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PENGARUH BRAND AMBASSADOR RED VELVET DALAM IKLAN “MY BEAUTY MY RULE” TERHADAP BRAND IMAGE AZARINE COSMETIC (Survei Pada Followers Instagram @azarinecosmeticofficial) Sagita, Selvi; Sari, Wina Puspita; Fatimah, Anggun Nadia
PRoMEDIA Vol 10, No 1 (2024): PROMEDIA
Publisher : UNIVERSITAS 17 AGUSTUS 1945 JAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52447/promedia.v10i1.7493

Abstract

Advertising is an effective and efficient marketing strategy. Companies often use public figures or celebrities as brand ambassadors to make their advertisements more engaging. The existence of brand ambassadors also contributes to a strong public perception of the brand. The aims of this research is to determine the influence of Red Velvet as brand ambassadors in in the "My Beauty My Rule" advertisement campaign on the brand image of Azarine Cosmetic. This study uses the VisCAP theory popularized by Rossiter and Percy. This research uses a survey method with an explanatory quantitative. Data collection technique utilized a questionnaire distributed to 100 respondents who are followers of Instagram @azarinecosmeticofficial through Google Forms. The data analysis technique utilized in this research is included the normality test, linearity test, correlation test, simple linear regression analysis, determination coefficient test, and hypothesis test (t test), all performed with SPSS 25 for Windows. The test results indicate that the brand ambassador Red Velvet in the "My Beauty My Rule" advertisement has an influence of 43.4% on the brand image of Azarine. There are other variables not included in this study that affect the brand image of Azarine Cosmetic by 56.6%.  Keywords: Brand Ambassador, Brand Image, Advertisement, Cosmetics, K-pop                                                         
Pengembangan Media Pembelajaran Tata Surya berbasis Virtual Reality untuk Siswa Kelas 6 Sekolah Dasar dengan Evaluasi Kepuasan Pengguna terhadap Elemen Multimedia Purwati, Yuli; Sagita, Selvi; Utomo, Fandy Setyo; Baihaqi, Wiga Maulana
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 7 No 2: April 2020
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.2020701894

Abstract

Dalam studi ini, kami mengembangkan aplikasi virtual reality untuk mempelajari tata surya di tingkat sekolah dasar. Tujuan pembuatan aplikasi ini untuk menyediakan media pembelajaran berbasis multimedia bagi siswa agar dapat memahami konsep tata surya. Multimedia Development Life Cycle (MDLC) adalah tahap pengembangan sistem yang digunakan untuk membangun aplikasi virtual reality. MDLC terdiri dari tahapan konsep manufaktur, desain, pengumpulan bahan, perakitan, pengujian, dan distribusi. Hasil tes penerimaan pengguna yang dilakukan oleh satu orang guru pengampu menunjukkan hasil 81,25%, sedangkan yang dilakukan oleh 26 siswa menunjukkan hasil 88,63%. Berdasarkan hasil tes penerimaan oleh guru diperoleh saran perbaikan aplikasi pada sisi interaktifitas pengguna. Evaluasi kepuasan pengguna terhadap aplikasi dilakukan dengan kuesioner berdasarkan empat elemen multimedia: teks, interaktivitas, animasi, dan gambar grafis. Hasil evaluasi penggunaan teks memiliki nilai 3,57, grafik bernilai 3,52, animasi bernilai 3,54, dan interaktivitas memiliki nilai 3,51. Berdasarkan hasil tes, dapat disimpulkan bahwa responden puas dengan penggunaan elemen multimedia pada aplikasi tersebut, dan aplikasi tersebut dapat membantu mereka untuk memahami topik pembelajaran lebih baik daripada metode pembelajaran dan pengajaran konvensional. AbstractIn this study, we developed a virtual reality application for learning the solar system at the elementary school. The purpose of making this application is to provide multimedia-based learning media for students to be able to understand the concept of the solar system. Multimedia Development Life Cycle is a development stage of the system used to build virtual reality applications. MDLC consists of stages of the manufacturing concept, design, material collecting, assembly, testing, and distribution. Results of user acceptance test conducted by one teacher show the results of 81.25%, while that is done by 26 student shows the results of 88.63%. Based on the acceptance test results by the teacher, there are suggestions to improve the application on the user interactivity aspect. Evaluation of user satisfaction of the applications is done by a questionnaire based on the four elements of multimedia: text, interactivity, animation, and a graphical image. The result of the evaluation of the use of text has a value of 3.57, the graphic has a value of 3.52, animation has a value of 3.54, and interactivity has a value of 3.51. Based on the test results, it can be concluded that the respondents are satisfied with the use of multimedia elements on the application, and the application can help them to understand the learning topic better than conventional methods of learning dan teaching.