9 research outputs found
Implementasi Live Streaming Commerce sebagai Media Komunikasi (Studi Kasus: Social Bread)
Live streaming commerce menjadi sarana promosi teraktual yang menghubungkan penjual dengan pembeli. Fenomena ini dimanfaatkan oleh Social Bread sebagai lembaga yang menyediakan jasa bagi bisnis, khususnya UMKM, untuk mengoptimasi penjualan produknya melalui metode live stream commerce. Social Bread menjadi media yang menjembatani proses jual-beli tersebut. Oleh karena itu, penelitian ini tertarik untuk mencari tahu mengapa Social Bread menjadi lembaga mediatisasi dan bagaimana proses live streaming commerce diimplementasikan sebagai media komunikasi yang menyampaikan pesan kepada audiens. Penelitian ini menggunakan metodologi kualitatif studi kasus melalui teknik wawancara kepada CEO, VP Operations, dan Streamer dari Social Bread. Hasilnya, Live streaming commerce merupakan sebuah aktivitas yang menghubungkan penjual atau bisnis dan audiens atau pembeli. Pada praktiknya, aktivitas ini juga mengimplementasikan proses komunikasi Komunikator Medium Komunikan, yakni bisnis yang diwakili oleh Streamer sebagai Komunikator, platform belanja daring dengan fitur live streaming yang dimediasi oleh Social Bread sebagai medium, dan audiens sebagai Komunikan. Ikatan relasional dengan Streamer menjadi prediktor penting respons kognitif dan perilaku konsumen terhadap belanja live streaming. Hal ini dilakukan untuk bisa mendapatkan hasil yang diprediksi: meningkatkan penjualan dari live streaming. Respons kognitif konsumen yang sebelumnya menjadi audiens direkam dan dibuat laporannya untuk dipresentasikan kepada klien sebagai bahan evaluasi
PERSEPSI MILENIAL TERHADAP GAYA PENDEKATAN KAMPANYE POLITIK KANDIDAT CAPRES-CAWAPRES 2019
Menurut data BPS, kelompok milenial diproyeksikan akan menyumbang 23, 95% dari total populasi Indonesia pada 2019. Pada tahun ini juga Indonesia akan menghadapi Pemilu yang diawali oleh kampanye politik. Pemberitaan tirto. id 13 Agustus 2018 yang berjudul “Jualan Paling Milenial Capres-Cawapres 2019 menyebutkan bahwa semua kandidat dan tim suksesnya memandang bahwa mereka adalah calon yang paling dekat dengan milenial. Hal-hal tersebut yang melatarbelakangi makalah berjudul “Persepsi Milenial terhadap Gaya Pendekatan Kampanye Politik Kandidat Capres-Cawapres 2019” ini. Tujuan makalah ini adalah untuk memahami bagaimana milenial menyikapi kampanye politik yang disampaikan oleh masing-masing kandidat dengan mencitrakan diri sebagai calon yang paling dekat dengan milenial. Metode yang digunakan kualitatif dengan pendekatan studi kasus serta teknik wawancara. Hasilnya, mereka percaya bahwa klaim tersebut hanya merupakan gimmick untuk menggaet suara milenial. Hal ini sesuai dengan konsep yang diungkapkan oleh Ella S. Prihatini (2018) dalam artikel yang berjudul" Mapping the'political preferences' of Indonesia’s youth", bahwa kebanyakan generasi milenial independen secara politik, serta berani mengambil pilihan ideologi politik yang berbeda dari lingkungan keluarga mereka. Kesimpulannya, generasi milenial memandang bahwa gaya pendekatan kampanye yang dilakukan oleh kedua kandidat tidak natural sehingga kurang disukai. Milenial justru lebih menilai positif jika kandidat berkampanye sesuai dengan karakteristiknya sendiri dan menujukkan kinerjanya
The Role of Esports Organisations in Accessibility for Disability Players
The Indonesian e-sports industry cannot be separated from the role of organizations that oversee and manage all activities of e-sports players, which are expected to provide better accessibility for people with disabilities to be equal in recording achievements in the field of e-sports. This problem is closely related to the increase in internet access and the use of smartphones which are commonly used by people with disabilities, including playing games. This study aims to determine whether e-sports organizations as stakeholders provide accessibility for persons with disabilities. This study uses previous research that analyzed persons with disabilities in various roles in the new media ecosystem. Also, the fact that accessibility refers to the ability of a person with one or more disabilities to make meaningful use of media technology. Standpoint theory is the main theory as the basis and tool for analyzing the results of this study. This research uses a qualitative case study method with data collection techniques through interviews and literature studies and a post-positivist research paradigm. This study indicates that Esports Organizations in Indonesia have not been able to play a role in providing accessibility for gamers with disabilities. Of the three formal organizations, only IESPA has special attention by creating a para-Esports division for people with disabilities. Meanwhile, AVGI & PB ESI do not yet have a specific program. On the other hand, community-based informal organizations such as EAI have a great interest in being able to advocate for gamers with disabilities
Communication Patterns in the Use of Communication Features in Online Games Case Study: Valorant
Video games are a form of innovation in developing variations in human interaction. They were initially used as a means of entertainment that required direct communication and interaction, now mediated by computers in various forms. In addition, video games consisting of console, mobile, and PC categories have also become competitive sports achievements, thus making gaming activities more competitive and have different communication patterns. The aim of this research is to find out how the communication patterns of online game players use communication features to help win the game. Valorant is an online game that provides communication features in it. This research uses computer-mediated communication theory, virtual communication and gaming as social activity. Case study used in this with observation and interview as techniques to collect data. This study found out that the patterns of communication in the Valorant online games include secondary communication pattern, which means communications run with mediums; singular communication patterns, which is communication where the communicator deliver pieces of information to the communicant as a terminal point; and circular communication patterns which is a communication process where the pieces of information are exchanged in between communicator and communicant and there is function exchange as well
Peran Sinematografer Intern dalam Tahap Pra-Produksi Video Company Profile Multimedia Nusantara Polytechnic
Melakukan kegiatan magang di Multimedia Nusantara Polytechnic (MNP) memiliki alasan yaitu syarat dari kelulusan, dan mencari pengalaman di dunia profesional. MNP yang baru saja secara resmi berdiri pada tahun 2021 masih memiliki ruang yang luas untuk melakukan kegiatan promosional, salah satunya dengan membuat company profile. Penulis masuk sebagai videografer, namun pada pembuatan company profile penulis menduduki posisi sinematografer. Tugas dari sinematografer adalah memastikan bahwa pesan dan visual yang ingin disampaikan oleh cerita dapat tersampaikan dengan baik. Dalam proses bekerja sebagai sinematografer pada tahap pra-produksi, penulis harus melakukan beberapa langkah atau membuat beberapa hal, yaitu visual reference, location scouting, storyboard, shot list, recce, equipment list, dan testcam. Selain menjadi sinematografer, penulis juga tetap mendapatkan tugas seperti dokumentasi, editing, membuat narasi, storyboard artist, dan yang lain-lainnya. Dalam proses bekerjanya penulis mendapatkan perintah dari talent acquisition manager yaitu Arie Tunggal, head of public relations yaitu Fakhriy Dinansyah, dan kedua creative designer yaitu Vendy Wibowo dan Kevin Dwijaya. Walaupun ada beberapa hal yang mengganggu atau menunda lajunya proses pra-produksi, namun tahap pra-produksi dapat berjalan dengan baik
Gamers with Different Ability and the role of EAI (E-Sports Ability Indonesia)
This research project is intended to explore the way people with disability in accessing mobile gaming especially in E-Sports. Games are framed as sources of cultural capital and sites of pleasure and entertainment. Unfortunately, people with disabilities are often materially and culturally excluded from both systems through inaccessible interfaces, and also a lack of representation in games’ content. Mass Media likewise plays a crucial role in shaping public perception and influencing the powers that be, however the representation is still lacking and requires communities like E-Sports Ability Indonesia (EAI) to help amplify the message. EAI is a community that was formed based on the awareness that gamers with physical limitations have the same rights as other gamers, it’s to enjoy the game and participate in various e-Sport championships. EAI is active in advocating people with disabilities to participate in activities related to e-Sport. Methodology used in this article is post-positivist approach with interview and FGD methods, both from EAI (E-Sport Ability Indonesia), gamers, and PB E-Sport Indonesia. This article is expected to give further insight about the role of communities like EAI in providing better access to people with disabilities in playing video games and participating in E-Sport events
Live streaming commerce as communication media at Social Bread
Live streaming commerce is the most up-to-date promotional tool connecting sellers and buyers. Social Bread utilizes this phenomenon as an institution that provides services for businesses to optimize product sales through the live-stream commerce method. Social Bread is a medium that bridges the buying and selling process. Much research on similar topics has been conducted, especially from China and the United States. However, little has been done in Indonesia, even though Indonesian businesses and society widely use this feature. This research aims to determine how live-streaming commerce is implemented and how the institution implementing live-streaming commerce becomes a communication medium for conveying messages to the audience. This research uses a qualitative case study methodology through interview techniques with the CEO, VP Operations, and Streamer from Social Bread. As a result, live streaming commerce embodies the Communicator – Medium – Communicator communication process, namely the business represented by the Streamer as the Communicator, an online shopping platform with live streaming features mediated by Social Bread as the medium, and the audience as the Communicant. The process of preparing live-stream commerce on Social Bread starts from implementing the client's brief by the Streamer to get the predicted results: increasing sales from live streaming. The consumers' cognitive responses previously in the audience are recorded, and a report is made to be presented to the client as evaluation material
PERANCANGAN ANTENA SINGLE MICROSTRIP STAR PATCH PADA FREKUENSI 923 MHZ
ABSTRAKKesehatan manusia berasal dari tanda – tanda vital yang perlu dipantau setiap harinya, karenaseiring bertambahnya usia maka fungsi organ tubuh sesorang lebih rentan terkena masalahkesehatan terutama terhadap lansia (lanjut usia), oleh karena itu kesehatan lansia lebih baikdipantau setiap harinya oleh keluarganya. Banyak solusi diterapkan untuk memantau kondisikesehatan lansia dengan memanfaatkan Internet of Things dengan fitur Long-Range agar dapatdipantau secara jarak jauh. Pada penelitian ini dibuat sebuah antena yang mampu mengirimkandata pada frekuensi Long-Range. Penulis membuat antena mikrostrip berbentuk bintangdengan frekuensi kerja 923 MHz, parameter yang dianalisis adalah VSWR, Return Loss, danBandwidth. Antena disimulasikan dengan CST Studio Suite 2018, dan diukur menggunakanSpectrum Analyzer. Hasil penelitian menunjukkan antena dapat bekerja pada frekuensi 923MHz dengan parameter VSWR bernilai 1.49, return loss bernilai -14.09 dB, dan bandwidth dengan lebar 335 MHz.Kata Kunci : Antena Mikrostrip, Long-Range, Patch Berbentuk BintangABSTRACTHuman health is determined by vital signs that need to be monitored daily. Because with age,the function of human organs are more susceptible to health problems, especially to the elderly,therefore the health of the elderly is better monitored daily by their families. Many solutions are applied to monitor the condition of elderly by utilizing the Internet of Things with the Long-Range feature so it can be monitored remotely. In this research, the author built an antenna that is capable to transmitting data at Long-Range frequencies. Author makes a star-shapedmicrostrip antenna with a working frequency of 923 MHz, the parameters to analyzed areVSWR, Return Loss, and Bandwidth. The antenna is simulated with CST Studio Suite 2018,and measured using Spectrum Analyzer. The results show that antenna can work properly atfrequency of 923 MHz with VSWR parameter of 1.49, return loss of -14.09 dB, and bandwidthwithin 335 MHz.Keywords : Microstrip Antenna, Long-Range, Star-Shaped Patc
ANALISIS DAN OPTIMASI WLAN DENGAN PENDEKATAN PPDIOO
High implementation of WLAN technology and poor development planning create many problem in reality. Weak signal strength and interference from neighbor AP can decrease wireless communication performance. In the channel assignment point of view, interference consist of Co-Channel Interference (ACI) and Adjacent Channel Interference (ACI). Optimization is the key to minimize the impact from these problems. In this paper, the author perform WLAN coverage area enhancement using simulated access point (AP). Quality signal like level signal before and after optimization is compared to ensure good performance result. In other side, focus experiment is minimizing impact ACI in fixWLAN network from interference of mWLAN. Due to high mobility and personal use, mWLAN can become great interference sources for fixWLAN. Interference impact reduction performed with physical distance (D) and channel distance (N) controlling. Observation parameter used in this experiment is throughput and packet loss. In conclusion, quality statistic improvement for signal level above -45 dBm in building 1 (1st floor) is 36,8%, in building 1 (2nd floor) is 64,1 %, in building 2 is 23,7 %, in building 3 is 58,1 %, and in building 4 is 86,6 %. In the other side, impact of Adjacent Channel Interference can be reduced by addition physical separation and using high channel separation. The highest performance obtained by experiment is using 5 channel separation and 5 m physical separation with average throughput is 55,2 Mbps and average packet loss is 0,061 %. Index Terms—Adjacent Channel Interference (ACI),  Optimization Coverage Area, Packet Loss, Throughput, WLA
