• 学术搜索
  • 科研智能体
    • Research Labs
    • AI 阅读
    • AI 文库
    • 深度研究
    • 学者亮点
  • 学术资源
    • AI2000
    • 期刊/会议
    • 学者库
    • 学术API
      MCP&Skill
    • 溯源树
    • 数据集
  • 知识沉淀
    • 学术空间
订阅小程序
旧版功能
aminer vip
开通会员低至0.73元/天
一次搞定AI科研
立即登录
  • English
  • 联系方式
    Visualita

    Visualita

    JournalISSN 2655-2140

    年发文量

    研究主题

    论文(162)

    排序
    1Pemetaan Strategi Komunikasi Brand Produk Hair Tonic Di Indonesia
    Rachel Arly, Cindy Muljosumarto, Merry Sylvia

    Hair tonic is one of the products developed to help with hair care. Unfortunately, the marketing of this product is mixed. The brand communication strategy between categories is difficult to distinguish, making the information, product content, uniqueness, and targets of the brand mixed and less recognized by consumers. Therefore, an analysis of consumer insight, character, preferences, and communication was carried out, along with mapping of brand communication strategies by using a qualitative descriptive comparative method. Interview and observation were conducted to gather data to prove product categories based on content, then compared with consumer communication as a benchmark for brand communication strategy success. This study aims to provide assistance in the form of a guideline for other brands that have similar categories and objectives in implementing the right brand communication strategy in running the brand, educating consumers regarding product functions and content, and solving consumer problems. In the end, this study proves that the brand category is successful and in accordance with the brand communication strategy.

    2025
    引用
    AI阅读
    加入学术空间
    2Perancangan Animasi Gatotkaca Sebagai Media Edukasi Makanan Ultra-Proses Menggunakan Metode Design Thinking
    Diana Hakim Pratiwi, Rendya Adi Kurniawan, Isnawati Muslihah,Anung Rachman

    Ultra-processed food (UPF) is increasingly dominating dietary patterns despite its well-documented negative health impacts. The low level of public awareness about the dangers of UPF highlights the need for educational efforts that are both effective and engaging, especially for teenagers and young adults. This study aims to develop the Gatotkaca character design as an educational medium for ultra-processed foods within an educational animation context. Gatotkaca was chosen due to his strong cultural and heroic image, which are expected to resonate with the target audience. The study uses a qualitative descriptive approach and adopts the design thinking method, consisting of empathize, define, ideate, prototype, and test. Data were collected through direct observation (primary source) and literature studies (secondary source). The findings indicate that visual media such as animation has strong potential in conveying health education, particularly regarding UPF. The animated video is expected to serve as an informative, entertaining, and emotionally engaging educational tool. This design offers a fresh approach by combining modern visual storytelling with cultural elements

    2025
    引用
    AI阅读
    加入学术空间
    3Pendekatan Transdisipliner Di Perguruan Tinggi Untuk Pengembangan Industri Mainan Modern
    Ananta Hari Noorsasetya

    Product design is a further enhancement of visual art oriented towards function and mass production. In the context of toys, this phenomenon supports additional functions of toys as entertainment medium for adults for emotional release and nostalgia ,not merely as stimulation for child development. Based on product design theory, emotional theory and childhood memory as the foundation, this research explored the role of toys as universal entertainment agents to facilitate relaxation and community building. By implementing a transdisciplinary approach, higher education as the provider of the workforce has the potential to make significant contributions in the development of the modern toys industry. This writing analyzes how toys repeated design and specific art style link industry and hobby. The author would also explore how some disciplines are able to integrate to enrich the design and production of modern toys.

    2025
    引用
    AI阅读
    加入学术空间
    4Hiperrealitas Dan Tanda Dalam Kolaborasi Genshin Impact-Pizza Hut Indonesia (2023)
    Pramudya Ardhika Hernanto

    The video game company Hoyoverse who developed Genshin Impact can be seen collaborating with Pizza Hut Indonesia in 2023. In the collaboration, Genshin Impact utilized the images of the characters it had on the collaboration products between the two companies. This research is conducted using library research on Jean Baudrillard's thoughts on signs and hyperreality. This research found that the utilization of character images as signs during the collaboration can be seen in the creation of the new clothes design for the 2 characters involved in the collaboration. The sign created new value for the products sold in the collaboration. The value can be seen still attached to the product, even when its use value is already depleted. The sign is then used in the utilization of hyperreality during the collaboration to push the consumer to buy the collaboration package and receive virtual goods as a distinction. The said hyperreality can also be seen utilized during the collaboration by the existence of the collaboration characters Cosplayers used to pull the consumer to spend money for the ticket and attend the collaboration opening ceremony.

    2025
    引用
    AI阅读
    加入学术空间
    5Desain Batasan Ruang Eksplorasi Dalam Video Game Terkait Imersifitas: Studi Kasus Pada Game Assasin’s Creed Series, GTA V & Uncharted 4
    Deni Albar

    This study aims to explore the role of spatial boundaries in video games in shaping narrative and gameplay experience, particularly within the Role Playing Games (RPG) genre. Spatial boundaries not only function as elements of level design but also influence story structure, player interaction, and character development. Using a qualitative content analysis approach, the research highlights how spatial limitations shape immersive virtual environments and affect players’ motivations and narrative decisions. The findings reveal that spatial boundaries play a crucial role in creating alternative digital realities that can influence players’ perceptions of the real world. This study contributes to a deeper understanding of game design and opens up discussions on the sociocultural impact of video games, especially in shaping players’ views and interactions with digital realities. The insights gained are expected to drive innovation in the gaming industry and offer broader benefits in the development of digital culture, both as a form of entertainment and as an educational tool with constructive potential.

    2025
    引用
    AI阅读
    加入学术空间
    立即登录,查看全部 162 篇论文

    高被引作者

    作者引用发文
    Irma Rochmawati184
    Sri Soedewi123
    Agus Sachari103
    Dhika Yuan Yurisma91
    Agung EBW91
    Deni Albar69
    Nova Kristiana42
    M Syahril Iskandar43
    Siti Indah Lestari31
    Kankan Kasmana35

    高产作者

    作者引用发文
    Deni Albar69
    Rini Maulina15
    Kankan Kasmana35
    Irma Rochmawati184
    Ivan Kurniawan24
    Irwan Tarmawan14
    Agus Sachari103
    Sri Soedewi123
    I Nyoman Larry Julianto13
    Yully Ambarsih Ekawardhani33

    相关期刊

    Revue medicale de la Suisse romande
    Journal of nuclear medicine technology
    Revista espanola de medicina nuclear
    Asia Oceania journal of nuclear medicine & biology
    Hospital chronicles = Nosokomeiaka chronika
    European journal of hybrid imaging
    Radiopraxis
    Revue de Pneumologie Clinique
    The Japanese journal of nuclear medicine
    China Medical Devices Information