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Andik Prakasa Hadi; Fandy Achmad Faizal

JURNAL ILMIAH KOMPUTER GRAFIS 2020 UNIVERSITAS STEKOM

Smartphone retail sales in Indonesia are currently growing very rapidly. Point of Sales Material (POSM) is used to provide information about products to consumers, using displays to stimulate impulsive buying behavior. This study designed a 3D planogram visual media, which can visualize real-time with text, images, and videos. Media that has been developed by researchers is in the very good category with a percentage of 78% for the promoter segment that is more than 1 year and 77% for the new promoter segment who has worked at Samsung retail for less than 1 year. From the results of experalidation and user validation, for the aspect of video visualization and the 3D planogram module that has been developed, the category average AB score is 81-85. The display arrangement process can be done more quickly and precisely because the understanding of the planogram increases.

Damayanti, Christy; Murdani, Andika Drajat

Adi Widya: Jurnal Pengabdian Masyarakat 2020 Lembaga Penelitian dan Pengabdian Masyarakat

The digital age encourages the flow of information to move quickly and shift the pattern of international relations. This has influenced the development of the total diplomacy scheme in supporting the achievement of Indonesia's diplomacy goals. In this program, we take international relations students of Slamet Riyadi University as activity partners.International Relations students should be able to engage in total diplomacy positively. They will be provided with digital intelligence according to the positive character of the nation is needed, so that they are able to contribute in growing Indonesia's positive image in the international eyes. This community service program would like to support Indonesia's efforts to collaborate digital media in a total diplomacy scheme with student youth agents, through "Strengthening Youth Digital Intelligence as a Form of Its Contribution to Indonesian Total Diplomacy." They were given socialization, training and assistance in creating content related to diplomacy. The series of activities lasted for six months, starting from the exploration to the distribution of video content made by them which was adjusted to the Indonesian diplomacy mission. Keyword : digital intelligence, Indonesia, total diplomacy, youth