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Ditemukan 12260 dokumen yang sesuai dengan query
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Halpin, Daniel W.
Urbana: University of Illinois Press, 1973
658.404 HAL c
Buku Teks  Universitas Indonesia Library
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"We still see many communication graduates with little business knowledge and business graduates with little communication knowledge. This schism leads communication scholars to assume that better communication is an end in itself while management see it as a means to an end it must somehow contribute to the bottom line. How can strategic communication and public relations support corporations? What can communicators learn from management disciplines? Moreover, how should universities and business schools deal with the need to integrate research and education from different disciplines to advance the field? This book addresses these challenges and offers some answers. The contributions from primarily European countries were selected from a large number of peer-reviewed contributions for the 2015 congress of the European Public Relations Education and Research Association hosted by BI Norwegian Business School in Oslo. The chapters explore challenges of linking both fields; discuss research focusing on communication, leadership and organisational goals; and present findings from current research in corporate communication."
United Kingdom: Emerald, 2016
e20469304
eBooks  Universitas Indonesia Library
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Brooks, LeRoy D.
Homewood, Illinois: Richard D. Irwin, 1982
658.15 BRO f
Buku Teks SO  Universitas Indonesia Library
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Halpin, Daniel W.
New York: John Wiley & Sons, 1980
624.068 HAL c
Buku Teks SO  Universitas Indonesia Library
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McFarlan, Franklin Warren
New York: Macmillan, 1970
658.403 MCF m
Buku Teks  Universitas Indonesia Library
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Aldy Putra Pratomo
"Video game sebagai media hiburan telah berkembang pesat selama tiga dekade terakhir. Tren dalam penjualan video game belakangan ini adalah membuat para pemain tetap fokus dan tenggelam dalam bermain video game. Hal ini disebut sebagai imersivitas atau momen imersif. Tentunya tren ini membuat para pengembang video game fokus untuk membuat video game ciptaannya menjadi lebih memikat bagi pemain. Dengan motif ini, pengembang video game dapat menciptakan pengalaman di mana pemain mampu menampilkan dirinya dalam video game. Konsekeunsi dari tren ini adalah pemain, pengembang video game, dan jurnalis video game membuat istilah imersif hanya pada beberapa genre di video game dan term ini bisa mendiskreditkan video game yang tidak dalam kategori yang sama. Penulis memproposisikan bahwa semua video game mampu membuat pengalaman imersif dengan melihat bagaimana realitas di dunia video game diciptakan dan dalam relasi seperti apa manusia bisa tenggelam dalam dunia video game.
Video games as an entertainment medium have rapidly developed over the past three decades. Recent trends in video game sales focus on keeping players engaged and immersed in gameplay. This phenomenon is referred to as immersivity or immersive moments. Naturally, this trend has led game developers to prioritize making their games more captivating for players. With this motive, game developers can create experiences where players can project themselves into the game. The consequence of this trend is that players, game developers, and video game journalists tend to label only certain genres of video games as immersive, potentially discrediting games that do not fall into these categories. The author proposes that all video games have the potential to create immersive experiences by examining how the reality within video games is constructed and what relationship in which humans can become absorbed in the world of video games."
Depok: Fakultas Ilmu Pengetahuan Budaya Universitas Indonesia, 2024
MK-pdf
UI - Makalah dan Kertas Kerja  Universitas Indonesia Library
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Griffith, Alan
Harlow: Longman, 2000
658.408 GRI c
Buku Teks  Universitas Indonesia Library
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Morgan, D. Bryan
"This book provides many references to what has been established by case histories particulary in the UK, Hong kong, Singapore, Australia, South Africa, Canada, and US. That these will not always be acceptable references in terms of the governing laws that apply to a particular contract where it is not based upon a common law system buy possibly a civil code system. They can still, however, serve as a general guide as to what is recognised in an international context as the basis upon which to resolve an otherwise obscure issue.
In practical context, whilst possibly not providing any real support in a truly legal manner, such references may well conform to current interpretations under civil code rules or customary trade or industrial practices and can often provide extremely forceful arguments at the pre-litigation negotiation stage when parties are directing their efforts towards reaching an amicable solution to their dispute.
This book should be used as a guide and not as a definitive work on international contract law, which it is certainly not. It should direct the reader to issues that it would be beneficial to research in more detail as they relate to a particular project and be looked upon as a springboard to further knowledge."
London : [RIBA enterprises, ], 2005
e20439875
eBooks  Universitas Indonesia Library
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O`Brien, James J.
New York: Primavera System, 2005
690OBRC001
Multimedia  Universitas Indonesia Library
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