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OPTIMALISASI PEMASARAN PRODUK PERTANIAN MELALUI MARKETPLACE: STUDI KASUS KELOMPOK TANI CABAI NUSANTARA Sarasvananda, Ida Bagus Gede; Desnanjaya, I Gusti Made Ngurah; I Dewa Putu Gede Wiyata Putra; Iswara, Ida Bagus Ary Indra
Jurnal Widya Laksmi: Jurnal Pengabdian Kepada Masyarakat Vol. 5 No. 1 (2025): Jurnal WIDYA LAKSMI (Jurnal Pengabdian Kepada Masyarakat) - Inpress
Publisher : Yayasan Lavandaia Dharma Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59458/jwl.v5i1.113

Abstract

Kegiatan Pengabdian kepada Msyarakat (PkM) ini bertujuan untuk mengidentifikasi dan menganalisis tantangan yang dihadapi oleh Kelompok Tani Bumi Cabai Nusantara dalam pemasaran produk cabai serta merumuskan strategi optimalisasi pemasaran melalui pemanfaatan marketplace. Metode pelaksanaan kegiatan ini mencakup analisis kondisi mitra, identifikasi kebutuhan pemasaran produk, pendaftaran akun dan produk di platform marketplace, serta pelatihan dan pendampingan bagi petani dalam menggunakan teknologi pemasaran digital. Teknik analisis yang digunakan adalah deskriptif kualitatif untuk mengevaluasi hasil dari penerapan strategi yang dilakukan. Hasil kegiatan menunjukkan bahwa penerapan pemasaran digital dapat meningkatkan jangkauan pasar dan margin keuntungan petani, dengan dukungan pelatihan yang memadai serta pengembangan brand yang kuat. Kesimpulan dari PkM ini adalah bahwa dengan memahami dinamika pasar dan memanfaatkan platform digital, petani dapat meningkatkan pendapatan dan daya saing produk mereka. Selain itu, evaluasi berkelanjutan dan pendampingan pasca-pelatihan menjadi kunci untuk memastikan keberlanjutan dan efektivitas strategi pemasaran yang diterapkan
Immersive Digital Data Asset as a Digital Preservation Model for Tangible and Intangible Culture Towards the Indonesia Archipelago Metaverse Iswara, Ida Bagus Ary Indra; Sarasvananda, Ida Bagus Gede; Pramartha, Cokorda
International Journal of Engineering, Science and Information Technology Vol 5, No 4 (2025)
Publisher : Malikussaleh University, Aceh, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52088/ijesty.v5i4.980

Abstract

This research embarks on a critical mission to develop and comprehensively evaluate the Immersive Digital Data Asset (IDDA) model, positing it as an innovative and robust cloud-based framework. This framework is meticulously designed for the digital preservation of Indonesia's exceptionally rich and diverse tangible and intangible cultural heritage, a crucial endeavor situated within the rapidly emerging and transformative landscape of the Indonesia Archipelago Metaverse. The study directly confronts and seeks to mitigate significant, persistent challenges prevalent in current cultural digitalization efforts across the nation. These challenges notably include the pervasive limited access to advanced technological infrastructure in many remote and underserved areas, compounded by the inherently high development and ongoing maintenance costs associated with cutting-edge immersive technologies. To achieve its objectives, this research rigorously employs a Systematic Literature Review (SLR) methodology. This approach allows for a meticulous analysis of existing academic trends, a systematic identification of crucial gaps within the current literature pertaining to digital cultural preservation, and a synthesis of best practices. The compelling findings unequivocally demonstrate the profound and multifaceted potential of the IDDA model. It serves not only as a powerful tool for safeguarding invaluable cultural assets from degradation and loss but also as a catalyst for fostering dynamic interdisciplinary research collaborations, both domestically and internationally. Furthermore, the model is shown to significantly stimulate the creative economy across Indonesia by enabling new forms of cultural expression and monetization within the digital realm. Nevertheless, the successful, widespread, and sustainable long-term implementation of the IDDA model is critically contingent upon substantial and concerted improvements in technological accessibility nationwide, ensuring equitable participation. This also necessitates a sustained, strategic, and collaborative investment from various stakeholders in its continuous development, infrastructure enhancement, and content creation to fully realize its transformative potential for Indonesia's cultural future.
Penetrasi Papan Ketik Aksara Bali pada Pengguna Perangkat Mobile Iswara, Ida Bagus Ary Indra; Santika, Putu Praba; Wijaya, I Nyoman Saputra Wahyu
Bali Membangun Bali: Jurnal Bappeda Litbang Vol 2 No 2 (2019)
Publisher : Badan Riset dan Inovasi Daerah Provinsi Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51172/jbmb.v2i2.39

Abstract

The Balinese language which is used in daily life on the island of Bali has experienced a shift in usage so it needs to be preserved. In an effort to preserve the Balinese language and script, the Provincial Government issued Bali Governor Regulation Number 20 of 2013 and Regulation number 1 of 2018. I Made Suatjana submitted a proposal that the Balinese script be included in Unicode to make it easier to display Balinese script on digital media. Cokorda Rai Adi Pramartha developed keyboards or keyboards and an application called T@miang to facilitate typing Balinese characters on computer devices. Computer equipment is slowly becoming obsolete, replaced by mobile devices used by 53.03% of users in Indonesia, so it is necessary to build a Balinese script keyboard that can be used on mobile devices. PaTik Bali is built for mobile devices with Android operating system. PaTik Bali layout is adapted to T@miang keyboard layout. PaTik Bali version 1.0 only uses the Balinese script on each keyboard key. In version 2.0 each button on PaTik Bali has been added Latin letters because of the large number of entries on the Google Play page. Based on data recorded on the Google Play Console, there are 41,820 devices that have installed the Balinese Keyboard (PaTik Bali) application, 99.19% are from Indonesia. In general, the PaTik Bali application can be accepted in the community, this can be seen from the average rating given by users on Google Play which is 4.27 on a scale of 5. However, some users complain about the incorrect form of letters. The PaTik Bali application uses fonts that have been embedded in the Android operating system so that it can be used as a keyboard in other applications. This font still has enough problems. To fix this problem, it is necessary to develop the Balinese font then ask Google as an Android developer to enter the new font into the Android operating system.
Analisis dan Evaluasi Pengalaman Pengguna PaTik Bali dengan Metode User Experience Questionnaire (UEQ) Wijaya, I Nyoman Saputra Wahyu; Santika, Putu Praba; Iswara, Ida Bagus Ary Indra; Arsana, I Nyoman Alit
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 8 No 2: April 2021
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.2020762763

Abstract

PaTik Bali merupakan aplikasi keyboard virtual berbasis mobile. Keyboard PaTik berfungsi menulis aksara Bali. PaTik memiliki fitur autocorrection sesuai dengan pasang pageh aksara bali. Pada google playstore, jumlah perangkat terinstall lebih dari 89.000 perangkat mobile. Dalam penelitian ini ingin diketahui tingkat kenyamanan pengguna dari segi User Experience. Maka dalam penelitian ini dilakukan evaluasi pengalaman pengguna PaTik Bali. Evaluasi dilakukan dengan metode User Experience Questionnaire (UEQ). Kelengkapan aspek, yaitu attractiveness, pragmatic quality dan hedonic quality menjadi keunggulan User Experience Questionnaire (UEQ). Selain itu, sudah disedikan Data Analysist Tool dalam format excel untuk memudahkan pengukuran User Experience Questionnaire (UEQ). Evaluasi dilakukan pada suatu populasi yang berjumlah 34 data. Evaluasi User Experience Questionnaire (UEQ) memiliki penilaian yang baik. Daya tarik memiliki nilai rata-rata 1.8, kejelasan memiliki nilai 1.7, Efisiensi memiliki nilai 1.6, Ketepatan memiliki nilai 1.7, Stimulasi memiliki nilai 2, dan Kebaruan memiliki nilai 1.3. Hasil analisa untuk kualitas pragmatic dan hedonis pun memiliki penilaian yang baik masing-masing memiliki nilai rata-rata 1.72 dan 1.73. Dan analisa benchmark juga memberikan nilai 1.73 yang dikatakan baik. Analisa dengan menggunakan UEQ menunjukkan user experience dari pengguna PaTik Bali dapat dikatakan baik dengan nilai rata-rata diatas 1. AbstractPaTik Bali is a mobile-based virtual keyboard application. PaTik keyboard functions to write Balinese script. PaTik has an autocorrection feature in accordance with the Balinese script. On the Google Play Store, the number of devices installed is more than 89,000 mobile. In this study, we want to know the level of user comfort in terms of User Experience. So in this study an evaluation of the experience of PaTik Bali users was conducted. The evaluation was carried out using the User Experience Questionnaire (UEQ) method. Completeness of aspects, namely attractiveness, pragmatic quality and hedonic quality are the advantages of User Experience Questionnaire (UEQ). In addition, Data Analysis Tool has been provided in Excel format to facilitate the measurement of User Experience Questionnaire (UEQ). The evaluation was carried out on a population of 34 data. The User Experience Questionnaire (UEQ) evaluation has a good rating. Attraction has an average value of 1.8, clarity has a value of 1.7, Efficiency has a value of 1.6, Accuracy has a value of 1.7, Stimulation has a value of 2, and Novelty has a value of 1.3. The analysis results for pragmatic and hedonic quality also have good ratings, each having an average value of 1.72 and 1.73. And benchmark analysis also gives a value of 1.73 which is said to be good. Analysis using UEQ shows that the user experience of PaTik Bali users can be said to be good with an average value above 1.
Comparative Analysis of Naïve Bayes and K-Nearest Neighbor (KNN) Algorithms in Stroke Classification Iswara, Ida Bagus Ary Indra; Anandita, Ida Bagus Gede; Dahul, Maria
Journal of Computer Networks, Architecture and High Performance Computing Vol. 6 No. 3 (2024): Articles Research Volume 6 Issue 3, July 2024
Publisher : Information Technology and Science (ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/cnahpc.v6i3.4395

Abstract

Stroke, also known as cerebrovascular, is a type of Non-Communicable Disease (NCD). The symptoms of this disease arise due to a blockage (ischemic) or rupture (hemorrhagic) of a blood vessel that disrupts blood flow to the brain. This condition causes a lack of oxygen and nutrients to brain cells, resulting in damage and potentially death. This research aims to compare the use of Naive Bayes and K-Nearest Neighbor (K-NN) algorithms in classifying stroke diseases. The research process involves data collection, data validation, data preprocessing, data reading, data transformation, data splitting, model implementation, classification evaluation, application of Naive Bayes and K-Nearest Neighbor (K-NN) algorithms, and comparative analysis of results. The variables used in this study include: gender, age, hypertension, heart disease, ever married, work type, residence type, avg glucose level, bmi, smoking status, stroke. Sugar, BMI, Smoking Status, Stroke. Based on the experiments conducted, it was found that the Naive Bayes algorithm achieved an average accuracy rate of 91.67%, while the K-Nearest Neighbor (K-NN) algorithm achieved an average accuracy rate of 95.59%. Therefore, it can be concluded that the K-Nearest Neighbor (K-NN) algorithm has a higher average accuracy rate than the Naive Bayes algorithm, with a percentage difference in accuracy of 3.92%.
PKM Industri Rumah Tangga Jajanan Khas Bali Di Desa Tegal Jadi, Kecamatan Marga, Kabupaten Tabanan, Provinsi Bali Iswara, Ida Bagus Ary Indra; Wijaya, I Nyoman Saputra Wahyu; Willdahlia, Ni Putu Ayu Gede; Meinarni, Ni Putu Suci
Paradharma: Jurnal Aplikasi IPTEK Vol. 3 No. 2 (2019): Paradharma: Jurnal Aplikasi IPTEK
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Dhyana Pura – Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1138.787 KB) | DOI: 10.36002/jpd.v3i2.1039

Abstract

ABSTRAK Usaha jajanan Bali traditional Dana Asih dan Riko Kaliadrem adalah industri rumah tangga (IRT) yang berlokasi di Br. Pengembungan, Desa Tegal Jadi, Kecamatan Marga, Kabupaten Tabanan. Kedua industri tersebut menyediakan berbagai jajanan khas Bali yang digunakan untuk upacara dan dikonsumsi. Jajanan khas Bali yang diproduksi adalah jaja uli, jaja begina dan jaja kaliadrem. Kegiatan bisnis yang dijalani kedua IRT ini diantaranya menerima pesanan jajanan khas Bali, memproduksi secara konvensional dari pemilihan bahan, kuantitas bahan yang digunakan, pengolahan bahan, pengemasan jajanan serta memasarkan hasil produksi. Produk yang dihasilkan oleh mitra adalah jajanan kering khas Bali. Produk tersebut dikemas kedalam plastik flip tanpa memberikan desain kemasan yang dapat menjadi identitas industri. Mitra mengakui produk yang mereka dijual di pasaran tidak dikenali oleh konsumen karena banyak produk yang sama. Hal tersebut mempengaruhi promosi yang diinginkan oleh mitra. Jajanan khas Bali yang dibuat tidak menggunakan bahan pengawet, sehingga diperlukan kemasan yang kedap udara agar produk dapat bertahan lebih lama. Permasalahan yang dialami mitra adalah pemasaran produk atau promosi serta pencatatan penjualan. Solusi yang diberikan adalah dengan merancang kemasan produk yang menarik dan kedap udara, memberikan pelatihan membuat jajanan khas Bali dengan resep baru yang lebih tahan lama, menyediakan sebuah website e-commerce serta mitra diberikan pelatihan menggunakan media sosial. Produk dapat dikenal pada khalayak umum dengan identitas pada kemasan serta masa kadaluarsa produk lebih lama. Varian rasa dari produk bertambah dengan harapan lebih diminati masyarakat. Kemampuan memanfaatkan teknologi juga meningkat yang dapat berpengaruh kepada peningkatan produktivitas.Kata kunci : jajanan, kemasan, promosi, e-commerceABSTRACT Traditional Balinese snacks are home industries businesses located in Br. Pengembungan, Tegal Jadi Village, Marga District, Tabanan Regency. Both industries has some kind of Balinese snacks that are used for ceremonies and also to consume. They are Jaja Uli, Jaja Begina and Jaja Kaliadrem. The business activities undertaken by these two home industries start from receiving orders for the snacks, producing conventionally, from selecting the ingredients, measuring the quantity of materials used, processing of materials, wrapping the snacks and selling of these products. These products can be classified into bali dry snacks. It is wrapped into a flip plastic that can be bought on the market without using special design for the packaging, which is it can be an industrial identity. Partners acknowledge that the products they sell on the market cannot be recognized by consumers because many other industry players sell the similar products. This will probably affects the promotion desired by partners. In addition, typical Balinese snacks that are made do not use preservatives, so airtight packaging is needed so that the product can last longer. The main problems experienced by partners and closely related to the packaging are product selling or promotion. The selling process carried out by partners (some sellers) is done conventionally. Partners keep their products limited in traditional markets. The impact that occurs in this marketing way is the demand for products does not increase. The next problem is recording sales. So far, business partners do not record sales in any form so that it cannot be clearly seen how many products have been sold and in what time period and cannot calculate the total profits that have been obtained. The solution offered is to design attractive and airtight product packaging, make recipes and provide training for recipes, provide an e-commerce website that can help the promotion process and record sales. Some courses will also be provide to partners for example the course about using social media. As the aim, the products will be famous into public. And the packaging design hopefully will give an identity that is including the product expiry date as a trustworthy product. The flavor variant of the product increases with the hope that the community is more interested. The ability to use technology also increases which can affect productivity.Key words : snacks, packaging, promotion, e-commerce