scholarly journals Perancangan Purwarupa Komik Interaktif Safety Riding Berkonsep Digital Storytelling

2016 ◽  
Vol 2 (02) ◽  
pp. 195-206
Author(s):  
Godham Eko Saputro ◽  
Toto Haryadi ◽  
Dzuha Hening Yanuarsari

AbstrakDi Indonesia khususnya kota besar, kecelakaan yang disebabkan kendaraan bermotor menjadi persoalan yang serius. Salah satunya disebabkan kurangnya pemahaman tentang safety riding. Berbagai upaya kampanye safety riding pun telah dilaksanakan oleh polisi lalu lintas melalui talkshow, siaran radio, serta media leaflet bagi masyarakat yang dilakukan berulang-ulang. Hal itu mendorong peneliti dalam upaya menemukan strategi baru, salah satunya memanfaatkan perkembangan teknologi yang sangat pesat guna mengembangkan media pendukung kampanye safety riding yang tidak hanya dapat menyampaikan pesan, tetapi juga disukai dan bersifat menghibur. Data diperoleh melalui wawancara, observasi, serta studi literatur sebagai sumber konten purwarupa komik interaktif. Melalui pendekatan digital storytelling dan model komunikasi SMCR serta mengacu pada Penelitian Pengembangan, konsep purwarupa komik interaktif bisa dijabarkan lebih detail serta dapat diimplementasikan dalam perangkat mobile khususnya tablet PC. Diharapkan purwarupa ini dapat dikembangkan lebih lanjut sehingga benar-benar dapat dipublish secara umum sebagai media pendukung kampanye safety riding. Kata Kunci: komik, interaktif, safety riding, digital storytelling AbstractIn Indonesia especially in big cities, the accident which caused by rider is still become serious issue. One factor which cause accident is the lack of knowledge about safety riding. A lot of efforts which have been carried by traffic policeman are talkshow, radio broadcast, and leaflet media for public society. On the other hand, it courage the researchers in effort to find new startegy, one of them is using the advance of technology to develop another media campaign which not only can deliver the messages, but also can entertain user. This research is an effort to find unconventional media for safety riding campaign. Data was obtained through interview, observation, and study of literature as sources of content for interactive comic. Through digital storytelling approach and communication model of SMCR and refers to Research and Development, the concept prototype of interactive comic can be described more detail and also can be implemented in mobile device especially tablet PCs. The prototype is expected can be develop further so it really can be published as supported media for safety riding campaign.  Keywords: comic, interactive, safety riding, digital storytelling

2017 ◽  
Vol 1 (2) ◽  
pp. 131-136 ◽  
Author(s):  
Deni Apriadi ◽  
Arie Yandi Saputra

The agricultural sector has an important role in supporting the Indonesian economy. But on the other hand, sometimes many community groups do not benefit due to problems that arise because the distribution chain of agricultural products are long enough, especially for farmers and consumers (end users). Of course the situation must be improved, so that the agricultural products of Indonesia can be enjoyed by consumers or farmers with proper. One of its efforts is by establishing an e-commerce based e-commerce system in agriculture. E-commerce based ecommerce system can be used as an alternative for farmers, used as a media campaign, communication and information and can cut the distribution chain of agricultural products marketing. The benefits felt by farmers and consumers directly and indirectly give a positive influence, especially from the broader marketing channels of agricultural products can increase production demand and spur the procurement of production among farmers and also the price offered to consumers will be cheaper so that sales in agricultural products can be more increased and profitable for farmers


2021 ◽  
Vol 7 (2) ◽  
pp. 135
Author(s):  
Hun Park ◽  
Jun-Hwan Park ◽  
Sujin Lee ◽  
Hyuk Hahn

The role of R&D (research and development) intensity on the effect of knowledge services on the business performance of firms has been discussed by using PLS-SEM and PLS-MGA methods. Research groups were divided into two groups, innovative and non-innovative. Respondents were classified into innovative firms if their R&D intensity was over 3% and vice versa. PLS-SEM and PLS-MGA results were compared for two groups and valuable insights were extracted. For innovative firms, knowledge services seemed to be verified and processed by the decision makers and utilized to achieve their business performance. On the other hand, a large number of non-innovative firms seemed to have a stronger tendency to utilize knowledge services directly for their business without sufficient verification by the decision makers.


2020 ◽  
Vol 17 (1) ◽  
pp. 37-48 ◽  
Author(s):  
Florian Mundhenke

Audience research proves that possibilities of interaction in i-docs are often not fulfilled by the user, who is not really part of a ‘work in progress’ (as intended by the makers). With the shift and development of new digital formats (360-degree-films, nonfictional VR experiences, AR apps), the question of the possible interactive potential should be addressed once again. Since VR projects are fully immersive (mostly using head-mounted displays), there is no possible distraction from outside on the one hand. On the other hand, there is a shift from the computer game style aesthetic of early i-docs, with their pure spatial arrangement of events, to a more inclusive digital storytelling modality with the user experiencing his own world-building. This will be discussed with taking into consideration the non-fictional VR experience as a mode of actively combining immersion and storytelling for a satisfactory user experience. Afterwards two very different examples of nonfictional VR production will be presented, and their modalities will be briefly touched; the utilized approach and its user response will be discussed. A look at the future of possible developments concludes the essay.


2016 ◽  
Vol 11 (6) ◽  
pp. 32 ◽  
Author(s):  
Shwu-Ing Wu ◽  
Rou Jyun Chen

<p class="ArticleTitle">In recent years, the increasingly innovative and diverse mobile devices have significantly promoted the mobile device-based shopping. What factors influence this kind of shopping? Will consumers purchase things with mobile devices? These are two topics that need to be explored. Through the literature analysis and the empirical research, this study aims to analyze the quality of information, system, service and mobile devices on the mobile device-based shopping platform. Moreover, it studies the attitude of consumers towards mobile device-based shopping, their willingness to adopt the shopping method and the behavioral relationship model in the actual mobile device-based shopping as well as compares the groups of different frequencies of the Internet use in terms of the relationship model.</p>  With the convenient sampling, this study made an investigation among some of those who had experienced shopping on such mobile devices as tablets or smart phones. The 765 retrieved valid copies of questionnaire were divided into three groups—“often”, “average” and “seldom” according to the frequency consumers undertook mobile device-based shopping and were then compared. The results showed that there were significant differences among the three groups in four relationship paths, including: 1) the information quality of the mobile device-based shopping platform has more significant positive influence on consumers’ attitude path of mobile device-based shopping in the “average” group than in the other two; 2) the service quality of the mobile device-based shopping platform has more significant positive influence on consumers’ attitude path of mobile device-based shopping in the “seldom” group than in the other two; 3) the preference for mobile device-based shopping has much significant positive influence on the behavior path of mobile device-based shopping in the “often” group. According to the research results, different groups have different behavior models. These results can serve as reference information in the decision-making of those who establish mobile device-based shopping platforms and manufacture mobile devices.


2017 ◽  
Vol 3 (3) ◽  
pp. 137-156 ◽  
Author(s):  
Lena Brogaard

Governments increasingly use novel forms of public procurement to stimulate innovation in public service delivery. A notable example is pre-commercial procurement. Launched by the European Commission a decade ago, pre-commercial procurement encourages research and development of new solutions for the public sector. However, limited theoretical and empirical studies have made it difficult to assess and improve use of the model to foster public innovation. Based on two pre-commercial procurement projects in Denmark, the article aims to complete the first systematic and theory-based evaluation of national experiences. The evaluation shows that sufficient resources, participant and management commitment, and focused management of the collaborative process contributed to successful development and testing of a new solution in one of the projects. Meanwhile, technical obstacles in developing a prototype resulted in termination of the other project. In this case, the pre-commercial procurement model cannot accommodate significant changes to the agreed solution during the innovation process.


1967 ◽  
Vol 71 (677) ◽  
pp. 342-343
Author(s):  
F. H. East

The Aviation Group of the Ministry of Technology (formerly the Ministry of Aviation) is responsible for spending a large part of the country's defence budget, both in research and development on the one hand and production or procurement on the other. In addition, it has responsibilities in many non-defence fields, mainly, but not exclusively, in aerospace.Few developments have been carried out entirely within the Ministry's own Establishments; almost all have required continuous co-operation between the Ministry and Industry. In the past the methods of management and collaboration and the relative responsibilities of the Ministry and Industry have varied with time, with the type of equipment to be developed, with the size of the development project and so on. But over the past ten years there has been a growing awareness of the need to put some system into the complex business of translating a requirement into a specification and a specification into a product within reasonable bounds of time and cost.


Author(s):  
Andi Tenrisanna Syam

This research aimed to develop an appropriate module based on the writing needs of the learners. The author took the fourth-semester learners of the English Department at the State Islamic Institute of Palopo in the academic year 2018/2019. The author involved 40 learners as her participants. The method of the research was Research and Development. The author used the ADDIE model. The ADDIE model consisted of five stages, namely analysis, design, develop, implementation and evaluation. The instruments of the research were questionnaires and documents. The data were analyzed quantitatively qualitatively. The results of the content, the design, and the media experts validation showed that the module got good and very good category. The writing I module quality based on the learners’ response in the field try-out showed that 75% of learners very agree and 25% of learners agree with the materials presented in the module. The result of this research hopefully gives a contribution to some parties, especially to the writing I lecturers and to the other researchers.


2019 ◽  
Vol 7 (2) ◽  
Author(s):  
Chien-Hong Chao ◽  
Huey-Wen Chou ◽  
Chih-Hao Tu

With the popularity of the Internet and the development of information technology, digital reading has affected human reading styles. In essence, digital reading is different from conventional reading in many ways. The aim of this research focuses primarily on exploring the differences in reading behaviors among different digital reading devices. Results reveal that the reading experience on the Tablet PC is superior to that on the other two digital devices. Subjects in the Tablet PC group demonstrate the highest preference in terms of depth reading which implies that Tablet PC should be the most appropriate device for digital learning platform in the future. Discussion and suggestions are in the conclusions at the end of this paper. 


Author(s):  
Peter Maclaren ◽  
David Wilson ◽  
Sergiy Klymchuk

Mathematically intensive engineering subjects at a tertiary level have traditionally been taught in classroom environments using whiteboards or blackboards. This paper reports on student views of the effectiveness of board and alternative technologies used within existing classroom contexts. Students in this study revealed a strong preference for the use of pen-enabled Tablet PCs as a delivery technology. The maintenance of a handwritten approach, combined with ready visibility of material, support for inclusion of other digital outputs and post-class access to material, were key factors influencing student preferences. Although this introduction of technology did not involve substantive changes in classroom pedagogical approaches, the study suggests that the Tablet PC technology may facilitate future development of more flexible approaches.


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