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Penetapan Kerangka Kerja Social Crm Berdasarkan Karakteristik Media Sosial Prasetyo, Koko Wahyu
SMATIKA Vol 3, No 1 (2013)
Publisher : SMATIKA

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Abstract

This research is conducted to analyze and construct a framework for customer relationship management (CRM) practices implementation based on various characteristics of online social media. The framework could be used to analyze the Social CRM domains of social customer insights, marketing, sales, service and support, innovations, collaborations, and customer experiences. It will then be implemented based on prioritization analysis of organization’s activities as well as the maturity of technologies that could support Social CRM implementation within the organization. The framework is expected to produce implementation roadmap for 5 categories of Social CRM practices as well as the relevant social media based on defined priorities of the organization.
Functional Model of RFID-Based Students Attendance Management System In Higher Education Institution Setiabudi Sakaria, Koko Wahyu Prasetyo ,
PROCEEDING IC-ITECHS 2014 PROCEEDING IC-ITECHS 2014
Publisher : PROCEEDING IC-ITECHS 2014

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Abstract

The need of developing  student attendance management system is driven due to the factthat the students’ attendance records are one of the most important factors of their academic achievement. The conventional practice of managing the student attendance manually by pens and papers is considered as challenging tasks for most of the higher education institutions. This paper will propose a system functional model to manage the student attendance in a more efficient way by utilizing the RFID tags technology. The RFID technology is an automated identification and data collection technology. The ability of RFID tags   to deliver accurate information in quicker way shall improve the efficiency to manage the students attendance data. The system model proposed in this paper will also consider the need of the academic administrative staff to have an integrated reporting function which are related to the student and the lecturer attendance records. The system functional models presented in this paper are developed in UML based on the approach of object-oriented system analysis and design.
PENINGKATAN KEBERHASILAN PENGIRIMAN DATA PADA LINGKUNGAN VANET Perkasa, Johan Ericka Wahyu; Prasetyo, Koko Wahyu
JURNAL TEKNOLOGI INFORMASI: Teori, Konsep, dan Implementasi JURNAL TEKNOLOGI INFORMASI: Teori, Konsep dan Implementasi VOL 8 NO 2 Tahun 2017
Publisher : JURNAL TEKNOLOGI INFORMASI: Teori, Konsep, dan Implementasi

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Abstract

VANET is a fairly new technology that enabling data to sent through vehicles wirelessly. The most challenging part is because VANET using ad-hoc principle, so there will no direct connection between sender and receiver. Data will be transmitted to nearby vehicles wirelessly. Routing algorithm take the most important part to find the best path from sender to receiver. This research will investigate Static Intersection Node effect to increase packet delivery ratio in VANET.Keywords: VANET, Static Intersection Node, Packet Delivery Ratio
ANALISIS KEBUTUHAN FUNGSIONAL SISTEM INFORMASI MANAJEMEN KINERJA INTERNAL PERGURUAN TINGGI DI STIKI MALANG Prasetyo, Koko Wahyu
DINAMIKA DOTCOM DINAMIKA DOTCOM VOL 9 N0 1 TAHUN 2018
Publisher : DINAMIKA DOTCOM

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Abstract

A good implementation of information technology within a higher education institution can drive the quality of information availability, business functions integration, and thus the overall performance of the organization. When the information technology is managed unproperly, then it will present enormous challenges for the organization to fulfill its needs of valid information. Those invalid information and false indicators will lead to difficulties in measuring the actual performance of the organization. STIKI Malang is a private college institution located in the city of Malang, Indonesia. Its quality assurance department (Unit Penjaminan Mutu) often find difficulties in taking any required decisions in order to measure the performance of the organization. Some of the processes are considered as inefficient since they are not able to display the needed indicators within the scheduled time. This research analyzes the existing business processes that are related with performance management of the organization. It presents a set of information systems functional requirements model that is resulted from requirements engineering methods. The resulted requirements can be adopted to develop similar performance management systems in higher education environment.              Keywords: key performance indicator, performance management, quality assurance, information systems, functional requirements, higher education
PERANCANGAN SISTEM INFORMASI AKADEMIK PASRAMAN BERBASIS WEBSITE Prasetyo, Yudho; Prasetyo, Koko Wahyu; Kanthi, Yekti Asmoro
DINAMIKA DOTCOM DINAMIKA DOTCOM VOL 10 NO 1 TAHUN 2019
Publisher : DINAMIKA DOTCOM

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Abstract

Pasraman is a Hindu education institution to assist the implementation of religious education and manners that highlight the growing attitude and skills as a strengthening of the local culture. Pasraman is a religious educational institution, where the existence of Pasraman are expected to embody one of the goals of the Republic of Indonesia. Pasraman Upanisadha is one of the formal pasraman located in Kupang, East Nusa Tenggara, which consists of a hierarchy of Pratama Widya Pasraman, Adi Widya Pasraman, Madyama Pasraman, Utama Widya Pasraman, and Maha Widya Pasraman. The existence of this judgment on the pasraman system Upanisadha can be accessed directly by parents, and the school of brahmacari get access rights to see the hindu value of their students. On the features of financial SPP and the dana punia, accessible by Chairman of the Pasraman, brahmacari, parents of brahmacari, and administration is transparent so reducing the possibility of fraud. By having this system, pasraman will be balanced and able to compete with other formal school.Keywords: System, Information, Academic, Pasraman, Website
Structural and Behavioral Models of RFID-based Students Attendance System Using Model-View-Controller Pattern Prasetyo, Koko Wahyu; Sakaria, Setiabudi
Prosiding SNATIKA Vol 3 (2015): Prosiding Snatika (Seminar Nasional Teknologi, Informasi, Komunikasi dan Aplikasinya)
Publisher : LPPM STIKI Malang

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Abstract

A student attendance management system is needed by higher education institution due to the fact that the students’ attendance are one of the critical factors which decide their academic achievement. The practice of managing the attendance based on the signatures collected on papers is considered inefficient. This paper presents a set of structural and behavioral models which can be implemented as a student attendance management system which utilizes RFID technology. The ability of RFID tags to promptly deliver accurate authentication information should improve the students attendance management process efficiency. The structural and behavioral models presented in this paper are using UML class diagram and sequence diagram notations. The models are developed based on the technical architecture of model-view-controller (MVC) pattern.
Game ID Card Puzzle Berbasis Virtual Reality Untuk Mengenalkan Kebudayaan Tradisional Indonesia Radi Rusadi Susanto; Febry Eka Purwiantono; Koko Wahyu Prasetyo
INFORMATION SYSTEM FOR EDUCATORS AND PROFESSIONALS : Journal of Information System Vol 3 No 1 (2018): INFORMATION SYSTEM FOR EDUCATORS AND PROFESSIONALS (Desember 2018)
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Bina Insani

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Abstract

Abstrak: Perkembangan industri Game pada saat ini sangat pesat dengan berbagai macam teknologi yang digunakan. Salah satu teknologi Game yang terkenal beberapa tahun belakangan ini adalah Virtual Reality. Virtual Reality sendiri adalah teknologi yang memungkinkan penggunanya merasakan secara lansung tampilan dunia maya (virtual) dengan memanfaat indra penglihatan. Game ID Card Puzzle memanfaatkan teknologi ini dalam implementasinya. ID Card Puzzle termasuk dalam kategori (genre) puzzle. Konten yang digunakan dalam Game ini merupakan konten lokal seperti rumah adat, pakaian tradisional, senjata tradisional, alat musik tradisional dan tarian tradisional.Sesuai dengan judul dari Game yang dibuat, tujuan dari pembuatan Game ini adalah untuk mengembangkan permainan berbasis virtual reality yang menarik, kreatif, dan inovatif sehingga bisa dinikmati serta mencoba untuk mengenalkan budaya Indonesia bagi pengguna didalam maupun luar Indonesia. Dalam proses pengembangan terdapat beberapa prosedur yang dilalui yaitu persiapan, analisa, desain, pembuatan dan uji coba. Metode pengumpulan data yang dilakukan meliputi studi literatur dan observasi. Pada tahap pengujian dilakukan proses uji coba pada 30 penguji yang terdiri dari usia 14 – 40 tahun. Setelah melalui tahap pengembangan dan pengujian, Game ID Card Puzzle dapat membuktikan bahwa dengan penerapan teknologi Virtual Reality dalam Game yang mengangkat konten lokal, pengguna dapat merasa pengalaman bermain yang jauh lebih interaktif dan memberikan pengetahuan baik tentang informasi kearifan lokal. Kata Kunci: Game , Puzzle, Virtual Reality, 3D Game. Abstract: The development of the Game industry at this time is very rapid with a variety of technologies used. One of the most popular Game technologies in recent years is Virtual Reality. Virtual Reality itself is a technology that allows users to feel directly the appearance of the virtual world by utilizing the sense of sight. ID Card Puzzle Game utilizes this technology in its implementation. ID Card Puzzle is included in the puzzle category. The content used in this Game is local content such as traditional houses, traditional clothes, traditional weapons, traditional musical instruments and traditional dances. In accordance with the titles of the Game s made, the purpose of making this Game is to develop interesting, creative virtual reality based Game s and innovative so that it can be enjoyed and try to introduce Indonesian culture to users inside and outside Indonesia. In the development process there are several procedures that go through namely preparation, analysis, design, manufacture and testing. Data collection methods carried out include literature study and observation. At the testing stage, a trial process was carried out on 30 examiners consisting of ages 14-40 years. After going through the development and testing phases, ID Card Puzzle Game s can prove that with the application of Virtual Reality technology in Game s that lift local content, users can feel a much more interactive playing experience and provide good knowledge about information on local wisdom. Keywords: Game , Puzzle, Virtual Reality, 3D Game.
Functional Model of RFID-Based Students Attendance Management System In Higher Education Institution Koko Wahyu Prasetyo; Setiabudi Sakaria
IC-ITECHS Vol 1 (2014): Prosiding IC-ITECHS 2014
Publisher : IC-ITECHS

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Abstract

The need of developing student attendance management system is driven due to the fact that the students’ attendance records are one of the most important factors of their academic achievement. The conventional practice of managing the student attendance manually by pens and papers is considered as challenging tasks for most of the higher education institutions. This paper will propose a system functional model to manage the student attendance in a more efficient way by utilizing the RFID tags technology. The RFID technology is an automated identification and data collection technology. The ability of RFID tags to deliver accurate information in quicker way shall improve the efficiency to manage the students attendance data. The system model proposed in this paper will also consider the need of the academic administrative staff to have an integrated reporting function which are related to the student and the lecturer attendance records. The system functional models presented in this paper are developed in UML based on the approach of object-oriented system analysis and design.
Analyzing e-Service Quality and e-Satisfaction Effects on Customer Loyalty at An Indonesian Digital Marketplace Koko Wahyu Prasetyo; Rizky Putra Pratamal; Addin Aditya
JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING Vol 6, No 1 (2022): Issues July 2022
Publisher : Universitas Medan Area

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31289/jite.v6i1.7265

Abstract

Indonesia is listed as one of the countries with the most population in the world as well as one of the countries with the most internet users. With this fact, Indonesia is one of the largest potential markets in the digital trade sector. Many Indonesian people use the internet and marketplace platforms to shop and fulfill their daily needs. Indonesia is also the base of operations for several marketplace platforms with significant transaction values, one of which is Tokopedia. Tokopedia is one of the Indonesian marketplace platforms that consistently ranks in the top 3 for the category of online buying and selling sites that people are interested in. Some studies have stated that the quality of business services affects customer satisfaction and loyalty. This quality is one of the indicators that determine customer satisfaction with the company's products and services. This study analyzes the influence of the dimensions of electronic service quality and the aspects of customer satisfaction on customer loyalty in the Tokopedia marketplace. It analyzes the effect of the dimensions in the ES-Qual model on overall ES-Qual, e-satisfaction, and e-loyalty on consumers. The data obtained were analyzed using the variant-based Partial Least Square Structural Equation Model (PLS-SEM) equation model which can simultaneously test the measurement model, as well as the structural model. The results also show that online service quality and overall service quality affect online user satisfaction and online user loyalty.
Game ID Card Puzzle Berbasis Virtual Reality Untuk Mengenalkan Kebudayaan Tradisional Indonesia Radi Rusadi Susanto; Febry Eka Purwiantono; Koko Wahyu Prasetyo
INFORMATION SYSTEM FOR EDUCATORS AND PROFESSIONALS : Journal of Information System Vol 3 No 1 (2018): INFORMATION SYSTEM FOR EDUCATORS AND PROFESSIONALS (Desember 2018)
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Bina Insani

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (747.657 KB)

Abstract

Abstrak: Perkembangan industri Game pada saat ini sangat pesat dengan berbagai macam teknologi yang digunakan. Salah satu teknologi Game yang terkenal beberapa tahun belakangan ini adalah Virtual Reality. Virtual Reality sendiri adalah teknologi yang memungkinkan penggunanya merasakan secara lansung tampilan dunia maya (virtual) dengan memanfaat indra penglihatan. Game ID Card Puzzle memanfaatkan teknologi ini dalam implementasinya. ID Card Puzzle termasuk dalam kategori (genre) puzzle. Konten yang digunakan dalam Game ini merupakan konten lokal seperti rumah adat, pakaian tradisional, senjata tradisional, alat musik tradisional dan tarian tradisional.Sesuai dengan judul dari Game yang dibuat, tujuan dari pembuatan Game ini adalah untuk mengembangkan permainan berbasis virtual reality yang menarik, kreatif, dan inovatif sehingga bisa dinikmati serta mencoba untuk mengenalkan budaya Indonesia bagi pengguna didalam maupun luar Indonesia. Dalam proses pengembangan terdapat beberapa prosedur yang dilalui yaitu persiapan, analisa, desain, pembuatan dan uji coba. Metode pengumpulan data yang dilakukan meliputi studi literatur dan observasi. Pada tahap pengujian dilakukan proses uji coba pada 30 penguji yang terdiri dari usia 14 – 40 tahun. Setelah melalui tahap pengembangan dan pengujian, Game ID Card Puzzle dapat membuktikan bahwa dengan penerapan teknologi Virtual Reality dalam Game yang mengangkat konten lokal, pengguna dapat merasa pengalaman bermain yang jauh lebih interaktif dan memberikan pengetahuan baik tentang informasi kearifan lokal. Kata Kunci: Game , Puzzle, Virtual Reality, 3D Game. Abstract: The development of the Game industry at this time is very rapid with a variety of technologies used. One of the most popular Game technologies in recent years is Virtual Reality. Virtual Reality itself is a technology that allows users to feel directly the appearance of the virtual world by utilizing the sense of sight. ID Card Puzzle Game utilizes this technology in its implementation. ID Card Puzzle is included in the puzzle category. The content used in this Game is local content such as traditional houses, traditional clothes, traditional weapons, traditional musical instruments and traditional dances. In accordance with the titles of the Game s made, the purpose of making this Game is to develop interesting, creative virtual reality based Game s and innovative so that it can be enjoyed and try to introduce Indonesian culture to users inside and outside Indonesia. In the development process there are several procedures that go through namely preparation, analysis, design, manufacture and testing. Data collection methods carried out include literature study and observation. At the testing stage, a trial process was carried out on 30 examiners consisting of ages 14-40 years. After going through the development and testing phases, ID Card Puzzle Game s can prove that with the application of Virtual Reality technology in Game s that lift local content, users can feel a much more interactive playing experience and provide good knowledge about information on local wisdom. Keywords: Game , Puzzle, Virtual Reality, 3D Game.