Ristia Kadiasti
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Pendekatan AISAS Dalam Post Instagram Carousel Sebagai Strategi Promosi Pada Museum Ranggawarsita Ristia Kadiasti; Mukaromah Mukaromah
ULTIMART Jurnal Komunikasi Visual Vol 15 No 1 (2022): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v15i1.2586

Abstract

Social Media as a medium of information that is able to become a communication bridge between humans is used by various communities to disseminate information with various purposes, especially in terms of marketing. One of the theories used in marketing science such as AISAS (Attention, Interest, Search, Action, Share) is used as the basis for various communities to gain public attention on social media. One of the stakeholders in this community is the Ranggawarsita Museum, Central Java, which actively disseminates information through social media platforms, namely Instagram. However, the Ranggawarsita Museum as a research partner has an urgent need for the dissemination of information involving complex data about museum collections into the Instagram platform. This complex data can be expressed in the form of infographics through the Instagram platform in the form of a carousel. The Carousel form on the Instagram platform is able to increase interest and complex information in one link. Keywords: AISAS; infographic; instagram carousel; museum.
Non-Playable Character (NPC) based on Behaviour Tree for Enhanced Immersive Experience in the Serious Game "Warik's Adventure" Tandicha Marchelputra Siswoko; Hanny Haryanto; Khafiizh Hastuti; Ristia Kadiasti
Journal of Applied Informatics and Computing Vol 7 No 2 (2023): December 2023
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jaic.v7i2.6753

Abstract

Video games, or digital games, have transcended their traditional role of mere entertainment and are now being leveraged for more serious purposes, such as education and cultural preservation. Serious games offer the advantage of presenting content in an interactive and enjoyable manner. A crucial element in gameplay for creating interactivity and a pleasurable experience is the non-playable character (NPC). In serious games, replayability is pivotal for optimizing the comprehension of learning content, with the gameplay experience being a key factor influencing replayability. While games are known for their entertaining aspects, immersion design in serious games often falls short, resulting in a subpar experience. The NPC design in this study is grounded in appreciative learning, emphasizing positive outcomes such as possibilities, peak successes, exploration, and future optimism. The reward activity is structured across four levels: Discovery, Dream, Design, and Destiny. Behaviour Tree is employed to govern NPC behavior throughout all four stages. To evaluate the effectiveness of the immersive design, the Game Experience Questionnaire (GEQ) is employed, measuring three primary components—sensory, imaginative, and challenge-based immersion. The GEQ result indicates a score of 3.2, showcasing a slight improvement from the previous version's score of 3.07. This research contributes to the enhancement of serious game design by focusing on NPC behavior and immersive experiences, ultimately fostering more effective and engaging learning environments.