Advertisement is an essential tool in promoting products and services to customers. Image is one of the components in an advertisement, which gives a clearer picture of what is being promoted. Accordingly, image was identified as one of the factors that can attract consumers' attention to advertisement displayed in a media. In connection to the previous study, the factors regarding on the advertisement avoidance has been determined. As for that, this study will be looking at image content that attract consumers' attention to an advertisement. Factors analysis was used as the methodology in gathering and analyzing all the factors studied. This study will contribute to the knowledge in marketing strategy and gives guidance to designers in designing an effective and attracting advertisement. In addition to that, this study will also discuss in detail on all the factors that contribute to the media attention.
As a law enforcement officer, a prosecutor plays an important role in investigating a case or prosecuting a suspect. However, in recent years, several prosecutors were found involved in a number of corruption cases in Indonesia. This phenomenon is not a new one. In Serat Jayengbaya written by R.Ng. Ronggowarsito, especially in the song Dadi Jeksa, the behavior and life of prosecutors in the past are depicted as a profession full of intrigue and manipulation. This phenomenon inspired the making of a dance film adapted from Dadi Jeksa song. Using a Research and Development (RnD) approach, this film was designed to use movements based on contemporary dance as a means of its story telling. This film represents the culture and perspective of the Indonesian people in viewing legal issues. After the film was presented at various festivals and exhibitions, positive responses were obtained from various parties. The appreciation received mainly focused on the film’s creative storytelling and visualization in presenting a depiction of law enforcement dynamics in Indonesia.
A study on visuals that can provide comfort to students of Universiti Sains Malaysia (USM) suffering from claustrophobia. According to previous studies, the visuals on display have helped claustrophobes in coping with their phobias. For example, Rizki Arif Darmawan and also Dody Pernady have made a study on claustrophobia patients using visuals from Virtual Reality (VR). The researcher uses VR to address this problem. The study needs to use virtual reality video game applications. The results of this project show that by using visuals, able to give claustrophobia patients to go through the narrow conditions that they must go through every day.
Arthritis is a chronic disease, which affects the joints, tissues, organ and the body's internal system. Arthritis is the leading cause of disabilities and impaired quality of life. Besides, arthritis caused difficulties in carrying out daily activities independently. This study aims to innovate a product for elderly with arthritis in hand to self-feed at mealtimes. The design will enhance the independence or partial independence of arthritis elderly with hand disability at mealtimes. In the same time, the design will help to reduce the arthritis finger and hand pain experienced while eating. In addition, this study focuses on the challenges and difficulties faced by the elderlies with arthritic hand at mealtimes.
Permainan tradisional galah panjang mempunyai keunikan dan unsur kebudayaan yang tersendiri. Bagi sesebuah masyarakat, permainan tradisional dapat mempengaruhi perkembangan diri seseorang kerana ia meliputi perkembangan jiwa, sifat dan kebudayaan hidup sosial anak muda pada masa akan datang. Bagaimanapun, permainan tradisional galah panjang kurang didedahkan kepada kanak-kanak. Malah, ada kanak-kanak yang tidak tahu tentang permainan tersebut. Justeru, melalui permainan interaktif galah panjang ini, berkemungkinan akan dapat menaikkan minat kanak-kanak untuk bermain permainan tradisional berbanding permainan digital. Terdapat tiga objektif kajian ini, iaitu mengenal pasti pengetahuan kanak-kanak tentang permainan tradisional galah panjang, menganalisis tahap kefahaman kanak-kanak tentang permainan tradisional galah panjang dan mereka bentuk satu medium permainan galah panjang berbentuk media interaktif agar dapat menarik minat kanak-kanak untuk bermain permainan tradisional galah panjang. Kesimpulannya, medium permainan interaktif galah panjang ini dapat membantu meningkatkan minat kanak-kanak untuk bermain permainan tradisional dan berharap permainan tradisional ini tidak dilupakan oleh generasi akan datang. The traditional galah panjang is a game with its own unique and cultural features. Traditional games can affect the development of the soul, nature and culture of young people’s social lives in a society in the future. However, children are less exposed to the traditional galah panjang game. Even children do not know about the game. With this long interactive game, children’s interest in playing traditional games can be increased in comparison with digital games. The study’s goals include identifying the knowledge of children in traditional galah panjang games, analysing their level of understanding of traditional galah panjang games and designing a medium long pole game in the form of interactive media in order to attract children to traditional galah panjang games. In summary, this interactive medium for long poles can help children to become more interested in playing traditional games and hope that future generations will not forget these traditional games.
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