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Digital Marketing Literacy for Food Product Dewi Catur Women Farmer Group I Gede Bintang Arya Budaya; Dedy Panji Agustino; Gede Indra Raditya Martha
WIDYABHAKTI Jurnal Ilmiah Populer Vol. 4 No. 3 (2022): Juli
Publisher : STIKOM Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30864/widyabhakti.v4i3.328

Abstract

Evolusi dari teknologi informasi seperti sosial media telah terbukti meningkatkan efektifitas dalam hal komunikasi penjualan dan pemasaran. Adopsi sosial media terbukti dapat meningkatkan performa bisnis dari usaha. Kelompok Wanita Tani (KWT) Dewi Catur adalah kelompok tani dari Desa Catur, Kabupaten Bangli, Provinsi Bali, mengembangkan produk olahan jeruk siam seperti teh herbal kulit jeruk, kopi biji jeruk, kue ampas jeruk, dan air sari jeruk. Tantangan yang dihadapi oleh KWT Dewi Catur adalah bagaimana cara untuk menyampaikan informasi produk ini melalui proses digital marketing yang efektif dan efisien serta bagaimana mengetahui kepada siapa produk tersebut akan ditawarkan. Inilah mengapa tim pelaksana dalam kegiatan pengabdian masyarakat memberikan pendampingan penguatan ilmu pengetahuan dalam program literasi digital marketing secara mengkhusus untuk produk pangan hasil produksi KWT Dewi Catur. Metode yang digunakan pada pelaksanaan program pengabdian kepada masyarakat ini adalah dengan menggunakan Metode Ceramah, Demonstrasi, dan Praktikum. Hasil dari program ini peserta mampu merancang strategi digital marketing sesuai standar dan membuat sampel konten sederhana dengan Canva analisa hashtag dengan All – Hashtag. Program literasi digital marketing berhasil membuat peserta dari KWT Dewi Catur memberikan respon positif. Hal ini berdasarkan antusiasme peserta dalam proses diskusi dan hasil dari luaran yang berhasil dikerjakan peserta selama proses pendampingan.
Edutech Digital Start-Up Customer Profiling Based on RFM Data Model Using K-Means Clustering Dedy Panji Agustino; I Gede Harsemadi; I Gede Bintang Arya Budaya
Journal of Information System and Informatics Vol 4 No 3 (2022): Journal of Information Systems and Informatics
Publisher : Universitas Bina Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51519/journalisi.v4i3.322

Abstract

Digital start-up is companies with a high risk because they are still looking for the most fitting business model and the right market. The company's growth is the primary goal of the start-up. As a newly established company, digital start-ups have one challenge, it is the ineffectiveness of the marketing process and strategic schemes in terms of maintaining customer loyalty, the same goes for edutech digital start-ups. Ineffective and inefficient plans can waste resources. Hence, a method is needed to find out the optimal solution to understanding the customer characteristic. Business Intelligence is needed, with the customer profiling process using transaction data based on the RFM (Retency, Frequency, Monetary) model using the K-Means algorithm. In this study, the transaction data comes from an education platform digital start-up assisted by the STIKOM Bali business incubator. Based on three metrics, namely the Elbow Method, Silhouette Scores, and Davis Bouldin Index, transaction data for sales retency, sales frequency, and sales monetary can be analyzed and can find the optimal solution. For this case, K = 2 is the optimum cluster solution, where the first cluster is the customer who needs more engagement, and the second cluster is the best customer
The Influence of Word Vectorization for Kawi Language to Indonesian Language Neural Machine Translation I Gede Bintang Arya Budaya; Made Windu Antara Kesiman; I Made Gede Sunarya
Journal of Information Technology and Computer Science Vol. 7 No. 1: April 2022
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jitecs.202271387

Abstract

People relatively use machine translation to learn any textual knowledge beyond their native language. There is already robust machine translation such as Google translate. However, the language list has only covered the high resource language such as English, France, etc., but not for Kawi Language as one of the local languages used in Bali's old works of literature. Therefore, it is necessary to study the development of machine translation from the Kawi language to the more active user language such as the Indonesian language to make easier learning access for the young learner. The research developed the neural machine translation (NMT) using recurrent neural network (RNN) based neural models and analyzed the influence of word vectorization using Word2Vec for the machine translation performance based on BLEU scores. The result shows that word vectorization indeed significantly increases the NMT models performance, and Long-Short Term Memory (LSTM) with attention mechanism has the highest BLEU scores equal to 20.86. The NMT models still could not achieve the BLEU scores on par with those human experts and high resource language machine translation. On the other hand, this initial study could be the reference for the future development of Kawi to Indonesian NMT.
An Empirical Analysis of Ergonomic Gaming Peripherals Improving Gaming Performance Gede Indra Raditya Martha; I Gede Bintang Arya Budaya; Dedy Panji Agustino; I Gede Harsemadi; I Made Suandana Astika Pande
Journal of Games, Game Art, and Gamification Vol. 7 No. 1 (2022)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v7i1.8258

Abstract

The gaming industry is a huge industry that is based on creativity and the use of media as well as the latest technology. According to the Entertainment Software Association (ESA) in 2021 more than 227 million Americans playing video games, and 75% of USA households have at least one person who plays games and has a gaming device on their home. The facts mentioned before makes this industry very profitable to enter. In hardware aspect, some company innovates to make a specific device which is used special for gaming needs. This gaming device main selling points is high specification and ergonomics factor for improving gaming performance. Despite the successful sale of this product, many people still doubt the effectiveness of gaming peripheral products to improve gaming performance and whether the higher specification of gaming peripheral can truly improve player performance during gameplay. The Study is based on the effectiveness of peripheral on human perception sensor that can be used in the implementation of ergonomic science / physical engineering or HCI (Human Computer Interaction), namely vision, hearing, and touch. In that case, with qualitative research method (direct observation, interview & simulation) this study found as the result, that was true the gaming peripherals are able to improve the performance of the user, but not for all types of users. The competitive gamer who has high gameplay hours can benefit the most and use maximum potential performance of gaming peripherals.
WebGL 3D Virtual Exhibition as a Media to Increase the Visibility of Digital Artwork I Made Suandana Astika Pande; I Gede Bintang Arya Budaya; Padma Nyoman Crisnapati
Jurnal Teknologi Informasi dan Multimedia Vol. 5 No. 3 (2023): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v5i3.376

Abstract

The ongoing digital transformation continues to shape various domains, including the realm of art, which adopts social media to digitally promote artworks. Nonetheless, physical art exhibitions maintain their allure as they provide a direct experiential interaction for visitors. Consequently, the development of exhibition platforms that amalgamate user experience with accessibility becomes imperative. One emerging solution involves leveraging information technology and multimedia for virtualization, such as utilizing WebGL for creating a 3D Virtual Exhibition (3DVE). Employing the ADDIE methodology and evaluating it through the Technology Acceptance Model (TAM), the assessments affirm the robust performance and positive responses of 30 participants towards WebGL 3DVE. This development yields practical benefits, particularly for artists seeking to enhance the visibility of their creations. Furthermore, the inherent ease of use and broad accessibility can expand the potential audience for enjoying artworks. The percentage acceptance rates according to TAM validate favorable responses across usability (88%), ease of use (74%), satisfaction (90.6%), and technological acceptance (84.6%). Thus, the deployment of WebGL 3DVE in art exhibition development showcases strong potential in delivering a deeper and more inclusive experiential journey.