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Branding yang Dilakukan Humas pada Perguruan Tinggi Swasta Setyanto, Yugih; Anggarina, Paula T.; Valentina, Anny
Jurnal Muara Ilmu Sosial, Humaniora, dan Seni Vol 1, No 1 (2017): Jurnal Muara Ilmu Sosial, Humaniora, dan Seni
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/jmishumsen.v1i1.347

Abstract

Branding sering diidentikkan dengan keberadaan sebuah institusi bisnis yang berorientasi profit.  Namun dalam perkembangannya sudah banyak institusi non profit seperti organisasi pemerintah,  LSM dan lembaga pendidikan seperti perguruan tinggi  merasa perlu melakukan upaya branding.  Dalam upaya melakukan branding, humas sebagai sebuah unit kerja yang berada di lembaga perguruan tinggi juga sering mendukung upaya ini.    Hal ini menandakan bahwa perguruan tinggi pun memiliki kesadaran bahwa branding dan keberadaan humas bukanlah sekedar trend namun didasari pada kebutuhan pentingnya sebuah identitas yang dapat menunjukkan eksistensi perguruan tinggi di mata masyarakat.    Namun pesatnya pertumbuhan perguruan tinggi swasta juga berdampak adanya persaingan dalam menarik calon mahasiswa.  Untuk menarik calon mahasiswa ini perguruan tinggi swasta menggunakan cara-cara diantaranya dengan melakukan komunikasi yang intensif serta mengedepankan identitas perguruan tinggi agar lebih dikenal oleh masyarakat.  Brand sebuah perguruan tinggi menjadi salah satu identitas institusi yang dikedepankan.  Penelitian ini menggunakan  pendekatan kualitatif dengan teknik pengumpulan data melalui wawancara, observasi dan studi literatur.  Penelitian ini akan melihat dari sudut pandang ilmu komunikasi yang menganalisis berbagai aspek yang dilakukan Humas  dalam mendukung branding termasuk manajemen humas yang mengelolanya.  Kesimpulan yang didapat adalah branding pada perguruan tinggi swasta perlu dilakukan dalam rangka memperkuat reputasi.  Reputasi harus dibentuk melalui kinerja yang baik.   Humas berperan dalam upaya branding tersebut.Kata kunci:  humas, branding, perguruan tinggi swasta
PERANCANGAN ILUSTRASI WAYANG POTEHI UNTUK APLIKASI KE MEDIA PROMOSI Valentina, Anny; Tando, Herwindo; Regina, Regina
Jurnal Bakti Masyarakat Indonesia Vol 2, No 1 (2019): Jurnal Bakti Masyarakat Indonesia
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (863.096 KB) | DOI: 10.24912/jbmi.v2i1.4333

Abstract

Salah satu jenis wayang yang unik dan menarik adalah wayang milik orang Tionghoa yaitu yang kita kenal denganWayang Potehi. Wayang Potehi sendiri merupakan akulturasi budaya yang sangat bernilai untuk dijagakelestariannya. Dewasa ini Wayang Potehi mengalami penurunan minat atau bahkan sudah dilupakan, terutama darikalangan anak muda. Melalui kegiatan pengabdian kepada masyarakat yang bertujuan untuk meningkatkankepedulian anak muda pada khususnya dan masyarakat pada umumnya tentang keberadaan Wayang Potehi. Melaluisurvei yang dilakukan sebagian besar responden (anak muda) jika ditanya tentang Wayang Potehi banyak diantaramereka yang tidak mengetahui. Salah satu hal yang bisa digunakan untuk membangkitkan ketertarikan generasimuda adalah melalui media yang mereka kenal dan sukai saat ini. Salah satunya adalah melalui membuat gambarilustrasi karakter Wayang Potehi dengan gaya yang lebih dekat dengan anak muda sehingga kedepan bisa dibuatkanaplikasinya ke media promosi yang dekat dengan anak muda.
Perancangan Visual Kartu Tarot Untuk Pengenalan Cerita Rakyat Batu Menangis Limas, Margaretha Angelica; Valentina, Anny
Jurnal Bahasa Rupa Vol. 8 No. 1 (2024): Jurnal Bahasa Rupa Desember 2024
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v8i1.1611

Abstract

Tarot cards are often considered a medium for fortune telling, but in several other countries tarot cards have been socialized with various versions of fairy tales or historical stories of their own countries. Indonesia also has its own tarot cards, namely the Wayang Tarot cards and Nusantara Tarot cards, and has its own community. Tarot cards are widely considered to be a card game for fortune-telling and are synonymous with the word 'mystical', so many people immediately think negatively about tarot cards, even though these cards were originally a game that can now be used as a medium for education through counseling. This design aims to create visual recommendations for tarot cards with illustrations in the form of folklore so that it can reintroduce almost forgotten folklore. The design method used is Robin Landa's method, namely  orientation, analysis, design concept, design development, and implementation. The design of this tarot card visual recommendation uses a decorative illustration style emphasizing the use of outlines.  The illustrations displayed depict events in the Batu Menangis folklore. This design requires further trials to validate its effectiveness in order to ensure that the tarot cards designed can be a visual recommendation that can reintroduce folklore so that it is not forgotten.
Rekomendasi Komunikasi Visual Maskot Untuk Yayasan Terumbu Karang Calista, Natasha; Valentina, Anny; Andreas
VISUAL Vol 20 No 1 (2024)
Publisher : FAKULTAS SENI RUPA DAN DESAIN - UNIVERSITAS TARUMANAGARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/vis.v20i1.32151

Abstract

Keadaan terumbu karang di Indonesia dalam beberapa dasawarsa terakhir terus memburuk, sehingga dibentuk sebuah yayasan non-pemerintah yang bertujuan yang bertujuan dalam menghubungkan dan menginspirasi masyarakat dengan pengelolaan terumbu karang di tanah air, yaitu Yayasan X. Untuk mempermudah dalam mengkomunikasikan visi dan misi yayasan tersebut kepada masyarakat Indonesia, dirancanglah sebuah maskot untuk yayasan X. Maskot merupakan perwujudan sebuah merek dagang dalam rupa karakter tertentu. Maskot dapat dijadikan alat komunikasi sekaligus diferensiasi. Maskot yang dibuat adalah maskot yang dapat mengkomunikasikan nilai serta goals dari perusahaan. Hasil akhir dari perancangan ini adalah maskot yang bernama Karina. Proses perancangan maskot Karina dilakukan dengan metode tahapan perancangan yang disusun oleh Robin Landa, dengan tahapan sebagai berikut; orientasi, analisis, konsep, pembuatan desain dan implementasi. Maskot yang telah dirancang dapat dijadikan sarana komunikasi antar masyarakat melalui media pendukung seperti poster dan flyer.
Analisa jenis media pada konten tiktok yang menarik calon pembeli properti Elysia, Celine; Valentina, Anny; Danarto, Agus
Nautical : Jurnal Ilmiah Multidisiplin Indonesia Vol. 3 No. 4 (2025): Nautical: Jurnal Ilmiah Multidisiplin Indonesia
Publisher : ARKA INSTITUTE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55904/nautical.v3i4.1225

Abstract

Di tahun 2023 tren pasar properti mengalami pergeseran usia konsumen dimana pencari properti didominasi oleh generasi muda. Sebanyak 26,4% pencari properti berumur 25-34 sementara  22,0% merupakan mereka di usia 18-24 tahun. Dengan meningkatnya penggunaan media sosial TikTok pada kalangan millennial (28 - 43 thn) dan Gen-Z (12 - 27), pemahaman tentang bagaimana jenis media pada konten tiktok yang dapat mempengaruhi perilaku calon pembeli properti menjadi semakin penting. Tujuan penelitian ini yaitu untuk menganalisis  jenis media pada konten tiktok yang menarik calon pembeli property. Metode penelitian menggunakan pendekatan kualitatif melalui kuesioner dan wawancara. Hasil analisis menunjukkan bahwa konten yang disajikan di TikTok memiliki pengaruh yang signifikan terhadap minat calon pembeli properti. Konten yang informatif, menarik, dan relevan dengan kebutuhan calon pembeli cenderung meningkatkan minat mereka untuk membeli properti yang dipromosikan. Temuan ini memberikan wawasan berharga bagi praktisi pemasaran properti dalam merancang strategi konten yang efektif di platform TikTok. Dengan memahami preferensi dan kebutuhan audiensnya, perusahaan properti dapat mengoptimalkan penggunaan TikTok untuk meningkatkan penjualan properti mereka.
Digital Communication & Socialization Using Media Video Content During Pandemic Valentina, Anny; Chrissandy, Ruby; Jesslyn, Brigitta; Setyanto, Yugih
Jurnal Komunikasi Vol. 14 No. 2 (2022): Jurnal Komunikasi
Publisher : Fakultas Ilmu Komunikasi Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/jk.v14i2.17407

Abstract

A continuation research about the media used by human to communicate during PSBB period. This content of this research is about type of creative contents that can be used on social media. From the previous research, it was found that, in order to survive during pandemic and to live their daily lives, human need socializing and entertainment. Those are two important things for them. The purpose of this research is to find out types of media and digital content that are not only interesting to the respondent but also effective in conveying the communication message and can be utilize as a socialization platform. The concept of "social-media forum" which is applied to the published contents is considered different from other content in general. When the speaker invited is a person who also experiencing the same problem, audience interprets them as a friend who understand the problem and their feelings deeply, and from this angle it is hoped that the speaker and the audience can start to bond to exchange stories and opinions, not particularly about the solutions but might be just a perspective from different angle. However, doing this in virtually because of pandemic is tiring, all parties involved felt extreme fatigue after the event was over. It is because virtual meetings force human brain and body to put more focus and more alert for a long time, in the end, even casual conversation feels tiring. The samples taken for this research are located in Jakarta, focused to 20-29 years old  men and women. Data collection method is using qualitative approach with observation techniques, literature study, FGD, and interviews. When situations force us to shift into the digital and virtual realms, a recommendation for creative content format for screen-based social media is needed to be studied further, resulting in all parties involved do not have to feel an extreme fatigue but can become a useful communicator who offers solutions to others.
STRATEGI KREATIF PERANCANGAN KOMUNIKASI VISUAL PARIWISATA INDONESIA “TEMUKAN LOKALMU” Iskandar, Bianca; Valentina, Anny; Bekti, Siti Nurannissaa Parama
Jurnal Bahasa Rupa Vol. 4 No. 2 (2021): Jurnal Bahasa Rupa April 2021
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v4i2.771

Abstract

As a country known for its diversity of natural beauty and cultural diversity, Indonesia has the potential as a tourist destination. Tourism is one of the largest income in Indonesia. The high interest of foreign tourists is inversely proportional to the decrease of local tourists every year. One of the reasons is that local tourists prefer to travel abroad. Pandemic conditions are also one of the causes of declining in the domestic tourism industry. This study aims to find an alternative concept of creative strategies for designing tourism visual communication that emphasizes local aspects. This research used mixed methods, quantitative methods by using questionnaires and qualitative methods by using observation, interviews and literature study. The target audience is the young generations aged 21-27 years, domiciled in Jakarta and having SES A-B economy class. The result of this research form a creative strategy in visual communication design with the concept of "Discover your locale". This concept emphasizes the delivery of information about characteristics, local aspects, and recommended information on the attractiveness of an area from local residents to gain new experiences.
STRATEGI KREATIF KAMPANYE PENGGUNAAN EARPHONE YANG AMAN BAGI KESEHATAN TELINGA Valentina, Anny; Yunita, Sherly; Bekti, Siti Nurannisaa Parama
Jurnal Bahasa Rupa Vol. 4 No. 2 (2021): Jurnal Bahasa Rupa April 2021
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v4i2.776

Abstract

As time evolves, it is easier to find children, young, and adults using earphones to do various things ranging from work to entertainment purposes. The habit of using earphones with a volume that is too loud or too long added with other daily noise and a person's lifestyle can certainly harm their hearing. Therefore, the risk of hearing loss that can arise due to unsafe use of earphones needs to be informed early on to young people. This is because hearing loss due to noise is irreversible, so prevention is the most effective way to protect hearing from the risks that may occur. The research objective was to describe the creative strategy design for the educational campaign using earphones. The campaign's creative strategy is using qualitative methods, observation, interviews, literature studies, and surveys. The target chosen for this campaign strategy is young people aged 18-22 years as the generation who use earphones in their everyday life most of the time. The result of this research is a creative strategy in designing a visual communication campaign using an educational approach with the concept of "your last song". This concept emphasizes the delivery of information that the habit of listening to songs using earphones needs to pay attention to safety and risk aspects.
STRATEGI KOMUNIKASI VISUAL EDUKASI INSECURITY SEBAGAI DAMPAK PENGGUNAAN MEDIA SOSIAL PADA REMAJA PEREMPUAN Valentina, Anny; Putri, Grivenna Lavender; Valiani, Valiani; Putri, Olivia Halim
Jurnal Bahasa Rupa Vol. 5 No. 2 (2022): Jurnal Bahasa Rupa April 2022
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v5i2.1067

Abstract

The widespread use of social media among adolescent can have both positive and negative impacts. Insecurity is most impact that often felt by adolescent when exposed to too much by social media. They will be comparing themselves to others who look perfect on social media. If the perfect standard of social media is not achieved, then teenagers will tend to feel like a failure. If this is not immediately communicated, it will harm for the psyche and mentality. At the pre-research stage, it was found that by discovering the strengths of adolescent, it should be a motivation for self-development. So, it is necessary to find out visual communication that can be recommended to provide education to teenagers to find their potential so that they avoid insecurity. The purpose of this research is to find recommendations for visual communication that can be used to provide education about insecurity by adopting the consumer path 5A strategy and doing mind mapping in developing creative concepts. The method used in this research is qualitative by conducting observations and literature studies at the pre-research stage, followed by data collection by surveys, and focus group interviews on adolescent girls aged 18-21 years. This interview was carried out virtually because the current situation did not allow direct or face-to-face interviews. The results of this study are Instagram can be used as a communication medium and visual communication by providing motivation to carry out self-development can used as an alternative education through visual communication to help teenage girls aged 18-21 years to avoid insecurity.
Perancangan Visual Kartu Tarot Untuk Pengenalan Cerita Rakyat Batu Menangis Limas, Margaretha Angelica; Valentina, Anny
Jurnal Bahasa Rupa Vol. 8 No. 1 (2024): Jurnal Bahasa Rupa Desember 2024
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v8i1.1611

Abstract

Tarot cards are often considered a medium for fortune telling, but in several other countries tarot cards have been socialized with various versions of fairy tales or historical stories of their own countries. Indonesia also has its own tarot cards, namely the Wayang Tarot cards and Nusantara Tarot cards, and has its own community. Tarot cards are widely considered to be a card game for fortune-telling and are synonymous with the word 'mystical', so many people immediately think negatively about tarot cards, even though these cards were originally a game that can now be used as a medium for education through counseling. This design aims to create visual recommendations for tarot cards with illustrations in the form of folklore so that it can reintroduce almost forgotten folklore. The design method used is Robin Landa's method, namely  orientation, analysis, design concept, design development, and implementation. The design of this tarot card visual recommendation uses a decorative illustration style emphasizing the use of outlines.  The illustrations displayed depict events in the Batu Menangis folklore. This design requires further trials to validate its effectiveness in order to ensure that the tarot cards designed can be a visual recommendation that can reintroduce folklore so that it is not forgotten.