Hasil Pencarian  ::  Simpan CSV :: Kembali

Hasil Pencarian

Ditemukan 3 dokumen yang sesuai dengan query
cover
Johanes Bosco Widhi Wicaksono
"ABSTRAK
Saat ini televisi Indonesia sangat minim menayangkan program anak. Jumlah program anak yang ada tidak bisa memenuhi kebutuhan waktu harian anak menonton, sehingga besar kemungkinan anak menonton tayangan dengan klasifikasi remaja atau dewasa. Selain itu saat ini program anak yang ada didominasi oleh tayangan serial animasi atau kartun yang ternyata belum sepenuhnya aman bagi anak Untuk itu program Jagoan Cilik hadir sebagai altenatif program anak di industri televisi nasional melalui format edutainment yang merupakan program televisi hiburan berbasis edukasi. Program ini memiliki tujuan sosial untuk menambah jumlah tayangan yang aman bagi anak. Untuk pembuatan prototype dilakukan riset khalayak terhadap 30 anak usia 5-8 tahun sebagai target khalayak program. Jagoan Cilik mengajak anak-anak untuk melakukan aksi menyelesaikan misi seputar keahlian unik serta memberi kesempatan penonton untuk terlibat langsung dalam program, yakni dengan mengirimkan karya atau video keahlian tertentu dan yang terpilih berhak menjadi Kapten Cilik (bintang tamu).

ABSTRACT
The number of existing children's programs is very few and can not meet the needs of children's daily TV watching, so it is probable that a child watches teen or adult's programs. Besides, existing children's programs are dominated by animated series or cartoons which apparently are not entirely safe for children. Therefore Jagoan Cilik comes as an alternative to children?s programs through edutainment format which is educating yet entertaining at the same time. Social purpose of this program is to increase the number of programs that are safe for children. To create the prototype audience research is conducted to 30 children aged 5-8 as the program's target audience. Jagoan Cilik encourages children to take action completing the mission about unique skills and give the audience an opportunity to be directly involved in the program by submitting a video work or other specific skill works, and the elected one is entitled Kapten Cilik.
"
2016
TA-pdf
UI - Tugas Akhir  Universitas Indonesia Library
cover
Puput Tripeni Juniman
"ABSTRAK
BAGIAN 1
Analisis Situasi
Olahraga, media, dan masyarakat sudah tak dapat dipisahkan lagi. Kebutuhan terhadap informasi olahraga menjadi penting. Namun, media belum sepenuhnya mengakomodasi hal ini. Informasi dunia olahraga didominasi sepak bola. Informasi antara olahraga populer dan nonpopuler olahraga terkesan tidak berimbang. Padahal informasi olahraga lain juga dinantikan oleh masyarakat.
BAGIAN 2
Manfaat dan Tujuan Pengembangan Prototype
Manfaat bagi khalayak: pelayanan informasi dan pendidikan dalam bidang olahraga, hiburan bagi publik. Manfaat bagi pengelola: kredibilitas secara sosial dan kultural, penjalanan misi organisasi, serta dari segi ekonomi.
Tujuan sosial: menciptakan keluarga cinta olahraga, meningkatkan apresiasi dan inspirasi. Tujuan ekonomi: memberikan keuntungan, sponsorship dan kerjasama.
BAGIAN 3
Prototype yang Dikembangkan
Program berita olahraga berformat TV Magazine ini, bernama ?All Sport?. Berdurasi 30 menit dan berisikan informasi olahraga dalam dan luar negeri, yang menyajikan berita olahraga populer dan memberikan ruang bagi olahraga nonpopuler. Program ini berisi diskusi dan juga mengedepankan interaktivitas dengan penonton. Rencana penayangan di KOMPAS TV pada hari Sabtu dan Minggu dalam rentang prime time (19.00 ? 22.00 WIB). Target khalayak usia 18-40 tahun, SES A, B, dan C.
BAGIAN 4
Evaluasi
- Media pre-test dilakukan menyebar kuisioner secara online kepada 50 responden setelah menyaksikan prototype yang diunggah ke YouTube secara terbatas.
- Evalusi media, berupa rapat redaksi (internal), survey dan data Nielsen (eksternal)
BAGIAN 5
Anggaran:
- Anggaran pembuatan prototype: Rp 1.680.000
- Rencana anggaran produksi program per bulan: Rp 193.650.000
- Perkiraan laba maksimal per bulan: Rp 1.836.350.000
- Rencana anggaran evaluasi Rp 2.000.000;PART 1

ABSTRACT
PART 1
Situation Analysis
Sport, media, and citizen is a non-separatable unity. The needs of sport information become important, but can not be fully accommodated by the media. Sport information is dominated by football news that seems not accommodating whole fields of sport. Whereas, the public expects information from another kind of sport.
PART 2
Benefit and Purpose of Prototype Development
Benefit for audience: information services and education in sport fields, entertainment for public.
Benefit for managers: social and cultural credibility, the execution of organization mission, and economic sector.
Social purpose attaching the family into sport, increasing the appreciation and inspiration.
Economic purpose: gaining profit, sponsorship and cooperation.
PART 3
Prototype Developed
TV-formatted Sport News Program named ?All Sport?. Consisting information from any fields of sport that serves both popular and non-popular sport news with 30 minutes duration. This program engages discussion and puts forward the interactivity with the audiences. Broadcast planning is on Kompas TV, every Saturday and Sunday at primetime (19.00-22.00 WIB). Audience target is within 18-40 years old, SES A, B, and C.
PART 4
Evaluation
- Pre-test media will be conducted by distributing online questionnaires to 50 participants after watching the prototype via YouTube.
- The form of media evaluation are editorial board internal meeting, survey, and Nielsen data (external).
PART 5
Budget
- Prototype making budget : Rp 1.680.000
- Production budget plan per month : Rp 193.650.000
- Maximum profit estimation : Rp 1.836.350.000
- Evaluation budget plan : Rp 2.000.000.
"
2016
TA-pdf
UI - Tugas Akhir  Universitas Indonesia Library
cover
Agus Maladi Irianto
"This study is focused on the working process of power in television program with special emphasis on Infotainment program, subjectively is marked by knowledge and action of involved actors. This study is qualitatively aimed at explaining production and reproduction of actors? social practices who involve in knowledge production processes for delivering television program. More over, this study will be able to describe the actors? power contestation based on positions and relationship among subjects in developing interaction based on their interest on mentioned television program presentation. It uses qualitative approach emphasis on the process rather than result, and tends to involve trust between researchers and informant.
This analytic descriptive study is carried out since the beginning of January to August 2007. The work of power is basically moves to a series of relation, so that poser is understood as a description of plural network, not homogeny, and incomplete. It is a complicated network in a series of interactions and events in social practices of actors in a disperse position. Power can not be reduced in the form of central decision. It means that the works of power is not only determined by domination or authority of an actor to the other. In account to that, among actors are marked by regulation technology that work productively in controlling, depending, competing, and fighting one and other. Such process also marked by construction, deconstruction and reconstruction of actors? knowledge and is expressed in a series of actions that produce discourse.
Based on data analysis supported by an existing concept, so that the work ad contestation of power in television program especially infotainment can be described as follows: Firstly, the process of delivering infotainment program in television creates a series of social practices of subject that has strategic relationship. The power works through social practices with dispersed positions through relations, or in other words the relationship construct power.
Secondly, the process of delivering television program is marked by the works of control technology in the form of control system among actors. The control system extends over actors? relationship continually and drive to develop interdependency among them.
Thirdly, the social interactions of actors who involved in infotainment program broadcast are basically a construction, deconstruction, as well as reconstruction of knowledge in which the power works. These become strategy of actors in interaction with others. Consequently there is a never ending contestation.
Fourthly, besides power is a process of formulating knowledge, it also produces a discourse. Continually deconstructed discourse becomes a form of news media politics that create competition among actors that colored by the existence of power contestation.
Based on the above notions there are two critical aspects that should be noted in this study:
Firstly, infotainment broadcasting program is a television (private) program in Indonesia has contribute of knowledge formation marked by the work of power through social practices of contestation actors. Power contestation in this television program is a description of the existence of power relation that support, strive, compete and destruct in the process of build knowledge and discourse.
Secondly, the issue of power basically has valuable contribution to anthropology, especially when experts that the anthropology has lost its job in lines with new social supremacy in this contemporary modern world. Issue of power also gives solution for anthropology to response related issue with recent development. Besides, issue of power gives a valuable contribution for anthropology has social network concept and empirical reality strength that can be carried out through field study."
Depok: Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia, 2007
D836
UI - Disertasi Membership  Universitas Indonesia Library