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Ditemukan 13236 dokumen yang sesuai dengan query
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Singapore : Springer, 2014
306.478 TRE
Buku Teks SO  Universitas Indonesia Library
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Artur Lugmayr
Hershey: IGI Global, 2012
004 MED
Buku Teks SO  Universitas Indonesia Library
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Inbar, Michael
New Yorrk: The Free Press , 1972
300 INB s
Buku Teks SO  Universitas Indonesia Library
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Maulidia Putri Laksmi
"Penerapan sistem pengelolaan limbah plastik di Indonesia masih kurang efektif karena belum adanya standardisasi dalam peraturan sistem pengelolaan limbah plastik di masing-masing daerah serta lemahnya penegakan hukum dalam mengelola limbah plastik di Indonesia. Berdasarkan penelitian sebelumnya, daur ulang merupakan metode dalam ekonomi sirkular yang paling feasible dan efektif dalam mengurangi jumlah sampah plastik di Indonesia. Pengelolaan daur ulang limbah plastik di Indonesia merupakan sistem yang kompleks, dimana keterlibatan semua pemangku kepentingan yang relevan dapat memainkan peran penting dalam mendukung pembuat kebijakan dan strategi dalam menentukan rencana pengelolaan limbah plastik yang efektif dalam jangka pendek dan jangka panjang di tingkat lokal. Serious simulation game sebagai media pembelajaran bukan lagi bidang penelitian baru. Namun, masih sedikit penelitian serious simulation game yang mengambil topik pengelolaan limbah, dan belum ada yang berfokus pada pengajaran sistem pengelolaan limbah plastik bagi pemangku kepentingan (Stakeholder), khususnya bagi pemangku kepentingan (Stakeholder) di tingkat daerah. Recopoly Game merupakan permainan yang memberikan pengalaman kepada pemain dalam menemukan skenario terbaik yang menghasilkan volume sampah plastik terbanyak dan mendorong peningkatan profit sehingga dapat menghasilkan sistem pengelolaan limbah plastik yang berkelanjutan (sustainability). Infrastruktur permainan dengan multi-player diimplementasikan dalam Recopoly Game agar memungkinkan interaksi antar pemain sehingga diharapkan pemain dapat melakukan dalam kolaboratif dan kompetitif untuk memahami hasil yang berbeda pada setiap keputusan yang berbeda. Dengan demikian, tujuan dari penelitian ini adalah untuk mengembangkan rancangan serious simulation game yang dapat meningkatkan pemahaman dan memberikan gambaran tentang sistem pengelolaan daur ulang limbah plastik dalam konteks ekonomi sirkular untuk pemangku kepentingan (Stakeholder).

The implementation of plastic waste management systems in Indonesia is still ineffective because there is no standardization in the regulation of plastic waste management systems in each region and the weak law enforcement in managing plastic waste in Indonesia. Based on previous research, recycling is the most feasible and effective method in the circular economy in reducing the amount of plastic waste in Indonesia. The plastic waste recycling management in Indonesia is a complex system. The involvement of all relevant stakeholders can play an essential role in supporting policymakers and strategies in determining effective plastic waste management plans in the short term and long term at the local level. Serious simulation game as learning media is no longer new fields of research. However, there is severe little simulation game research that takes the topic of waste management, and no one has focused on teaching plastic waste management systems for stakeholders, especially for stakeholders at the local level. Recopoly Game is a game that offers players with experience in finding the best scenarios that produce the highest volume of plastic waste and encourage increased profits so that it can create a sustainable plastic waste management system. Multi-player game infrastructure is implemented in Recopoly Games to enable interaction between players. Thus, players expected to be able to perform collaboratively and competitively to understand different results for each different decision. Therefore, the purpose of this research is to develop a Serious Simulation Game design that can increase understanding and provide an overview of the management system of plastic waste recycling in the context of a circular economy for stakeholders."
Jakarta: Fakultas Teknik Universitas Indonesia, 2020
T-Pdf
UI - Tesis Membership  Universitas Indonesia Library
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Azizah Nurul Izzah
"Menyebarnya konten beauty trends pada media sosial menyebabkan terbentuknya standar kecantikan baru yang dapat membahayakan kesehatan mereka yang mengikuti tren tersebut. Penelitian ini bertujuan untuk menginvestigasi bagaimana perempuan memandang beauty trends dan beauty standards. Selain itu, penelitian ini juga menganalisis bagaimana konten beauty trends di media sosial dapat memengaruhi kesehatan penggunanya, baik secara fisik maupun mental. Eyelash extension, fillers, dan cat rambut digunakan sebagai contoh beauty trends pada penelitian ini. Penelitian ini menggunakan metode penelitian kualitatif. Wawancara mendalam dilakukan kepada tiga perempuan terpilih yang memiliki ketertarikan di bidang kecantikan dan aktif di media sosial. Wawancara dilaksanakan pada tanggal 4 hingga 7 Mei 2021. Teori Manajemen Makna Terkoordinasi dan Teori Media Ekologi digunakan sebagai acuan untuk menganalisis pendapat partisipan mengenai beauty standards dan pengalaman pribadi mereka dalam mencoba beauty trends yang ada di Indonesia. Penelitian ini menunjukkan bahwa partisipan berpendapat beauty standards merupakan tolak ukur kecantikan yang dibentuk oleh masyarakat. Mereka juga percaya bahwa beauty standards dapat memengaruhi kesehatan fisik maupun mental pengikutnya. Setelah mencoba salah satu beauty trend, mereka merasakan dampak rambut menjadi lebih kering. Selain itu, mereka juga merasa kurang percaya diri dengan penampilan mereka.

The spreading of beauty trend content on social media that create new beauty standards can cause harm to its consumer. This study aimed to investigate how women see beauty trends and beauty standards. In addition, this study also analyzes how beauty trends content on social media can affect the health of its users, both physically and mentally. This study uses eyelash extensions, fillers, and hair dye as examples of beauty trends. This study uses qualitative research methods. The author conducted the interviews between the 4th and 7th of May 2021. Communication Management of Meaning Theory (CMM) and Media Ecology Theory are used to analyze the participants’ opinions regarding beauty standards and their personal experiences in trying out beauty trends that exist in Indonesia. This study shows that the participants think of beauty standards as a beauty benchmark created by society. They also believe that beauty standards can affect the physical and mental health of one who follows the trends. After trying out one of the beauty trends, they feel their hair is drier. Besides that, they also feel less confident with their appearance."
Depok: Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia, 2022
MK-pdf
UI - Makalah dan Kertas Kerja  Universitas Indonesia Library
cover
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"This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"
Hershey PA: Information Science Reference, 2011
371.397 GAM
Buku Teks  Universitas Indonesia Library
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"This book provides a survey on research, development, and trends in innovative computing in communications engineering and computer science. It features selected and expanded papers from the EAI International Conference on Computer Science and Engineering 2018 (COMPSE 2018), with contributions by top global researchers and practitioners in the field. The content is of relevance to computer science graduates, researchers and academicians in computer science and engineering. The authors discuss new technologies in computer science and engineering that have reduced the dimension of data coverage worldwide, reducing the gaps and coverage of domains globally. They discuss how these advances have also contributed to strength in prediction, analysis, and decision in the areas such as Technology, Management, Social Computing, Green Computing, and Telecom. Contributions show how nurturing the research in technology and computing is essential to finding the right pattern in the ocean of data.
Focuses on research areas of innovative computing and its application in engineering and technology;
Includes contributions from researchers in computing and engineering from around the world;
Features selected and expanded papers from EAI International Conference on Computer Science and Engineering 2018 (COMPSE 2018)."
Switzerland: Springer Nature, 2019
e20509043
eBooks  Universitas Indonesia Library
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Mutia Nadhifah
"Tulisan ini membahas mengenai salah satu fenomena yang saat ini sedang berkembang karena kemajuan teknologi dan internet di dalam dan luar negeri, yaitu online games. Perkembangan online games didasari oleh kemunculan jaringan internet tahun 1970 dari skala kecil ke skala besar. Asal muasal tersebut memunculkan peminat para pemain online games yang menghadirkan pengalaman nyata dan virtual. Rasa minat yang tinggi dapat membuat para pemain mengalami kecanduan. Para pemain yang bermain secara berlebihan umumnya dikatakan memiliki gejala internet gaming disorder, dulu dikenal sebagai computer addiction. Hal ini menjadi dampak negatif dalam fenomena online games pagi para pemainnya. Tulisan ini menggunakan metode studi pustaka dengan cara mencari, menghimpun, dan menelaah berbagai sumber literatur yang mendukung topik penelitian. Hasilnya menunjukkan bahwa fenomena online games berdampak negatif pada pemain di wilayah Asia dan Amerika. Mereka terkena internet gaming disorder, yaitu perilaku bermain online games secara berlebihan yang dapat mengganggu kesehatan mental dan fisik para pemain. Internet gaming disorder ditetapkan sebagai bagian dari penyakit kesehatan mental oleh World Health Organization sejak tahun 2018. Fenomena ini juga dilihat dalam perspektif antropologi yang menekankan hubungan antara sosial, budaya, dan perkembangan teknologi. Kebijakan pemerintah dan peran orang tua berperan dalam mencegah dan mengurangi angka internet gaming disorder.

This paper discusses one of the phenomena currently being developed due to technological advances and the internet at home and abroad, namely online games. The development of online games evolved with the emergence of internet networks in 1970 from small to large scale. This origin raises the interest of online game players who present real and virtual experiences. A high sense of interest can make players experience addiction. Players who play excessively are generally said to have internet gaming disorder symptoms, formerly known as computer addiction. This has a negative impact on the phenomenon of online games for the players. This paper uses the literature study method by finding, collecting, and examining various sources of literature that support the research topic. The results show that the online games phenomenon has a negative impact on players in the Asian and American regions. They are affected by internet gaming disorder, namely the behavior of playing online games excessively, which can interfere with the mental and physical health of the players. Internet gaming disorder has been designated as a mental health disease by the World Health Organization since 2018. This phenomenon is also seen from an anthropological perspective emphasizing the relationship between social, cultural, and technological developments. Government policies and the role of parents play a role in preventing and reducing the number of internet gaming disorders.>"
Depok: Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia, 2023
TA-pdf
UI - Tugas Akhir  Universitas Indonesia Library
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Brunner, Edmund de S.
New York: McGraw-Hill, 1933
323.36 BRU r
Buku Teks  Universitas Indonesia Library
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