cover
Contact Name
-
Contact Email
-
Phone
-
Journal Mail Official
-
Editorial Address
-
Location
Kota semarang,
Jawa tengah
INDONESIA
Interaksi Online
Published by Universitas Diponegoro
ISSN : -     EISSN : -     DOI : -
Core Subject : Science, Social,
Jurnal Interaksi Online adalah jurnal yang memuat karya ilmiah mahasiswa S1 Jurusan Ilmu Komunikasi, FISIP Undip. Interaksi Online menerima artikel-artikel yang berfokus pada topik yang ada dalam ranah kajian Ilmu Komunikasi dan Ilmu Sosial
Arjuna Subject : -
Articles 55 Documents
Search results for , issue "Vol 4, No 1: Januari 2016" : 55 Documents clear
Manajemen Konflik dan Negosiasi Wajah dalam Budaya Kolektivistik (Konflik Pembangunan Bandara di Kulon Progo) Yuni Pamungkas, Anjar Mukti; Rahardjo, Turnomo; Dwiningtyas, Hapsari; Pradekso, Tandiyo
Interaksi Online Vol 4, No 1: Januari 2016
Publisher : Jurusan Ilmu Komunikasi, FISIP, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (75.052 KB)

Abstract

Pembangunan diartikan sebagai usaha untuk memajukan kehidupan masyarakat dan warganya. Seringkali, pembangunan yang ada di daerah menyebabkan konflik dengan masyarakat daerah tersebut, contohnya yaitu konflik pembangunan bandara internasional Kulon Progo. Penelitian ini bertujuan untuk mengetahui faktor penyebab konflik, kendala untuk mengurangi konflik dan manajeman konflik.Penelitian ini merupakan penelitian deskriptif kualitatif dengan paradigma intrepretif. Cara pengumpulan data menggunakan wawancara mendalam (in-depth interview). Teori yang digunakan dalam penelitian ini yaitu Face Negotiation Theory dan Standpoint Theory.Dari hasil penelitian diketahui bahwa pemicu konflik yaitu program pembangunan bandara, perbedaan pandangan antara dua kubu, adanya provokator dan anggapan bahwa pembangunan menyengsarakan kehidupan. Kendala dalam mengurangi konflik yaitu perbedaan pandangan antarkubu, adanya provokator dan anggapan pembangunan menyengsarakan kehidupan.Dari hasil penelitian diketahui bahwa masyarakat pro pembangunan yang memiliki kekuasaan melakukan intimidasi kepada masyarakat kontra yang tidak memiliki kekuasaan. Upaya yang dilakukan untuk mengurangi konflik melalui penghindaran (avoiding) dan pengungkapan emosi (emotional expression). Perlu dilengkapi dengan bantuan pihak ketiga (third party help) untuk mengurangi konflik di masyarakat.
Representasi Kecantikan Perempuan Berhijab pada Akun Instagram Selebgram Hijab (Analisis Wacana Sara Mills) Dina, Nisa Bela; S, Hapsari Dwiningtyas; Gono, Joyo NS; Rahmiaji, Lintang Ratri
Interaksi Online Vol 4, No 1: Januari 2016
Publisher : Jurusan Ilmu Komunikasi, FISIP, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (177.571 KB)

Abstract

The aim of this observation is to explain how beauty is being represented through instragram accounts of veiled selebgram. This observation uses three instragram accounts of Indonesian veiled selebgram which comprises stylish veiled selebgram, syar’i veiled selebgram, and niqab selebgram. This thesis is a qualitative observation by using Sara Mills analysis discourse method to examine the text of instagram account of veiled selebgram and to reveal ideologies within. Beauty myth theory and body disciplining by Naomi Wolf is used to unload the myth that enfolds body. The result of this observation shows that beauty myths are still exist, but in a different kind of strategy. Disciplinary in the form of body discipline is done and showed up through body posture, skin, and make up. In the end, veiled women in this text are remain unchained from beauty myth. Religious norm which is compromised with modernity and commercial cannot remove the existing myth.
Produksi Program Acara Talk Show “Sore Binggo” di Pro 2 RRI Semarang (Pengarah Kreatif) Herusna Yoda Sumbara; Triyono Lukmantoro; Lintang Ratri Rahmiaji; Titiek Hendriama
Interaksi Online Vol 4, No 1: Januari 2016
Publisher : Jurusan Ilmu Komunikasi, FISIP, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (434.727 KB)

Abstract

Radio Republik Indonesia merupakan radio tertua di Indonesia dan satu satunya radio milik pemerintah yang memiliki visi mewujudkan lembaga penyiaran publik radio republik Indonesia sebagai radio berjejaringan terluas, pembangunan karakter bangsa, berkelas dunia. RRI memiliki jaringan yang sangat luas dari Aceh hingga Papua, namun tidak banyak orang khususnya anak muda yang berminat untuk mendengarkan Radio Republik Indonesia. Alasan utama adalah citra RRI sebagai radio berita dan radio untuk orang tua, sehingga kurang menarik bagi anak muda.Salah satu solusi adalah membuat program talk show Sore Binggo di Pro 2 RRI Semarang dan menyasar anak muda sebagai target pendengarnya. Sehingga diharapkan dapat kembali meningkatkan pendengar radio khususnya Pro 2 RRI Semarang yang memiliki target pendengar kalangan anak muda. Selama pelaksanaan program ini, penulis bertugas pengarah kreatif. Sebagai pengarah kreatif, penulis bertugas memberikan ide-ide kreatif agar dapat menarik minat pendengar untuk mengikuti acara Sore Binggo.Dari hasil kuesioner mengenai pendengar RRI Pro 2, diperoleh hasil peningkatan sebanyak 54% dari data awal yang diperoleh. Dan untuk pendengar program “Sore Binggo” yang awalnya hanya 3% meningkat menjadi 79%. Hal ini menunjukkan bahwa dengan adanya format baru yang dimasukkan ke dalam program “Sore Binggo” selain dapat meningkatkan jumlah pendengar program tersebut juga dapat meningkatkan jumlah pendengar dari RRI Pro 2.
BRANDING OF HIPMI PEDULI JAWA TENGAH THROUGH STRATEGIC COMMUNICATION ACTIVITIES AS COMMUNICATION MANAGER Qorina, Devi Yuhanita; Setyabudi, Djoko; Naryoso, Agus; Rakhmad, Wiwid Noor
Interaksi Online Vol 4, No 1: Januari 2016
Publisher : Jurusan Ilmu Komunikasi, FISIP, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (238.572 KB)

Abstract

The final task in the form of field work is based by HIPMI Peduli Jawa Tengah as a charity organization under the auspices of the Himpunan Pengusaha Muda Indonesia Regional Jawa Tengah (HIPMI Jawa Tengah) that recently established. The establishment of HIPMI Peduli Jawa Tengah aims to cultivate the spirit of social awareness and participation of entrepreneurs and societies in order to improve the social welfare of the Indonesian people on the social issues that happening nowadays. As a charities organization under the auspices of HIPMI Jawa Tengah, awareness of HIPMI Peduli Jawa Tengah is not widely known even by members of the HIPMI Jawa Tengah.The lack of awareness by HIPMI Peduli Jawa Tengah makes the participation of entrepreneurs and societies are less in any social activities undertaken by HIPMI Peduli Jawa Tengah. This leads to the small number of donors who participated through HIPMI Peduli Jawa Tengah that has not give maximum support at each social activities undertaken. Based on the concept of branding and persuasion theory, field work aims to increase awareness HIPMI Peduli Jawa Tengah and encourage the target audience to join and participate in any social activities undertaken by HIPMI Peduli Jawa Tengah.The implementation was held in August to September 2015 that makes it a total of 5 weeks, through a series of activities with the theme of education 1000 Book 1000 Goodness For Coastal Children, managed to get an increase in awareness activities HIPMI Peduli Jawa Tengah significantly from 25.84% to 84% and the increase of donation participation from 11.2% to 34%. Managed to get media partner, 5 social media accounts of Semarang City, 1 exclusive radio, and 1 exclusive print media. Managed to get positive publicity in 1 print media and 3 online media. This field work indicates that the "Branding HIPMI Peduli Jawa Tengah Through Strategic Communication Activity" was carried out according to goals specified by division communication manager.
Identifying the Motivational Factors Influence The Consumption of Buying Items in Game Defences of The Anchient 2 Putri, Rieda Anindita; Setyabudi, Djoko; Purbaningrum, Dwi; Rahmiaji, Lintang Ratri
Interaksi Online Vol 4, No 1: Januari 2016
Publisher : Jurusan Ilmu Komunikasi, FISIP, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (142.633 KB)

Abstract

Game is one form of implementation of the technological advances in the realm ofcommunication media. The game can be used as a medium conveys messages and allow forfeedback from the message. Game is also designed as a means of entertainment to fill inspare time made universal. DotA2 is multiplayer game with the highest user in Indonesia.The game is themed multiplayer online battle arena video games, with the format of threedimensional(3D). In addition to playing the game, players can buy items that are in the gameas a complementary game. Player purchase with virtual money and buy in a virtual store.Amount DotA2 spent in the virtual shop is amazing. In fact, the goods they purchase invirtual shop could not be held and owned real, whereas money spent not a little.This study aims to determine the motivating factors that influence purchasingbehavior items in the game Defense of the Ancients 2. This quantitative explorative studycollecting primary data from 100 people with a research instrument questionnaire. Analysisof the data used is the technique of factor analysis. A total of 12 factors have been tested withKMO and Bartlett's Test unknown value is 0.963 with 0.000 significance. Then through acalculation model of Principal Component Analysis (PCA) obtained two groups of factorsthat includes 12 factors tested, in other words, all factors tested escaped. All of these factorscontributed 77.346 per cent of the purchase motivation in Game DotA2 items.Personal Interest Factor is the most powerful motivating factor. These factors areknown to contribute as much as 65.745%. This factor is labeled Personal Interest Factorbecause it consists of motivated interest in the items on DotA2, the ease of access to thevirtual shop DotA2, and feelings of pleasure that is in the player when transacting in thevirtual shop. The fourth main variables of the next factor is the decoration, benefits,relatedness, and fun including the Pleasure Factor which is a form of interest because it givespleasure.