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RADIO DI TENGAH ARUS PERKEMBANGAN TEKNOLOGI DAN MEDIA BARU: STUDI KASUS SEGMEN SIARAN CERITA LAGU CINTA DELTA FM Cempaka, Putri Surya
MEDIASI Vol 1, No 1 (2020): Mediasi
Publisher : Politeknik Negeri Media Kreatif

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Abstract

This article discussed radio broadcasting technology in general and how the industry is relatively resilient amid the development of other media technologies today, such as the Internet. Internet technology is able to present number of social networks through social media that are interactive, direct, and user generated. In addition, the Internet forces conventional broadcasting industries such as radio to penetrate digital mechanisms by practicing radio streaming. Radio broadcasting also add this type of interaction to their listeners, for example through websites, blogs, vlogs (video blogs), Twitter, Instagram, Snapchat, and Facebook accounts. This integrated conventional media technology and new media is often called media convergence. By using qualitative approach and descriptive method, this paper explained a case of media convergence by one of the radio broadcast station in Indonesia that is Delta FM. As a result, Delta FM presents its broadcasts with the help of new media in order to survive in the broadcasting industry amid the current widespread use of new media.Keywords: Radio broadcasting, technology, new media, media convergence
Hyperreality Among Defense of the Ancients 2’s Players Cempaka, Putri Surya; Haryatmoko, Johannes
Jurnal Komunikasi Indonesia Vol. 7, No. 3
Publisher : UI Scholars Hub

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Studi ini meneliti kondisi dan praktik hiperrealitas di antara para pemain game online Dota 2 yang menunjukkan perspektif yang disebut pasca-manusia, sebuah perspektif yang percaya bahwa kemajuan teknologi akan memudahkan kehidupan secara umum. Dalam istilah kritis, ini mengurangi akal sehat manusia karena percaya bahwa teknologi telah mengambil alih fungsi manusia. Dalam memahami konsep post-human, dalam penelitian ini, kami merujuk kondisi post-human sebagai praktik hiperrealitas dengan berfokus pada persepsi visual para pemain Dota 2 selama aktivitas permainan mereka dan makna tentang permainan video mereka. Penelitian ini menggunakan konsep simulakra, simulasi, dan hiperrealitas menurut Jean Baudrillard. Dalam kondisi hiperrealitas, representasi yang tertanam dalam otak manusia mengubah imajinasi menjadi kenyataan, yang dapat dilihat dari representasi aktualisasi diri yang dirasakan oleh masing-masing individu, dalam hal ini pemaian Dota 2. Penelitian ini dilakukan dengan menggunakan pendekatan kualitatif dan pengumpulan data yang diperoleh dari wawancara mendalam dengan empat informan, yang dipilih secara purposif, dengan dua kategori siswa dan karyawan perusahaan. Studi ini menemukan praktik hiperrealitas yang nyata dari pemain Dota 2 yang menunjukkan kondisi pasca-manusia, di mana pemain lebih nyaman untuk bersaing dan mencapai sesuatu secara virtual. Pemain Dota 2 bertindak seperti pelarian yang mengejar sesuatu yang bisa mereka banggakan bukan dari dunia nyata. This study examines the condition and practice of hyperreality among players of online game dota 2 that demonstrates a perspective called post-human, a perspective which believes that technological advancement will ease life in general. In critical term, it diminishes human sense because it believes that technology has taken over human’s functions. In understanding the concept of post-human, in this study, we refer the post-human condition as hyperreality practice by focusing on the visual perception of dota 2 players during their gaming activities and the meaning about the video game for them. This study uses the concepts of simulacra, simulation, and hyperreality according to Jean Baudrillard. In hyperreality conditions, the representation that is embedded in human brain transforms imagination into reality, which can be seen from the representation of self-actualization felt by each individual, in this case dota 2 gamers or players. This study was conducted using qualitative approach and data collection derived from in-depth interview with four informants, who were chosen purposively, with two categories of students and corporate employees. This study finds obvious hyperreal practice of Dota 2 players that indicates post-human condition, in which players are more comfortable to compete and achieve something virtually. dota 2 players act like the escapists who pursue something they can be proud of not from the real world.