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Pengaruh Marketing Mix Terhadap Keputusan Pembelian Melalui Minat Beli Sebagai Variabel Intervening Wijayanti, Ratna; Ulum, Muhamad Bahrul
Jurnal Akuntansi, Manajemen dan Perbankan Syariah Vol 4 No 2 (2024): April 2024
Publisher : UP2MF Fakultas Ekonomi dan Bisnis, Universitas Sains Al-Qur'an (UNSIQ) Jawa Tengah di Wonosobo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32699/jamasy.v4i2.6981

Abstract

Tujuan - tujuan penelitian ini adalah untuk menentukan pengaruh produk, harga, promosi dan lokasi terhadap minat beli; pengaruh produk, harga, promosi dan lokasi terhadap keputusan pembelian; dan pengaruh produk, harga, promosi dan lokasi terhadap keputusan melalui minat beli. Metode - Konsumen UD. Manfaat Snack di Kabupaten Wonosobo adalah sampel penelitian ini. Penelitian ini dilakukan dengan metode kuantitatif. Untuk mengumpulkan data, digunakan kuesioner. Data primer dan sekunder digunakan dalam penelitian ini. Studi ini menggunakan Model Equation Structural (SEM) dengan Analysis of Moment Structure (AMOS) v.23. Hasil - hasil penelitian menunjukan (1) Tidak terdapat pengaruh positif dan signifikan produk terhadap minat beli karena nilai CR ≤ 1,96 yaitu 1,464 dan nilai probabilitas ≥ 0,05 yaitu 0,143. (2) Tidak terdapat pengaruh positif dan signifikan harga terhadap minat beli karena nilai CR ≤ 1,96 yaitu -0,439 dan nilai probabilitas ≥ 0,05 yaitu 0,661. (3) Tidak terdapat pengaruh positif dan signifikan promosi terhadap minat beli karena nilai CR ≤ 1,96 yaitu 0,565 dan nilai probabilitas ≥ 0,05 yaitu 0,572. (4) Tidak terdapat pengaruh positif dan signifikan tempat terhadap minat beli karena nilai CR ≤ 1,96 yaitu 0,947 dan nilai probabilitas ≥ 0,05 yaitu 0,343. (5) Tidak terdapat pengaruh positif dan signifikan produk terhadap keputusan pembelian karena nilai CR ≤ 1,96 yaitu -1,615 dan nilai probabilitas ≥ 0,05 yaitu 0,106. (6) Tidak terdapat pengaruh positif dan signifikan harga terhadap keputusan pembelian karena niai CR ≤ 1,96 yaitu -0,234 dan nilai probabilitas ≥ 0,05 yaitu 0,815. (7) Tidak terdapat pengaruh positif dan signifikan promosi terhadap keputusan pembelian karena nilai CR ≤ 1,96 yaitu 0,165 dan nilai probabilitas ≥ 0,05 yaitu 0,869. (8) Tidak terdapat pengaruh positif dan signifikan tempat terhadap keputusan pembelian karena nilai CR ≤ 1,96 yaitu -0,622 dan nilai probabilitas ≥ 0,05 yaitu 0,534. (9) Terdapat pengaruh positif dan signifikan minat beli terhadap keputusan pembelian karena nilai CR ≥ 1,96 yaitu 2,865 dan nilai probabilitas ≤ 0,05 yaitu 0,004. (10) Produk tidak berpengaruh positif terhadap keputusan pembelian melalui minat beli karena nilai standardized direct effect yaitu -0,276 ≤ standardized indirect effect yaitu 0,122 . (11) Harga tidak berpengaruh positif terhadap keputusan pembelian melalui minat beli karena standardized direct effect yaitu -0,029 = standardized indirect effect yaitu -0.029. (12) Promosi tidak berpengaruh positif terhadap keputusan pembelian karena nilai standardized direct effect yaitu 0,023 ≤ standardized indirect effect yaitu 0,042. (13) Tempat berpengaruh positif terhadap keputusan pembelian melalui minat beli karena nilai standardized direct effect yaitu -0,085 ≥ sect effect yaitu 0,072. Implikasi - dapat membantu dalam menentukan strategi pemasaran yang tepat untuk membantu konsumen membuat pilihan pembelian yang lebih baik.
Implementation of Deep Learning Model for Identification of Skin Diseases by Utilizing Convolutional Neural Network Apriani, Lysa; Ulum, Muhamad Bahrul
ULTIMATICS Vol 16 No 2 (2024): Ultimatics : Jurnal Teknik Informatika
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ti.v16i2.3753

Abstract

Skin diseases are health problems that affect many individuals worldwide. Rapid and accurate diagnosis of skin diseases is essential for effective treatment. In an effort to improve diagnosis, information technology and artificial intelligence have taken on increasingly significant roles. This study focuses on the implementation of deep learning models for skin disease identification using CNN architectures EfficientNetB0, Xception and VGG16. The models were trained and tested on a dataset of 1800 images with 5 dermatitis classes and 1 normal class. Confusion matrices were used to assess the performance of the three deep learning models on the components of accuracy, recall, precision, and F1-score. The results of the deep learning model that can classify dermatitis skin diseases with a performance of more than 90% for each evaluation matrix are deep learning models utilizing EfficientNetB0 transfer learning with an accuracy of 93%. In contrast, the Xception model indicates overfitting with a training accuracy of 99.96% and a validation accuracy of 86.38%. The VGG16 model indicates underfitting with a training accuracy of 69.71% and a validation accuracy of 46.79%.
Implementation of Design Thinking Method in UI/UX Redesign of Public Complaint Application (Case Study: Go Siaga App) Pangestu, Rafi Kurnia; Ulum, Muhamad Bahrul
JURNAL TEKNIK INFORMATIKA Vol. 16 No. 2 (2023): JURNAL TEKNIK INFORMATIKA
Publisher : Department of Informatics, Universitas Islam Negeri Syarif Hidayatullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15408/jti.v16i2.27416

Abstract

Go Siaga App is a mobile-based application by Tangerang Sub-district Police Office that provides special community services for the Tangerang sub-district community which provides features in the form of reports of disturbances in public security and reports of loss or damage. Since it is a new application released in March 2021 on Google Playstore, there are several things that need to be considered to maintain the usability of the application. This research aims to redesign the user interface and user experience (UI/UX) of the Go Siaga application using Design Thinking Method in the design process. Some of the supporting aspects for testing the user satisfaction such as effectiveness, efficiency, usefulness, satisfaction, and learnability are met in the usability testing. The results showed that the percentage of all the aspects in usability from the redesigned version were all higher than the current one with 80% of effectiveness, 80% of efficiency, 80% of usefulness, 86.67% of satisfaction, and 73.33% of learnability. Therefore, based on the research results, the redesign of Go Siaga is more effective, more efficient, more useful, more satisfying, and also easy to learn.
Design of Patient Complaint Information System at Qadr Hospital For Health Services Website Based Ulum, Muhamad Bahrul; Syahiradania, Azahra
Poltanesa Vol 24 No 2 (2023): December 2023
Publisher : P3KM Politeknik Pertanian Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51967/tanesa.v24i2.2938

Abstract

Hospitals are health care facilities that are required to create patient satisfaction. If the services they receive or enjoy are far below the standards they expect, then people will lose interest in getting these services or services. The mismatch between expectations and the services provided will lead to complaints and complaints from the public about the services provided, thus adversely affecting the image of the health care facility. The problem that occurs at Qadr Hospital is that it is difficult for patients to submit complaints about health services, although there is an assessment questionnaire in the form of a google form, the link cannot be accessed when the patient is at home so that user inconvenience can result in reduced patient participation in providing feedback, so that complaints that should be heard by the hospital can be missed, and hospital service quality has difficulty tracking and analysing patient complaints effectively so that it can hinder the process and service improvement. So that Qadr Hospital plans to create a website-based application that will be used as a medium to facilitate patients in channeling complaints related to the health services provided. In designing this application using the Rapid Application Development (RAD) development method.