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STRATEGI KREATIF KAMPANYE PENGGUNAAN EARPHONE YANG AMAN BAGI KESEHATAN TELINGA Anny Valentina; Sherly Yunita; Siti Nurannisaa Parama Bekti
Jurnal Bahasa Rupa Vol. 4 No. 2 (2021): Jurnal Bahasa Rupa April 2021
Publisher : LPPM Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v4i2.776

Abstract

As time evolves, it is easier to find children, young, and adults using earphones to do various things ranging from work to entertainment purposes. The habit of using earphones with a volume that is too loud or too long added with other daily noise and a person's lifestyle can certainly harm their hearing. Therefore, the risk of hearing loss that can arise due to unsafe use of earphones needs to be informed early on to young people. This is because hearing loss due to noise is irreversible, so prevention is the most effective way to protect hearing from the risks that may occur. The research objective was to describe the creative strategy design for the educational campaign using earphones. The campaign's creative strategy is using qualitative methods, observation, interviews, literature studies, and surveys. The target chosen for this campaign strategy is young people aged 18-22 years as the generation who use earphones in their everyday life most of the time. The result of this research is a creative strategy in designing a visual communication campaign using an educational approach with the concept of "your last song". This concept emphasizes the delivery of information that the habit of listening to songs using earphones needs to pay attention to safety and risk aspects.
STRATEGI KOMUNIKASI VISUAL EDUKASI INSECURITY SEBAGAI DAMPAK PENGGUNAAN MEDIA SOSIAL PADA REMAJA PEREMPUAN Anny Valentina; Grivenna Lavender Putri; Valiani Valiani; Olivia Halim Putri
Jurnal Bahasa Rupa Vol. 5 No. 2 (2022): Jurnal Bahasa Rupa April 2022
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v5i2.1067

Abstract

The widespread use of social media among adolescent can have both positive and negative impacts. Insecurity is most impact that often felt by adolescent when exposed to too much by social media. They will be comparing themselves to others who look perfect on social media. If the perfect standard of social media is not achieved, then teenagers will tend to feel like a failure. If this is not immediately communicated, it will harm for the psyche and mentality. At the pre-research stage, it was found that by discovering the strengths of adolescent, it should be a motivation for self-development. So, it is necessary to find out visual communication that can be recommended to provide education to teenagers to find their potential so that they avoid insecurity. The purpose of this research is to find recommendations for visual communication that can be used to provide education about insecurity by adopting the consumer path 5A strategy and doing mind mapping in developing creative concepts. The method used in this research is qualitative by conducting observations and literature studies at the pre-research stage, followed by data collection by surveys, and focus group interviews on adolescent girls aged 18-21 years. This interview was carried out virtually because the current situation did not allow direct or face-to-face interviews. The results of this study are Instagram can be used as a communication medium and visual communication by providing motivation to carry out self-development can used as an alternative education through visual communication to help teenage girls aged 18-21 years to avoid insecurity.
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.
PKM PENDAMPINGAN KEWIRAUSAHAAN BAGI UMKM BELITUNG SEBAGAI UPAYA MENDUKUNG SUSTAINABLE TOURISM Mei Ie; Hetty Karunia Tunjungsari; Ariawan Gunadi; Anny Valentina
Jurnal Bakti Masyarakat Indonesia Vol 5, No 1 (2022): Jurnal Bakti Masyarakat Indonesia
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/jbmi.v4i1.16067

Abstract

This community engagement activity was held to give entrepreneurial assistance for SMEs in Belitung as an effort to enhance sustainable tourism. Partners in this activity are the Belitung Regency Government or more precisely 100 SMEs assisted by the Center for Integrated Service of Small Medium Enterprises and Cooperatives in Belitung. This mentoring activity is part of the Funding Assistance for the Independent Learning Policy Research Program on the Independent Campus, and Community Service Based on Research Results for Private Higher Education in 2021, organized by the Directorate General of Higher Education Research and Technology, Indonesian Ministry of Education, Culture, Research and Technology. In this community engagement activity, the Tarumanagara University team consisting of lecturers and students from the Faculty of Economics and Business, the Faculty of Law and the Faculty of Fine Arts and Design provides assistance that results in improving the marketing quality of SMEs products. Methods of implementation of activities include the analysis stage, the mentoring stage, and the reporting stage. Mentoring activities are divided into four sessions with each session followed by twenty-five SMEs. In each session, activities are also carried out in parallel in three small groups. During the assistance, the PKM team conducted an interview to find out the strengths, weaknesses and potentials possessed by each SMEs. The output of this activity is in the form of works in the form of logos, banners (physical and digital), packaging labels, packaging and digital advertising for SMEs. Broadly speaking, the results of this activities are able to provide direct benefits for partners to promote their products and expand market share.ABSTRAK:Kegiatan PKM ini diselenggarakan untuk memberikan pendampingan kewirausahaan bagi UMKM di Belitung sebagai upaya mendukung sustainable tourism. Mitra dalam kegiatan ini adalah UMKM binaan Pusat Layanan Usaha Terpadu Koperasi dan Usaha Mikro, Kecil dan Menengah Kabupaten Belitung. Kegiatan pendampingan ini merupakan bagian dari kegiatan Bantuan Pendanaan Program Penelitian Kebijakan Merdeka Belajar Kampus Merdeka, dan Pengabdian Kepada Masyarakat Berbasis Hasil Penelitian Perguruan Tinggi Swasta Tahun 2021, yang diselenggarakan Ditjen Dikti Ristek, Kemdikbud Ristek. Dalam PKM ini, tim Universitas Tarumanagara yang terdiri dari dosen dan mahasiswa dari Fakultas Ekonomi dan Bisnis, Fakultas Hukum dan Fakultas Seni Rupa dan Desain memberikan pendampingan yang menghasilkan peningkatan kualitas pemasaran produk UMKM. Metode pelaksanaan kegiatan meliputi tahap analisis, tahap pendampingan, dan tahap pelaporan. Kegiatan pendampingan terbagi ke dalam empat sesi dengan masing-masing sesi diikuti oleh dua puluh lima UMKM. Dalam setiap sesinya, kegiatan juga dilakukan secara paralel dalam tiga kelompok kecil. Selama pendampingan, tim PKM melakukan wawancara untuk mengetahui kekuatan, kelemahan serta potensi yang dimiliki dari masing-masing UMKM. Luaran dari kegiatan ini adalah berupa karya dalam bentuk logo, banner (fisik dan digital), label kemasan, kemasan serta iklan digital bagi UMKM. Secara garis besar, hasil kegiatan PKM mampu memberikan manfaat langsung bagi mitra untuk mempromosikan produknya dan memperluas pangsa pasar.
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.
Rekomendasi Komunikasi Visual Board Game Edukasi Kue Tradisional untuk Anak-Anak Vanesya; Andreas; Anny Valentina
VISUAL Vol 18 No 2 (2023)
Publisher : FAKULTAS SENI RUPA DAN DESAIN - UNIVERSITAS TARUMANAGARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/vis.v18i2.23384

Abstract

Makanan adalah salah satu aset budaya Indonesia, termasuk kue-kue tradisional. Sudah sepatutnya kue tradisional dilestarikan oleh generasi-generasi penerus bangsa. Tetapi seiring berkembangnya zaman, budaya luar negeri mulai masuk ke Indonesia, salah satunya budaya makanan. Anak-anak lebih menyukai jajanan yang modern dan “kekinian” dibanding jajanan dan kue tradisional. Pada kantin sekolah juga jarang menyediakan kue tradisional sebagai opsi jajan anak-anak. Data-data diambil dari hasil wawancara, observasi, dan studi pustaka berkaitan dengan topik. Perancangan visual ini bertujuan untuk meningkatkan kesadaran anak-anak usia 6-12 tahun mengenai kue-kue tradisional melalui permainan papan agar kue tradisional tidak terlupakan dan hilang. Metode perancangan yang digunakan adalah 5 Step of Design oleh Robin Landa. Visual permainan papan dibuat agar sesuai dengan tujuan dari perancangan dan selera anak-anak. Perancangan rekomendasi visual menggunakan gaya ilustrasi makanan sebagai visual utama pada permainan. Ilustrasi makanan adalah salah satu jenis ilustrasi yang berfokus pada visualisasi makanan, baik realis maupun kartun yang bisa digunakan pada berbagai media. Permainan papan dibuat agar target lebih mengenal kue tradisional Indonesia sekaligus menumbuhkan minat mereka untuk mencoba kue tradisional.
PERANCANGAN KEMASAN FILISOAP - SABUN ALAMI DARI MINYAK KELAPA Anny Valentina
Jurnal Bakti Masyarakat Indonesia Vol. 6 No. 1 (2023): Jurnal Bakti Masyarakat Indonesia
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/jbmi.v6i1.22501

Abstract

As one of the Digital Tourism Marketplaces, Pigijo has a corporate value of helping local businesses bring together tourism products with tourists. One of the local businesses that caught Pigijo's attention was Rumah Inspirasi Jogja (Rumijo) which implemented a Holistic Minimum Waste Lifestyle. Rumijo in developing his products also aims to foster tourism villages based on Community Based Tourism and Sustainable Tourism, namely tourism that is socially, culturally, environmentally responsible and has an impact on the economy. Rumijo has many eco-friendly products such as bar soap, bamboo straws, organic incense, aromatherapy candles, bamboo tumblers, bamboo charcoal tooth powder and other eco-friendly products. One of the products being developed is Filisoap, a soap made from coconut oil which has the potential to be promoted. After discussing with Rumijo, the PKM Team provided a solution for designing visual communication for Filisoap product packaging. The method of implementing PKM is to communicate with Pigijo, followed by FGD with Pigijo and Rumijo to find solutions to problems. From the problems found, the PKM Team will make a visual design and make revisions according to the feedback given and in the last stage, the visual results will be sent. Through these activities, packaging is produced that can increase identity and be attractive but does not leave the initial concept as an environmentally friendly product. ABSTRAK Sebagai salah satu Digital Tourism Marketplace, Pigijo memiliki nilai perusahaan membantu bisnis lokal yang mempertemukan produk wisata dengan wisatawan. Salah satu bisnis lokal yang menarik perhatian Pigijo adalah Rumah Inspirasi Jogja (Rumijo) yang menerapkan Holistic Minimum Waste Lifestyle. Rumijo dalam mengembangkan produknya juga bertujuan membina desa – desa wisata berbasis Community Based Tourism dan Sustainable Tourism yaitu pariwisata yang bertanggung jawab terhadap sosial, budaya, lingkungan dan berdampak pada ekonomi. Rumijo memiliki banyak produk – produk ramah lingkungan seperti sabun batang, sedotan bambu, dupa organik, lilin aroma terapi, tumbler bambu, bubuk gigi arang bambu dan produk ramah lingkungan lainnya. Salah satu produk yang dikembangkan adalah Filisoap yaitu sabun dari bahan dasar minyak kelapa yang memiliki potensi untuk dipromosikan. Setelah melakukan diskusi dengan Rumijo, diajukan solusi untuk perancangan komunikasi visual untuk kemasan produk Filisoap. Metode pelaksanaan PKM yang dilakukan adalah dengan melakukan berkomunikasi dengan Pihak Pigijo dilanjutkan FGD dengan Pigijo dan Rumijo guna mencari solusi dari permasalahan. Dari permasalahan yang ditemukan di buatlah rancangan visual serta melakukan proses revisi sesuai dengan feedback yang diberikan dan pada tahap terakhir akan dilakukan pengiriman hasil visual. Melalui kegiatan PKM ini dihasilkan kemasan yang bisa meningkatkan identitas dan menarik tetapi tidak meninggalkan konsep awal sebagai produk ramah lingkungan.
STRATEGI MEDIA KOMUNIKASI VISUAL SEBAGAI UPAYA MEMBANGUN KESADARAN TENTANG CABIN FEVER BAGI REMAJA DI JAKARTA Grivenna Lavender Putri; Virginia Aprilia Tanjaya; Valiani Valiani; Olivia Halim Putri; Jennifer Nataline; Anny Valentina
Jurnal Muara Ilmu Sosial, Humaniora, dan Seni Vol. 6 No. 1 (2022): Jurnal Muara Ilmu Sosial, Humaniora, dan Seni
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/jmishumsen.v6i1.12688.2022

Abstract

The Covid-19 Pandemic around Indonesia causes a big impact for those who are required to have outdoor activities. Besides economics affected by the pandemic, education is also affected due to the changes in teaching and learning, especially for the teenager who needs an education. This pandemic also causes some new rules from the government called Pembatasan Sosial Berskala Besar (PSBB) that makes people have to do their activities at home. This condition triggers some unusual feeling known as cabin fever. Cabin fever is a term to show a feeling of sadness, loneliness, fear, boredom, confusion, and depression excessively. Needs to know that cabin fever is not a mental disorder or mental illness either. However, the impact and symptoms that people experience can be harmful if they do not take action immediately.  Furthermore, cabin fever is not applied to people who look at this positively and do activities that are useful for them or for those whom doing some exercises, looking for new hobbies, maintaining good eating habits, and doing other useful activities. The methods of this research is a focus group to discuss and interview teenagers in Jakarta with the age range between 14-16 years old. These interviews are used virtual meetings because it is not possible did face to face interviews during pandemic. The purpose of this research is to find a media strategy for visual communication as an effort to build awareness about cabin fever among teenagers in Jakarta.
STRATEGI MEDIA KOMUNIKASI VISUAL EDUKASI TENTANG CRYPTOCURRENCY UNTUK INVESTOR PEMULA Amos Natanael; Andrew Tjahja Susanto; Dennis Nathanael; Desnalia Maharani; Owen Leonardo; Anny Valentina
Jurnal Muara Ilmu Sosial, Humaniora, dan Seni Vol. 6 No. 1 (2022): Jurnal Muara Ilmu Sosial, Humaniora, dan Seni
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/jmishumsen.v6i1.12884.2022

Abstract

Cryptocurrency is a digital currency that is used as an alternative and is traded using the cryptography method. Recently the covid-19 pandemic has struck the whole world and became a huge factor for the working environment, especially for on-site jobs. The situation has caused a lot of people to lose income for their jobs. One method to earn passive income is to use cryptocurrency. The only problem is that the general public doesn’t have the proper information about this digital currency, even though people are willing to give it a try. Using qualitative observation, the data can be obtained from online surveys and interviews. Based on the results, media is something that is inseparable in daily life. The profit percentage of cryptocurrency is quite large, but if the value drops then the user will experience loss. Using crypto apps usually needs a good internet connection for monitoring the prices, it also attracts a lot of online scams.  There is a rational and an irrational way to deal with online investment. The rational way is for people to realize the risks and rewards of using cryptocurrency. The irrational way is for people to use cryptocurrency for their main source of income. The irrational method is very ineffective and usually leads to mental diseases caused by the problems of cryptocurrency itself. In conclusion, the method to spread awareness about cryptocurrency is to create booths, YouTube video, ads, especially website ads so that a lot of people can access the information easily.