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Journal : Jurnal Komunikasi

Infografis Dinamis Sebagai Pengganti Peta Konvensional pada Kawasan Bermain (Studi Kasus : Dunia Fantasi) Anny Valentina; Richard Andrew
Jurnal Komunikasi Vol 10, No 2 (2018): Jurnal Komunikasi
Publisher : Fakultas Ilmu Komunikasi Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (812.893 KB) | DOI: 10.24912/jk.v10i2.1222

Abstract

A map that was originally used as a hint tool to visit a new area or environment, especially if the area visited is wide enough. Start from visiting the new city to the play area. Dunia Fantasi (Dufan) is a large playing area. Until now Dufan provides a map of the area in the form of brochures and standing maps in the play area. With the advancement of technology today is very possible if Dufan can make the navigation system map of its region in digital form. As is known today human habits have changed a lot, because it is very likely to move the map from manual to digital system will be preferred by consumers. Map of digital form because it is considered more practical and easy, especially if the form of dynamic infographic. Infographics itself is a collection of information with the help of images, dynamic use can be interpreted with the addition of motion elements in the map. Using data collection techniques in the form of direct observation and interview. The target of the research is for Dufan visitors covering all ages, ranging from students, students and families and through this research is expected to know what information needed by visitors and media and design that is considered efficient and easy to understand, so through the media map can increase consumer satisfaction.  Peta yang pada awalnya digunakan sebagai alat bantu petunjuk untuk mengunjungi sebuah area atau lingkungan baru, apalagi jika area yang dikunjungi cukup luas.  Mulai dari mengunjungi kota baru hingga area bermain. Dunia Fantasi (Dufan) merupakan kawasan bermain yang cukup luas. Hingga saat ini Dufan menyediakan peta area dalam bentuk brosur dan standing map yang ada di kawasan bermain. Dengan kemajuan teknologi saat ini sangat mungkin jika Dufan bisa membuat sistem navigasi peta kawasannya dalam bentuk digital. Seperti diketahui saat ini kebiasaan manusia telah banyak berubah, karena itulah sangat besar kemungkinan perpindahan peta dari sistem manual ke digital akan lebih disukai konsumen. Peta bentuk digital karena dianggap lebih praktis dan mudah, apalagi jika berbentuk infografis dinamis. Infografis sendiri merupakan kumpulan informasi dengan bantuan gambar, pengguanaan dinamis dapat diartikan dengan penambahan unsur animasi dalam peta. Menggunakan teknik pengumpulan data berupa observasi langsung dan wawancara. Target penelitian ditujukan bagi para pengunjung Dufan yang meliputi segala usia, mulai dari kalangan pelajar, mahasiswa, dan keluarga dan melalui penelitian ini diharapkan akan diketahui informasi yang apa saja yang diperlukan pengunjung serta media dan desain yang dianggap efisien dan mudah dimengerti, sehingga melalui media peta bisa meningkatkan kepuasan konsumen.
Digital Communication & Socialization Using Media Video Content During Pandemic Anny Valentina; Ruby Chrissandy; Brigitta Jesslyn; Yugih Setyanto
Jurnal Komunikasi Vol. 14 No. 2 (2022): Jurnal Komunikasi
Publisher : Fakultas Ilmu Komunikasi Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/jk.v14i2.17407

Abstract

A continuation research about the media used by human to communicate during PSBB period. This content of this research is about type of creative contents that can be used on social media. From the previous research, it was found that, in order to survive during pandemic and to live their daily lives, human need socializing and entertainment. Those are two important things for them. The purpose of this research is to find out types of media and digital content that are not only interesting to the respondent but also effective in conveying the communication message and can be utilize as a socialization platform. The concept of "social-media forum" which is applied to the published contents is considered different from other content in general. When the speaker invited is a person who also experiencing the same problem, audience interprets them as a friend who understand the problem and their feelings deeply, and from this angle it is hoped that the speaker and the audience can start to bond to exchange stories and opinions, not particularly about the solutions but might be just a perspective from different angle. However, doing this in virtually because of pandemic is tiring, all parties involved felt extreme fatigue after the event was over. It is because virtual meetings force human brain and body to put more focus and more alert for a long time, in the end, even casual conversation feels tiring. The samples taken for this research are located in Jakarta, focused to 20-29 years old  men and women. Data collection method is using qualitative approach with observation techniques, literature study, FGD, and interviews. When situations force us to shift into the digital and virtual realms, a recommendation for creative content format for screen-based social media is needed to be studied further, resulting in all parties involved do not have to feel an extreme fatigue but can become a useful communicator who offers solutions to others.