1.5 Analisis Kebutuhan Fungsional

-III.1.5.1 !

Use case

.

game # % game # game # ,

(56)

&,

Gambar III.9 ! Aplikasi

III.1.5.1.1 Identifikasi Aktor

> C * 7roles)

end user,

user

III.1.5.1.2 Definisi !

use case

use case use case / +++ 0

/ +++ 0 Use Case

Use Case

(57)

&&

Use Case

Game * # % game #

, Game * # game #

& Game * # , game #

> game

0 . / game

III.1.5.1.3 Skenario !

. use case

use case user

user

/ game Dasar Jana: Mengejar Dewi Suda

(58)

& keyboard

0 keyboard

(59)

&0 keyboard

0 & keyboard

(60)

&2

enter keyboard

0 0

% 7.? keyboard

,

(61)

&;

/ +++ % Use Case Scenario . /

+ 0

. /

/ username

board

game

- User

> -" User user M

username ok

.

- - 4 .

% username

ok

, username

&

.

-- - 4 .

% username

ok

, username

&

(62)

&=

Mengejar Dewi Suda game

> -" User game

.

/ game Dasar Jana: Mengejar Dewi Suda

game

- User

> -" User game

(63)

5

% sound off

- , game

> - User game

III.1.5.2 " %

Activity diagram

behavior

activity diagram game 1

+++ %5 1 +++ %=

% Activity Diagram

user game

game Dasar Jana. . % : user

lewati "

user lewati

(64)

%

Gambar III.10" % Memulai Permainan

Activity Diagram 1 * # %

user

7playing screen? # User

keyboard +on"Playable

Character 7 6? : user

: user enter keyboard

: user lewati

" , : user

lewati " ,

(65)

Gambar III.11" % Mainkan Game Level 1

, Activity Diagram 1 * #

user

7playing screen? # User

keyboard +on"Playable

Character 7 6? : user

: user enter keyboard

& : user lewati

" & : user

!"#

$

$

%

(66)

,

lewati "

game #

Gambar III.12" % Mainkan Game Level 2

& Activity Diagram 1 * # ,

user

7playing screen? # User

keyboard +on"Playable

!"#

&

'

'

(67)

&

Character 7 6? : user

" . : user enter keyboard

" . 0

Gambar III.13" % Mainkan Game Level 3

Activity Diagram >

user

7playing screen? User

keyboard : user right arrow

: user left arrow

: user up arrow

: user (-3

: user (.3

!"#

"

(68)

Gambar III.14" % Menggerakkan Karakter

0 Activity Diagram . /

user

> " user username User

username user ok. .

username :

)

) *

)

) +

(69)

0

Gambar III.15" % Menyimpan Skor Tertinggi

2 Activity Diagram . /

user

game Dasar Jana. . game

user

(70)

2

Gambar III.16" % Menampilkan Skor Tertinggi

; Activity Diagram

user

game Dasar Jana. . game

game

(71)

;

= Activity Diagram / >

user

game Dasar Jana. . game

game

Gambar III.18" % Menampilkan Tentang Kreator

%5 Activity Diagram *

user game. .

game : user

sound on

user sound off

*

(72)

=

Gambar III.19 " % Mengatur Suara

III.1.5.3 &

Sequence Diagram

"

use case sequence diagram game

1 +++ 5 1 +++ =

**

(73)

05

% Sequence Diagram

Gambar III.20 & Memulai Permainan ,

, - .

, - . , 0 . , - ./

# 12

0 12

/ 12

- 12 / 12

12

3 ! / 12

/ 12

- 12 / 12

(74)

0%

Sequence Diagram Game * # %

Gambar III.21 & Mainkan Level 1 ,

, - ./ , " , + , 0 .

* 4 12

4 5 12 * 4 12

# 12 4 12

# 4 12

" 12

0 $12

0 12

0 %12

/ 12

$12

3 ! 0 12

0 12

0 %12

3 ! / 12

/ 12

(75)

0

0 &12

(76)

0,

& Sequence Diagram Game * # ,

Gambar III.23 & Mainkan Level 3

Sequence Diagram >

(77)

0&

0 Sequence Diagram . /

Gambar III.25 & Menyimpan Skor Tertinggi

2 Sequence Diagram . /

Gambar III.26 & Menampilkan Skor Tertinggi ,

, - . , 8 .9

: # 12

6 12

12

5 12

,

, - .

(78)

0

; Sequence Diagram

Gambar III.27 & Menampilkan Petunjuk

= Sequence Diagram / >

Gambar III.28 & Menampilkan Tentang Kreator

,

, - .

" # 12

,

, - .

(79)

00

%5 Sequence Diagram .

Gambar III.29 & Mengatur Suara

III.1.5.4 !

Class Diagram

Class diagram

class

class diagram game

1 +++ ,5 class

/ +++ %;

** ** ,

, .

12

: 12

(80)

02

<5 //.84+/38.@;638 <. " <" 12 <* 4 12

<5 //.84+/38.@;638 <8 612

< 12 <* 4 12

< 12

< 4 12

< 8 " 12 < 8"12 < 12

< @ 12

(81)
(82)

0=

class diagram

+++ %2

collision

. P > "

III.2 Perancangan Sistem

(83)

25

method

III.2.1 Perancangan Struktur Menu

- game

game, , , , . .

1 +++ ,%

Gambar III.31 Perancangan Struktur Menu

III.2.2 Perancangan Antarmuka

"

(84)

2%

Gambar III.32 Tampilan Menu Utama G 001

(85)

2

Gambar III.34 Tampilan Skor Tertingi 003

(86)

2,

Gambar III.36 Tampilan Info 005

(87)

2&

Gambar III.38 Tampilan Komik 2 007

(88)

2

Gambar III.40 Tampilan Level Kedua 009

(89)

20

Gambar III.42 Tampilan Komik 5 011

(90)

22

Gambar III.44 Tampilan Komik 6 013

(91)

2;

Gambar III.46 Tampilan Masukan 015

III.2.3 Perancangan Pesan

user #

#

1 +++ &2 1 +++ 5

(92)

2=

Gambar III.48 Tampilan Pesan (# M02

(93)

;5

Gambar III.50 Tampilan Pesan Data Gagal Disimpan M04

III.2.4 Jaringan Semantik

:

(94)

;%

(95)
(96)

;,

III.2.5 Perancangan

method

Method –

method game Dasar Jana: Mengejar Dewi Suda

)

% Method # 6

Method # 6 method class

keyboard

(97)

;&

(98)

;

Method 6

Method 6 method class

keyboard

(99)

;0

, Method "9E

Method "9E method class 8C

Heads Up Display78C ?

(100)

BAB IV

IMPLEME TASI DA PE GUJIA SISTEM

IV.1 Implementasi Sistem

! "

IV.1.1 Implementasi Aplikasi

# $ % # & '

(

) # $ % # &

* + # $ % # & '

+

+ $ ,

" - &

IV.1.2 Implementasi

- . )

- . )

/ /

0 1% 0 1%

0 1 0 1

0 12 3 0 12 3

4 1 4 1

56# 56#

(101)

-7 7

$ $

# #

1% 1%

7 3 7 3

IV.1.3 Implementasi Antarmuka

(102)

9

/ / - #

3

)"

-) %

-8

IV.1.4 Implementasi Pesan

- . '

2

- .

/ / - #

)

: ; 3 3

* 4

# 7

#

" # 0

#

(103)

9!

IV.2.1 Pengujian

+

! ! +

+

IV.2.1.1 Rencana Pengujian

(104)
(105)

9*

, C !B JC D)B , C !B

C D)B I

) (

A

, C !B , C !B C )B

)8 ( I

) ( I

) ( , FC ,B

FC B

)9 ( I

*! (I I

!

(106)

9

!

Gambar IV.2 Penomoran Ulang Algoritma

) )=.=0>>

.=0> C @ K / F *

.=0> C ) K )" F *

.=0> C 8

4 (

@ C $ !

/ C $ !

* !

! + )D*D D"D D D)*D) D)"

! , )D*D D"D8D D)*D) D)"

(107)

9"

IV.2.1.2 Hasil Pengujian

7 '

(

IV.2.1.2.1 Hasil Pengujian

(108)
(109)

98

IV.2.1.2.2 Hasil Pengujian

(110)

9

IV.2.1.3 Kesimpulan Pengujian

7 !

! & 2

3

IV.2.2 Pengujian

IV.2.2.1 Rencana Pengujian

(111)
(112)

99

- C "

<0 C < D

- C - *

- C - )

IV.2.2.2 Hasil Pengujian

'

Gambar IV.3 Skala Kontinum Pertanyaan o.1

(113)

)!!

Gambar IV.4 Skala Kontinum Pertanyaan o.2

(114)

)!)

$ = > C ! , C ) !

= & > $ C

)* $

C =)* ( ) !> , )!!? C ' ? =)!!?>

0 .

Gambar IV.5 Skala Kontinum Pertanyaan o.3

$ ! D )*

"

$ & C )* , C 8!

$ & - C )8 , " C 8"

$ & <0 C ), C

$ & - C ! , * C !

$ & - C ! , ) C !

$ C )*

$ = > C ! , C ) !

= & > $ C

)* $

C =)* ( ) !> , )!!? C "' ? =)!!?>

0 . 8

(115)

)!*

Gambar IV.7 Skala Kontinum Pertanyaan o.5

(116)

)!

$ C )*8

$ = > C ! , C ) !

= & > $ C

)*8 $

C =)*8 ( ) !> , )!!? C "? =)!!?>

0 .

Gambar IV.8 Skala Kontinum Pertanyaan o.6

$ ! D )*8

K + 3

$ & C , C

$ & - C )8 , " C 8"

$ & <0 C , C *)

$ & - C ! , * C !

$ & - C ! , ) C !

$ C )*!

$ = > C ! , C ) !

= & > $ C

)*! $

C =)*! ( ) !> , )!!? C !? =)!!?>

(117)

)!"

Gambar IV.9 Skala Kontinum Pertanyaan o.7

$ ! D )*!

IV.2.2.3 Kesimpulan Pengujian

7

& ' &

2 3

' +

'

(118)

BAB V

KESIMPULA DA SARA

V.1 Kesimpulan

!

"

V.2 Saran

#

"

$

(119)

Gambar

Gambar II.1 Klasifikasi Jenis Diagram UML[1]�
Gambar III.1�����������������
Gambar III.7 Ilustrasi Pengecekan Dengan Metode "#��$������1
Gambar III.8 Ilustrasi Pengecekan Dengan Metode "#��$������2
+7

Referensi

Dokumen terkait

Perbedaaan di dalam sikap dominasi akan selalu terjadi, tetapi pada dasarnya tetap terdapat dua sistem kelas yaitu mereka yang berperan serta dalam struktur kekuasaan

Penelitian dilaksanakan pada bulan Maret – November 2015 pada tiga kabupaten sebagai sentra produksi padi sawah di Provinsi Bali, namun konversi lahan sawahnya

Dari uraian data pada hasil penelitian menunjukkan bahwa pembelajaran fisika modern berorientasi kemampuan berpikir dalam penelitian ini dapat meningkatkan kemampuan

WHO (2016) juga memaparkan bahwa hipoksemia akan mengakibatkan anak jatuh pada kondisi letargi, kejang yang berkepanjangan, bahkan koma. Kondisi penurunan saturasi

Dalam nrakali*r ini dibahas karakteristik pelapukan batulempung Formasi Subang dalarn kaitannya dengan sistem klasifikasi derajat pelapulian batuan dan perubahzur nilai

Berdasarkan penelitian terdahulu oleh Wickramasinghe (2010) dijelaskan bahwa time demands of work berpengaruh positif dan signifikan terhadap turnover intention karyawan,

– Setiap proses dalam produk atau rantai nilai layanan dapat ditingkatkan dengan penggunaan yang tepat dari sistem. informasi

4070 penyempurnaan untuk meningkatkan persepsi keadilan dari pelamar karena hal tersebut dapat memberikan rasa kecewa dalam diri pelamar. Bagi organisasi, rendahnya persepsi