Engaging Stakeholders via Social Media: From the Real World to the Virtual World

2016 ◽  
Vol 2016 (1) ◽  
pp. 17303
Author(s):  
Subrata Chakrabarty ◽  
Lucas Wang
2019 ◽  
Vol 4 (2) ◽  
pp. 183
Author(s):  
Ahmad Hidayatullah

<p>The rapid development of technology implies inclusiveness in da'wah not only in real terms in the real world, but also in the virtual world. Some things that become considerations of the da'wah inclusiveness need to be applied, including the growth of radicalism through social media, then in 2015 a funny social media account @NUgaris emerged that intensely and consistently helped to color the virtual world. This type of research is qualitative with a case study approach. The authors explore the implementation of preaching inclusiveness through social media carried out by the above account. The results of the study show that there are three forms of the application of the inclusiveness of the @NUgarislucu account, namely: inclusiveness in doing da’wah to the internal citizens of NU (Nahdhiyin); inclusiveness in da'wah to internal Muslims who differ in manhaj (across mass organizations) in Indonesia; inclusiveness in da'wah to external Muslims, namely to other religions in Indonesia. The three forms of missionary inclusiveness are carried out through dialogue and humor.</p>


2019 ◽  
Author(s):  
Dewi Hapsari

K-pop culture in Indonesia has mushroomed among teenagers and of course it makes teenagers want to be able to communicate more closely with their idols. The role of the fans was shown through several things one of which is by playing roleplayer on Twitter. The purpose of this study is that through roleplayers fans can represent their idols according to what they expect in their daily lives through social media twitter. This study uses a qualitative method by observing case studies that examine the virtual world of roleplayers, the results of this study are fans doing roleplaying activities to fulfill the fanaticism of the idol to fulfill his desire to represent themselves and create a new virtual identity in cyberspace. The result is unwittingly this rolepayer activity also changes the personality of the culprit in the real world created by his imagination because of playing roleplayer too often, but on the other hand this roleplayer game also brings a positive impact on the culprit. with this article it is hoped that roleplayer can be more careful in representing themselves as other people in cyberspace because it will affect their personalities in the real world.


Author(s):  
Dr Sarswati .

In this study, we are discussing about the Metaverse. It is the latest and hot buzzword to capture the tech industry’s imagination. Metaverse is a broad term. It is generally 'refers' to shared 3D virtural word environment which people can access via internet. Metaverse is where the real world meets the virtual world. It focuses will be to bring the Metaverse to life and help people connect, find communication and grow businesses. According to CEO Mark Zukerberg : The Metaverse, which he sees as the next generation of the internet, as a virtual environment that will allow people to be present with each other in digital spaces. It brings together their apps/technologies under new company brand. Faacebook’s, I mean, Meta’s, recent rebrand and investments triggered a new wage of interest in the metaverse. It’s all over headlines, corporate news, memes, gaming platforms, and social media. The word’s increased ubiquity is creating an impending sense of doom, as if, at any moment, our physical lives will be engulfed in corporate pixels and paywalled interactions.


2019 ◽  
Author(s):  
Dewi Hapsari

K-pop culture in Indonesia has mushroomed among teenagers and of course it makes teenagers want to be able to communicate more closely with their idols. The role of the fans was shown through several things one of which is by playing roleplayer on Twitter. The purpose of this study is that through roleplayers fans can represent their idols according to what they expect in their daily lives through social media twitter. This study uses a qualitative method by observing case studies that examine the virtual world of roleplayers, the results of this study are fans doing roleplaying activities to fulfill the fanaticism of the idol to fulfill his desire to represent themselves and create a new virtual identity in cyberspace. The result is unwittingly this rolepayer activity also changes the personality of the culprit in the real world created by his imagination because of playing roleplayer too often, but on the other hand this roleplayer game also brings a positive impact on the culprit. with this article it is hoped that roleplayer can be more careful in representing themselves as other people in cyberspace because it will affect their personalities in the real world.


2016 ◽  
Vol 18 (2) ◽  
pp. 109
Author(s):  
Rulli Nasrullah

<p><em>The participation of social media users in online communication also encouraging the spread of the phenomenon of marriage in society including the reasons that sound cliche appears that  a satire and sarcasm meme of ”Mengajak Nikah ke KUA” appeared and distributed through social media and become a reflection from the real world in the virtual world . Through virtual ethnographic research with Analisis Media Siber level of technic, this article tries to trace the cultural artifacts of satire and values contained in the meme .</em></p><p><em><br /></em></p><p><em>Partisipasi pengguna dalam komunikasi online di media sosial juga merambah pada fenomena ajakan menikah di tengah masyarakat termasuk di dalamnya alasan-alasan yang terdengar klise yang muncul. </em><em>Meme “Mengajak Nikah ke KUA” merupakan satire atau sindiran yang muncul dan terdistribusi melalui media sosial dan menjadi semacam cerminan dunia virtual yang berasal dari dunia nyata. Melalui riset etnografi virtual dengan teknik level Analisis Media Siber, artikel ini mencoba menelusuri artefak budaya tentang satire dan nilai-nilai yang terkandung dalam meme tersebut.</em></p><p><em> </em></p><p><em><br /></em></p>


2020 ◽  
Vol 83 ◽  
pp. 01061
Author(s):  
Kamilla Sánta ◽  
Patrik Baša ◽  
Renáta Machová

Meeting the challenges of social media is becoming more and more important for companies in the 21st century. If companies want to be successful, they need to be present not only in the real world but also in the virtual world. With this paper, we would like to help companies in their marketing communication on Instagram. We carried out an international research on the most important factors of Instagram business profile and examined their relationship by correlation analysis. Our results are summarized in a model, which includes several factors that companies must simultaneously consider when following a particular social media strategy. Since we have not discovered big differences among the countries we examined, our model could have been used internationally (primarily by Central European companies).


2020 ◽  
Vol 24 (1) ◽  
pp. 58
Author(s):  
Anwar Hafidzi

This research begins with an understanding of the endemic radicalism of society, not only of the real world, but also of various online social media. This study showed that the avoidance of online radicalism can be stopped as soon as possible by accusing those influenced by the radical radicality of a secular religious approach. The methods used must be assisted in order to achieve balanced understanding (wasathiyah) under the different environmental conditions of the culture through recognizing the meaning of religion. The research tool used is primarily library work and the journal writings by Abu Rokhmad, a terrorist and radicalise specialist. The results of this study are that an approach that supports inclusive ism will avoid the awareness of radicalization through a heart-to-heart approach. This study also shows that radical actors will never cease to argue dramatically until they are able to grasp different views from Islamic law, culture, and families.Keywords: radicalism, deradicalization, multiculturalism, culture, religion, moderate.Penelitian ini berawal dari paham radikalisme yang telah mewabah di masyarakat, bukan hanya di dunia nyata, bahkan sudah menyusup di berbagai media sosial online. Penelitian ini menemukan bahwa cara menangkal radikalisme online dapat dilakukan pencegahan sedini mungkin melalui pendekatan konseling religius multikultural terhadap mereka yang terkena paham radikal radikal. Diantara teknik yang digunakan adalah melalui pemahaman tentang konsep agama juga perlu digalakkan agar memunculkan pemahaman yang moderat (wasathiyah) diberbagai keadaan lingkungan masyarakat. Metode yang digunakan untuk penelitian ini adalah library research dengan sumber utama adalah karya dan jurnal karya Abu Rokhmad seorang pakar dalam masalah terorisme dan radikalisme. Temuan penelitian ini adalah paham radikalisasi itu dapat dihentikan dengan pendekatan hati ke hati dengan mengedepankan budaya yang multikultural. Kajian ini juga membuktikan bahwa pelaku paham radikal tidak akan pernah berhenti memberikan argumen radikal kecuali mampu memahami perbedaan pendapat yang bersumber dari syariat Islam, lingkungan sosial, dan keluarga.Kata kunci: radikalisme, deradikalisasi, multikultural, budaya, agama, moderat.


Author(s):  
Yulia Fatma ◽  
Armen Salim ◽  
Regiolina Hayami

Along with the development, the application can be used as a medium for learning. Augmented Reality is a technology that combines two-dimensional’s virtual objects and three-dimensional’s virtual objects into a real three-dimensional’s  then projecting the virtual objects in real time and simultaneously. The introduction of Solar System’s material, students are invited to get to know the planets which are directly encourage students to imagine circumtances in the Solar System. Explenational of planets form and how the planets make the revolution and rotation in books are considered less material’s explanation because its only display objects in 2D. In addition, students can not practice directly in preparing the layout of the planets in the Solar System. By applying Augmented Reality Technology, information’s learning delivery can be clarified, because in these applications are combined the real world and the virtual world. Not only display the material, the application also display images of planets in 3D animation’s objects with audio.


2006 ◽  
Vol 5 (3) ◽  
pp. 53-58 ◽  
Author(s):  
Roger K. C. Tan ◽  
Adrian David Cheok ◽  
James K. S. Teh

For better or worse, technological advancement has changed the world to the extent that at a professional level demands from the working executive required more hours either in the office or on business trips, on a social level the population (especially the younger generation) are glued to the computer either playing video games or surfing the internet. Traditional leisure activities, especially interaction with pets have been neglected or forgotten. This paper introduces Metazoa Ludens, a new computer mediated gaming system which allows pets to play new mixed reality computer games with humans via custom built technologies and applications. During the game-play the real pet chases after a physical movable bait in the real world within a predefined area; infra-red camera tracks the pets' movements and translates them into the virtual world of the system, corresponding them to the movement of a virtual pet avatar running after a virtual human avatar. The human player plays the game by controlling the human avatar's movements in the virtual world, this in turn relates to the movements of the physical movable bait in the real world which moves as the human avatar does. This unique way of playing computer game would give rise to a whole new way of mixed reality interaction between the pet owner and her pet thereby bringing technology and its influence on leisure and social activities to the next level


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