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Harnessing E-Collaboration for Rural Tourism Recovery after COVID-19: Dual Analysis using SWOT and Porter’s Diamond Model Mardiana Purwaningsih; Betty Purwandari; Fathia Prinastiti Sunarso; Farisya Setiadi
Emerging Science Journal Vol 5, No 4 (2021): August
Publisher : Ital Publication

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28991/esj-2021-01297

Abstract

IT for rural tourism was in place before the COVID-19 pandemic emerged; however, the initiatives were intermittent and isolated. The effects of the pandemic encourage e-collaboration to accelerate the recovery of tourism. This study explores the opportunities, strategies and barriers to e-collaboration in tourism business activities. Systematic literature studies were carried out by the PRISMA approach and analyzed with the fuzzy Delphi method (FDM). Meta-analysis results are mapped in a matrix combination of SWOT and Porter’s Diamond Model. This matrix was discussed with experts selected based on their experience in IT-based collaborative activities through FDG. This study’s driving factors are management commitment, culture, trust, citizens, and local community involvement. Inhibiting factors are a lack of IT, the risk of conflict, and particular parties’ domination. Several strategies to increase e-collaboration opportunities are empowering local entrepreneurship, encouraging continuous innovation, and sharing knowledge. Conflict management and increasing trust between members need to be considered to overcome barriers to e-collaboration. This study provides a novel overview of the main issues discussed in previous tourism research regarding the importance of IT to accelerate economic recovery in the face of disruption, such as a pandemic. The study examines the case of Indonesia and hopes to become a reference for optimizing IT for the recovery of rural tourism in developing countries with similar characteristics. Doi: 10.28991/esj-2021-01297 Full Text: PDF
PENGEMBANGAN APLIKASI DOKUMEN MANAJEMEN UNTUK DEPARTEMEN PEMERINTAHAN Dwi Atmodjo Wismono Prapto; Mardiana Purwaningsih
Seminar Nasional Informatika (SEMNASIF) Vol 1, No 5 (2008): Information System And Application
Publisher : Jurusan Teknik Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Kegiatan pengembangan Sistem Informasi Manajemen Dokumen dimaksudkan bahwa sistem pengarsipan yang dilakukan oleh departemen pemerintahan dapat dikendalikan secara optimal. Dengan dibangunnya sistem informasi ini, diharapkan dokumen-dokumen yang ada di setiap departemen dapat terjamin keamanannya dari mulai pembuatan, pengaksesan, pembacaan, pengkopian, dan pemusnahan dokumen oleh orang-orang yang tidak berhak. Sistem informasi ini mengatur manajemen dokumen baik dalam bentuk hardcopy maupun dalam bentuk softcopy yang disimpan sebagai file. Sehingga media penyimpanan yang digunakan selain menggunakan basisdata juga digunakan almari untuk menyimpan arsip dokumen dalam bentuk lembaran kertas.
Standar Etika bagi Perusahaan yang Menggunakan Media Sosial sebagai Enterprise’s Official Presence Mardiana Purwaningsih
Jurnal Sistem dan Informatika (JSI) Vol 11 No 1 (2016)
Publisher : Bagian Perpustakaan dan Publikasi Ilmiah - Institut Teknologi dan Bisnis (ITB) STIKOM Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (97.463 KB)

Abstract

Kemudahan fitur adalah salah satu alasan perusahaan menggunakan media sosial. Tetapi semua desain tersebut belum membahas mengenai risiko privasi berkaitan dengan publikasi di internet. Perlu ada standar etika bagi perusahaan dalam menggunakan media sosial. Pengelolaan media sosial yang baik akan mengurangi risiko yang berpotensi merusak citra perusahaan. Untuk menyusun standar, dilakukan survei ke beberapa perusahaan yang sudah menggunakan media sosial. Hasil survei menyebutkan bahwa perusahaan menyadari adanya risiko yang perlu diperhatikan ketika menggunakan media sosial. Risiko yang muncul dari penggunaan media sosial adalah risiko reputasi, risiko privasi, risiko keamanan, risiko hukum, dan risiko waktu. Beberapa perusahaan bahkan telah memiliki langkah untuk memitigasi risiko-risiko tersebut. Dari tiga risiko yang sudah didefinisikan di atas, yaitu risiko reputasi, risiko privasi, dan risiko hukum, kemudian disusun standar etika penggunaan media sosial bagi perusahaan. Standar ini digunakan sebagai pedoman penggunaan media sosial bagi perusahaan, agar penggunaan media sosial sesuai dengan sasaran yang diharapkan perusahaan.
Faktor Pendorong Keputusan Pembelian Virtual Item Pada Mobile Commerce (Studi Kasus: Game Mobile Legends) Elkaf Fahrezi Soebianto Putra; Betty Purwandari; Imairi Eitiveni; Mardiana Purwaningsih
RESEARCH : Journal of Computer, Information System & Technology Management Vol 5, No 1 (2022)
Publisher : UNIVERSITAS PGRI MADIUN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25273/research.v5i1.12396

Abstract

MOBA atau Multiplayer Online Battle Arena atau biasa disebut action real-time strategy (ARTS) merupakan bagian dari real-time strategy (RTS). Salah satu jenis game aksi Multiplayer Online Battle Arena (MOBA) pada perangkat seluler adalah Mobile Legend. Game tersebut dibuat dan dikembangkan oleh perusahaan pengembang game dari Shanghai, China yang bernama Moonton. Game ini telah memiliki jutaan pemain di dunia. Terbukti dari sebuah market aplikasi play store dengan jumlah unduhan pada bulan April 2021 mencapai lebih dari 100 juta. Dapat disimpulkan 100 juta lebih perangkat smartphone telah menginstal game ini sejak peluncuran global untuk platform android pada 11 Juli 2016. Di Indonesia sendiri pengguna aktif bulanan dari jumlahnya mencapai 50 juta lebih, kondisi tersebut merupakan pencapaian terbesar dibandingkan dengan negara-negara lain. Adanya perkembangan sedemikian cepatnya dalam industri game, khususnya Mobile Legends, maka perlu adanya strategi bersaing secara efektif yang berfokus pada pelanggan. Penelitian ini berusaha untuk mengetahui faktor pendorong pembelian skin pada game Mobile Legends. Penelitian ini mengadopsi Theory of Consumption Value (TCV) dan juga Stimulus Organism Response sebagai dasar pembangunan model konseptual. Berdasarkan 100 data yang valid, keseluruhan hipotesis diterima. Seluruh variabel memiliki hubungan positif dan juga signifikan.
Factors Affecting Adoption of Telemedicine for Virtual Healthcare Services in Indonesia Rima Alviani; Betty Purwandari; Imairi Eitiveni; Mardiana Purwaningsih
Journal of Information Systems Engineering and Business Intelligence Vol. 9 No. 1 (2023): April
Publisher : Universitas Airlangga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20473/jisebi.9.1.47-69

Abstract

Background: The utilization of virtual healthcare services, particularly telemedicine, has been accelerated by the COVID-19 pandemic. Although the pandemic is no longer the primary concern, telemedicine still holds potential for long-term adoption. However, implementing telemedicine in Indonesia as an online platform for remote healthcare delivery still faces issues, despite its potential. Further investigation is required to identify the factors that affect its adoption and develop strategies to surmount implementation challenges. Objective: This study aims to examine and enrich knowledge about the adoption of telemedicine in Indonesia. Methods: A cross-sectional survey was conducted through an online questionnaire to collect data. Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) was employed by integrating with several factors, such as eHealth Literacy, Privacy Concerns, and Trust. Gender and age were considered as moderating variables. Data samples were analyzed using Partial Least Square – Structural Equation Modeling (PLS–SEM). Results: The findings suggest that performance expectancy, effort expectancy, social influence, eHealth literacy, and trust have a significant impact on adults’ behavioral intention to use telemedicine. However, facilitating condition, price value, and privacy concern do not show any significant effects on adults’ Behavioral Intention to Use Telemedicine.   Conclusion: This study highlights the importance of understanding adoption factors to develop effective strategies. Results show performance expectancy, effort expectancy, social influence, eHealth literacy, and trust are significant factors, while facilitating condition, price value, and privacy concern are not. The UTAUT2 model is a good predictive tool for healthcare adoption. To increase usage intention, several aspects must be considered in the implementation of telemedicine.   Keywords: Adoption, Behavioral Intention to Use, Telemedicine, UTAUT2, Virtual Healthcare.
Analysis of Factors influencing the successful use of Massive Open Online Courses (MOOCs) to prepare Digital Talent Muh Syaiful Romadhon; Betty Purwandari; Imairi Eitiveni; Mardiana Purwaningsih
Journal of Educational Science and Technology (EST) Volume 9 Number 2 August 2023
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/est.v9i1.44936

Abstract

One type of e-learning category is Massive Open Online Courses (MOOCs). MOOCs or MOOC promote the "democratization of education" that allows education to be accessed by everyone from anywhere and anytime. The use of MOOCs gives students access to a wide variety of resources. MOOs enable students to have the sufficient storage capacity to store their materials. MOOCs have the potential to improve digital capabilities in the face of digital transformation. The intention to use MOOC is relatively high, however, in terms of class completion rate and motivation to pass on MOOC is relatively low. These conditions need to be examined to increase the success rate of MOOCs usage. This research develops a model and identifies factors that influence the successful use of MOOCs to prepare digital talent. The approach is a mixed method that collects quantitative data using an online questionnaire and qualitative data via interviews. The researcher took data from 91 samples and eight informants for interviews. In the study results, 6 out of 12 hypotheses are accepted in this study. The factors that influence a person in completing MOOC either directly or indirectly include Performance expectancy, willingness to earn certificates, MOOC quality, and Intrinsic motivation. This research also produces recommendations that can be used as consideration for parties related to MOOC.
Smart Tourism Studies from an Axiological Perspective Purwaningsih, Mardiana; Ekosiwi, Embun Kenyowati
Stupa Vol 1 No 1 (2019): Global Research on Tourism Development and Advancement (GARUDA)
Publisher : Prasetiya Mulya Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (17.283 KB) | DOI: 10.21632/garuda.1.1.1-13

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The concept of Smart Tourism was built to take advantage of the development of IT in the tourism industry and provide added value for environmental sustainability. IT is proven to encourage tourism publication easily, but allows excessive exploitation of the environment, as well as causing other ethical and aesthetic problems. Symptoms of ethical deterioration and aesthetic changes due to digital engineering encourage a study to be carried out, with the aim of exploring the potential deviations of IT from the original development goals. The research method used is systematic content analysis of interdisciplinary literature with insight into axiology and philosophical issues in tourism and smart tourism applications such as social media, data science, and IoT. Social media users often only focus on self-presentation and not think to be environmentally responsible. As a result, there was a lot of damage to tourism objects which eventually became viral in cyberspace. The disclosure of personal data on social media that is actually done consciously by the owner also poses a threat to privacy and illegal actions in using information. So, word "smart" still represents the dominance of IT use and is not yet attached to non-technological aspects such as behavior, awareness, and care.
Penentuan Metode Optimalisasi Pemakaian Bandwith Menggunakan Analytical Hierarchy Process (AHP) Malvin, Gregorius Armando; Purwaningsih, Mardiana; Wicaksono, Fandan Dwi Nugroho
bit-Tech Vol. 7 No. 2 (2024): bit-Tech
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v7i2.1811

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Kecepatan internet yang stabil dan konstan merupakan sebuah kebutuhan yang sangat penting dalam sebuah perusahaan. Kecepatan ini sangat berpengaruh dalam proses upload (besaran data yang keluar) maupun proses download (besaran data yang masuk) oleh sebuah peralatan dalam suatu jaringan. Saat ini perusahaan belum menerapkan metode optimalisasi bandwith. Dengan jumlah pengguna sebesar 123 user pada jaringan lokal, maka ada saat-saat tertentu di mana pembagian bandwith ini menjadi masalah, ketika diakses secara bersamaan. Apalagi ada beberapa pengguna yang membutuhkan bandwith lebih besar berkenaan dengan pekerjaannya. Optimalisasi penggunaan bandwith ini dapat dibantu oleh beberapa metode, akan tetapi perusahaan pun menemui kesulitan dalam memilihnya. Metode optimalisasi bandwidth merupakan sebuah kegiatan yang dapat membantu mengatur bandwidth baik yang akan keluar maupun masuk. Tujuan optimalisasi ini agar lalu lintas dalam sebuah jaringan tidak berlebihan dan sesuai dengan yang sebenarnya, serta tidak terjadi tumpang tindih. Ada beberapa metode yang dapat membantu bandwidth bekerja secara optimal antara lain Simple Queue, Queue Tree, PCQ, dan HTB. Di mana masing-masing metode tersebut memiliki karateristik berbeda-beda, serta kelebihan dan kekurangannya. Akan tetapi seringkali perusahaan tidak memiliki pengetahuan yang cukup dalam memilih metode yang sesuai dengan kebutuhannya. Sistem pendukung keputusan dibentuk dan dibangun untuk membantu perusahaan menentukan metode optimalisasi bandwith yang sesuai. Metode Analytical Hierarchy Process (AHP) merupakan salah satu metode dalam sistem pendukung keputusan untuk membantu perusahaan memilih metode optimalisasi bandwith. Dari hasil perhitungan dengan AHP maka metode yang mendapat peringkat tertinggi adalah Simple Queue dengan nilat total 0.367. Dengan penggunaan metode optimalisasi bandwith ini maka ke depannya perusahaan dapat memilih metode yang paling sesuai dengan kebutuhan, sehingga pembagian bandwith akan sesuai juga dengan kapasitas pekerjaan masing-masing pengguna.
Evaluasi Kinerja Website Digital Library Perbanas Institute menggunakan Metode PIECES dan GTmetrix Nofaldo, Rafli; Purwaningsih, Mardiana; Prapto, Dwi Atmodjo Wismono; Marlina, Ekawati
BACA: Jurnal Dokumentasi dan Informasi Vol. 46 No. 1 (2025): BACA: Jurnal Dokumentasi dan Informasi (Juni)
Publisher : Direktorat Repositori, Multimedia, dan Penerbitan Ilmiah - Badan Riset dan Inovasi Nasional (BRIN Publishing)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55981/baca.2025.8966

Abstract

Information system performance evaluation is a crucial step for organizations in facing technological developments, supporting the achievement of strategic goals, and increasing competitiveness in the digital era. This evaluation ensures that the implemented technology not only meets current needs but is also able to keep up with the latest technological developments. The analysis of Digilib Perbanas' performance was conducted because of emerging issues related to feature complexity that make it difficult for users. If this problem is not immediately addressed and the system is not updated, Digilib risks being abandoned by its users. This study aims to evaluate Digilib Perbanas' performance using a combination of the PIECES and GTMetrix methods. The PIECES method is used to measure system user satisfaction through the variables of Performance, Information and Data, Efficiency, Economic, Control and Security, and Service. The number of respondents in the study was 312 students from the Faculty of Information Technology and the Faculty of Economics and Business. The measurement results for the Performance variable were strengthened by the GTMetrix method to measure website speed. Data collection was carried out through questionnaires and processed using IMB SPSS Statistics 27. The PIECES calculation results obtained an average variable value above 4.2 or Very Satisfied. However, the additional test result for the Performance variable using GTMetrix was E, indicating that the Digilib website's speed is still suboptimal due to the large amount of data on the platform. The hybrid approach between PIECES and GTMetrix produces a more robust evaluation of Digilib Perbanas by combining problem-based analysis through user perceptions and functional aspects, as well as evidence-based measurements of technical data on system performance.
INVESTIGASI PENGGUNAAN PROGRAM ILEGAL PADA GAME NARUTO X BORUTO NINJA VOLTAGE MENGGUNAKAN METODE LIVE FORENSICS INVESTIGATION Gaez, Muhammad Rizky; Indiarto, Budi; Purwaningsih, Mardiana; Faried, Mochammad Isnin; Wicaksono, Fandan Dwi Nugroho
JEIS: Jurnal Elektro dan Informatika Swadharma Vol 5, No 2 (2025): JEIS EDISI JULI 2025
Publisher : Institut Teknologi dan Bisnis Swadharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56486/jeis.vol5no2.789

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This study aims to investigate the use of illegal programs in the game “Naruto X Boruto Ninja Voltage” due to the increasing use of illegal programs such as cheats and hacks, thus threatening the integrity and balance of the game environment. In addition, this study also identifies behavioral patterns associated with the use of illegal programs. In order to achieve these goals, the Live Forensics Investigation method is applied with a focus on monitoring and analyzing game activity in real time on various devices. The investigation involves observing the interaction between players and the game server and identifying signs that indicate the use of illegal programs. A digital forensics approach is used to collect digital evidence, track suspicious data flows, and understand the techniques perpetrators of illegal programs use. This study experimented with changing the basic variables into Health Point (HP), Chakra Point (CP), Attack, and Defense on the character. The results of the trial of changing the basic variables on the characters Naruto (The Final Showdown) and Sasuke (The Final Showdown), which was carried out at various stages, showed that the characters whose basic variables have been changed can complete the stage easily and are very difficult to die (immortal). The study’s results successfully implemented the live forensics method to determine the types of illegal programs most commonly used in the game “Naruto X Boruto Ninja Voltage” and their impact on the gaming experience. This study also identified typical behavioral patterns associated with illegal programs, such as abnormal activity or suspicious spikes in capabilities. This research is very valuable for game developers and platform organizers. The information obtained from this study can be used to design and implement better protection mechanisms, including early detection of illegal programs, the application of appropriate sanctions against violators, and regular updates to address vulnerabilities in the system.Penelitian ini bertujuan untuk menginvestigasi penggunaan program ilegal dalam permainan "Naruto X Boruto Ninja Voltage" karena meningkatnya penggunaan program ilegal seperti cheat dan hack dalam permainan sehingga mengancam integritas dan keseimbangan lingkungan permainan. Selain itu, penelitian ini juga mengidentifikasi pola perilaku yang terkait dengan penggunaan program ilegal. Dalam rangka mencapai tujuan tersebut, metode Live Forensics Investigation diterapkan dengan fokus pada pemantauan dan analisis aktivitas permainan secara real-time pada berbagai perangkat yang berbeda. Langkah-langkah investigasi melibatkan pengamatan interaksi antara pemain dan server permainan, serta identifikasi tanda-tanda yang mengindikasikan adanya penggunaan program ilegal. Pendekatan forensik digital digunakan untuk mengumpulkan bukti-bukti digital, melacak aliran data yang mencurigakan, dan memahami teknik yang digunakan oleh para pelaku program ilegal. Penelitian ini melakukan percobaan pengubahan pada variabel dasar berupa Health Point (HP), Chakra Point (CP), Attack dan Defense pada karakter. Hasil uji coba pengubahan variabel dasar pada karakter Naruto (The Final Showdown) dan Sasuke (The Final Showdown) yang telah dilakukan di berbagai stage mendapatkan hasil bahwa karakter yang telah diubah variabel dasarnya dapat menyelesaikan stage dengan mudah serta sangat sulit untuk mati (immortal). Hasil penelitian berhasil mengimplementasikan metode Live Forensics untuk mengetahui jenis-jenis program ilegal yang paling umum digunakan dalam permainan "Naruto X Boruto Ninja Voltage" dan dampaknya terhadap pengalaman bermain. Penelitian ini juga mengidentifikasi pola perilaku khas yang terkait dengan penggunaan program ilegal, seperti aktivitas di luar normal atau lonjakan kemampuan yang mencurigakan. Penelitian ini sangat berharga bagi pengembang permainan dan penyelenggara platform. Informasi yang diperoleh dari penelitian ini dapat digunakan untuk merancang dan mengimplementasikan mekanisme perlindungan yang lebih baik, termasuk deteksi dini terhadap program ilegal, penerapan sanksi yang sesuai terhadap pelanggar aturan, dan pembaruan rutin untuk mengatasi kerentanan dalam sistem.