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Pengaruh persepsi resiko dan kualitas e-commerce terhadap keputusan konsumen membeli fashion online Lucky Lhaura Van FC; Lisnawita Lisnawita
Digital Zone: Jurnal Teknologi Informasi dan Komunikasi Vol. 8 No. 2 (2017): Digital Zone: Jurnal Teknologi Informasi dan Komunikasi
Publisher : Publisher: Fakultas Ilmu Komputer, Institution: Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (511.495 KB) | DOI: 10.31849/digitalzone.v8i2.645

Abstract

Abstrak- Penelitian ini bertujuan untuk mengetahui pengaruh persepsi konsumen tentang resiko terhadap keputusan pembelian produk fashion toko online ,kedua pengaruh media e-Commerce terhadap keputusan pembelian produk fashion.. pengaruh persepsi konsumen tentang resiko dan kualitas pelayanan secara bersama-sama terhadap keputusan pembelian produk fashion toko online , penelitian ini termasuk penelitian kuantitatif. Populasi penelitian adalah mahasiswa/wi dan dosen fakultas Ilmu Komputer yang pernah melakukan pembelian online. Pengumpulan data dilakukan dengan angket ,dimana analisis data menggunakan metode non probability sampling yang telah didapat sebanyak 110 sampel penelitian, analisis data menggunakan fitur cronbach’s alfa.Hasil dari pPeneltian ini adalah sSemakin rendah resiko yang dipersepsikan oleh konsumen, maka semakin tinggi tingkat keputusan konsumen untuk membeli fashion secara online. Semakin berkualitas pelayanan e-commerce yang disediakan para pengelola situs belanja fashion online, maka semakin tinggi tingkat keputusan konsumen untuk membeli fashion secara online. Rendahnya persepsi resiko dan tingginya kualitas pelayanan elektronik secara bersamaan akan mampu meningkatkan keputusan konsumen untuk membeli fashion secara online. Kata Kunci : Persepsi Resiko, kualitas e-commerce, metode non probability sampling, cronbach’s alfa Abstract- This research is perceived risk and quality of e-commerce on fashion product online buying decision in faculty of Computer Science . This study includes quantitative research. The population of research is students and faculty lecturer of Computer Science who ever made online purchasing. Data collection is done by questionnaire, where data analysis using non probabity sampling method has been obtained as many as 110 research samples, data analysis using cronbach's alpha feature. Result from Peneltian This is the lower the risk perceived by the consumer, the higher the level of consumer decisions to buy fashion online.high qualified ecommerce services provided by managers of online fashion shopping sites, the higher the level of consumer decisions to buy fashion online. The low perception of risk and the high quality of electronic services will simultaneously increase consumer's decision to buy fashion online. Keywords: perceived risk, quality of e-commerce , non probabity sampling method, cronbach’s alfa
Implementasi Jaringan Syaraf Tiruan untuk Menentukan Kepribadian Mahasiswa Menggunakan Algoritma Perceptron Lucky Lhaura Van FC; Fajrizal Fajrizal; Lisnawita Lisnawita
Digital Zone: Jurnal Teknologi Informasi dan Komunikasi Vol. 11 No. 1 (2020): Digital Zone: Jurnal Teknologi Informasi dan Komunikasi
Publisher : Publisher: Fakultas Ilmu Komputer, Institution: Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (506.483 KB) | DOI: 10.31849/digitalzone.v11i1.4019

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Setiap orang yang mempunyai kepribadian sesuai dengan lingkungan sekitarnya agar terjalin hubungan yang baik. Pada lingkungan Fakultas Ilmu Komputer Universitas Lancang Kuning, peneliti melakukan evaluasi akademik ketika melakukan pengajaran ada beberapa kelompok mahasiswa dengan gaya belajar yang berbeda , beberapa mahasiswa sulit aktif didalam kelas, mengenai gaya belajar ini sudah pernah kita lakukan penelitiannya, ternyata gaya belajar mempunyai korelasi dengan kepribadian mahasiswa dimana terciptanya hubungan yang baik antar dosen dan mahasiswa akan memberikan dampak yang positif karena mahasiswa tidak akan malas lagi untuk mengikuti materi yang di ambil mahasiswa tersebut dan dosen juga dapat menentukan cara mengajar yang tepat berdasarkan kepribadian mahasiswa tersebut. 4 tipe kepribadian mahasiswa yaitu guardian, artisan, idealist dan rational. Dalam penelitian ini ada 30 orang responden yang harus mengisi kuisioner. Kemudian diolah komputerisasi yang berbasis JST algoritma Perceptron.. Hasil dari penelitian adalah 5 mahasiswa dengan kepribadian Guardian, 11 Artisan, 11 Idealist dan 3 Mahasiswa Rational. Kata Kunci : Jaringan Syaraf Tiruan, Tipe Kepribadian, Perceptron Abstract Every person who has a personality following the surrounding environment to establish a good relationship. In the environment of the Faculty of Computer Science,Universitas Lancang Kuning, researchers conduct academic evaluations when conducting teaching there are several groups of students with different learning styles, some students find it difficult to be active in class, about this learning style we have already done the research, it turns out learning styles have a correlation with personality students where the creation of a good relationship between lecturers and students will have a positive impact because students will no longer be lazy to follow the material taken by the student and the lecturer can also determine the right way of teaching based on the student's personality. The 4 personality types of students are guardian, artisan, idealist and rational. In this study, 30 respondents had to fill out a questionnaire. Then computerized based on the ANN algorithm Perceptron. The results of the study were 5 students with Guardian personalities, 11 Artisan, 11 Idealist and 3 Rational Students Keywords : Artificial Neural Networks, Personality Types , Perceptron
Aplikasi Chatbot untuk Layanan Informasi dan Akademik Kampus Berbasis Artificial Intelligence Markup Language (AIML) Guntoro Guntoro; Loneli Costaner; Lisnawita Lisnawita
Digital Zone: Jurnal Teknologi Informasi dan Komunikasi Vol. 11 No. 2 (2020): Digital Zone: Jurnal Teknologi Informasi dan Komunikasi
Publisher : Publisher: Fakultas Ilmu Komputer, Institution: Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/digitalzone.v11i2.5049

Abstract

Saat ini sebagian besar universitas menggunakan sistem informasi web untuk menyampaikan informasi terkait informasi pendaftaran mahasiswa, akademik, beasiswa, biaya pendidikan dan lain-lain. Dalam hal pelayanan pendidikan, tentunya universitas perlu memberikan layanan yang terbaik, agar para civitas akademik kampus, masyarakat mendapatkan kepuasan terhadap layanan yang diberikan. Penelitian ini adalah mengembangkan aplikasi chatbot yang dapat digunakan sebagai layanan informasi kampus dan akademik bagi masyarakat umum maupun bagi civitas akademik kampus Universitas Lancang Kuning Adapun tahapan dalam pengembangan aplikasi chatbot ini diantaranya adalah pengumpulan kebutuhan, desain, membuat prototype, evaluasi dan perbaikan. Adapun metode yang digunakan untuk pembelajaran chatbot menggunakan Artificial Markup Language (AIML). Knowledge dari aplikasi chatbot ini adalah alamat kampus, syarat pendaftaran, langkah pendaftaran, program studi, jalur kuliah, berapa biasa kuliah dan cara daftar. Berdasarkan hasil pengujian yang telah dilakukan dengan metode whitebox dan blackbox, bahwa aplikasi chatbot dapat berjalan dengan baik sebesar 100%. Sedangkan pengujian menggunakan UAT sebesar 95%. Hal tersebut menunjukkan bahwa aplikasi chatbot mampu menjawab pertanyaan-pertanyaan yang diajukan, sesuai dengan pengetahuan yang telah diberikan sebelumnya. . Kata kunci: Akademik, AIML, Chatbot. Abstract Currently, most universities use web-based information systems to provide information on student enrollment, academics, scholarships, fees, and so on. As far as education services are concerned, of course, universities need to offer the best service to ensure that the campus learning community is happy with the services offered. The goal of this research is to build a chatbot application that can use as a campus and academic information service for the general public and the academic community of Universitas Lancang Kuning. The phases in the development of this chatbot framework include gathering needs, designing, creating prototypes, testing and improving. The tool used to learn the chatbot uses the Artificial Markup Language (AIML). Knowledge from the chatbot application is the campus address, registration requirements, registration steps, study program, course path, how many lectures are used and how to register. Based on the results of the tests carried out using the Whitebox and BlackBox methods, the chatbot framework will run 100% . While testing using UAT is 95%. The Chatbot framework can answer the questions that have been posed, based on the information that has been previously given. Keywords: Academic, AIML, Chatbot
PELATIHAN KETERAMPILAN MEMBUAT SLIDE PERSENTASI EFEKTIF DENGAN EFEK GRADASI PADA MAHASISWA FAKULTAS ILMU BUDAYA UNILAK Loneli Costaner; Guntoro Guntoro; Lisnawita Lisnawita
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 2 No. 2 (2018): Dinamisia : Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (283.767 KB) | DOI: 10.31849/dinamisia.v2i2.1469

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Teaching and learning process is an integral in the achievement of human resources who have the skills in the field in accordance with the goals of a college. Students who undergo the study other than he get the knowledge in the field that he studied, will also be given the learning experience given the task by the lecturer supervisor of the course and then the results are feasible for the percentage of campus forums with tools and complete electronic media. Nowadays, the percentage becomes the obstacle by students to get the perfect score, because the percentage is related to the presentation slide which is interesting and easy to understand by the audience. The percentage slide also becomes an assessment at the moment of presentation in front of the class forum, the student is not yet understand how to make an interesting and effective presentation so that the idea is well conveyed. In addition, students also difficult to make a presentation with a combination of images and writing because it has not got the skills to design the slide so much the results of the presentation of what is with a fairly satisfactory percentage value. In today's digital age, it can be said that any profession of someone in the world of organization, both business world and academic world can not be separated from the necessity to do the exposure to explain the purpose of a problem or information. Ability to present good information with an attractive means is necessary to get the ideas and ideas to the person who received the information. Good presentation skills, interesting and informative is needed everyone so that ideas or ideas can be easily understood. One of the media presentations to make the ideas submitted so more informative and interesting is to use Ms. Power point.
Pelatihan Desain Grafis Untuk Meningkatkan Kreatifitas Siswa Lisnawita Lisnawita; Lucky Lhaura Van FC; Musfawati
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 4 No. 2 (2020): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (355.876 KB) | DOI: 10.31849/dinamisia.v4i2.3406

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The development of technological advances now requires the participation of schools in planning technological advances today, and there are positive and negative problems that perceived as one of the negative impacts of technology that felt today using social media that is not good and is misused by students. For this reason, Graphic students need to guided to use the time to increase their creativity so that students can produce more useful work. This service is done by directed/guided demonstration by the speaker and practised directly by the participants. After the training conducted, it can increase students' understanding by 63.73%, and students, express their creative ideas in the form of book covers and business cards
Pengenalan Computational Thinking Untuk Meningkatkan Kemampuan Problem Solving Lisnawita; Taslim; Musfawati
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 5 No. 4 (2021): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/dinamisia.v5i4.4238

Abstract

Fakultas ilmu pertanian Universitas Lancang Kuning adalah salah satu fakultas milik yayasan Raja ali haji yang didirikan pada tahun 1982. Perkembangan teknologi yang semakin canggih ini, mendorong setiap fakultas harus bisa mengikuti perkembangan zaman. meskipun bergerak dibidang pertanian, maka mahasiswa sebagai generasi penerus harus mampu berdaya saing di era ekonomi digital ini dan tentunya juga harus bisa menyesuaikan perkembangan teknologi saat ini, karena jika tidak bisa beradaftasi dengan zaman sekarang, kemungkinan besar mahasiswa itu sendiri akan bisa ketertinggalan, baik dari segi penggunaan teknologi hingga berpikir secara komputasional. Pada saat ini kemampuan mahasiswa dalam menyelesaikan masalah masih rendah, Pada pengabdian ini dilakukan dengan ceramah dan memberikan contoh kasus dengan penyelesaiannya. Pelatihan ini dapat membuka pola pikir mahasiswa dan membantu mahasiswa agar terbiasa berfikir secara logis, terstruktur dan kreatif. Serta mahasiswa bisa fokus pada kemampuan berpikir untuk mencari pemecahan masalah dan mencari alternative lain sehingga mendapatkan solusi terbaik. Hasil dari Pelatihan yang dilakukan dapat meningkatkan pemahaman mahasiswa sebesar 84,7%. Terlihat dari peserta yang mampu menyelesaikan beberapa contoh kasus yang diberikan dengan baik.
Pelatihan Editing Gambar dan Text menggunakan Photoshop sebagai bentuk Ekspresi Kreatifitas Lisnawita Lisnawita; Lucky Lhaura Van FC; Loneli Costaner
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 5 No. 5 (2021): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/dinamisia.v5i5.5355

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Abstract- Graphic design is a form of work produced by art workers, with the development of increasingly advanced technology now can also be done by everyone, as long as they want to learn, because there are so many applications that can help someone to produce an interesting work. one of them is by using the photoshop application. Photoshop itself is one of the most popular applications today. So that the community service team provides training in the use of Photoshop applications. This service was carried out by providing video tutorials for the participants to practice directly. After this training was able to increase students' understanding by 53.72%, and students are able to express their creative ideas in editing images and text. Keywords — Photoshop, Student, Creatifity Abstrak- Desain grafis adalah satu bentuk hasil karya yang dihasilkan oleh para pekerja seni, dengan perkembangan zaman teknologi yang maju saat ini, hal itupun juga bisa dilakukan oleh setiap orang, selama mau belajar, karena sudah banyak aplikasi yang bisa membantu seseorang untuk menghasilkan sebuah karya yang menarik salah satunya menggunakan aplikasi photoshop. Photoshop sendiri adalah salah satu aplikasi yang populer saat ini. Sehingga tima pengabdian memberikan pelatihan penggunaan aplikasi photoshop. pada pengabdian ini dilakukan dengan memberikan video tutorial untuk bisa di praktekkan langsung oleh peserta.Setelah dilakukan pelatihan ini mampu meningkatkan pemahanaman siswa sebesar 53,72%, dan siswa mampu menuangkan ide-ide kreatif nya dalam editing gambar dan text. Kata kunci—Photoshop, Siswa, Kreatifitas
Pelatihan Keterampilan Membuat Informasi Berbasis Video Digital Pada Ikatan Remaja Masjid Loneli Costaner; Guntoro; Lisnawita
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 5 No. 4 (2021): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/dinamisia.v5i4.7253

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Activities in mosques are not only carrying out ritual worship activities, more than that mosques can also print young generations to grow the spirit of organization and creativity. One way to foster the spirit of youth organization is the existence of theMosque Youth Association (IRMAS). Every IRMAS activity will always prepare information, both for event information and useful information to attract the attention of the public, youth and youth to gain knowledge, the information provided can also be a means of da'wah by optimizing on Instagram and YouTube social media. The problems and obstacles for partners are that they do not yet have the ability to create digital video-based information, both for making community profiles, story activities and media promotion of IRMAS activities as well as interesting da'wah facilities so that social media cannot be improved properly. So the solution that can be done is to train partners' skills in making digital video-based information with the kine master android application and training to optimize their social media as a means of information, promotion and da'wah. The method used in this training is lecture and practice, where training participants will be given an understanding of digital video-based information, how to create digital video-based information and applications used to create digital information, such as text processing, image processing, video processing, animation processing. , create community profile lines, create activity storylines, and promotions. The success of the participants can be seen from the results of the training that participants were able to create community profiles and promote IRMAS events, where the level of understanding of participants before training was only 19% and after training participants' understanding increased to 100%. The activities carried out in this community are very much training to help mass organizations in making digital-based information with a success rate of understanding 81%, this percentage is already above 50% which is said to be increasing
Rancang Bangun Sistem Informasi Notulen Rapat : ( Studi Kasus : Fakultas Ilmu Komputer Universitas Lancang Kuning) Lucky Lhaura Van FC; Lisnawita Lisnawita; Yogi Yunefri
ZONAsi: Jurnal Sistem Informasi Vol. 2 No. 2 (2020): Publikasi Artikel ZONAsi : Jurnal Sistem Informasi, September 2020
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/zn.v2i2.5240

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Faculty of Computer Science of Universitas Lancang Kuning runs two departments, namely Informatics Engineering and Information System. The minute of meeting documentation, thus far, has been conducted manually in a ledger and written soon after the meeting. Consequently, when lecturer attendees wish to know the meeting results, they have to communicate with the meeting secretary. This method is inefficient; therefore, researchers have designed a web-based application to simplify the process. The proposing model is the waterfall technique, while PHP is used as the programming language. The system facilitates the attendance list and minutes of meetings created by the secretary and approved by the head of the meeting. This study's output is a web-based application to help faculties, particularly the academic, administration, studentship, and the cooperation units, regarding the minute of meetings' documentation process
PELATIHAN PENULISAN ARTIKEL ILMIAH BAGI MAHASISWA TINGKAT AKHIR Lisnawita Lisnawita; Lucky Lhaura Van FC; Musfawati Musfawati
J-COSCIS : Journal of Computer Science Community Service Vol. 1 No. 1 (2021): J-COSCIS : Journal of Computer Science Community Service
Publisher : Fakultas Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1188.78 KB) | DOI: 10.31849/jcoscis.v1i1.5608

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Fakultas Ilmu Komputer–Universitas Lancang kuning berdiri tahun 2006, dengan dua prodi yaitu prodi teknik informatika dan sistem informasi dengan Nomor SK pendirian PS : 2875/D/T2006, Visi dari fakultas ilmu komputer yaitu: “Menjadi fakultas ilmu komputer unggul diwilayah sumatera berlandaskan nilainilai budaya melayu pada tahun 2025”, dan salah satu tujuannya yaitu: Menghasilkan karya-karya ilmiah dibidang komputer yang bermutu dan dapat dipublikasikan pada jurnal-jurnal dan seminar-seminar ilmiah. pada pengabdian ini dilakukan dengan demonstrasi. Pelatihan ini dapat membantu mahasiswa meningkatkan pemahaman dalam menulis artikel ilmiah serta Memberikan pemahaman kepada mahasiwa dalam memilih target jurnal yang akan dituju, sehingga saat membuat artikel bisa menyesuaikan selingkung dari jurnal yang dituju. Metode yang dilakukan dengan ceramah dan sesi tanya jawab serta pratek register dan submit artikel. Hasil Kegiatan pelatihan yang dilaksanakan sesuai dengan tujuan yang ingin dicapai yaitu meningkatkan pengetahuan dan kemampuan peserta sebesar 62,24%. Abstract: Faculty of Computer Science-Lancang Kuning University was founded in 2006, with two studyprograms, namely the informatics engineering and information systems study program withthe PS establishment SK Number: 2875 / D / T2006, The vision of the computer sciencefaculty is: "To become a superior faculty of computer science in the region of Sumatra basedon the values of Malay culture by 2025", and one of its objectives, namely: Producing qualityscientific works in the field of computers and can be published in scientific journals andseminars. at this dedication carried out by demonstration. This training can help studentsimprove their understanding in writing scientific articles and Provide understanding tostudents in choosing the target journal to be aimed at, so that when making articles they canadjust the environment of the intended journal. The method is done by lecturing and questionand answer sessions as well as practice registering and submitting articles. Results Thetraining activities were carried out in accordance with the objectives to be achieved, namelyincreasing the knowledge and abilities of participants by 62.24%.