4 research outputs found

    Komunikasi Verbal dan Nonverbal dalam Game Online League of Legends

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    Abstract 91% of Indonesian people use mobile phones in their daily lives and 22% of people use laptops or computers in their daily lives and not infrequently they also play games from their gadgets or computers. Game is known as a mere intermezo, but with globalization game that should’ve been entertainment to drive away fatigue after daily activities has growing rapidly to become competitive with the existence of online games. In team-based online games one of the factors to achieve victory is communication because with communication players can produce synergies and a plan to win the game. In analyzing this study, author uses the theory of verbal and nonverbal communication between players in League of Legends, in order to find out the forms of verbal and nonverbal communication between players in League of Legends. The main theory in this study is the theory of verbal and nonverbal communication. This Research use a qualitative approach that is descriptive and using phenomenology method. The results of this study indicate that in League of Legends, there are verbal communication in the form of in-game chat, voice chat, and through Discord. Whereas nonverbal communication is in the form of smart ping, and emotes. Sebanyak 91% masyarakat Indonesia menggunakan handphone dalam kehidupan sehari-hari serta sebanyak 22% masyarakat menggunakan laptop atau komputer dalam kehidupan sehari-hari mereka dan tak jarang pula mereka memainkan game dari gadget atau komputer mereka. Game lebih dikenal sebagai sebuah intermezo belaka, namun seiring berkembangnya zaman game yang seharusnya menjadi hiburan untuk mengusir penat setelah aktivitas sehari-hari secara pesat telah berkembang menjadi kompetitif dengan adanya game online. Dalam game online berbasis tim salah satu faktor untuk mencapai kemenangan dalam game adalah komunikasi karena dengan adanya komunikasi maka tim dapat menghasilkan sinergi dan rencana yang matang untuk memenangkan game. Rumusan masalah dalam penelitian ini adalah bagaimana bentuk komunikasi verbal dan nonverbal di antara pemain dalam game online League of Legends dengan tujuan untuk mengetahui bentuk komunikasi verbal dan nonverbal di antara pemain dalam game online League of Legends. Teori utama dalam penelitian ini adalah teori komunikasi verbal dan nonverbal. Peneliti menggunakan pendekatan kualitatif yang bersifat deskriptif dan metode fenomenologi. Hasil dari penelitian ini menunjukan bahwa dalam game League of Legends terdapat saluran komunikasi verbal yaitu berupa in-game chat, voice chat, dan melalui Discord. Sedangkan komunikasi nonverbal berupa smart ping, dan emotes. Keywords nonverbal communication; online; game; verbal communicatio

    Laporan Internship Proyek Apartemen Grand Shamaya, Surabaya

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    Apartemen Grand Shamaya merupakan apartemen yang didirikan oleh PT. PP Properti. Apartemen ini merupakan Gedung yang mengaitkan perancangan high-rise building dengan ketinggian +185,850 meter di bagian paling atas. Bangunan ini terdiri dari 2 lantai basement, 8 lantai podium, dan 53 lantai tower. Dengan luas basement sebesar 7010,78 m2, luas podium sebesar 5166,82 m2, dan luas tower sebesar 804,14 m2 sehingga total luas bangunan pada apartemen Grand Shamaya pada tower Aubrey sebesar 92.761 m2. Pada kerja praktek kali ini penulis berada pada bagian BIM Engineer dan Quantity Surveyor. =========================================================================================================================== Grand Shamaya Apartment is an apartment complex built by PT. PP Property. This apartment is a high-rise building with a height of +185,850 meters at the very top. The building consists of 2 basement floors, 8 podium floors, and 53 tower floors. With a basement area of ​​7010.78 m2, a podium area of ​​5166.82 m2, and a tower area of ​​804.14 m2, the total building area of ​​the Aubrey tower in Grand Shamaya Apartment is 92,761 m2. In this internship, the author is working as a BIM Engineer and Quantity Surveyor

    Proposed A Design Knowledge-Based Performance Management Systems Framework In Pertamina University

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    This year, the Ministry of Education and Culture is innovating by creating a transformation program aimed at universities. The innovation in this program is the establishment of eight Main Performance Indicators (IKU) that universities need to follow and fulfill. The method that universities can use in order to adapt to this program is to implement a Performance Management System (PMS). Most of the tertiary institutions do not have PMS which can present the eight Main Performance Indicators. Therefore, the aim of this research is to design PMS that have been integrated with the eight IKU from Ministry of Education so that it can make it easier for universities to achieve and fulfill these indicators. In this study, the college used as the object is Pertamina University. In this study, the PMS used was the Knowledge-Based Performance Management System (KBPMS). KBPMS has three perspectives, organizational output, internal processes and resource capabilities. This perspective is also divided into several aspects of the criteria and for KPIs that have been prepared by the Ministry of Education and Culture will be integrated into non-financial aspects from the perspective of organizational output.Keywords: Pertamina University, Performance Management System, “Indikator Kinerja Utama”, KBPS

    Proposed A Design Knowledge-Based Performance Management Systems Framework In Pertamina University

    No full text
    This year, the Ministry of Education and Culture is innovating by creating a transformation program aimed at universities. The innovation in this program is the establishment of eight Main Performance Indicators (IKU) that universities need to follow and fulfill. The method that universities can use in order to adapt to this program is to implement a Performance Management System (PMS). Most of the tertiary institutions do not have PMS which can present the eight Main Performance Indicators. Therefore, the aim of this research is to design PMS that have been integrated with the eight IKU from Ministry of Education so that it can make it easier for universities to achieve and fulfill these indicators. In this study, the college used as the object is Pertamina University. In this study, the PMS used was the Knowledge-Based Performance Management System (KBPMS). KBPMS has three perspectives, organizational output, internal processes and resource capabilities. This perspective is also divided into several aspects of the criteria and for KPIs that have been prepared by the Ministry of Education and Culture will be integrated into non-financial aspects from the perspective of organizational output.Keywords: Pertamina University, Performance Management System, “Indikator Kinerja Utama”, KBPS
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