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Strategies of Entrepreneurs with Disabilities in Sustaining and Growing Their Business: Contributions to Achieving the Sustainable Development Goals Yashinta Putri Dwi Astuti; Deva Nita Mulya; Aldian Umbu Tamu Ama
International Journal of Entrepreneurship and Sustainability Studies Vol. 5 No. 2 (2025): December Volume
Publisher : Research Synergy Foundation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31098/ijeass.v5i2.2829

Abstract

Entrepreneurship represents a viable option for persons with disabilities as it offers opportunities to accommodate their needs, build independence, determine their work patterns, avoid discrimination, foster personal development, and contribute positively to the lives of others. Thus, Entrepreneurs with Disabilities (EWDs) play a significant role in realizing the commitments of the Sustainable Development Goals (SDGs), particularly in achieving inclusive and sustainable economic growth, employment opportunities, and decent work for all. This study aims to explore the sustainable strategies adopted by “Kopi Hening” to maintain business continuity. The research is exploratory in nature and adopts a qualitative approach to obtain an in-depth understanding of the “Kopi Hening” phenomenon. Data were collected through data triangulation, which involved interviews, observations, and documentation. The data were analyzed inductively to derive emerging themes, and their validity was ensured through triangulation and member checks to enhance the credibility and trustworthiness of the findings. The findings reveal that the strategies include external support, self-development, a sense of ownership, uniqueness, product evaluation, partnership, and effective financial management. Facilitators play a crucial role in supporting the sustainability of EWDs, as it has been noted that EWDs greatly depend on external support. However, this study has limitations, as it is based on a case study and needs more diverse EWD respondents. Future research should expand the number of respondents by involving the government. Additionally, future studies could focus on the role of applied technology in supporting EWDs, particularly deaf individuals, to address communication barriers through technological solutions.
Smart System Identifikasi Objek Menggunakan Kamera Esp32 dan OpenCV Dessy Rahmadani, Atika; Wahyu Christanto, Febrian; Umbu Tamu Ama, Aldian; Ahmad Firdaus, Eryan
Jurnal Sistem Informasi Galuh Vol 4 No 1 (2026): Journal of Galuh Information Systems
Publisher : Fakultas Teknik Jurusan Sistem Informasi Universitas Galuh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25157/jsig.v4i1.5571

Abstract

Technology used to help complete work is a must. In Buluroto Village, Blora there are 5 hamlets with 6357 residents. There are still many places with poor lighting, so theft still occurs frequently. Ordinary CCTV has difficulty distinguishing objects because of poor lighting, so a system is needed to identify objects with poor lighting. This system was created using Prototype development method with Esp32 Camera, Micro-USB Cable, Esp32-MB, and OpenCV. It was concluded that the smart object identification system was able to detect 20 objects in one frame and store 80 objects in the library. This system can work optimally with an accuracy level reaching 50% - 98%. The delay test results showed average time was 2.18 seconds and around 87.17% of random respondents agreed with this system because it can identify objects like humans, animals, moving and immovable objects well so it is hoped can increase the level of environmental safety.
Analisis Sentimen Customer Feedback Tokopedia Menggunakan Algoritma Naïve Bayes Aldian Umbu Tamu Ama; Deva Nita Mulya; Yashinta Putri D Astuti; Ignatius Bias Galih Prasadhya
Jurnal Sistem Komputer dan Informatika (JSON) Vol. 4 No. 1 (2022): September 2022
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/json.v4i1.4783

Abstract

Products and customers have a close relationship, therefore UMKM need to build good relationships with customers. The most common way that companies or UMKM do is to look at the reviews given, this is called customer feedback. The results of customer feedback to companies or UMKM can improve service and product quality. The problem that arises is how to process the many reviews given, especially reviews from marketplaces like Tokopedia. Therefore, a method is needed to see user reviews of the products being sold, whether positive or negative. The method that will be used is sentiment analysis. Sentiment analysis is the process of understanding and extracting and automatically processing text data and can produce sentiments that are displayed in a sentence. The steps taken were taking House of Smith customer review data at Tokopedia, manual labeling to get positive and negative data reviews, data preprocessing, TF-IDF weighting and classification using the Naïve Bayes algorithm. The results of sentiment testing using the Naïve Bayes algorithm with TF-IDF weighting quality accuracy of 83% with visualization of the distribution of words that appear the most are the words 'good', 'comfortable' and 'use' for positive reviews. The most frequent negative reviews were 'material' and 'thin' which indicated that some buyers felt that the product had a thin material.
Perancangan UI/UX Aplikasi Kasir Inklusif untuk Penyandang Disabilitas di Coffee Shop Aldian Umbu Tamu Ama; Ricky Arnold Nggili; Deva Nita Mulya; Yashinta Putri Dwi Astuti
Bulletin of Computer Science Research Vol. 5 No. 2 (2025): February 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bulletincsr.v5i2.470

Abstract

Kopi Hening is a coffee business in Salatiga City managed by individuals who are deaf or hard of hearing. Facing challenges in customer communication and manual bookkeeping processes, this study aims to design a prototype UI/UX for an inclusive cashier application to enhance operational efficiency and bookkeeping accuracy. Using the Design Science Research Methodology (DSRM) approach, the study involved direct observation of cashier activities, interviews with supervisors, and design evaluation through simulations using the Cognitive Walkthrough method. The Cognitive Walkthrough evaluation, which measured user success rates in completing specific tasks, showed good performance with transaction scenarios achieving 83-86% success rates (cash payment 83%, transfer 83%, QRIS 86%) and financial bookkeeping scenarios reaching 73%. Expert evaluations confirmed that the design adheres to inclusive UI/UX principles, though further adjustments, such as optimizing text size and element spacing, are recommended for better accessibility. This study serves as an initial step toward supporting digital inclusion and provides a foundation for the future development of inclusive cashier applications.
Implementasi Ren’py pada Game Visual Novel Tempat Bersejarah Kabupaten Demak Arielaura Yulian Titanica; Febrian Wahyu Christanto; Aldian Umbu Tamu Ama; Rian Dwicahya Supriatman; Luffi Septian
Jurnal Sistem Informasi Galuh Vol 4 No 2 (2026): Journal of Galuh Information Systems
Publisher : Fakultas Teknik Jurusan Sistem Informasi Universitas Galuh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25157/jsig.v4i2.5929

Abstract

This research explores the use of games as a learning medium to enhance children’s knowledge of historical sites in Demak Regency. A survey of 50 junior high school students revealed that 13.3% were unaware of historical sites, while 80% had moderate awareness. To address this, an educational game in the visual novel genre was developed, presenting stories through images and interactive character dialogues. The game was developed using Ren’Py and the Multimedia Development Life Cycle (MDLC) method, which includes concept definition, design, material collection (characters, scenarios, animations, and audio), development, testing (Alpha and Beta), and distribution via Google Drive. The game aims to attract younger generations and encourage interest in learning history, particularly in Demak. Evaluation results show an average user satisfaction rate of 85%, categorized as “strongly agree.” This indicates that the visual novel-based educational game is an effective alternative learning medium for improving children’s knowledge of historical sites.