Articles
PERENCANAAN STRATEGI MANAJEMEN STAKEHOLDER UNTUK PROGRAM IMPLEMENTASI ERP DI PTPN XI
Dea Wemona Rahma;
Anisah Herdiyanti;
Hanim Maria Astuti
Seminar Nasional Teknologi Informasi Komunikasi dan Industri 2017: SNTIKI 9
Publisher : UIN Sultan Syarif Kasim Riau
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Implementasi ERP menawarkan banyak keuntungan bagi perusahaan. Namun nyatanya tidak sedikit kegagalan proyek implementasi yang terjadi khususnya yang berkaitan dengan manajemen stakeholder. Program implementasi ERP pada PTPN XI terdiri dari beberapa proyek (multiple projects) yang belum tentu stakeholder pada tiap proyek sama. Semakin banyak stakeholder, semakin banyak pula sudut pandang yang harus diperhatikan oleh Project Management Office. Minimnya keterlibatan stakeholder dalam proyek dapat memunculkan permasalahan seperti timbul konflik yang disebabkan oleh perbedaan minat maupun perbedaan sudut pandang. Jika konflik terjadi maka akan berpengaruh terhadap waktu pengerjaan proyek, biaya, dan tentunya kualitas proyek.Metodologi penelitian yang digunakan berdasarkan pada PMBOK 5 dan teknik Stakeholder Analysis. Metode ini digunakan untuk mengidentifikasi dan mengelompokkan stakeholder program implementasi ke dalam matrix power/interest. Kemudian dibuatlah strategi manajemen stakeholder yang disesuaikan dengan power dan interest tiap stakeholder.Hasil utama dari penelitian ini yaitu matrix pengelompokan stakeholder beserta rencana strategi manajemen stakeholdernya. Dengan adanya rencana strategi yang jelas diharapkan performa proyek akan meningkat.
Why do Consumers Adopt E-Grocery? A Systematic Literature Review
Dea Wemona Rahma;
Sasmi Hidayatul Yulianing Tyas;
Qilbaaini Effendi Muftikhali
Journal of Informatics and Communication Technology (JICT) Vol 4 No 2 (2022)
Publisher : PPM Telkom University
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DOI: 10.52661/j_ict.v4i2.133
Electronic grocery (e-grocery) is currently the most emerging subset of online shopping. Every week, 28.3% of people buy grocery products online. The value of e-grocery sales in Indonesia is predicted to continue to rise and will reach around US $5.6 trillion by 2026. This indicates that e-grocery is an important potential market for quick-commerce online shopping services in the future. A Systematic Literature Review research in the field of e-grocery has existed before. A Systematic Literature Review research in the field of e-grocery has existed before. However, to date, the authors have not found SLR research that focuses on exploring the driving factors of e-grocery adoption. To bridge the gap, the purpose of this study is to provide a comprehensive overview of the factors that influence consumers to adopt e-grocery or online grocery shopping. The method used was Systematic Literature Review. The process of searching and selecting scientific articles through Scopus with various criteria resulted in 25 primary studies. The results showed that the most common driving factors found among the 25 studies were Perceived Ease of Use and Perceived Usefulness adapted from TAM theory, delivery time factor, and demographic factors such as age, gender, income, and education level. Despite the numerous factors mentioned in the primary studies, no factor has been able to represent the phenomenon of deals and promotions that are often found in various e-commerce applications, including e-grocery service providers.
Virtual Reality Film Development:
Trimalda Nur Fitriati;
Dea Wemona Rahma;
Reza Ramadani Firman;
Aisyah Cahyani
Journal of Informatics and Communication Technology (JICT) Vol 5 No 1
Publisher : PPM Telkom University
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DOI: 10.52661/j_ict.v5i1.160
The film industry is growing rapidly. Nowadays, there are movies with 360 video format or also called virtual reality movies. This type of film provides a new experience for the audience, because it can provide a sense of immersion. Immersion is the emotional feeling of being “in” in an experience. An immersive experience makes the audience feel as if they are involved in the story or image that is being displayed [1]. It's no longer just watching it. Unfortunately immersion in VR films also has a weakness, which can cause the audience to lose focus on the storyline [1]. Using VR media for too long can cause health problems [2]. Therefore, this study aims to determine the immersive experience, duration, and cinematographic aspects that are effectively applied to VR films. The point is that the story shown can be conveyed properly to the audience, and the audience feels comfortable. The method used in this research is a qualitative method with a literature study approach. There are 8 articles used as reference in this study. The findings from this study are that the immersion of VR films can be increased by using the right media, namely HMD. 20 minutes is the maximum duration for viewers to enjoy VR films without worrying about health risks. The focus of the audience can be directed by cinematographic aspects such as composition, light, point of view and continuity.
Pemodelan Proses Bisnis Second Level Maintenance (SLM) Mesin ATM pada PT XYZ
Syifa Nurgaida Yutia;
Sasmi Hidayatul Yulianing Tyas;
Dea Wemona Rahma;
Adi Kuncoro
Journal of Informatics and Communication Technology (JICT) Vol 5 No 1
Publisher : PPM Telkom University
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DOI: 10.52661/j_ict.v5i1.189
Dalam proses bisnis second level maintenance memiliki tujuan untuk memberikan jasa perbaikan mesin ATM yang digunakan oleh pihak customer atau bank. Tentunya dalam, menjalankan bisnis dalam bidang ini mempunyai standar untuk memenuhi persyaratan, yang saling disepakati oleh kedua belah pihak. Pada proses bisnis yang sedang berjalan saat ini memiliki masalah pada proses manage schedule yang tidak mencapai SLA. Proses manage schedule yang tidak tepat menyebabkan overload pada ticket problem dan penjadwalan yang tidak efektif sering menyebabkan ketidaktersediaan teknisi. Penelitian ini berfokus untuk mengatasi perbaikan kinerja pada proses bisnis Manage Schedule. Proses bisnis eksisting akan dianalisis dan dibuat usulan rancangan proses bisnis TO-BE sebagai bentuk perbaikan dari proses bisnis saat ini. Usulan proses bisnis diharapkan dapat meningkatkan kinerja proses bisnis eksisting untuk memenuhi batas SLA yang telah ditetapkan sebelumnya. Metode penelitian ini menggunakan pendekatan kuantitatif dan kualitatif. Pemodelan proses bisnis menggunakan BPMN (Business Process Model Notation). BPMN yang merupakan metode pemodelan bisnis, dan juga sebagai alat desain pada sistem yang berbasis pesan digunakan dalam penelitian ini. Hasil penelitian menunjukan rancangan proses TO-BE meningkatkan dari sisi efisiensi cycle time menjadi 52,84%.
Why do Consumers Adopt E-Grocery? A Systematic Literature Review
Dea Wemona Rahma;
Sasmi Hidayatul Yulianing Tyas;
Qilbaaini Effendi Muftikhali
Journal of Informatics and Communication Technology (JICT) Vol. 4 No. 2 (2022)
Publisher : PPM Telkom University
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DOI: 10.52661/j_ict.v4i2.133
Electronic grocery (e-grocery) is currently the most emerging subset of online shopping. Every week, 28.3% of people buy grocery products online. The value of e-grocery sales in Indonesia is predicted to continue to rise and will reach around US $5.6 trillion by 2026. This indicates that e-grocery is an important potential market for quick-commerce online shopping services in the future. A Systematic Literature Review research in the field of e-grocery has existed before. A Systematic Literature Review research in the field of e-grocery has existed before. However, to date, the authors have not found SLR research that focuses on exploring the driving factors of e-grocery adoption. To bridge the gap, the purpose of this study is to provide a comprehensive overview of the factors that influence consumers to adopt e-grocery or online grocery shopping. The method used was Systematic Literature Review. The process of searching and selecting scientific articles through Scopus with various criteria resulted in 25 primary studies. The results showed that the most common driving factors found among the 25 studies were Perceived Ease of Use and Perceived Usefulness adapted from TAM theory, delivery time factor, and demographic factors such as age, gender, income, and education level. Despite the numerous factors mentioned in the primary studies, no factor has been able to represent the phenomenon of deals and promotions that are often found in various e-commerce applications, including e-grocery service providers.
Virtual Reality Film Development: Immersive, Cinematographic, and Duration
Trimalda Nur Fitriati;
Dea Wemona Rahma;
Reza Ramadani Firman;
Aisyah Cahyani
Journal of Informatics and Communication Technology (JICT) Vol. 5 No. 1
Publisher : PPM Telkom University
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DOI: 10.52661/j_ict.v5i1.160
The film industry is growing rapidly. Nowadays, there are movies with 360 video format or also called virtual reality movies. This type of film provides a new experience for the audience because it can provide a sense of immersion. Immersion is the emotional feeling of being “in” in an experience. An immersive experience makes the audience feel as if they are involved in the story or image that is being displayed. It's no longer just watching it. Unfortunately, immersion in VR films also has a weakness, which can cause the audience to lose focus on the storyline. Using VR media for too long can cause health problems. Therefore, this study aims to determine the immersive experience, duration, and cinematographic aspects that are effectively applied to VR films. The point is that the story shown can be conveyed properly to the audience, and the audience feels comfortable. The method used in this research is a qualitative method with a literature study approach. There are 8 articles used as references in this study. The findings from this study are that the immersion of VR films can be increased by using the right media, namely HMD. 20 minutes is the maximum duration for viewers to enjoy VR films without worrying about health risks. The focus of the audience can be directed by cinematographic aspects such as composition, light, point of view, and continuity
Pemodelan Proses Bisnis Second Level Maintenance (SLM) Mesin ATM pada PT XYZ
Syifa Nurgaida Yutia;
Sasmi Hidayatul Yulianing Tyas;
Dea Wemona Rahma;
Adi Kuncoro
Journal of Informatics and Communication Technology (JICT) Vol. 5 No. 1
Publisher : PPM Telkom University
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DOI: 10.52661/j_ict.v5i1.189
Dalam proses bisnis second level maintenance memiliki tujuan untuk memberikan jasa perbaikan mesin ATM yang digunakan oleh pihak customer atau bank. Tentunya dalam, menjalankan bisnis dalam bidang ini mempunyai standar untuk memenuhi persyaratan, yang saling disepakati oleh kedua belah pihak. Pada proses bisnis yang sedang berjalan saat ini memiliki masalah pada proses manage schedule yang tidak mencapai SLA. Proses manage schedule yang tidak tepat menyebabkan overload pada ticket problem dan penjadwalan yang tidak efektif sering menyebabkan ketidaktersediaan teknisi. Penelitian ini berfokus untuk mengatasi perbaikan kinerja pada proses bisnis Manage Schedule. Proses bisnis eksisting akan dianalisis dan dibuat usulan rancangan proses bisnis TO-BE sebagai bentuk perbaikan dari proses bisnis saat ini. Usulan proses bisnis diharapkan dapat meningkatkan kinerja proses bisnis eksisting untuk memenuhi batas SLA yang telah ditetapkan sebelumnya. Metode penelitian ini menggunakan pendekatan kuantitatif dan kualitatif. Pemodelan proses bisnis menggunakan BPMN (Business Process Model Notation). BPMN yang merupakan metode pemodelan bisnis, dan juga sebagai alat desain pada sistem yang berbasis pesan digunakan dalam penelitian ini. Hasil penelitian menunjukan rancangan proses TO-BE meningkatkan dari sisi efisiensi cycle time menjadi 52,84%.
Virtual Reality Film Development: Immersive, Cinematographic, and Duration
Fitriati, Trimalda Nur;
Rahma, Dea Wemona;
Firman, Reza Ramadani;
Cahyani, Aisyah
Journal of Informatics and Communication Technology (JICT) Vol. 5 No. 1
Publisher : PPM Telkom University
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DOI: 10.52661/j_ict.v5i1.160
The film industry is growing rapidly. Nowadays, there are movies with 360 video format or also called virtual reality movies. This type of film provides a new experience for the audience because it can provide a sense of immersion. Immersion is the emotional feeling of being “in” in an experience. An immersive experience makes the audience feel as if they are involved in the story or image that is being displayed. It's no longer just watching it. Unfortunately, immersion in VR films also has a weakness, which can cause the audience to lose focus on the storyline. Using VR media for too long can cause health problems. Therefore, this study aims to determine the immersive experience, duration, and cinematographic aspects that are effectively applied to VR films. The point is that the story shown can be conveyed properly to the audience, and the audience feels comfortable. The method used in this research is a qualitative method with a literature study approach. There are 8 articles used as references in this study. The findings from this study are that the immersion of VR films can be increased by using the right media, namely HMD. 20 minutes is the maximum duration for viewers to enjoy VR films without worrying about health risks. The focus of the audience can be directed by cinematographic aspects such as composition, light, point of view, and continuity
Pemodelan Proses Bisnis Second Level Maintenance (SLM) Mesin ATM pada PT XYZ
Yutia, Syifa Nurgaida;
Tyas, Sasmi Hidayatul Yulianing;
Rahma, Dea Wemona;
Kuncoro, Adi
Journal of Informatics and Communication Technology (JICT) Vol. 5 No. 1
Publisher : PPM Telkom University
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DOI: 10.52661/j_ict.v5i1.189
Dalam proses bisnis second level maintenance memiliki tujuan untuk memberikan jasa perbaikan mesin ATM yang digunakan oleh pihak customer atau bank. Tentunya dalam, menjalankan bisnis dalam bidang ini mempunyai standar untuk memenuhi persyaratan, yang saling disepakati oleh kedua belah pihak. Pada proses bisnis yang sedang berjalan saat ini memiliki masalah pada proses manage schedule yang tidak mencapai SLA. Proses manage schedule yang tidak tepat menyebabkan overload pada ticket problem dan penjadwalan yang tidak efektif sering menyebabkan ketidaktersediaan teknisi. Penelitian ini berfokus untuk mengatasi perbaikan kinerja pada proses bisnis Manage Schedule. Proses bisnis eksisting akan dianalisis dan dibuat usulan rancangan proses bisnis TO-BE sebagai bentuk perbaikan dari proses bisnis saat ini. Usulan proses bisnis diharapkan dapat meningkatkan kinerja proses bisnis eksisting untuk memenuhi batas SLA yang telah ditetapkan sebelumnya. Metode penelitian ini menggunakan pendekatan kuantitatif dan kualitatif. Pemodelan proses bisnis menggunakan BPMN (Business Process Model Notation). BPMN yang merupakan metode pemodelan bisnis, dan juga sebagai alat desain pada sistem yang berbasis pesan digunakan dalam penelitian ini. Hasil penelitian menunjukan rancangan proses TO-BE meningkatkan dari sisi efisiensi cycle time menjadi 52,84%.
Pentingnya Personal Branding: Pembekalan Siswa-Siswi SMK Telekomunikasi Telesandi dalam Menyambut Dunia Kerja
Rahma, Dea Wemona;
Fitriati, Trimalda Nur;
Firman, Reza Ramadani;
Daryatmo, Khansa Tanaya Putri;
Rifky, Reza Mohammad;
Aisyah, Najwa;
Wibowo, Nadine Charista
SOROT : Jurnal Pengabdian Kepada Masyarakat Vol 3 No 2 (2024): Juli
Publisher : Fakultas Teknik dan Ilmu Komputer (FASTIKOM) UNSIQ
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DOI: 10.32699/sorot.v3i2.7569
Lulusan sekolah menengah kejuruan (SMK) ditujukan untuk langsung bekerja setelah lulus. Namun kemampuan teknis (hard skills) saja tidak cukup. Para lulusan perlu dibekali dengan kemampuan soft skills. Mayoritas industri menginginkan tenaga kerja yang memiliki kemampuan hard skill dan soft skill yang seimbang. Berdasarkan permasalahan tersebut, tim abdimas memberikan solusi berupa kegiatan sharing session dengan judul “Build Your Personal Brand (Persiapan Untuk Dunia Kerja dan Kuliah)” kepada siswa-siswi SMK Telekomunikasi Telesandi Bekasi. Kegiatan ini bertujuan untuk meningkatkan pengetahuan cara membangun personal branding dari curriculum vitae (CV). Selain itu, kegiatan ini juga dilaksanakan untuk membekali para siswa dengan wawasan terkait soft skills penting yang dibutuhkan dan dicari oleh perusahaan di era digital saat ini. Kegiatan dihadiri oleh 268 siswa, yang terdiri dari siswa jurusan Rekayasa Perangkat Lunak (RPL), Desain Komunikasi Visual (DKV), dan Teknik Komputer dan Jaringan (TKJ). Pada akhir acara, peserta melakukan pengisian feedback kegiatan melalui kuesioner. Secara keseluruhan siswa merasa puas dengan kegiatan dan setuju bahwa materi yang mereka dapatkan sudah sesuai dengan kebutuhannya. Tim abdimas melihat adanya peluang keberlanjutan program abdimas ini di masa mendatang dan pihak mitra sekolah pun juga terbuka dengan rencana ini.