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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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Abstract

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.
Identification of Storynomics Tourism in the Production of an Animation “Barley Manusia Ikan" and its Audience Reception (Experimental Study on Tourism Communication Strategy for Super Priority Destinations) Akmalia, Nurul; Yurmama, Trifajar; Widiargo, Antonius Edi; Rahmayanti, Handika Dany; Cempaka, Putri Surya
MEDIASI Jurnal Kajian dan Terapan Media, Bahasa, Komunikasi Vol 5 No 2 (2024): May
Publisher : P3M Politeknik Negeri Media Kreatif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46961/mediasi.v5i2.1287

Abstract

The aim of making this animated film is to promote the national tourism priority area of Labuan Bajo in the form of an animated film by adapting the culture and way of life of the Bajo tribe. Labuhan Bajo is not only the beauty of the natural landscape and sea, the living culture of the Bajo tribe which can physically adapt to aquatic life is an attraction in the process of creating the main character design and story in Barley's animated short film "Fish Man". The data collection methods used range from creating creative designs to measuring audience responses using Google forms. The final result of developing the character design and story of Barley "Fish Man" is in the form of an animated short film which contains a description of each character, expressions and activities of each character with a duration of 7 minutes, and uses storynomics tourism storytelling techniques to increase tourist attraction and is expected to be able to promote Labuan Bajo and can improve the community's economy. The level of audience reception towards this animated film shows a positive response from the result of focused group discussions. Apart from that, 85,7—90% of the survei result stated that the assesment was in the adequate category, both in terms of character design and storyline.
J ANALISIS TRANSMEDIA STORYTELLING SEBAGAI BENTUK KOLABORASI KARYA AKHIR MAHASISWA PRODI PENYIARAN DAN PERIKLANAN Pathia, Laelatul; Cempaka, Putri Surya; Zaenab; Widiastuti, Ni Made; Zahrahayati, Erika
ABEC Indonesia Vol. 11 (2023): 11th Applied Business and Engineering Conference
Publisher : Politeknik Negeri Bengkalis

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Abstract

The Information and Communication Technology course is a general course that is uniformly applied in study programs under the Publishing Department at Politeknik Negeri Media Kreatif. Among them is the Broadcasting study program and Advertising study program which also provide this courses with similar material, namely transmedia storytelling. Transmedia storytelling refers to the concept of cross-media collaboration with specific goals. The communication resulting from this collaboration is in line with the concept of transmedia storytelling which requires the use of various media to achieve its goals. Thus, the focus of this research is to analyse the concept of transmedia storytelling which is used as an implementation of collaboration across study programs within departments with similar knowledge clusters. By using content analysis method, collaboration is identified in the object of work by students of the two study programs in 2022. The aim of this research is to identify the success of the transmedia storytelling concept as a supporting material for cross-study program collaboration. Researchers analysed using three stages of transmedia storytelling, namely Canon, Apocrypha, and Fanon, so that they could identify the final work based on the level of its development. The results of this study are expected to be an offer in designing collaborative final student projects.
PRODUKSI MEDIA PROMOSI DIGITAL UNTUK UMKM MELALUI PUSAT PENGEMBANGAN SUMBERDAYA WANITA (PPSW) Yakob, Freddy; Srimayasandy, Syahyuni; Adryans, Adryans; Cempaka, Putri Surya
Jurnal Pengabdian Kepada Masyarakat Vol. 2 No. 2 (2023): Januari
Publisher : Pusat Penelitian dan Pengabdian Kepada Masyarakat Politeknik Negeri Media Kreatif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46961/jpk.v2i2.654

Abstract

Dalam rangka meningkatkan branding produk pelaku usaha mikro khususnya wanita, Pusat Pengembangan Sumberdaya Wanita (PPSW) melalui Koperasi Pengembangan Sumberdaya Wanita (KPSW) mewadahi para wanita agar tetap produktif sebagai pendukung dalam kegiatan ekonomi keluarga. Pelaku usaha wanita ini didominasi ibu rumah tangga yang masih awam terhadap branding dan media digital. Oleh karena itu pengabdian masyarakat ini bertujuan agar dapat memberikan pemahaman dan praktik terkait produksi media promosi dan media digital. Metode dilakukan dengan pelatihan berkelanjutan mulai dari pra produksi, produksi, dan pasca produksi kepada 10 KPSW pilihan. Pada pra produksi akan diajarkan terkait proses perencanaan konten dan teknik dasar pengambilan gambar. Lalu produksi dilakukan pada masing-masing lokasi KPSW dengan mentor dari pengabdi. Setelah itu pada pasca produksi dilakukan pembelajaran terkait editing dasar.  Selanjutnya melakukan publikasi hasilnya pada media digital. Luaran yang dihasilkan dari pengabdian ini adalah video untuk disebarkan melalui media digital. Pengabdian ini dapat memberikan konsep dasar bagi PPSW agar dapat memberikan pembelajaran kepada pelaku usaha pada KPSW lain. Dampak yang diharapkan adanya pengembangan produktifitas pelaku usaha mikro, khusus para wanita agar tetap berkontribusi dalam peningkatan ekonomi.
E-CATALOGUE SEBAGAI BASIS DATA DAN MEDIA PROMOSI BUKU KARYA MAHASISWA PRODI PENERBITAN Akmalia, Nurul; Suratni, Suratni; Yuliana, Refi; Cempaka, Putri Surya; Yakob, Freddy
Jurnal Ilmiah Publipreneur Vol. 11 No. 1 (2023): Jurnal Ilmiah Publipreneur
Publisher : Politeknik Negeri Media Kreatif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46961/jip.v11i1.677

Abstract

Publishing is one of the creative industry sub-sectors that continues to grow in Indonesia. This research was carried out as a form of implementing digital publishing knowledge and digital marketing communication knowledge in the Publishing Study Program at Polimedia. The purpose of this research is to explain the creation of a digital catalogue that functions as an archive or database of the works of Publishing Study Program students, and as a promotional medium to a wider audience, as well as a capital for future entrepreneurial practices. The method used is qualitative-descriptive research with data collection techniques through literature/document studies, observation, and interviews. In practice, the research team carried out four stages of work, namely: (1) planning the concept of a website and digital catalogue, (2) compiling data and creating a manual catalogue, (3) compiling website content and website design, and (4) data integration (catalogue) to the website. The results obtained from this applied research are the establishment of a website http://katalog-bukupolimedia.my.id as a digital catalog of works by the Publishing Study Program students at Polimedia.
Love is blurb: Reality TVs as local tourism marketing intermediaries Cempaka, Putri Surya
Priviet Social Sciences Journal Vol. 5 No. 6 (2025): June 2025
Publisher : Privietlab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55942/pssj.v5i6.421

Abstract

Reality TV programs attract viewers from various backgrounds and age groups. Several previous studies have stated that reality TV shows can change viewers’ lifestyles. In addition, reality TV shows can provide a platform for the existence and branding of public figures. Reality TV programs can be subjectively evaluated and can have both positive and negative effects. However, to objectively assess the existence of reality TV programs, it is necessary to examine whether reality TV shows can be beneficial for the audience or the economic condition of a country. The proliferation of reality TV programs on Netflix's Video on Demand services, such as Love is Blind, The Ultimatum, and Single’s Inferno, indicates that success is generated from the production of these programs. One hypothesis is that the format of reality TV programs emphasizes certain tourist destinations. Thus, reality TV programs can be utilized as mediums or intermediaries for promoting and marketing tourism in specific regions or countries.
Video data analysis of online live shopping streamers on Shopee Pathia, Laelatul; Cempaka, Putri Surya; Yakob, Freddy
Priviet Social Sciences Journal Vol. 5 No. 11 (2025): November 2025
Publisher : Privietlab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55942/pssj.v5i11.794

Abstract

This research aims to identify and formulate aspects that influence buyer decisions and the behavioral impulses that emerge from consumers when streamers conduct live shopping on the Shopee marketplace. This study aims to determine the close relationship between streamers and their viewers, thus influencing increased sales. In Indonesia, sales activities through marketplaces have experienced a significant increase, with a variety of available applications and features. Therefore, a method is needed that is not only informative, but also visually appealing, emotionally, communicative, and has an impact on improving the community's economy. This study aims to develop verbal and nonverbal methods for streamers during live shopping. This is an effective solution for identifying patterns that influence buyer decisions. This research method uses Video Data Analysis (VDA) and visual studies, namely methods that focus on what is depicted in visual data. Visual data are used to depict, describe, or analyze social phenomena through Visual Studies, Multimodal Interaction Analysis, Ethnography, and Experimental Behavioral Studies.  Researchers will focus on the situational dynamics and behaviors of video and visual streamers during live shopping for various products, including fashion, food, household items, and electronics. The expected outcome of this research is a concept of verbal and nonverbal communication in live shopping that is relevant to all types of marketplaces.