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Analisa Pengembangan Karakter Musa Dalam Film Battle of Surabaya Bayu Setiawan; Pungky Febi Arifianto; Fransisca Sherly Taju
DESKOVI : Art and Design Journal Vol. 6 No. 2 (2023): DESEMBER 2023
Publisher : Universitas Maarif Hasyim Latif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51804/deskovi.v6i2.15839

Abstract

Battle of Surabaya menyajikan tema perjuangan rakyat Surabaya dalam peristiwa peperangan 10 November 1945 antara Indonesia melawan Inggris dan sekutu. Film ini menceritakan tentang Musa yang dipercayakan tugas untuk mengirim surat dari pejuang Surabaya. Peneliti melakukan penelitian berbasis studi kasus untuk mendalaminya pengembangan karakter Musa. Penelitian ini bertujuan untuk menelaah secara dalam tokoh fiksi yang dihadirkan dalam film bertemakan sejarah yang sebenarnya. Karakter Musa, seorang anak laki-laki berusia 10-12 tahun, sesuai dengan latar waktu cerita yang berlangsung selama perang kemerdekaan di Surabaya. Perjalanan karakter Musa mencerminkan konflik yang kompleks yang membentuk dirinya menjadi sosok yang kuat dan penuh keberanian. Dibalik kompleks konflik yang dihadapi untuk menyelesaikan misinya, musa malah kehilangan segalanya. Kontras inilah yang menggambarkan perkembangan karakter Musa menjadi individu yang tangguh dan pemberani saat cerita mencapai puncaknya. Karakter Musa dalam film ini menciptakan kepribadian yang manusiawi dan mampu merangkai cerita dengan baik, meskipun masih menyisakan potensi pengembangan lebih lanjut untuk mendalami sisi-sisi kepribadiannya yang belum terungkap secara mendalam
Perancangan Video Explainer Trans Jatim Menggunakan Power Point Stevan Deyo Febrian; Bayu Setiawan
Student Research Journal Vol. 1 No. 6 (2023): Desember : Student Research Journal
Publisher : Sekolah Tinggi Ilmu Administrasi (STIA) Yappi Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/srjyappi.v1i6.821

Abstract

This research aims to develop an explanatory video discussing the Trans Jawa Timur transportation system using Power Point software. The design approach includes combining visual, text and animation elements in Power Point to convey clear and interesting information about the East Java Trans. The author hopes that this explanatory video can be an effective communication tool to present and understand to the public the advantages and benefits of the Trans Jatim transportation system. It is hoped that the results of this research will provide guidelines for developing interactive and informative PowerPoint presentations for similar projects in the future.
Sistem Rekomendasi Linimasa Facebook Berdasarkan Topik Kesukaan Pengguna Menggunakan Metode Content-Based Filtering & Term Frequency-Inverse Document Frequency Bayu Setiawan; Bagus Satrio Wicaksono; Muhammad Hilmy Aziz; Anggraini Puspita Sari
MISTER: Journal of Multidisciplinary Inquiry in Science, Technology and Educational Research Vol. 1 No. 3c (2024): JULI (Tambahan)
Publisher : UNIVERSITAS SERAMBI MEKKAH

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/mister.v1i3c.2004

Abstract

This research aims to identify Facebook timeline recommendation systems based on user habits using Content-Based Filtering (CBF) and Term Frequency-Inverse Document Frequency (TF-IDF) methods. By utilizing historical user activity data, this system will customize content recommendations for individual users. The CBF method is used to compare the similarity of the content to be recommended with the user's habits, while TF-IDF is used to evaluate various keywords in the content. The results of this study show that the combination of CBF and TF-IDF methods can improve the accuracy of recommendation in Facebook timeline, resulting in a more convenient and relevant user experience.
Perancangan Poster Edukasi Sebagai Upaya Peningkatan Wawasan Tanaman Pada Wisata Agro Lembah Kecubung Yassinta Fitria; Bayu Setiawan
Kegiatan Positif : Jurnal Hasil Karya Pengabdian Masyarakat Vol. 1 No. 4 (2023): Desember : Kegiatan Positif : Jurnal Hasil Karya Pengabdian Masyarakat
Publisher : Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/kegiatanpositif.v1i4.490

Abstract

The abundance of diverse and beautiful natural resources in a region is an invaluable wealth. Likewise with the PKKM MBKM Village Development program in Penanggungan Village, Trawas, Mojokerto. Apart from being designed to improve the implementation of the Independent Learning program in building a village, the main aim is to hone students' abilities in identifying, developing and empowering the potential of the village. One of them is the Agro Tourism Valley Kecubung which has just opened and requires strong branding to improve the image of the tourist attraction. So Village Development program students helped in the design efforts. One of which is designing educational posters
Penguatan Brand UMKM “Istana Buah” Di Desa Trawas, Kabupaten Mojokerto Aditya Rahman Yani; Bayu Setiawan; Yudha Delonix Renzina; Aileena Solicitor Costa Rica El Chidtian
Jurnal Abdimas Indonesia Vol. 5 No. 3 (2025)
Publisher : Perkumpulan Dosen Muslim Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34697/jai.v5i3.1640

Abstract

Usaha Kecil Menengah (UKM) di bidang keripik buah merupakan sektor bisnis yang menjanjikan. Pertumbuhan bisnis ini terlihat dari meningkatnya minat konsumen terhadap produk alami dan kesehatan. Peluang ekspansi pasar juga terbuka lebar, karena keripik buah memiliki daya tarik tidak hanya di tingkat lokal, tetapi juga di tingkat internasional. Namun, masih ada kendala pada aspek citra merek yang dapat mempengaruhi kelangsungan dan perkembangannya. Hal ini dialami oleh UKM "Istana Buah" dimana hasil kuesioner menyatakan bahwa sebanyak 87% responden mengatakan tidak mengenal merek "Istana Buah". Artikel ini membahas tentang bagaimana melakukan pembinaan kepada UKM "Istana Buah", agar memiliki pemahaman dan kemampuan dalam membangun merek yang lebih menarik dan mencerminkan ciri khas UKM. Tahapan yang dilakukan adalah, pertama, pengumpulan data terkait UKM "Istana Buah" untuk mengetahui potensi dan ciri khas merek. Kedua, analisis data dan perumusan konsep merek. Ketiga, presentasi dan diskusi dengan pihak UKM "Istana Buah". Keempat, implementasi konsep merek yang telah disetujui. Dengan program ini, kami berharap UKM "Istana Buah" dapat berkembang lebih maju dan mampu memanfaatkan potensi daerahnya secara optimal agar dapat meningkatkan kesejahteraan mereka.
Implementasi Dashboard Multi-Role pada Sistem Afiliasi dan Marketplace Berbasis Web PT. BIZHUB DIGITAL INDONESIA Bayu Setiawan; Rajawali Shaktika Anugrah Prasetya; Andra Husnul Azmi; Hazna At Thooriqoh
Jejak digital: Jurnal Ilmiah Multidisiplin Vol. 2 No. 4 (2026): JUNI-JULI
Publisher : INDO PUBLISHING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63822/jx1t2766

Abstract

Digital marketing encourages companies to adopt systems capable of managing transactions, affiliate partners, commissions, and performance reports within a single integrated platform. Previously, PT Bizhub Digital Indonesia relied on third-party platforms to operate its affiliate marketing activities. This condition limited the company's flexibility in managing workflows, monitoring affiliate performance, and independently handling commission disbursements. This study aims to implement a multi-role dashboard within a web-based affiliate and marketplace system. The system was designed to accommodate three primary user roles: Admin, Member/Affiliator, and Customer. The research methodology consisted of requirements analysis, system design using use case diagrams, activity diagrams, and sequence diagrams, web-based interface implementation, and functional testing through the black-box testing method. The implementation results demonstrate that the multi-role dashboard effectively separates system functionalities according to user access privileges. Administrators are able to manage products, categories, transactions, affiliate data, ratings, and commission withdrawals. Members/Affiliators can generate affiliate links, monitor referral transactions, track commission balances, and submit withdrawal requests. Customers can browse product catalogs, complete purchases, view order histories, manage profiles, and provide product ratings. The testing results indicate that all major system features functioned according to the predefined test scenarios. Therefore, the implemented multi-role dashboard supports the management of affiliate and marketplace systems in a more structured, transparent, and operationally efficient manner, while meeting the specific business requirements of the company.
Application of the Customer Path 5A Model in Designing Social Media Promotional Content for Gondang Outbound Educational Tourism (WEGO) in Lamongan Fatih Anang Arisyadi; Bayu Setiawan; Aris Sutejo
Ekspresi Seni : Jurnal Ilmu Pengetahuan dan Karya Seni Vol 28, No 1 (2026): Ekspresi Seni : Jurnal Ilmu Pengetahuan dan Karya Seni
Publisher : LPPM Institut Seni Indonesia Padangpanjang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26887/ekspresi.v28i1.5046

Abstract

Media sosial menjadi sarana penting bagi destinasi wisata untuk menyampaikan informasi, membangun daya tarik, dan mendorong keterlibatan audiens. Penelitian ini bertujuan merancang konten promosi media sosial Wisata Edukasi Gondang Outbound (WEGO) Lamongan menggunakan model Customer Path 5A yang meliputi aware, appeal, ask, act, dan advocate. Penelitian menggunakan metode perancangan dengan pendekatan deskriptif kualitatif. Data diperoleh melalui observasi terhadap kondisi destinasi dan akun Instagram WEGO, dokumentasi, serta kuesioner kepada 44 responden. Data dianalisis secara deskriptif sebagai dasar untuk merumuskan strategi komunikasi dan konsep visual pada setiap tahap Customer Path 5A. Perancangan menghasilkan konten pengenalan destinasi dan penerapan identitas visual pada tahap aware, konten berbasis visual storytelling pada tahap appeal, konten informasi fasilitas dan layanan pada tahap ask, konten dengan call to action dan informasi reservasi pada tahap act, serta konten kolaborasi dan templat user-generated content pada tahap advocate. Konsistensi warna, tipografi, tata letak, dan gaya visual diterapkan untuk membangun keterpaduan antarkonten. Hasil perancangan menunjukkan bahwa Customer Path 5A dapat digunakan sebagai kerangka sistematis dalam menyusun fungsi komunikasi dan luaran visual promosi media sosial wisata edukasi, mulai dari tahap pengenalan hingga rekomendasi
Application of Segmentation, Targeting, Positioning, and Differentiation in CV Slimeday Indonesia’s Slime Advertisements as a Sensory Play Medium for Children Aged 5-6 Years Devina Putri Sholikhah; Bayu Setiawan; Aryo Bayu Wibisono
Golden Ratio of Data in Summary Vol. 6 No. 3 (2026): May - July
Publisher : Manunggal Halim Jaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52970/grdis.v6i3.2222

Abstract

This paper aims to examine the stages involved in developing an advertising strategy for sensory play-based children's toys produced by CV Slimeday Indonesia. Slime, as the company's flagship product, is considered an effective medium for supporting children's motor development, particularly during the golden age of early childhood. The advertisement is designed to communicate the educational benefits of sensory play in a manner that is clear, engaging, and easily understood by consumers. The development process employs the STPD (Segmentation, Targeting, Positioning, and Differentiation) framework to create a targeted and effective promotional strategy. This approach facilitates the analysis of digital marketing strategies by considering demographic, psychographic, geographic, and behavioral consumer characteristics, enabling the identification of appropriate target markets and the articulation of the product's unique selling proposition (USP). As a result, the strategy produces well-directed and effective short-form video advertisements for digital platforms, including TikTok, Instagram, and e-commerce video channels.
Perancangan Logo Paguyuban Kinanthi Macapat Sidoarjo Anindya Laksmi Larasati; Sri Wulandari; Bayu Setiawan
VISA: Journal of Vision and Ideas Vol. 6 No. 1 (2026): Journal of Vision and Ideas (VISA)
Publisher : IAI Nasional Laa Roiba Bogor

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

Abstract

The Kinanthi Macapat Sidoarjo Community is a community or group that focuses on the preservation and development of the art of macapat songs, which is a form of traditional Javanese poetry. In addition, this community also strives to reach the wider community to increasingly recognize and appreciate this macapat cultural heritage. With various efforts made, Kinanthi Macapat Sidoarjo is committed to maintaining and developing this very valuable cultural heritage, so that it remains alive and known to future generations, Kinanthi Macapat Sidoarjo really needs help in creating attractive and effective branding media, one of which is creating a logo for the Kinanthi Macapat Sidoarjo Community itself. In this design, a mixed method methodology will be used in collecting data that will be used, which will use qualitative and quantitative methods. In this design, the qualitative method can be applied through interviews, observations and literature studies. While the quantitative method is used through questionnaires. To obtain in-depth information about how teenagers view macapat songs.
Character Design for Sadewa Krama Cinta Sejati Webcomic Restifar Amalia Istiqomah; Restu Ismoyo Aji; Bayu Setiawan
Texture : Art And Culture Journal Vol. 8 No. 2 (2025)
Publisher : Fakultas Seni Rupa dan Desain, Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/texture.v8i2.6524

Abstract

This article discusses the design of the main characters of the webcomic Sadewa Krama: Cinta Sejati published on the LINE Webtoon Kanvas platform. This design aims to increase the awareness of individuals aged 16-24 years old towards wayang culture. Wayang is an Indonesian culture that must be preserved. However, as time goes by, the art of wayang has experienced a process of decline due to development of the era. This is due to the language element of the puppet performance which uses the Regional Language (Javanese) and the performance time is at night. Through descriptive qualitative research methods (interviews, observations, and questionnaires) to collect and analyze data as visual concepts. It was revealed that respondents from the questionnaire tended to prefer staying up late to play gadgets. The phenomenon of the development of this era requires wayang to adapt. Hence, there is a need to transfer of mediums to adapt one medium to another. In accordance with this, the right media to communicate the story is a webcomic that can also be accessed through gadgets. Not stopping there, a story that has relevance to the problems of today's teenagers is needed. Problems that they face, for example, the formation of behavior and the search for compatibility with themselves and the environment. Lakon carangan Sadewa Krama is considered to have relevance to these problems. The character design in the webcomic is realized by adapting wayang kulit characters, combined with wayang wong, then represented in a semi-realist/semi-cartoon drawing style.