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Analisis SWOT dalam Membangun Strategi Pemasaran yang Efektif pada Tagify Aisya Tyanafisya; Siti Farah Fakhirah; Asa Yuaziva; Wien Kuntari
Jurnal Transformasi Bisnis Digital Vol. 1 No. 6 (2024): November : Jurnal Transformasi Bisnis Digital (JUTRABIDI)
Publisher : Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/jutrabidi.v1i6.397

Abstract

This study aims to analyze the internal and external factors influencing the marketing strategy of Tagify, a business engaged in the design of lanyards and ID cards. Using a descriptive qualitative analysis method, the study collects secondary data from literature reviews related to marketing strategies and SWOT analysis. The findings reveal that Tagify's strengths lie in creative design, fast production capability, and flexibility in meeting customer demands. However, the main challenges are limited production capacity and suboptimal use of social media for marketing. Significant opportunities exist in the growing demand for custom products in corporate sectors and large events, while the primary threat comes from intense price competition. The implications of this research show that SWOT analysis is crucial in formulating effective marketing strategies to address challenges, seize available opportunities, and strengthen Tagify's competitive position in the market.
Enhancing Low-Resolution Facial Images for Forensic Identification Using ESRGAN Helena Dewi Hapsari; Arya Dimas Wicaksana; Hafiz Fadli Faylasuf; Asa Yuaziva; Rivanka Marsha Adzani; Endang Purnama Giri; Gema Parasti Mindara
International Journal of Multilingual Education and Applied Linguistics Vol. 1 No. 4 (2024): November : International Journal of Multilingual Education and Applied Linguist
Publisher : Asosiasi Periset Bahasa Sastra Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/ijmeal.v1i4.156

Abstract

This research is motivated by the challenges in facial identification for forensic investigations due to poor image quality, especially from low-resolution CCTV recordings. Images with noise, low lighting, and suboptimal angles often hinder accurate facial recognition. This study aims to examine the effectiveness of the Enhanced Super-Resolution Generative Adversarial Network (ESRGAN) method in enhancing the quality of forensic facial images. The methodology consists of three main stages: data preparation of low-resolution facial images, applying the ESRGAN model to enhance image resolution, and evaluating the results using metrics such as PSNR and SSIM. The findings reveal that ESRGAN significantly improves the visual details of facial images, thereby supporting better facial identification processes. These results have important implications for leveraging deep learning technology to facilitate image analysis in forensic contexts. However, challenges such as extreme noise presence require further development of methods to achieve more optimal outcomes.
Rancang Bangun Aplikasi Edukasi Interaktif Cerita Rakyat ‘Keong Mas’ Berbasis Augmented Reality Menggunakan Unity 3D Asa Yuaziva
Modem : Jurnal Informatika dan Sains Teknologi. Vol. 3 No. 4 (2025): Oktober : Modem : Jurnal Informatika dan Sains Teknologi
Publisher : Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/modem.v3i4.643

Abstract

The purpose of this research is to create an interactive Augmented Reality (AR)-based educational application that can display the Indonesian folktale "Keong Mas" using Unity 3D and Vuforia SDK. Due to the dominance of modern digital entertainment that is more visually appealing, the younger generation's interest in traditional folktales is declining. The choice of AR technology is based on its ability to combine three-dimensional virtual objects with the real environment in real-time, resulting in an interactive, engaging, and memorable learning experience. The research process used is the Life Cycle of Multimedia Development (MDLC), which consists of six stages: ideation, design, material collection, compilation, testing, and deployment. 3D character models, background environments, and interactive stories appear in the application when the camera detects certain markers. Testing was conducted using the black-box method to ensure all functions, including marker tracking, scene transitions, and narration playback, run smoothly. The test results show that the AR application "Keong Mas" successfully displays the folktale interactively and engagingly, thereby increasing the learning interest of children and adolescents. This application not only serves as an innovative learning medium but also contributes to the preservation of local culture through the integration of digital technology.