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Design Analysis of Mountoya Bottled Water Elin Herlina
Balong International Journal of Design Vol 2, No 2 (2019)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/balong.v2i2.2420

Abstract

Bottled drinking water products are exclusive goods because those who consume are usually important guests from abroad. In the early 1970s, bottled drinking water had not yet existed in Indonesia. In the 1970s if there were imported products, tourists at that time only wanted to consume bottled water because they didn't match the boiled drinking water. PT. Toyamilindo Cirebon is a company engaged in the bottled drinking water industry which has a packaging brand with the Mountoya brand. Mountoya bottled mineral water packaging that is produced now, no longer uses plastic labels as a product identifier. Mountoya does not use a plastic label replaced with embossed writing on the bottle. This plain bottle is a concern that attracts consumers. This research wants to know the packaging design that is in the Mountoya bottle. In addition, the visual appeal and practical appeal in Mountoya bottle packaging is also a special attraction. The results of this study are the design of Mountoya bottle packaging in the product description is quite complete, the product description in the use of the type of plastic used is suitable for food and can be recycled. In addition there are halal information, Indonesian national standards and other full product information.
Reconstruction Material Sumping Accesories with Customization Design (Joni Permana Artwork) Rika Nugraha; Elin Herlina
Balong International Journal of Design Vol 1, No 1 (2018)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/balong.v1i1.1199

Abstract

Sumping is a type of jewelry worn on the ears. It is usually carved in the shape resemble with wings of a bird or swirls strands of leaves. Way of wearing sumping is tucking the earlobe on the curved hole sumping. It is found in Indonesia, especifically in Javanese culture and traditional dress, worn as attributes on Thailand clothing dancers. Sumping is one of the attributes of the completeness of the clothing dance like Java serimpi dance and puppet people. Works of art in the form of Sumping has been reconstructed by Joni Permana as costum art designer, Sumping which is now no longer used as the complement of traditional dance, through display design costumized Sumping has a point of interest in any performance. The reconstruction is done by not changing the form as well as its usefulness, but sumping effort of reconstruction is done so that the use of sumping maintained through a culture of innovation. Sumping has high cultural value as cultural products as well as aesthetic value in its works so that cultural heritage still has continuous existence.Keywords—.  Reconstruction, Sumping, Customization
IMPLEMENTATION OF AUGMENTED REALITY IN KUNINGAN DISTRICT TOURISM BROCHURE USING SURF ALGORITHM (SPEEDED-UP ROBUST FEATURES) Nadya Syifa Nurhadiyah; Tito Sugiarto; Nunu Nuhraga; Elin Herlina
Balong International Journal of Design Vol 1, No 1 (2019)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/balong.v1i1.3547

Abstract

AbstractThe Youth Sports and Tourism Department (DISPORAPAR) is an institution that provides information in a variety of fields, including Youth, Sport, Tourism Destination, Institutional and Partnership, and Marketing. In the field of marketing, the promotion of tourist attraction that has been carried out by DISPORAPAR Kuningan Regency is by using brochure media and Instagram social media, where using the media is less than optimal visualization. This study aims to build an android based application that can provide information about tourist attractions in Kuningan Regency. In this application, it will display 3D objects and videos of each tourist attraction. In making this application the technology used is Augmented Reality using the Marker Based Tracking method which is a method in Augmented Reality that requires markers as markers, these markers usually feature black edges and white backgrounds. The Speeded-Up Robust Features (SURF) algorithm is used to detect local features of an image and to design a system using the Unified Modeling Language (UML). The final result of this research is an Augmented Reality application that displays information in the form of 3D objects and interactive tourist attraction videos. It is hoped that this application can help DISPORAPAR in socialization activities and make it easier for people to get information about tourist attractions in Kuningan Regency. Keywords : The Kuningan District Sports and Tourism Department (DISPORAPAR), Travel Attractions, Augmented Reality, Based Tracking Marker, Speeded-Up Robust Features (SURF).
STRATEGI KOMUNIKASI PEMASARAN PT.TOYAMILINDO (Studi Kasus Tentang Komunikasi Pemasaran Melalui Instagram di PT.Toyamilindo Cirebon) Elin Herlina
JURNAL SIGNAL Vol 7, No 1 (2019): JURNAL SIGNAL
Publisher : Universitas Swadaya Gunung Djati

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (313.485 KB) | DOI: 10.33603/signal.v7i1.1913

Abstract

ABSTRAKPenelitian ini bertujuan untuk mengetahui bentuk promosi, instagram sebagai media promosi, serta hambatan dalam melakukan pemasaran di instagram.  Penelitian tentang strategi komunikasi pemasaran melalui instagram PT.Toyamilindo menggunakan metode penelitian kualitatif dengan pendekatan studi kasus yang mendeskripsikan secara jelas dan terperinci, serta mendapatkan data yang mendalam dari kasus yang diteliti dengan cara wawancara, observasi dan studi dokumentasi. Penelitian ini menggunakan Teori Interaksi Simbolik dan Teori Social Contructions of Technology. Hasil penelitian dari strategi komunikasi pemasaran melalui instagram PT.Toyamilindo ditemukan bentuk promosi berupa periklanan, penjualan perorangan, sponsorship, dari mulut ke mulut, give away, dan publikasi pemasaran. Instagram sebagai media promosi adalah Hastag #, foto keseharian, aplikasi pemesanan. Hambatan dalam memasarkan di instagram adalah followers bertambah dengan alami, membuat materi atau konten foto, pengambilan foto. Kata Kunci: Komunikasi Pemasaran, Media Sosial, Instagram ABSTRACT This study aims to determine the form of promotion, Instagram as a media campaign, as well as obstacles in marketing on Instagram. The research on marketing communication strategy through PT. Toyamilindo Instagram uses qualitative research method with case study approach which describes clearly and detailed and gets deep data from case studied by interview, observation and documentation study. The research use Interaksi Simbolik theory dan Social Constructions of Technology theory. The results of the marketing communication strategy through Instagram PT. Toyamilindo found promotion form of advertising, individual sales, sponsorship, word of mouth, give away, and marketing publications. Instagram as a media campaign is Hashtag #, daily photos, reservations applications. Obstacles in marketing on Instagram is followers grows naturally, making material or photo content, taking photos. Keywords: Marketing Communications, Media Social, Instagram
VISUALISASI GREEN CAMPUS UNIVERSITAS KUNINGAN DALAM PANORAMA FOTOGRAFI PANOSPHERE Sigit Setya Kusuma; Elin Herlina
JURNAL SIGNAL Vol 9, No 2 (2021): JURNAL SIGNAL
Publisher : Universitas Swadaya Gunung Djati

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1298.894 KB) | DOI: 10.33603/signal.v9i2.5379

Abstract

Penelitian sekaligus penciptaan yang dibuat adalah Visualisasi Green Campus Universitas Kuningan dalam Fotografi Panosphere. Penelitian ini mempunyai tujuan yaitu menciptakan visualisasi Green Campus panorama yang menarik dengan gaya panosphere dan mengenalkan gaya fotografi panosphere pada masyarakat umum dan seluruh mahasiswa Universitas Kuningan pencinta seni fotografi. Metode yang digunakan dalam penelitian ini adalah kualitatif deskriptif. Pada penciptaan karya fotografi, penulis melakukan observasi dengan menyusun bahasan penelitian. Pengumpulan dilakukan dengan berbagai metode seperti: eskplorasi, observasi, pemilihan objek, dan studi pustaka. Sebelum proses eksekusi karya, perlu memilih objek kampus menjadi pertimbangan penting dalam fotografi panosphere. Karena Universitas Kuningan memiliki point dalam visual keindahan untuk dijadikan objek dalam panosphere sehingga menampilkan pemandangan kampus yang berbeda. Objek dalam penelitian ini adalah Universitas Kuningan. Hasil dari penelitian tersebut berupa karya fotografi yang menjadi proses pengetahuan tentang proses kreatif membuat sebuah karya fotografi seni. Pembentukan karya foto yang sudah diseleksi atau dipilih selanjutnya melakukan teknik stitching dengan menggunakan Adobe Photoshop. Pengolahan yang dilakukanya itu merangkai semua foto yang sudah di bidik menajdi satu bentuk bulatan dengan satu kesatuan, pengolahan selanjutnya sebatas mengolah perubahan level, brigthnes, cropping dan selective color. Selain matang secara konsep, dapat memiliki pengalaman seni tentang fotografi. Ketertarikannya dengan pilihan objek visualisasi Green Campus yaitu menjadi sebuah tantangan tersendiri bagaimana visualisasi tersebut bisa menampilkan suasana yang sesuai dengan tema tersebut.Kata Kunci: Visualisasi, Green Campus, Panorama, Fotografi Panosphere
PERANCANGAN BRAND IDENTITY MUSEUM GEDUNG PERUNDINGAN LINGGARJATI Elin Herlina; Mochamad Gani Aprilia Pratama; Rika Nugraha
JURNAL SIGNAL Vol 10, No 2 (2022): JURNAL SIGNAL
Publisher : Universitas Swadaya Gunung Djati

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33603/signal.v10i2.7499

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Museum gedung perundingan linggarjati merupakan salah satu museum bersejarah yang dikelola oleh Dinas Pendidikan dan Kebudayaan, Upaya museum untuk mengembangkan identitas visual sudah baik secara media cetak maupun media visual, namun perkembangan tersebut belum sepenuhnya mendapatkan image atau branding yang tepat, ditambah perkembangan internet dan sosial media yang semakin pesat dapat menjadi hal yang penting untuk mengembangkan brand image ditinjau dalam ranah desain komunikasi visual. Perancangan ini bertujuan untuk membuat identitas visual dan sosial media museum agar masyarakat bisa mengetahui sejarah dan keunikan museum. Untuk menghasilkan sebuah identitas visual yang menarik dan representatif maka dilakukan pengumpulan data secara kualitatif dengan mengumpulkan data tentang museum, mengikuti perkembangan trend visual, melakukan analisa promosi sebelumnya dan observasi. Perancangan identitas visual Museum Gedung Perundingan Linggarjati meliputi logo, tipografi, warna, dan elemen gambar yang diturunkan kedalam media-media yang digunakan.Kata Kunci: Museum Gedung Perundingan Linggarjati, Identitas Visual, Sosial Media
Pelatihan Branding Produk untuk Usaha Mikro Kecil Menengah (UMKM) Di Desa Nangka Kecamatan Kadugede Elin Herlina; Azhar Natsir Ahdiyat; Tri Septiar Syamfithriani
Journal of Innovation and Sustainable Empowerment Vol. 1 No. 2 (2022)
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (237.727 KB) | DOI: 10.25134/jise.v1i2.22

Abstract

Branding merupakan hal penting dalam menjalankan bisnis. Branding juga bisa dilakukan oleh Usaha Mikro dan Menengah (UMKM). Sebagain besar UMKM masih belum memahami arti penting dari branding. Berdasarkan hal tersebut, kegiatan pengabdian kepada masyarakat ini dilakukan bertujuan untuk memberikan pemahaman dan pentinngnya branding serta stratetgi pemsaran yang dilakukan di media sosial. Mitra Kegiatan ini adalah para pelaku UMKM di Desa Nangka Kecamatan Kadugede Kabupaten Kuningan. Metode pelaksananannya adalah sosialisasi, workshop dan evaluasi. Kagiatan ini verlangsung dengan baik dan didukung oleh pemerintahan Desa Nangka. Hasil evaluasi menunjukkan bahwa branding dan strategi promosi mampu menarik perhatian konsumen serta bisa meningkatkan penjulan produk.
PELATIHAN PEMBUATAN MEDIA PEMBELAJARAN BERBASIS MULTIMEDIA INTERAKTIF DI SMP NEGERI 1 NUSAHERANG yanto, yul; Jerry Dounald Rahajaan; Elin Herlina
Jurnal Pengabdian Rekayasa Sistem Vol 3 No 1 (2025): Edisi 5
Publisher : Universitas Teknologi Sumbawa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36761/jpres.v3i1.5327

Abstract

Program PKM ini bertujuan untuk meningkatkan keterampilan guru dalam merancang dan mengembangkan media pembelajaran berbasis multimedia interaktif, Metode yang digunakan adalah metode deskriptif, yang meliputi sosialisasi, ceramah, latihan, dan pendampingan, serta evaluasi. Program ini dilaksanakan dalam 2 kali pertemuan, dimulai dengan penyajian materi dan dilanjutkan dengan pembuatan media serta evaluasi melalui presentasi dan pengisian angket. Program ini memberikan kesempatan bagi pengajar untuk meningkatkan teknik pembelajaran sehingga menghasilkan hasil yang optimal. Hal yang sama berlaku untuk peserta didik, dengan multimedia diharapkan mereka dapat dengan mudah menyerap informasi secara efisien dan cepat. Sumber informasi tidak terbatas pada teks dari buku, melainkan mencakup informasi yang lebih luas. Kemajuan teknologi multimedia akan semakin memudahkan peserta didik dalam memperoleh pengetahuan. Dengan pelatihan ini, guru diharapkan dapat mengaplikasikan teori dan konsep tentang kemampuan penggunaan media pembelajaran berbasis multimedia interaktif
MENINGKATKAN KETERAMPILAN BERBICARA BAHASA INGGRIS DENGAN MENGGUNAKAN MODEL PROBLEM BASED LEARNING TERHADAP ANALYTICAL EXPOSTION TEKS Elin Herlina
JGuruku: Jurnal Penelitian Guru Vol 1 No 2 (2023)
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

MENINGKATKAN KETERAMPILAN BERBICARA BAHASA INGGRIS DENGAN MENGGUNAKAN MODEL PROBLEM BASED LEARNING TERHADAP ANALYTICAL EXPOSTION TEKS Elin Herlina Sekolah Menengah Kejuluan Negeri 1 Cilimus, Kuningan-Jawa Barat Elin_herliana@belajar.id ABSTRAK Penelitian ini bertujuan untuk meningkatkan kemampuan mengalikan bilangan cacah siswa kelas II B SDN 1 Winduhaji dengan menggunakan media benda konkret. Penelitian tindakan kelas dilaksanakan selama dua siklus dengan melibatkan 20 siswa. Pada siklus pertama, media benda konkret berupa kelereng diterapkan, dan pada siklus kedua diganti dengan permen. Hasil penelitian menunjukkan peningkatan signifikan dalam ketuntasan siswa, dengan persentase meningkat dari 65% pada siklus pertama menjadi 85% pada siklus kedua. Rata-rata nilai siswa mengalami kenaikan dari 78 menjadi 78,5. Intervensi ini berhasil meningkatkan pemahaman siswa terhadap perkalian bilangan cacah. Kata kunci: Matematika, bilangan cacah, perkalian, media benda konkret, penelitian tindakan kelas, siswa kelas II SD. IMPROVING ENGLISH SPEAKING SKILLS BY USING PROBLEM BASED LEARNING MODELS ON ANALYTICAL EXPOSTION OF TEXT ABSTRACT This research aims to improve the ability to multiply whole numbers of class II B students at SDN 1 Winduhaji using concrete objects as media. Classroom action research was carried out over two cycles involving 20 students. In the first cycle, concrete objects in the form of marbles were used, and in the second cycle they were replaced with candy. The results showed a significant increase in student completion, with the percentage increasing from 65% in the first cycle to 85% in the second cycle. The average student score increased from 78 to 78.5. This intervention succeeded in increasing students' understanding of multiplication of whole numbers. Keywords: Mathematics, whole numbers, multiplication, concrete object media, classroom action research, second grade elementary school students.
Implementation of Early Childhood Discipline Character Education at Ra Al Amin Jakarta Elin Herlina; Hapsa Kamaruddin
Qoumun: Jurnal Pengabdian Masyarakat Vol 1 No 1 (2025): Qoumun: Journal of Social and Humanities
Publisher : Cv. Kayaswara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65097/qoumun.v1i1.2

Abstract

This study aims to determine the implementation of disciplinary character education in early childhood at RA Al Amin Jakarta, and to identify its influence on children's character development. Disciplinary character education in early childhood is one of the important aspects in forming positive behavior that can support children's development both in the family and school environment. The research method used is qualitative descriptive research with a case study approach. Data were collected through observation, interviews with teachers, principals, and parents, as well as document analysis related to the implementation of character education in schools. The results of the study indicate that the implementation of disciplinary character education at RA Al Amin Jakarta has been running well through various activities that support disciplinary values, such as the formation of punctual habits, arranging daily routines, and strengthening discipline in various activities. Teachers also play an active role in instilling discipline through role models and consistent approaches. Children show positive behavioral changes, such as increased discipline in following existing schedules and rules. The implication of this study is the importance of the role of schools and parents in supporting disciplinary character education to form children who have structured and independent behavior. The application of the results of this study can be used as a guideline for other early childhood education institutions in implementing disciplined character education effectively and in a planned manner, as well as a reference for improving collaboration between schools and parents in educating children.