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Hasil Pencarian

Ditemukan 13 dokumen yang sesuai dengan query
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Rotua Uly Inge
"ABSTRAK
Saat ini kebudayaan Korea Selatan sedang mendominasi hampir di seluruh dunia dengan sebutan Korean Wave. Pemerintah Korea Selatan pun memanfaatkan hal ini untuk mempromosikan pariwisata negaranya. Salah satunya dengan mengeluarkan video musik S.E.O.U.L dan Fly to Seoul. Penelitian ini menganalisis sistem tanda yang ada pada kedua video musik yang merepresentasikan nilai-nilai dari kebudayaan Korea Selatan. Penelitian ini menggunakan semiotika dengan teori Roland Barthes, dimana tanda-tanda pada kedua video musik ini diinterpretasikan secara mendalam sehingga diharapkan dapat memberikan penjelasan terperinci tentang kandungan makna dari tandatanda pada musik video yang diteliti tersebut.

ABSTRACT
Nowadays, South Korean culture or so called Korean Wave is dominating most of the world. South Korean government takes advantage of this situation by promoting the country?s tourism. One of ways to do so is by releasing S.E.O.U.L and Fly to Seoul music video. This research analyzed sign system contained in both music videos that represented values of South Korean culture. This research used Roland Barthes' theory of semiotics. Signs contained in both music videos were interpreted deeply in order to give the detailed explanation about the meaning of signs in both music videos."
Depok: Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia, 2012
S-Pdf
UI - Skripsi Open  Universitas Indonesia Library
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Tita Miasari
"RINGKASAN EKSEKUTIF
Analisis Situasi
Majalah Rolling Stone Indonesia merupakan salah satu majalah musik di Indonesia yang mampu bertahan selama 10 tahun (terhitung 2005-2015) Kurang efektifnya komunikasi dua arah bagi Rolling Stone Indonesia dengan publiknya terutama bagi pelanggan baik itu melalui offline ataupun online Banyak bermunculan kompetitor majalah yang juga membuat berbagai macam bentuk promosi menarik untuk majalahnya baik secara online dan offline, misalnya dengan membuat festival musik, konser ataupun kampanye. Serta pengadaan berbagai media baru yang atraktif, seperti website dan sosial media yang membuat popularitas dan citra mereka terus meningkat.
Tujuan
Menjadikan majalah Rolling Stone Indonesia sebagai media musik dengan citra yang unggul dan membangun awareness masyarakat Indonesia terhadap majalah Rolling Stone Indonesia sebagai sumber segala informasi terpercaya mengenai industri musik di Indonesia.
Strategi
Membangun awareness akan adanya perbaikan media komunikasi dua arah melalui program komunikasi bertema ?Music for Life?, yang menekankan pada musik sebagai sumber kehidupan dan harapan bagi Indonesia. Berfokus pada Rolling Stone Indonesia dengan pelanggan. Membuat aktivitas dan pesan kunci program yang konsisten membahas mengenai industri musik Indonesia dalam ?Music for Life?. Menigkatkan pemanfaatan berbagai media dengan berfokus kepada media digital sebagai saluran utama komunikasi, seperti website kampanye dan social media.
Khalayak Sasaran
Pelanggan
Mereka yang telah berlangganan ataupun membeli majalah Rolling Stone Indonesia secara berkala, serta membaca majalah Rolling Stone Indonesia. Laki-laki usia 20-30 tahun, SES B+ - A+, berdomisili di kota-kota besar di Indonesia.
Masyarakat umum
Merupakan masyarakat Indonesia yang sesuai target pasar majalah Rolling Stone Indonesia, yaitu mulai usia 18 hingga 40 tahun, SES B+ - A+, berdomisili di kota-kota besar di Indonesia, baik laki-laki maupun perempuan, terutama para penggemar musik.
Pesan Kunci
Rolling Stone Indonesia memberikan segala informasi terbaru dan eksklusif mengenai industri musik di Indonesia.
Program
Memperbaiki media online yaitu akun jejaring sosial dan email sebagai media dua arah antara Rolling Stone Indonesia dengan publik, Memperbaharui konten pada website serta membuat newsletter khusus bagi pelanggan melalui direct mail Memanfaatkan jaringan relasi, antara majalah Rolling Stone Indonesia dengan para musisi Indonesia dari berbagai aliran musik untuk berpartisipasi juga berperan sebagai buzzer dari kampanye Music for Life Mengusahakan adanya kerjasama dengan media lain terkait publikasi seluruh kegiatan kampanye Music for Life, yaitu radio Menjadikan perayaan ulang tahun ke-10 Rolling Stone Indonesia sebagai pengenalan kampanye Music for Life kepada publik serta ajang pemberian penghargaan kepada para pekerja di industri musik dalam Editor?s Choice Award Mengefektifkan kembali Release Party dan Rock Market sebagai media promosi majalah Rolling Stone Indonesia Mengefektifkan kembali Rolling Stone goes to School & Campus sebagai pemberian edukasi serta media promosi majalah Rolling Stone Indonesia ke generasi muda (Calon target pasar dari Majalah Rolling Stone Indonesia) Mengaktifkan kembali channel Youtube Rolling Stone Indonesia dengan membuat kegiatan Jamming with Rolling Stone Indonesia, berupa video series dari penampilan singkat musisi Indonesia Menjadikan perayaan pesta akhir tahun Rolling Stone Indonesia sebagai penutupan dari kampanye Music for Life kepada publik.
Jadwal
Januari - Desember 2015
Anggaran
Total anggaran yang dibutuhkan untuk penyelenggaraan rangkaian kegiatan kampanye Music for Life adalah Rp 1.286.680.000,-
Evaluasi
Metode evaluasi yang digunakan adalah metode input, output dan outcome.
Input : evaluasi terhadap segala proses yang berlangsung dalam pra pelaksanaan kegiatan kampanye Music for Life
Output : evaluasi terhadap sesuatu yang nyata sebagai hasil dari berbagai kegiatan dalam rangkaian kampanye Music for Life.
Outcome : pengukuran dampak dan evaluasi hasil pelaksanaan kegiatan kampanye Music for Life.
EXECUTIVE SUMMARY
Situation Analysis
Rolling Stone Magazine Indonesia is one of the magazine focuses in Indonesia's music industry that is capable to survive for 10 years (2005-2015). Rolling Stone Indonesia has a lack of communication effectiveness especially to its customer?through offline and online contacts. The emerging of competitors who offer various kinds of promotions for their magazines through online and offline, for example by making music festivals, concerts, or campaigns. Also the emerging of various attractive new media, like website and social media making their popularity and image constantly rising.
Goal
To make Rolling Stone Indonesia Magazine as a supreme media for music industry with excellent image and to develop Indonesian citizens? awareness that Rolling Stone Magazine Indonesia is a trusted source for music industry in Indonesia.
Strategy
Building awareness regarding the improvement of two ways communication through communication program themed ?Music for Life? in which emphasize music as the source of life and hope for Indonesia. Especially focusing on relationship between Rolling Stone Indonesia and customers; generally focusing on relationship between Rolling Stone Indonesia and Indonesia citizen. Conducting activities and creating key messages for programs that consistently discuss about Indonesia music industry in ?Music for Life? Executing media relations efforts focusing on digital media as the main communication channel, such as website campaign and social media.
Target Audience
General public
Indonesian citizen who fits Rolling Stone Indonesia prospective costumer target, which is people aged 18 ? 25 years , SES B+ - A+, living in big cities in Indonesia, male or female, especially music fans.
Customers
Those who subscribe or buy and read Rolling Stone Indonesia gradually. Male at the age of 20-30 years old, SES B+ - A, domiciled in Indonesia?s big cities.
Key Messages
Rolling Stone Indonesia Magazine is the top music magazine in Indonesia which provides exclusive and most updated information regarding Indonesia music industry.
Programs
Improving online media, namely social networking accounts and email as the two ways communication tools between Rolling Stone Indonesia and its public. Renewing website content as well as producing special newsletter for customers through direct mail. Utilizing network relations between Rolling Stone Magazine Indonesia and Indonesian Musicians from various music genres to also participate and take part as a buzzer for Music for Life campaign. Putting effort on cooperation with other media regarding campaign publicity of Music for Life, especially radio. Making Rolling Stone Indonesia's 10th year anniversary celebration as the introduction for Music for Life campaign to general public followed by conducting Editor?s Choice Awards for the employees in music industry. Reviving Release Party and Rock Market as promoting media for Rolling Stone Magazine Indonesia. Bringing back Rolling Stone goes to School & Campus as a channel to educate as well as to promote Rolling Stone Magazine Indonesia to young generation. (Future target market of Rolling Stone Magazine Indonesia). Reactivating Youtube channel Rolling Stone Indonesia by implementing Jamming session with Rolling Stone Indonesia, in the form of series of short performances from Indonesian Musicians. Making Rolling Stone Indonesia?s end of year celebration as the closing of the campaign Music for Life to the public.
Schedule
January - December 2015
Budget
Total budget required for the implementation of overall ?Music for Life? campaign activities is Rp 1.266.680.000,-
Evaluation
The evaluation method that is used in this program is input, output, and outcome method.
Input : an evaluation towards all process that take place in the implementation of activities
Output : an evaluation towards tangible things as a result of activities
Outcome : impact measurement and evaluation of the activities implementation"
Depok: Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia, 2014
TA-Pdf
UI - Tugas Akhir  Universitas Indonesia Library
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Rizky Cholief Fuadhi
"[ABSTRAK
Mendongeng mempunyai peran besar dalam proses pendidikan anak usia dini Meskipun demikian di Indonesia 53 orang tua dengan anak berusia kurang dari empat tahun tidak pernah mendongeng untuk anaknya dan hanya 10 yang melakukannya secara rutin 6 7 kali dalam seminggu Permasalahan yang dihadapi adalah orang tua mengetahui manfaat dari mendongeng tetapi belum ada pemicu untuk melakukan aktivitas mendongeng secara rutin Oleh karena itu program kampanye Komunitas Ayo Dongeng Indonesia ldquo Ayo Mendongeng Berbagi Kisah Berbagi Kasih rdquo dibuat dengan tujuan menggerakkan orang tua dengan stastus ekonomi dan sosial A dan B yang mempunyai anak usia 2 6 tahun untuk mendongeng secara rutin Biaya yang akan dikeluarkan untuk keseluruhan kampanye sebesar Rp 113 281 000.

ABSTRACT
Storytelling has a major role in the process of early childhood education However in Indonesia 53 parents with children aged less than four years never storytelling for children and only 10 did so regularly 6 7 times a week The problem faced is parents know the benefits of storytelling but there is no trigger to perform routine activities of storytelling Therefore Komunitas Ayo Dongeng Indonesia campaign Let rsquo s Tell Story Sharing Stories Sharing Love was made with the intention to encourage the parents with the economic and social stastus A and B who have children aged 2 6 years to do storytelling on a regular basis The amount of budget spent for the whole campaign is Rp 113 281 000.; Storytelling has a major role in the process of early childhood education However in Indonesia 53 parents with children aged less than four years never storytelling for children and only 10 did so regularly 6 7 times a week The problem faced is parents know the benefits of storytelling but there is no trigger to perform routine activities of storytelling Therefore Komunitas Ayo Dongeng Indonesia campaign Let rsquo s Tell Story Sharing Stories Sharing Love was made with the intention to encourage the parents with the economic and social stastus A and B who have children aged 2 6 years to do storytelling on a regular basis The amount of budget spent for the whole campaign is Rp 113 281 000 , Storytelling has a major role in the process of early childhood education However in Indonesia 53 parents with children aged less than four years never storytelling for children and only 10 did so regularly 6 7 times a week The problem faced is parents know the benefits of storytelling but there is no trigger to perform routine activities of storytelling Therefore Komunitas Ayo Dongeng Indonesia campaign Let rsquo s Tell Story Sharing Stories Sharing Love was made with the intention to encourage the parents with the economic and social stastus A and B who have children aged 2 6 years to do storytelling on a regular basis The amount of budget spent for the whole campaign is Rp 113 281 000 ]"
2014
TA-pdf
UI - Tugas Akhir  Universitas Indonesia Library
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Setyo Manggala Utama
"ABSTRAK
Perkembangan penggunaan internet untuk tujuan aktivisme membentuk sebuah praktik bermedia yang disebut dengan clicktivisme. Penelitian ini bertujuan untuk menjawab dua pertanyaan; (1) bagaimana praktik bermedia para aktivis berkaitan dengan praktik clicktivisme yang dilakukan dalam konteks gerakan sosial, dan (2) bagaimana usaha yang dilakukan oleh para aktivis untuk melanjutkan praktik clicktivisme ke dalam aksi berbentuk offline. Penelitian ini menemukan bahwa terdapat enam strategi yang dilakukan oleh aktivis dalam melakukan praktik clicktivisme, yakni dengan mengkampanyekan permasalahan dan tuntutan, menggunakan hastag tertentu, menunjukan dukungan dari publik di halaman platform media baru yang digunakan, menginformasikan perkembangan terbaru mengenai aktivitas yang dilakukan oleh gerakan, mengajak partisipan melakukan clicktivisme, dan juga untuk terlibat ke dalam aksi offline.

ABSTRACT
The use of internet for activism has created new media peactice, that is called as clicktivism. This research aim to answer to questions; (1) how activist use the media, relate to clicktivsm practice in social movement context, and (2) how that effort continues on offline activism movement. This research found there are six strategies which are applied by activists in doing clicktivism practice. They are campaigning the social cause, using certain hashtag, showing public supports in their new media platform, updating the current activity progress, inviting participant to do both clicktivism and offline activism."
2015
S59399
UI - Skripsi Membership  Universitas Indonesia Library
cover
Dian Ritami
"[ABSTRAK
Indonesia sangat kaya dengan objek wisata, tak terkecuali wisata olahraga air. Mulai dari pantai, taman laut, sungai, danau, air terjun, dan masih banyak lagi. Biasanya destinasi wisata semacam ini dipadati oleh anak muda. Berkembangnya minat anak muda yang memiliki kegemaran olahraga air sekaligus berwisata mendorong pembentukan situs Tirta Wisata, yang akan menjadi acuan utama khalayak dalam memperoleh informasi wisata olahraga air di Indonesia.
Manfaat situs Tirta Wisata antara lain memberikan informasi lengkap dan memperkenalkan khalayak pada tempat-tempat wisata olahraga air yang belum terekspose di Indonesia. Situs ini diharapkan dapat memberikan pengetahuan dan rekomendasi tentang wisata olahraga sekaligus memajukan pariwisata olahraga di Indonesia.
Tirta Wisata merupakan situs yang berisi ulasan tentang objek wisata olahraga air di Indonesia. Situs ini dikemas dengan multimedia dan memungkinkan khalayak untuk berkontribusi. Target khalayaknya adalah anak muda yang berada di kelompok usia 15-25 tahun, dengan pendidikan SMA dan Perguruan Tinggi, serta memiliki status sosial ekonomi A dan B. Tirta Wisata memiliki alamat situs resmi dengan nama tirtawisata.net.

ABSTRACT
Indonesia has many tourist destinations, not to mention water sports destination. Starting from beaches, marine parks, rivers, lakes, waterfalls, and much more. Usually young people crowded this kind of destination. The growth of young people interest, who have a hobby of water sports and travelling, at the same time encourage the establishment of Tirta Wisata sites, which will be public's main reference in obtaining information on water sports tourism in Indonesia.
Tirta Wisata site benefits include providing complete information and to introduce audiences where the destination of water sports that has not yet exposed in Indonesia. The site is expected to provide knowledge and recommendation about water sport tour object and as well promoting sports tourism in Indonesia.
Tirta Wisata is a site that provides reviews of water sports tour destination in Indonesia. This site is packed with multimedia and allows the audience to contribute. The target audience is young people who are in the age group 15-25 years, with a high school education and universities, as well as having social economic status of A and B. Tirta Wisata have official website address named tirtawisata.net.;Indonesia has many tourist destinations, not to mention water sports destination. Starting from beaches, marine parks, rivers, lakes, waterfalls, and much more. Usually young people crowded this kind of destination. The growth of young people interest, who have a hobby of water sports and travelling, at the same time encourage the establishment of Tirta Wisata sites, which will be public's main reference in obtaining information on water sports tourism in Indonesia.
Tirta Wisata site benefits include providing complete information and to introduce audiences where the destination of water sports that has not yet exposed in Indonesia. The site is expected to provide knowledge and recommendation about water sport tour object and as well promoting sports tourism in Indonesia.
Tirta Wisata is a site that provides reviews of water sports tour destination in Indonesia. This site is packed with multimedia and allows the audience to contribute. The target audience is young people who are in the age group 15-25 years, with a high school education and universities, as well as having social economic status of A and B. Tirta Wisata have official website address named tirtawisata.net.;Indonesia has many tourist destinations, not to mention water sports destination. Starting from beaches, marine parks, rivers, lakes, waterfalls, and much more. Usually young people crowded this kind of destination. The growth of young people interest, who have a hobby of water sports and travelling, at the same time encourage the establishment of Tirta Wisata sites, which will be public's main reference in obtaining information on water sports tourism in Indonesia.
Tirta Wisata site benefits include providing complete information and to introduce audiences where the destination of water sports that has not yet exposed in Indonesia. The site is expected to provide knowledge and recommendation about water sport tour object and as well promoting sports tourism in Indonesia.
Tirta Wisata is a site that provides reviews of water sports tour destination in Indonesia. This site is packed with multimedia and allows the audience to contribute. The target audience is young people who are in the age group 15-25 years, with a high school education and universities, as well as having social economic status of A and B. Tirta Wisata have official website address named tirtawisata.net., Indonesia has many tourist destinations, not to mention water sports destination. Starting from beaches, marine parks, rivers, lakes, waterfalls, and much more. Usually young people crowded this kind of destination. The growth of young people interest, who have a hobby of water sports and travelling, at the same time encourage the establishment of Tirta Wisata sites, which will be public's main reference in obtaining information on water sports tourism in Indonesia.
Tirta Wisata site benefits include providing complete information and to introduce audiences where the destination of water sports that has not yet exposed in Indonesia. The site is expected to provide knowledge and recommendation about water sport tour object and as well promoting sports tourism in Indonesia.
Tirta Wisata is a site that provides reviews of water sports tour destination in Indonesia. This site is packed with multimedia and allows the audience to contribute. The target audience is young people who are in the age group 15-25 years, with a high school education and universities, as well as having social economic status of A and B. Tirta Wisata have official website address named tirtawisata.net.]"
2015
TA-pdf
UI - Tugas Akhir  Universitas Indonesia Library
cover
Yuriantin
"Atletik sebagai salah satu cabang olahraga tertua di dunia, telah dikenal oleh masyarakat Indonesia. Bahkan, salah satu nomor dalam cabang olahraga atletik yaitu lari, kini menjadi olahraga favorit para anak muda. Namun, beberapa nomor lainnya dalam cabang olahraga atletik kurang dikenal oleh masyarakat. Hal ini disebabkan informasi yang ada hanya berfokus kepada pertandingan semata. Oleh sebab itu, dibentuklah situs Dunia Atletik sebagai situs yang menyajikan informasi yang mendalam tentang olahraga atletik. Manfaat pengembangan prototype yaitu sebagai sarana bagi masyarakat untuk mencari dan memperoleh berbagai informasi seputar olahraga atletik. Tujuannya adalah agar masyarakat semakin mengenal cabang olahraga atletik dan mengapresiasi para atlet cabang olahraga atletik Indonesia. Situs Dunia Atletik adalah situs tentang segala informasi olahraga atletik dengan target khalayak dewasa muda berusia 19-30 tahun dengan SES A, B. Situs ini akan mendekatkan cabang olahraga atletik dengan khalayaknya melalui berbagai informasi yang bermanfaat bagi masyarakat. Pre-test situs ini dilakukan dengan menyebarkan kuesioner online untuk mengetahui respon khalayak sebelum situs ini diluncurkan. Berbagai respon masyarakat akan menjadi masukkan bagi perkembangan situs ini. Selanjutnya, evaluasi rutin akan dilakukan untuk mengetahui respon khalayak terhadap informasi dari situs ini dan dampaknya bagi khalayak.
Investasi Awal Rp 228.241.000
Total Pengeluaran per Bulan Rp 92.600.000
Total Pengeluaran per Tahun Rp 1.195.900.000
Perkiraan Pendapatan Tahun Pertama Rp 732.075.000
Perkiraan Pendapatan Tahun Kedua Rp 1.944.546.000
BEP dicapai di tahun kedua bulan pertama.

As one of the oldest sports in the world, athletics has been known by the people of Indonesia. In fact, one of the numbers in athletics sport which is running, is now become one of the most favorite sport of the young adult. However, some other numbers in athletics are less known by the public. It?s because the information only focused on the athletics event. Therefore, Dunia Atletik as a site, presents in-depth information about athletics. This prototype is developed as a medium for people to seek and get all the athletics information. It also makes people become more familiar with athletics sport and appreciate the athletics athletes.Dunia Atletik provide athletics sport information with young adult at the age of 19-30 (SES A,B) as our target audience. This website will bring athletics closer to the people with all the information. Media Pre-test will be conducted using online questionnaire to evaluate the response of the target audience before the site is launched. Various response will help the development of the site. After that, there willl be a routine to evaluate input, output,and outcome of this site.
Initial investment Rp 228.241.000
Monthly Expenditure Total Rp 92.600.000
Annual Expenditure Total Rp 1.195.900.000
Predicted Income First Year Rp 732.075.000
Predicted Income Second Year Rp 1.944.546.000
Break Even Point is assumed should be obtained in the first month of second year."
2015
TA-Pdf
UI - Tugas Akhir  Universitas Indonesia Library
cover
Widya Rahayu
"[ABSTRAK
Bagian 1 Analisis SituasiSeni rupa berperan penting untuk membantu perkembangan kecerdasan emosional dan fisik anBagian 1 : Analisis Situasi
Seni rupa berperan penting untuk membantu perkembangan kecerdasan, emosional, dan fisik anak. Namun, pembelajaran seni rupa di sekolah masih belum maksimal disebabkan oleh banyak faktor. Selain itu media seni rupa untuk anak di Indonesia masih minim. Oleh karena itu, Indonesia membutuhkan media seni rupa untuk anak.
Bagian 2 : Manfaat dan Tujuan Pengembangan Prototyp​e
Manfaat bagi Khalayak :
1. Memperoleh informasi seputar seni rupa Nusantara.
2. Memberikan edukasi mengenai seni rupa.
3. Membantu anak untuk mengapresiasi karya seni rupa Nusantara.
4. Menjadi hiburan bagi anak dengan konten yang interaktif dan menarik.
Manfaat bagi Penerbit:
1. Menjadi institusi yang mengedukasi anak melalui seni rupa.
2. Menjadi institusi yang dapat membantu anak mengapresiasi karya seni rupa.
3. Memperoleh keuntungan
Tujuan :
1. Memenuhi kebutuhan informasi anak mengenai seni rupa Nusantara.
2. Membuka wawasan dan mengedukasi anak mengenai keragaman seni rupa Nusantara
3. Membantu anak mengapresiasi karya seni rupa NUsantara
4. Mencari keuntungan finansial
Bagian 3 : Prototype yang Dikembangkan
Majalah digital Kreasi Seru memberikan informasi seputar keragaman karya seni rupa di Indonesia yang dikhususkan untuk anak. Selain itu, majalah ini juga memberikan beberapa panduan pembuatan karya seni yang dapat membantu anak untuk meningkatkan kreativitas. Khalayak sasaran adalah anak berusia 7-11 tahun, SES A dan B yang tertarik dengan seni rupa. Majalah ini terbit satu bulan sekali.
Bagian 4 : Evaluasi
Pre-test, dilakukan sebelum majalah diterbitkan, menggunakan instrumen kuesioner. Evaluasi dilakukan setiap edisi dan setiap akhir tahun. Evaluasi ini mencakup tiga aspek yaitu evaluasi input, output, dan outcome. Evaluasi ini bertujuan untuk menganalisa kesesuaian antara kebutuhan khalayak dan pemenuhannya melalui media yang dibuat. Evaluasi ini juga dapat menganalisa apakah tujuan media ini tercapai atau tidak. Alat ukur dalam evaluasi ini adalah kuesioner, observasi, metrics, dan statistik data kunjungan pembaca ke situs e-magazine Kreasi Seru.
Bagian 5 : Anggaran
Investasi awal : Rp 232.340.100
Pengeluaran Setiap Bulan : Rp 95.500.000
Pengeluaran Setiap Tahun : Rp 1.226.700.000
Target Pendapatan Tahun 1 : Rp 832.028.500
Target Pendapatan Tahun 2 : Rp 2.026.375.000
BEP dicapai pada tahun kedua bulan pertamaak Namun pembelajaran seni rupa di sekolah masih belum maksimal disebabkan oleh banyak faktor Selain itu media seni rupa untuk anak di Indonesia masih minim Oleh karena itu Indonesia membutuhkan media seni rupa untuk anak Bagian 2 Manfaat dan Tujuan Pengembangan Prototyp eManfaat bagi Khalayak 1 Memperoleh informasi seputar seni rupa Nusantara 2 Memberikan edukasi mengenai seni rupa 3 Membantu anak untuk mengapresiasi karya seni rupa Nusantara 4 Menjadi hiburan bagi anak dengan konten yang interaktif dan menarik Manfaat bagi Penerbit 1 Menjadi institusi yang mengedukasi anak melalui seni rupa 2 Menjadi institusi yang dapat membantu anak mengapresiasi karya seni rupa 3 Memperoleh keuntunganTujuan 1 Memenuhi kebutuhan informasi anak mengenai seni rupa Nusantara 2 Membuka wawasan dan mengedukasi anak mengenai keragaman seni rupa Nusantara3 Membantu anak mengapresiasi karya seni rupa NUsantara4 Mencari keuntungan finansialBagian 3 Prototype yang DikembangkanMajalah digital Kreasi Seru memberikan informasi seputar keragaman karya seni rupa di Indonesia yang dikhususkan untuk anak Selain itu majalah ini juga memberikan beberapa panduan pembuatan karya seni yang dapat membantu anak untuk meningkatkan kreativitas Khalayak sasaran adalah anak berusia 7 11 tahun SES A dan B yang tertarik dengan seni rupa Majalah ini terbit satu bulan sekali Bagian 4 EvaluasiPre test dilakukan sebelum majalah diterbitkan menggunakan instrumen kuesioner Evaluasi dilakukan setiap edisi dan setiap akhir tahun Evaluasi ini mencakup tiga aspek yaitu evaluasi input output dan outcome Evaluasi ini bertujuan untuk menganalisa kesesuaian antara kebutuhan khalayak dan pemenuhannya melalui media yang dibuat Evaluasi ini juga dapat menganalisa apakah tujuan media ini tercapai atau tidak Alat ukur dalam evaluasi ini adalah kuesioner observasi metrics dan statistik data kunjungan pembaca ke situs e magazine Kreasi Seru Bagian 5 AnggaranInvestasi awal Rp 232 340 100Pengeluaran Setiap Bulan Rp 95 500 000Pengeluaran Setiap Tahun Rp 1 226 700 000Target Pendapatan Tahun 1 Rp 832 028 500Target Pendapatan Tahun 2 Rp 2 026 375 000BEP dicapai pada tahun kedua bulan pertama;Part 1 : Situation Analysis

ABSTRACT
The fine arts play an important role to help the development of children?s intelligence, emotional, and physical. But, learning the fine arts at school is not really effective due to certain factors. In addition, the fine arts media in Indonesia is still limited. Therefore, Indonesia needs fine arts media for children.
Part 2 : Benefits and Objectives
Benefits for Readers:
1. Children gets information related to Indonesia?s fine arts.
2. Giving fine arts education.
3. Helping children to appreciate fine arts more.
Benefits for Publisher:
1. Becoming an institution that has the role to educate children through fine arts.
2. Becoming an institution that help children to appreciate fine arts more.
3. To get profit from advertisers.
Objectives :
1. To fulfill the readers needs.
2. To educate children about the variety of Indonesia?s fine arts.
3. To help children to appreciate fine arts more.
4. To get profits
Part 3 : Develop Prototype
Kreasi Seru digital fine arts magazine is a magazine that gives fine arts education to children . This magazine also gives tutorial that can help children to develop their creativity. Kreasi Seru?s target audience is reader whose age is between 7-11, SES A and B, and who is interested in fine arts.This magazine is published once a month.
Part 4 : Evaluation
Pre-test, is conducted before the launching of this magazine. The instrument of the pre-test is a questionnaire. Evaluation is conducted monthly and annually. Evaluation is consist of three aspects, which is input, output, and outcome. Evaluation aims to analyze the suitability between the needs of readers and its fulfilment through the program that is created. This evaluation can also analyze whether this media objectives is successfully reached or not. Measurement tools that used is questionnaire, observation, metrics, and statistical data on how many reader visit this magazine?s sites.
Part 5 : Budgeting
Initial Investment : Rp 232.340.100
Monthly Expenditures Total : Rp 95.500.000
Annual Expenditures Total : Rp 1.226.700.00
First Year Revenue Estimation : Rp 832.028.500
Second Year Revenue Estimation: Rp 2.026.375.000
BEP is assumed should be contained in the second year., Part 1 : Situation Analysis
The fine arts play an important role to help the development of children’s intelligence, emotional, and physical. But, learning the fine arts at school is not really effective due to certain factors. In addition, the fine arts media in Indonesia is still limited. Therefore, Indonesia needs fine arts media for children.
Part 2 : Benefits and Objectives
Benefits for Readers:
1. Children gets information related to Indonesia’s fine arts.
2. Giving fine arts education.
3. Helping children to appreciate fine arts more.
Benefits for Publisher:
1. Becoming an institution that has the role to educate children through fine arts.
2. Becoming an institution that help children to appreciate fine arts more.
3. To get profit from advertisers.
Objectives :
1. To fulfill the readers needs.
2. To educate children about the variety of Indonesia’s fine arts.
3. To help children to appreciate fine arts more.
4. To get profits
Part 3 : Develop Prototype
Kreasi Seru digital fine arts magazine is a magazine that gives fine arts education to children . This magazine also gives tutorial that can help children to develop their creativity. Kreasi Seru’s target audience is reader whose age is between 7-11, SES A and B, and who is interested in fine arts.This magazine is published once a month.
Part 4 : Evaluation
Pre-test, is conducted before the launching of this magazine. The instrument of the pre-test is a questionnaire. Evaluation is conducted monthly and annually. Evaluation is consist of three aspects, which is input, output, and outcome. Evaluation aims to analyze the suitability between the needs of readers and its fulfilment through the program that is created. This evaluation can also analyze whether this media objectives is successfully reached or not. Measurement tools that used is questionnaire, observation, metrics, and statistical data on how many reader visit this magazine’s sites.
Part 5 : Budgeting
Initial Investment : Rp 232.340.100
Monthly Expenditures Total : Rp 95.500.000
Annual Expenditures Total : Rp 1.226.700.00
First Year Revenue Estimation : Rp 832.028.500
Second Year Revenue Estimation: Rp 2.026.375.000
BEP is assumed should be contained in the second year.]"
2015
TA-Pdf
UI - Tugas Akhir  Universitas Indonesia Library
cover
Rahma Dianiputri
"Indonesia memiliki potensi bahari yang besar, termasuk sektor wisata yang terus meningkat dari tahun ke tahun. Sayang peningkatan jumlah wisatawan tidak selalu berdampak bagus bagi lingkungan. Masyarakat Indonesia belum sepenuhnya sadar akan pentingnya menjaga lingkungan. Karena itu diperlukan informasi bagaimana berwisata yang ramah lingkungan, yang dikenal dengan istilah ekowisata. Maka dibuatlah situs Ocean Peeps yangmenyediakan informasi tentang wisata dan pelestarian laut Indonesia.
MANFAAT DAN TUJUAN PENGEMBANGAN PROTOTIPE
- Manfaat bagi khalayak: mendapatkan informasi mengenai ekowisata bahari dan pelestarian laut
- Manfaat bagi pengelola: mempunyai wadah untuk menyebarkan informasi, ide dan pendangan mengenai laut Indonesia
- Tujuan: memberikan informasi tentang ekowisata bahari yang luas dan lengkap
PROTOTIPE YANG DIKEMBANGKAN
Situs Ocean Peeps adalah situs yang menyediakan informasi tentang ekowisata bahari dan pelestarian laut yang dikemas dengan multimedia serta menggunakan web 2.0 yang memungkinkan interaksi dengan pengunjung serta masuknya konten dari pengunjung.
Khalayak sasaran dari situs ini adalah mereka yang memiliki ketertarikan terhadap isu lingkungan dan gemar berlibur di pantai dan laut, berusia 18-35 tahun yang aktif berinternet, minimal menempuh pendidikan tinggi, dan berstatus sosial ekonomi A dan B.
EVALUASI
Pre-test dilakukan dengan metode focus group yang dilaksanakan sebulan sebelum situs diluncurkan. Anggota focus group adalah mereka yang sebelumnya pernah mengisi kuesioner riset khalayak.
Evaluasi dilakukan dengan menggunakan metode polling dan kotak kritik dan saran yang akan disediakan di situs Ocean Peeps. Selain itu, evaluasi juga dilakukan dengan cara mengirim link situs Ocean Peeps dan kuesioner online melalui email.
ANGGARAN
Anggaran pembuatan prototipe: Rp 1.900.000
Investasi Awal : Rp 173.315.000
Total Pengeluaran Bulanan : Rp 92.100.000
Total Pengeluaran Per Tahun : Rp 1.113.500.000
Perkiraan Pendapatan Tahun Pertama : Rp 614.550.000
Perkiraan Pendapatan Tahun Kedua : Rp 1.632.000.000
Perkiraan Pendapatan Tahun Ketiga : Rp 2.032.650.000
BEP akan dicapai pada tahun kedua bulan ketujuh.

SITUATION ANALYSIS
Indonesia has massive marine potential, that includes tourism sector which continues to improve year by year. Unfortunately, the increase of tourist’s number is not always benefiting the environment. Indonesian seem to haven’t fully understand the importance of enviromental preservation. That’s why we need information about how to vacation and still mind the environment, which known as eco-tourism. Thus, Ocean Peeps, website that provides tourism and conservation information in Indonesian ocean, is made.
BENEFITS AND OBJECTIVE
- Benefits for users: getting information about marine ecotourism and ocean conservation
- Benefits for developer: having a place to spread information, idea, and opinion about Indonesia’s ocean
- Objective: giving a broad and comprehensive information about marine ecotourism
PROTOTYPE
Ocean Peeps is a website that provides information about marine ecotourism in Indonesia. It’s a website 2.0 that use multimedia and interactivity. It’s possible for user to share their thoughts and contribute.
This website's target audiences are they who have interest in enviromental isues and love to go to beach and sea, millenials, at least go to collage and in A-B social economic status.
EVALUATION
Media pre test will be done by conducting focus group, which will be held a month before the website's launch.
Website's evaluation will be taken from polling in website and critics from users in critic box. There will also be online questionaire.
BUDGETING
Prototype establishing: Rp 1.900.000
Initial Investment : Rp 173.315.000
Total Monthly Expenditures : Rp 92.100.000
Total Annual Expenditures : Rp 1.113.500.000
Projected Income of The 1st Year : Rp 614.550.000
Projected Income of The 2nd Year: Rp 1.632.000.000
Projected Income of The 3rd Year: Rp 2.032.650.000
BEP is assumed to be obtained in second year (7th month)
"
Depok: Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia, 2015
TA-Pdf
UI - Tugas Akhir  Universitas Indonesia Library
cover
Aninta Ekanila
"[ABSTRAK
Analisis Situasi
Berkembangnya gerakan sosial-politik di kalangan anak muda membuat pelajar SMA mulai tertarik dengan isu-isu di bidang tersebut. Namun, minimnya media yang khusus memberikan informasi sosial-politik untuk anak muda membuat mereka beralih pada situs berita online atau informasi tidak terverifikasi di media sosial. Dari 60 responden pelajar SMA, 98% menganggap informasi sosial-politik penting untuk diketahui karena anak muda adalah agen perubahan yang harus teredukasi dan terliterasi.Maka, dibutuhkan media online yang menyediakan informasi sosial-politik dengan pendekatan yang sesuai dengan selera remaja.
Manfaat dan Tujuan Pengembangan Prototipe
- Manfaat bagi khalayak: mendapatkan informasi sosial-politik terbaru yang sesuai dengan minat.
- Manfaat bagi pengelola: menjadi pengembang jurnalisme online di Indonesia dan mendapat keuntungan komersial.
- Tujuan: memberikan informasi di bidang sosial-politik yang mampu mengedukasi remaja.
Prototipe yang Dikembangkan
Situs ROOM FOR YOUTH merupakan media online yang menyediakan informasi di bidang sosial-politik. Situs ini dikemas secara multimedia dan terhubung dengan media sosial dan aplikasi messenger. Khalayak juga bisa ikut berkontribusi memberikan karya di media ini. Situs diperuntukan bagi khalayak yang aktif menggunakan internet untuk mencari informasi. Khalayak dari situs ini merupakan pelajar SMA berusia 14-18 tahun yang berminat dengan isu sosial-politik, serta berstatus ekonomi A-B-C. Situs beralamat di ruangsospolpelajar.com.
Evaluasi
Pre-test dilakukan dua bulan sebelum peluncuran situs dengan menyebar kuesioner online dan linkprototype kepada sebagian responden yang pernah mengisi kuesioner riset khalayak.
Evaluasi dilakukan setahun setelah peluncuran situs. Khalayak bisa mengisi polling online dari situs. Redaksi juga akan menghubungi khalayak yang berlangganan media sosial ROOM FOR YOUTH untuk wawancara.
Anggaran
Anggaran pembuatan prototype : Rp 1.300.000
Investasi Awal : Rp 146.254.000
Total Pengeluaran Bulanan : Rp 92.100.000
Total Pengeluaran Per Tahun : Rp 1.177.700.000
Perkiraan Pendapatan Tahun Pertama : Rp 805.500.000
Perkiraan Pendapatan Tahun Kedua : Rp 1.791.000.000
Perkiraan Pendapatan Tahun Ketiga : Rp 2.253.000.000
BEP akan dicapai pada tahun kedua bulan kesatu.;Situation Analysis

ABSTRACT
The growth of youth joined social-political movement makes high school student start to pay attention in this issue. However, since we lack of media that provides social-political information for teenager, they shifted to rely on news based online site and unverified news in social media. Among 60 respondents of high school student, 98% believed that social-political information is significant for them as an agent of change who must be well-educated and well-literated. That?s why there has to be a media with teenage audience approach which provides the needs of social-political information.
Benefits and Objectives of Prototype
- Benefits for audience: getting actual information of social-political issue which relevant with their interest.
- Benefits for developer: be an online journalism developer in Indonesia and get a commercial benefit.
- Objectives: educating teenager through social-political information.
Prototype
ROOM FOR YOUTH is a site-based online media which provides social-political information. This site is packed in multimedia and connected with social media and also several messenger applications. The audience could contribute to provide media?s content. This site is intended to active internet users. This media target is high school student between age 14-18 years old who interested in social-political issue, and A-B-C socio economic status. Official site of ROOM FOR YOUTH is roomforyouth.com.
Evaluation
Pre-test will be conducted two months before site-launching by distributing online questionnaire and prototype link to half of respondents who participated in audience research.
Media evaluation will be conducted a year after site-launching. Audience could fill the online polling that will be embeded on the site. Newsroom will contact ROOM FOR YOUTH?s social media subscriber to do further interview.
Budgeting
Prototype development : Rp 1.300.000
Total Initial Investment: : Rp 146.254.000
Total Monthly Expenditure : Rp 92.100.000
Total Annual Expenditure : Rp 1.177.700.000
1st Year Predicted Income : Rp 805.500.000
2nd Year Predicted Income : Rp 1.791.000.000
3rd Year Predicted Income : Rp 2.253.000.000
BEP is assumed should be obtained in the second year (1st month)., Situation Analysis
The growth of youth joined social-political movement makes high school student start to pay attention in this issue. However, since we lack of media that provides social-political information for teenager, they shifted to rely on news based online site and unverified news in social media. Among 60 respondents of high school student, 98% believed that social-political information is significant for them as an agent of change who must be well-educated and well-literated. That’s why there has to be a media with teenage audience approach which provides the needs of social-political information.
Benefits and Objectives of Prototype
- Benefits for audience: getting actual information of social-political issue which relevant with their interest.
- Benefits for developer: be an online journalism developer in Indonesia and get a commercial benefit.
- Objectives: educating teenager through social-political information.
Prototype
ROOM FOR YOUTH is a site-based online media which provides social-political information. This site is packed in multimedia and connected with social media and also several messenger applications. The audience could contribute to provide media’s content. This site is intended to active internet users. This media target is high school student between age 14-18 years old who interested in social-political issue, and A-B-C socio economic status. Official site of ROOM FOR YOUTH is roomforyouth.com.
Evaluation
Pre-test will be conducted two months before site-launching by distributing online questionnaire and prototype link to half of respondents who participated in audience research.
Media evaluation will be conducted a year after site-launching. Audience could fill the online polling that will be embeded on the site. Newsroom will contact ROOM FOR YOUTH’s social media subscriber to do further interview.
Budgeting
Prototype development : Rp 1.300.000
Total Initial Investment: : Rp 146.254.000
Total Monthly Expenditure : Rp 92.100.000
Total Annual Expenditure : Rp 1.177.700.000
1st Year Predicted Income : Rp 805.500.000
2nd Year Predicted Income : Rp 1.791.000.000
3rd Year Predicted Income : Rp 2.253.000.000
BEP is assumed should be obtained in the second year (1st month).]"
2015
TA-Pdf
UI - Tugas Akhir  Universitas Indonesia Library
cover
Emilia Nuriana
"[ABSTRAK
Saat ini makan bukan lagi sekadar pemenuhan kebutuhan melainkan bagian dari gaya hidup. Seiring munculnya kesadaran untuk gaya hidup sehat, muncul pula tren konsumsi makanan sehat. Meningkatnya minat akan makanan sehat, sayangnya tidak diimbangi dengan tersedianya informasi tentang makanan sehat yang memadai di Indonesia. Situs informasi kesehatan saat ini lebih banyak menyajikan informasi kesehatan secara umum dan tidak membahas makanan sehat secara lebih dalam dan lengkap. Informasi tentang makanan sehat juga lebih banyak ditemukan pada blog pribadi yang bisa diragukan kredibilitasnya. Oleh sebab itu dibuatlah situs HealthYummy yang akan menjadi wadah informasi khusus tentang makanan sehat. Disajikan secara multimedia, situs HealthYummy akan menjadi situs tentang makanan sehat yang lebih lengkap, kredibel dan dengan fitur multimedia yag menarik.

ABSTRACT
Nowadays, eating not only about people daily needs but also as part of lifestyle. As a rise of interest in healthy eating, unfortunately there are no sites that provide complete information about healthy food in Indonesia. Other online mediaonly provide information about healthy life in general and there is no spesific information about healthy food.
That is why HealthYummy made, a new site about healthy eating that provide more complete and credible information about healthy food with interesting multimedia feature., Nowadays, eating not only about people daily needs but also as part of lifestyle. As a rise of interest in healthy eating, unfortunately there are no sites that provide complete information about healthy food in Indonesia. Other online mediaonly provide information about healthy life in general and there is no spesific information about healthy food.
That is why HealthYummy made, a new site about healthy eating that provide more complete and credible information about healthy food with interesting multimedia feature.]"
2015
TA-Pdf
UI - Tugas Akhir  Universitas Indonesia Library
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