1,721,004 research outputs found

    ANALISIS KEEFEKTIFAN BUKU FOTO SEBAGAI MEDIA INFORMASI MINUMAN HERBAL UNTUK GENERASI Z DI KOTA BATAM

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    Books are one of the information media that is still used today because it can be used anytime and anywhere because its use does not require a special way. Jamu is one of the Indonesian culture that is in line with the development of the times. Due to the development of drugs in the medical world, the role of herbal medicine as an herbal drink and medicines began to be forgotten. Therefore the author will design a photo book containing new or unknown information content about herbal medicine. In this study the author uses the MDLC (Multimedia Development Life Cycle) method and the R&D (Research and Development) method. Both of these methods consist of several stages of preparation, namely determining the potential and problem which at this stage the writer will determine the concept and design of the photo book, the next stage is the collection of data which at this stage the author will gather information and photos that will later become content From the contents of the photo book, the next stage is the design of the product at this stage the writer will design a photo book in accordance with the data that has been collected, the final step is to do the effectiveness testing of the photo books on a small and large scale. The distribution of the questionnaire was carried out on generation Z in Batam City, with a quantitative analysis obtained the results of the photo book assessment were feasible (scale of 4.01 of 5) as a medium for disseminating information

    Evaluation of the mad district governor character in the Film Deli Deli Küpeli in the context of Plato's Philosopher King

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    Platon, hocası Sokrates’in ölümünün ardından ve bir anlamda Sofist gelenekten koparak ve soru sorma-mevcut yanlışları ortaya çıkarma pratiğini geride bırakarak “İdeal bir toplum düzeni ve devlet nasıl var olabilir?” sorusunun peşine düşmüştür. Sokrates’in meşhur “Bildiğim tek şey, hiçbir şey bilmediğimdir” cümlesi yerini, Platon’da, “Biliyorum, öyleyse dinleyin”e bırakmıştır. Platon, ideal devletini ve toplumunu anlatırken nihayetinde sözü filozof kral ya da kral filozofa getirerek ideal düzenin onlar eliyle sağlanacağını ve dolayısıyla filozof kralların toplumun ve yasaların üzerinde bir konuma sahip olması gerektiğini savunmuştur. Bu çalışmada Platon’un hem ideal devleti hem de yeryüzünde toplumsal olarak kurulabilir en iyi ikinci devleti ile onun bekasını emanet ettiği ve detaylı şekilde tasarlayıp anlattığı filozof kral ya da kral filozofu tanımlanmış; ardından filozof kral, yönetmenliğini Kartal Tibet’in üstlendiği, 1986 yapımı Deli Deli Küpeli filmindeki Deli Kaymakam karakteri ile karşılaştırılmıştır. Akıl hastanesinden kaçan iki delinin kar ve soğuk nedeniyle dünya ile irtibatı kesilen bir kasabaya gelmesi ve rastlantı sonucu kasabada kaymakam ve hâkim olarak karşılanmasının anlatıldığı filmin kaymakam karakterini filozof kralla karşılaştırmak için betimsel analiz ve metin analizi yöntemi kullanılmıştır. Kaymakam karakteri; siyasal erkinin kaynağı, siyasal gücü kullanma biçimi, toplumdaki kurtarıcı figürü olarak konumu, yasalara karşı tutumu, sahip olduğu erdemler ve değişime kapalı olma kategorileri kapsamında filozof kral ile karşılaştırılmıştır. Çalışma sonucunda Deli Kaymakam ve filozof kral arasında benzerlikler ve paralellikler bulunduğu ortaya konulmuştur.Plato pursued the question of how an ideal social order and ideal state could exist after his preceptor Socrates' death, and in a sense, leaving the practice of asking questions and revealing existing mistakes by breaking away from the Sophistic tradition. Socrates' famous phrase "All I know is that I know nothing" left its place in Plato to: "I know, so listen." When describing his ideal state and society Plato argued that the ideal order would be established by the philosopher king or king philosopher, and therefore the philosopher kings should have a position over society and the law. This paper describes both Plato's ideal state and the second best state, as well as the philosopher king or king philosopher whom he entrusted and designed and described in detail; then the philosopher king is compared with the character of the Mad District Governor [Deli Kaymakam] in the 1986 film Deli Deli Küpeli, directed by Kartal Tibet. The film portrays two mentally ill people who escape from the mental hospital, arrive in a town that has lost contact with the world due to snow and cold, and are unexpectedly welcomed as District Governor and Judge of the town. The study aims to compare and analyze philosopher king with the mad district governor character in the Deli Deli Küpeli film within the framework of categories of source of their political power, their use of political power, their role as a savior figure in society, their attitude the law, their virtues, and their closeness to change. Descriptive analysis and text analysis methods are employed for this purpose. Within the scope of the study, it is determined that there are similarities between the mad district governor and the philosopher king

    Going Beyond Counting First Authors in Author Co-citation Analysis

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    The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed

    Variations on the Author

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    “Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship

    Appropriate Similarity Measures for Author Cocitation Analysis

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    We provide a number of new insights into the methodological discussion about author cocitation analysis. We first argue that the use of the Pearson correlation for measuring the similarity between authors’ cocitation profiles is not very satisfactory. We then discuss what kind of similarity measures may be used as an alternative to the Pearson correlation. We consider three similarity measures in particular. One is the well-known cosine. The other two similarity measures have not been used before in the bibliometric literature. Finally, we show by means of an example that our findings have a high practical relevance.information science;Pearson correlation;cosine;similarity measure;author cocitation analysis

    Analisis User Interface pada Media Pembelajaran Bahasa Inggris Berbasis Game Visual Novel

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    Heuristic evaluation in applicating of system evaluation is considered capable of being used in analyzing and testing the level of ease in operating visual-based English novel as learning media. The evaluation does not limit the assessment and measurement of the level of usability of the system by involving end users in the work and testing process. Therefore, heuristic evaluation is needed to determine how high the usability level of English learning media based on visual novels in the use of learning media. The research sample was aimed at the first semester of Information System department\u27s students to provide an assessment of user interface of the learning media using probability sampling, proportionate stratified random sampling as the focus of the sampling technique that will fill out the questionnaire. The data in the study will be analyzed using a mix of qualitative and quantitative descriptive analysis methods. Based on the results of the study, it is stated that the visual-based English novel learning media interface layout design will be able to meet the criteria for heuristic evaluation and has good usability criteria and is easy to operate by users.Evaluasi Heuristik dalam penerapan pengevaluasian terhadap sebuah sistem dinilai mampu untuk digunakan dalam menganalisa maupun menguji tingkat kemudahan dalam pengoperasian media pembelajaran Bahasa inggris berbasis visual novel. Pelaksanaan evaluasi tidak membatasi penilaian dan pengukuran terhadap tingkat usability sistem dengan melibatkan pengguna akhir dalam proses pengerjaan dan pengujian. Oleh sebab itulah maka diperlukan evaluasi heuristic guna mengetahui seberapa tinggi tingkat usability media pembelajaran Bahasa inggris berbasis visual novel dalam pemanfaatan media belajar. Sampel penelitian ditujukan pada mahasiswa semester satu sistem informasi guna memberikan penilaian terhadap user interface media pembelajaran tersebut dengan menggunakan probability sampling, proportionate stratified random sampling sebagai fokus Teknik penarikan sampling yang akan mengisi kuesioner. Data dalam penelitian akan dianalisis dengan menggunakan mixed method analisis kualitiatif dan kuantitatif deskriptif. Berdasarkan dengan hasil kajian dinyatakan bahwa penggunaan evaluasi heuristic mampu digunakan sebagai metode pilihan dalam pengujian sistem memenuhi kriteria tingkat usability yang baik dan mudah dioperasikan pengguna

    PERANCANGAN STRATEGI KREATIF REBRANDING PROGRAM SARJANA SISTEM INFORMASI DENGAN MENGGUNAKAN METODE ADDIE

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    Brand identity is a unique characteristic of a brand. Brand identity can be seen in the form of symbols, visuals, and physical representations that serve to make it easier for consumers to recognize a brand. Over the time, brand identity has become much more important and noticed. Therefore there is a demand for a brand to make changes. These changes were made to defend against extreme market developments. This process is known as rebranding, which will produce a reconstructed brand identity to compete in a new market. Corporate rebranding has become a common practice to adapt to changes in the micro and macro environment. With the increasing number of successful organizations after implementing corporate rebranding, it creates interest in the academic world, especially in universities. Therefore, the author emphasizes this application study to raise the topic of "Designing a Creative Rebranding Strategy for the Information Systems Bachelor Program". In this rebranding design stage, the research uses the ADDIE development method (Analyzing, Design, Development, Implementation, Evaluation). The output of this design will be used by Batam International University Information Systems Bachelor Program on youtube and instagram. With the implementation of this design, it will provide an identity that can reflect the new characteristics of the Batam International University Information Systems Bachelor Program.Brand identity merupakan karakteristik unik pada sebuah brand. Brand identity dapat berupa simbol, visual, dan representatif fisik yang berfungsi untuk mempermudah konsumen mengenal sebuah brand. Seiring berjalannya waktu, brand identity menjadi jauh lebih penting dan diperhatikan. sehingga adanya tuntutan bagi sebuah brand untuk melakukan perubahan. Perubahan tersebut dilakukan guna mempertahankan diri dari perkembangan pasar yang ekstrim. Proses ini disebut sebagai rebranding, dimana akan dihasilkan sebuah brand identity yang direkonstruksi untuk bersaing pada pasar yang baru. Corporate rebranding menjadi praktik yang umum guna beradaptasi pada perubahan yang lingkungan mikro dan makro. Dengan semakin banyaknya organisasi yang sukses setelah mengimplementasikan corporate rebranding menumbuhkan ketertarikan pada dunia akademis terutama pada universitas. Oleh karena itu penulis menekankan studi penerapan ini untuk mengangkat topik berupa “Perancangan Strategi Kreatif Rebranding Program Sarjana Sistem Informasi”. Dalam tahap perancangan rebranding ini, penelitian menggunakan metode pengembangan ADDIE (Analyzing, Design, Development, Implementation, Evaluation). Output dari perancangan ini akan digunakan oleh Program Sarjana Sistem Informasi Universitas Internasional Batam di platform youtube dan instagram. Dengan penerapan perancangan ini akan memberikan identity yang dapat mencerminkan karakteristik yang baru dari Program Sarjana Sistem Informasi Universitas Internasional Batam

    Implementation of Augmented Reality for Earth Layer Structure on Android Based as a Learning Media

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    Implementation of Augmented Reality for Earth Layer Structure on Android Based as A Learning Media isa research that aims to help in presenting material to Elementary School children. The research methodchosen in the completion of this study uses the 4D method (Define, Design, Develop and Disseminate) witha data collecting method using Technology Acceptance Model (TAM) built one construct with threedimensions of user assessment level of technology acceptance to support the basis of questionnaire design.AR design supported by 3D models, in order to be able to support the details of each explanation of thematerial contained, thus helping users to understand the material and ease of interaction on the media.The final result obtained in this research is that the application is stated to be able to help the school, it is used as a media display in the classroom so students do not need to imagine themselves, but simply byusing learning media is able to present the material to students.Keywords: Learning Media, 4D Method, User Acceptance Test, Augmented reality, Android

    Implementation of Augmented Reality for Earth Layer Structure on Android Based as a Learning Media

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    Implementation of Augmented Reality for Earth Layer Structure on Android Based as A Learning Media isa research that aims to help in presenting material to Elementary School children. The research methodchosen in the completion of this study uses the 4D method (Define, Design, Develop and Disseminate) witha data collecting method using Technology Acceptance Model (TAM) built one construct with threedimensions of user assessment level of technology acceptance to support the basis of questionnaire design.AR design supported by 3D models, in order to be able to support the details of each explanation of thematerial contained, thus helping users to understand the material and ease of interaction on the media.The final result obtained in this research is that the application is stated to be able to help the school, it is used as a media display in the classroom so students do not need to imagine themselves, but simply byusing learning media is able to present the material to students.Keywords: Learning Media, 4D Method, User Acceptance Test, Augmented reality, Android
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