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FAKTOR-FAKTOR YANG MEMPENGARUHI KEPUTUSAN PEMBELIAN DI TOKO MM 46 WAY JEPARA LAMPUNG TIMUR Yanti, Dian Apri; Efendi, Nur; Djausal, Gita Paramita
Jurnal Kompetitif Bisnis Vol. 1 No. 1 (2023): Jurnal Kompetitif Bisnis
Publisher : Jurusan Administrasi Bisnis, FISIP, Universitas Lampung

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Abstract

The retail business is a business that is growing rapidly and shifting traditional markets. This opportunity provides an opportunity for those who want to open a retail business. This study aims to determine the factors that influence purchasing decisions at the MM 46 Way Jepara store. This type of research is exploratory research using a quantitative approach. The sampling technique uses an accidental sampling technique and uses a non-probability sample method with a total sample of 100 MM Shop consumers. The data analysis used was multiple linear regression analysis with the SPSS 26.0 application tool. The results show that partially the price and product variety variables have a significant influence on purchasing decisions, while the location variable has no significant effect on purchasing decisions. While the simultaneous results of location, price, and product variety together have a significant influence on consumer purchasing decisions at the MM 46 Way Jepara Store, East Lampung.
ANALISIS PRODUCT PLACEMENT DAN BRAND AWARENESS PERMEN KOPIKO DALAM DRAMA KOREA BLIND: ANALISIS PRODUCT PLACEMENT DAN BRAND AWARENESS PERMEN KOPIKO DALAM DRAMA KOREA BLIND Asri, Lc Hsia; Agung, Maulana; Djausal, Gita Paramita
Jurnal Kompetitif Bisnis Vol. 1 No. 3 (2023): Jurnal Kompetitif Bisnis
Publisher : Jurusan Administrasi Bisnis, FISIP, Universitas Lampung

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Abstract

ABSTRACT Product placement in movies or dramas is shown as part of the storyline so that the audience can indirectly see the product, brand or logo that appears. The appearance of a product in a movie/drama is an effort to raise brand awareness, which is the ability of consumers to remember a brand in a certain category. This study aims to determine the product placement and brand awareness of Kopiko candy that appears in the Korean drama Blind. The method in this research uses descriptive qualitative research method. Based on the research results, it is known that Kopiko appeared in the Korean drama Blind 2 twice. This research shows that Blind drama involves visual dimension, auditory dimension and plot connection. Product placement becomes a means of communication between Kopiko and the audience by indirectly conveying messages. The indicators met on brand awareness are at the brand recall stage where consumers understand the category of Kopiko candy. The level of brand awareness owned by informants has reached the Top Of Mind level.
Pendampingan Komunikasi Pelanggan Pada Bisnis Ekowisata Melalui Sosial Media Di Bandar Lampung Gita Paramita Djausal; Fitri Juliana Sanjaya; Fahmi Tarumanegara; Jovita Melita; Yosby Dwi Armanza
Abdi Laksana : Jurnal Pengabdian Kepada Masyarakat Vol 6 No 1 (2025): Abdi Laksana : Jurnal Pengabdian Kepada Masyarakat
Publisher : LPPM Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/abdilaksana.v6i1.44366

Abstract

Media sosial kini telah menjadi fenomena yang mencakup interaksi antara perusahaan dan konsumen melalui berbagai platform seperti Facebook, Twitter, dan Instagram. Kajian mengenai customer engagement dalam komunikasi pelanggan memiliki relevansi yang signifikan karena memberikan wawasan yang mendalam tentang perilaku, preferensi, dan kebutuhan konsumen dalam konteks digital. Analisis terhadap interaksi tersebut memungkinkan perusahaan untuk membaca responsivitas pelanggan, mengevaluasi efektivitas strategi pemasaran, dan membangun komunitas online yang kokoh. Dengan demikian, penerapan kajian customer engagement menjadi krusial bagi perusahaan dalam upaya memperkuat relasi dengan pelanggan, membangun citra merek yang positif, serta meningkatkan kinerja bisnis secara keseluruhan. Pelaksanaan pengabdian kepada masyarakat ini akan melibatkan mitra yaitu Yayasan Sahabat Alam yang terlibat pada kepentingan isu keanekaragaman hayati. Metode pemecahan masalah diskusi dan pendampingan dilibatkan. Di akhir kegiatan, terjadi peningkatan pengunjung, pengikut, dan engagement dari akun mitra kegiatan.
Cultural Legitimacy and Political Identity: Traditional Titles in Electoral Politics, Lampung, Indonesia Djausal, Gita Paramita; Sanjaya, Fitri Juliana; Muflihah, Lilih; Pamungkas, Rizky Bayu
Politicon : Jurnal Ilmu Politik Vol. 7 No. 2 (2025): Politicon : Jurnal Ilmu Politik
Publisher : UIN Sunan Gunung Djati

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/politicon.v7i2.44669

Abstract

Indonesia has a diverse range of cultures that enable individuals to utilize their cultural identity as a representation of their values in politics. This study analyzes the role of customary law in local politics in Lampung as a cultural legitimacy strategy for expanding the electoral base. Data from mass media between 2020 and 2024 indicate that 15 traditional title conferral ceremonies were held for 26 political figures at both local and national levels. Based on this dataset, a media content analysis was conducted, focusing on four key elements: the recipients’ names, their status or political positions, the customary titles they received, and the authorities conferring these titles. The conferral process serves as a cultural legitimization strategy, enabling political candidates to present themselves as figures who understand and respect local values and traditions. In relation to the legislative elections, regional head elections, and the presidential election, these events reveal a tendency for political activities to be closely associated with individuals who receive traditional titles. This phenomenon represents the articulation of social and cultural capital in political dynamics, aiming to expand the electoral base. However, this reality also presents a critical challenge, especially in maintaining the authenticity of customary traditions so that they do not become merely a pragmatic instrument in political contestation. Therefore, regulations and cultural awareness are necessary to preserve the essence of tradition, ensuring it remains an integral part of society.
Augmented Reality Pelacak Lokasi Pustaka dengan Ar Marker Mardiana, Mardiana; Muhammad, Meizano Ardhi; Sulistiono, Wahyu Eko; Djausal, Gita Paramita
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 7 No 1: Februari 2020
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

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Abstract

Teknologi Augmented Reality (AR) saat ini banyak digunakan untuk penyebaran informasi dan bahkan untuk transaksi pada pelayanan yang bersifat publik.Teknologi ini sudah cukup dikenal oleh masyarakat luas, bersamaan dengan dikenalnya teknologi Virtual Reality (VR) yang banyak digunakan pada permainan (game).Pengunjung Perpustakaan terutama di Universitas, sebagian besar merupakan masyarakat dengan kategori generasi digital native.Untuk menemukan lokasi buku, waktu yang dibutuhkan oleh pengunjung perpustakaan biasanya relatif lama dan sangat tergantung dari pengalaman kunjungan atau frekuensi pencarian yang dilakukan.Untuk itu, pengunjung perpustakaan memerlukan aplikasi yang memudahkan mereka melacak dan menemukan lokasi koleksi pustaka yang dicari, dengan menggunakan ponsel cerdas mereka.Penelitian ini bertujuan untuk mengembangkan perangkat lunak layanan perpustakaan dengan memanfaatkan teknologi AR dan berbasis AR marker.Ruang lingkup pengembangan aplikasi ini menggunakan metoda rekayasa perangkat lunak RAD. Aplikasi dikembangkan menggunakan metoda template matching dan algoritma A* untuk pathfinding. Skema layanan data pada alikasi terdiri dari empat bagian, yaitu OPAC (Online Public Access Catalog), deteksi lokasi, pathfinding dan navigasi. Lokasi yang dipetakan adalah gedung Perpustakaan Universitas Lampung yang terdiri dari 3 lantai. Hasil dari penelitian ini berupa realisasi perangkat lunak menggunakan teknologi AR yang dapat memvisualisasikan arah menuju lokasi pustaka. Pengujian aplikasi dilakukan dengan skenario (a) pencarian Pustaka dengan OPAC, (b) mendeteksi lokasi (AR), (c) komputasi Pathfinding, (d) menampilkan marker, dan seluruhnya memperoleh hasil yang sesuai dengan requirement. AbstractAugmented Reality technology is now extensively being used to distribute information and even in transaction on public service. This technology is already well known, along with the Virtual Reality technology which is often used in game application. Library visitors, especially in universities, are mostly people categorized as digital native. To find a book location, the time needed by the visitors is generally high, which depends mostly on visitation experience or searching frequency. Therefore, visitors need an application that helps them to find the location of the library collection, with their smartphones. Library automation system helps to provide collection location information that library visitors must relate themselves to places in library building.AR allows this information to be embedded in the real world, making it easier for library searches.This research aims to develop software for library service that helps visitors finding book location by employing AR technology and based on AR Marker. The scope of this development is using RAD software engineering method. The application is developed using template matching method and algorithm A* for pathfinding. There are four parts of data service scheme: OPAC (Online Public Access Catalog), location detection, pathfinding, and navigation. Location of is the building of Universitas Lampung’s library, which consists of 3 floors. The result of this research is software realization using AR technology which can visualize the direction to the location of the collection. The application testing uses the scenarios: (a) finding collection using OPAC, (b) detecting location (AR), (c) computing pathfinding, (d) showing marker, and overall it achieves result as the requirement. Computation time on AR devices is measured against the process of algorithm A *, marker generation, and overall computing. The total computational time needed is an average of 37,379 ms, 44 ms mode, and a median of 38 ms. Overall computing time is below the 50 ms TTI limit value. The survey results show that more than 70% of library visitors have a Good and Very Good User Experience (UX).
Virtual Reality Warisan Sejarah Lampung: Pengalaman Interaktif dan Edukatif di Desa Negeri Katon Muhammad, Meizano Ardhi; Pratama, Mahendra; Utaminingtyas, Ika Wulandari; Sulistiono, Wahyu Eko; Martinus; Djausal, Gita Paramita; Mardiana; Herlinawati; Despa, Dikpride; Khotimah, Siti Nurul
Nemui Nyimah Vol. 3 No. 1 (2023): Nemui Nyimah Volume 3 Nomor 1
Publisher : FT Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/nm.v3i1.59

Abstract

Virtual Reality Warisan Sejarah Lampung (VRWSL) dikembangkan untuk meningkatkan pengetahuan masyarakat Lampung tentang sejarah Lampung. Teknologi Virtual Reality (VR) memberikan pengalaman interaktif dan akses informasi sejarah. VRWSL memfasilitasi diseminasi sejarah Lampung melalui model interaktif dan mendalam, melewati batasan spasial dan temporal. Desa Negeri Katon Kabupaten Pesawaran, yang terkenal dengan warisan budayanya, menjadi target dalam program pengabdian kepada masyarakat. VRWSL menawarkan pengalaman Virtual Reality yang memungkinkan pengguna untuk mengunjungi secara virtual situs-situs bersejarah dan mengakses informasi terkait. Delapan landmark, termasuk Museum Lampung, Vihara Thay Hin Bio, dan Monumen Krakatau, dihadirkan dalam aplikasi ini. Implementasi VRWSL meliputi penggunaan model 3D berkepadatan rendah (low-polygon) dan foto 360 derajat yang memberikan pengalaman yang mendalam. Uji Penerimaan Pengguna (User Acceptance Test) dilakukan untuk mengevaluasi efektivitas, efisiensi, dan kepuasan pengguna terhadap VRWSL. Hasil evaluasi menunjukkan bahwa mayoritas pengguna (60,94%) sangat setuju bahwa VRWSL merupakan media yang efektif untuk mempelajari budaya dan sejarah Lampung. Pengembangan VRWSL yang sukses menggambarkan potensinya dalam mempromosikan pelestarian budaya dan mendiseminasi sejarah Lampung. Aplikasi ini memberikan cara yang mudah bagi individu untuk menjelajahi warisan Lampung tanpa perlu melakukan perjalanan fisik, sehingga memperkaya pengalaman budaya dan berkontribusi dalam pelestarian sejarah Lampung.