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Augmented Reality as Potential Alternative Media for Paperless Advertising Pratikta Aditya Setiawan
Business Economic, Communication, and Social Sciences (BECOSS) Journal Vol. 2 No. 1 (2020): BECOSS
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/becossjournal.v2i1.6077

Abstract

Today we life in the era of technology and information. Technology has become an important tools in human daily need and being used in every field of works, including advertisement. With the rapid development of technology, information can be accessed easily in faster speed and in higher quantity. In advertising, information is one of the most important element, we want our advertisement to contain information about our products and delivered in a fastest pace as possible with enough attraction element in it, also we want our advertisement to reach as many people as possible. Ironically, in the era of technology, we still using papers in our advertisement like posters, brochures, booklets, and many other printed promotional tools. The high demand for papers gives negative impact for nature, not only for the trees and forest, but also for the ecosystem. The rapid development of technology has given us so many new alternatives media in advertising, one of them is augmented reality. Augmented reality have a lot of potential to use in many fields of works including advertising. This study attempts to give comparisons between conventional media and Augmented Reality in advertising. The interesting thing of this study is to learn the weakness and the strength of paper media and Augmented Reality in advertising, and to learn how technology can be used indirectly for preserving nature.
Game Developer Competition Between USA and China Ferric Limano; Pratikta Aditya Setiawan
Journal of Games, Game Art, and Gamification Vol. 4 No. 2 (2019): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v4i2.7462

Abstract

This study aims to obtain a comparison between two biggest economic Country, and see they focus on games industry global market. In this study researchers took the data from secondary data in global market game then analyzed data quantitatively and objectively by comparing data with USA & China video game market as the subject. The result of this study expected to be used as recommendation for game developers in choosing which platform to focus in designing their games by following patterns of subject reference that has been existed, in accordance with a model in design business criteria.