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Pengetahuan Dan Kekuasaan Tentang Wacana Medis Dalam “Skin Wiki” oleh Klinik Kecantikan Erha Arif Zuhdi Winarto
ALAMTARA: Jurnal Komunikasi dan Penyiaran Islam Vol 6 No 1 (2022): Alamtara: Jurnal Komunikasi dan Penyiaran Islam
Publisher : Program Studi Komunikasi dan Penyiaran Islam (KPI) Institut Agama Islam Tarbiyatut Tholabah (IAI TABAH)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58518/alamtara.v6i1.938

Abstract

Michel Foucault sparked the thought of the reciprocal relationship between Power and Knowledge (Foucault 1982b). The administration of power will continuously create knowledge entities, and vice versa the implementation of knowledge will cause the effect of power. Discourse of truth is formed and produced through a process and mechanisms of power. ERHA beauty clinic as one of the aesthetic franchise clinics spread across several regions in Indonesia that focuses on dealing with body appearance issues from hair to nails. This clinic has a different marketing strategy from its competitors, namely by producing medical discourse into a glossary catalog called SKIN WIKI. As Foucault thought about the birth of the clinic, in the Skin Wiki things related to the body are given a specific label in medical discourse so that what is unusual is considered a deviant and must be taken seriously in a personal, precise and specific way. It also implies that if the deviation is not handled professionally it will make the condition of that particular person even worse. This paper tries to explain that medical discourse in Skin Wiki by Erha clinic is an inseparable part of the process and mechanism of power to form a beauty image that can attract patients as the target market to come and seek treatment at the Erha beauty clinic. From the knowledge released by the Erha Clinic, Erha's beautiful construction is a personal beauty, free from any discourse of irregularities or discourses of abnormality.
Pengembangan Media Pembelajaran Mata Pelajaran Desain Grafis Percetakan Berbasis Web Pada Kelas XI SMK Negeri 4 Samarinda Arif Harjanto; Arif Zuhdi Winarto; Abi Romadon
Jurnal SIMADA (Sistem Informasi dan Manajemen Basis Data) Vol 6, No 1 (2023): Jurnal SIMADA (Sistem Informasi dan Manajemen Basis Data)
Publisher : Institut Informatika dan Bisnis Darmajaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30873/simada.v6i1.3603

Abstract

This study aims to provide an understanding of concepts and website learning in printing graphic design learning, along with the times, learning techniques and methods have shifted from traditional teacher-centered patterns to technology-based learning that places students as the main learner (student center). The type of research used is Research and Development (RnD), with the ADDIE development model (analysis, design, development, implementation, evaluation). The era of website-based andriod/desktop learning on the use of the internet as a learning motivator. Vocational high school graphic design teacher, Must be able to create and develop Android/mobile-based learning content in order to be able to attract students' interest during learning, because currently this is the media that students are most interested in and use in everyday life. Needs analysis techniques for making website-based media are software requirements (Windows 10 operating system, Google Sites, and CorelDrawX7), laptop hardware requirements (RAM4. AMD 8) Android hardware (minimum cellphone Helio P60, minimum RAM 1 GB). Data collection techniques with the method of observation, interviews, and questionnaires. The data analysis technique used is qualitative analysis and quantitative analysis. The research subjects involved were 3 media experts consisting of 3 Mulawarman University lecturers. The validators consisted of 1 material expert teacher for the subject of graphic design printing at SMK Negeri 4 Samarinda, and students of class XI DKV SMK Negeri Samarinda. While the object under study is the feasibility of website-based learning media for graphic design subjects, printing, sketching and illustration subject matter.The results of this study are 1)Learning Media Products for Web-Based Printing Graphic Design Subjects 2) The feasibility test can be seen from the results of the test questionnaire obtained by 3 media experts obtained an average value of109.67 which is included in the category of "Very Eligible" and material experts obtained an average value of 42 which is included in the "Decent" category. The conclusion is that this learning media is very feasible to use.
The Hyperreality of Fiction Idol on K-Pop Demon Hunters Animation through The Fandom's Fast-Paced Transmedia Storytelling Arif Zuhdi Winarto
Informasi Vol. 56 No. 1 (2026): Informasi
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/informasi.v56i1.88854

Abstract

This study examines how K-Pop Demon Hunters became a transmedia phenomenon through the rapid circulation of fan and creator responses across digital platforms. Using netnography, it analyzes six YouTube Shorts videos that circulated around the film shortly after its Netflix release, including parody, AI-generated realism, official choreography, behind-the-scenes content, cosplay, and vocal performance. The study finds that the film’s fictional idol groups were repeatedly re-staged as if they were real K-pop acts through a combination of participatory fan practices, studio-produced content, and independent creator labor. Drawing on Jenkins’s participatory culture and transmedia storytelling, Baudrillard’s hyperreality, and Virilio’s dromology, the analysis shows how speed, repetition, and visual realism helped blur the boundary between fiction and reality. Rather than functioning only as an animated film, K-Pop Demon Hunters evolved into a distributed media event in which audiences actively expanded the narrative across platforms. The study contributes to media and fandom studies by showing how fictional idols can gain cultural legitimacy through transmedia circulation, platform-based participation, and collective audience imagination.
DARI RUANG KLINIK KE LAYAR GAWAI: PENGAWASAN TUBUH DAN PERSONALISASI PERAWATAN KULIT DALAM APLIKASI EB Arif Zuhdi Winarto
Journal of Innovation Research and Knowledge Vol. 5 No. 8 (2026): Januari 2026
Publisher : Bajang Institute

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

Abstract

Penelitian ini mengkaji aplikasi EB sebagai platform klinik dermatologi berbasis digital dari merek klinik perawatan kecantikan di Indonesia. Melalui fitur dan layanan digital, aplikasi EB membentuk rezim baru dari pengawasan tubuh. Mulai dari integrasi fitur telekonsultasi, rekam medis digital, ensiklopedia medis digital, hingga program daur ulang kemasan. Berangkat dari kerangka tatapan medis Foucault dan konsep mesin kebiasaan Airoldi, studi ini menelaah bagaimana hubungan antara pasien, dokter dan institusi klinik telah mengalami pergeseran ketika tubuh, gejala, dan konsumsi perawatan dimediasi oleh antarmuka aplikasi digital, algoritma rekomendasi, serta infrastruktur data yang secara simultan terus menyedot data, mengklasifikasikan, dan mempersonalisasi informasi data pengguna. Menggunakan metode autoetnografi digital, penelitian ini merekam pengalaman peneliti sebagai pengguna aplikasi sekaligus mengamati secara kualitatif bagaimana fitur-fitur aplikasi EB tidak hanya memfasilitasi layanan kesehatan, tetapi juga menormalisasi bahasa medis, mengarahkan pilihan produk, dan mencetak kebiasaan digital tertentu terkait tubuh, kesehatan, dan kecantikan. Temuan menunjukkan bahwa penerapan EB beroperasi sebagai klinik digital yang memperluas logika klinis hingga ke ranah konsumsi sehari-hari dan praktik ekologis. Lebih jauh, ketika limbah kemasan produk juga berusaha dimasukkan ke dalam sistem klasifikasi, pencatatan, dan pemberian reward, artinya pengguna secara halus sedang berusaha dibentuk menjadi subjek yang sekaligus memperluas, dididik, dan transmisi melalui mekanisme insentif algoritmik.