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Sistem Insentif Karyawan Berbasis Simple Additive Weighting untuk Usaha Multi Lokasi Kristiyanto, Daniel Yeri; Safitri, Sisilia Thya; Aryotejo, Guruh
Jurnal Masyarakat Informatika Vol 12, No 2 (2021): JURNAL MASYARAKAT INFORMATIKA
Publisher : Department of Informatics, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/jmasif.12.2.42627

Abstract

Pemberian insentif di tiap perusahaan dapat dilakukan apabila perusahaan melakukan evaluasi penilaian kinerja (performance appraisal) terhadap para karyawan. Usaha yang memiliki multi lokasi yang berbeda berpotensi memiliki perbedaan antara satu cabang dengan cabang lainnya. Penerapan KPI (Key Performance Indicator) perlu dilakukan untuk tujuan perusahaan. Adanya Key Performance Indicator dinilai lebih efektif dalam membantu perusahaan memberikan evaluasi penilaian kinerja karyawan karena penilaian berdasarkan parameter yang jelas Paper ini menjelaskan mengenai usaha Warung Internet (Warnet), Printing dan Game Online, yang dikelola oleh PT.X di kota Semarang yang berkembang dari warnet teras rumah menjadi usaha berbasis Perseroan Terbatas sejumlah 7 cabang di lokasi yang berbeda. Seiring meningkatnya cabang usaha dan karyawan perlu dibuat sebuah sistem insentif bagi karyawan berprestasi melalui KPI yang dibuat sama untuk seluruh cabang melalui Sistem Pengambilan Keputusan berbasis Simple Additive Weighting (SAW), dimana KPI diinisialisasi ke dalam enam variabel dengan inisialisasi C1 (Kehadiran), C2 (Keterlambatan), C3 (Laporan Jaga), C4 (Rekapitulasi Setoran), C5 (Jumlah Error Print), dan C6 (Stock Opname). Hasil implementasi SAW mampu membuat seluruh cabang memiliki penilaian objektif mengenai insentif untuk seluruh karyawan berdasarkan kinerja terbaiknya
Penerapan Metode Design Thinking untuk Perancangan Prototype Lost and Found Priyono, Aziiza Yvelliechia; Aryotejo, Guruh; Adhy, Satriyo
Jurnal Masyarakat Informatika Vol 14, No 2 (2023): JURNAL MASYARAKAT INFORMATIKA
Publisher : Department of Informatics, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/jmasif.14.2.52662

Abstract

Kehilangan barang merupakan suatu keadaan dimana tidak memiliki atau menyimpan sesuatu yang sebelumnya ada. Permasalahan yang dihadapi saat kehilangan barang yaitu sulit mencari lokasi barang hilang tersebut dan minimnya informasi terkait barang yang hilang. Pada era teknologi sekarang, masalah kehilangan barang dapat diatasi dengan menyediakan sebuah sistem informasi pencarian barang hilang. Pada penelitian ini dilakukan perancangan prototype user interface dan user experience pencarian barang hilang (lost and found) menggunakan pendekatan metode design thinking untuk memberikan solusi terhadap permasalahan kehilangan barang. Metode design thinking terdiri atas lima tahapan yaitu, empathize, define, ideate, prototype, dan test. Prototype lost and found diuji menggunakan System Usability Scale (SUS) dan User Experience Questionnaire (UEQ). Hasil pengujian dengan SUS memperoleh nilai 74, nilai tersebut masuk pada kategori baik dan produk dapat diterima. Hasil pengujian dengan UEQ memperoleh nilai attractiveness 2,300, nilai perspicuity 1,800, nilai efficiency 2,225, nilai dependability 1,900, nilai stimulation 2,000, dan nilai novelty 1,450. Berdasarkan nilai tersebut didapatkan hasil positif pada seluruh aspek UEQ.
Analysis of the Correlation Between Playtime, Design, and Game Mechanics to Positive Reviews on the Fighting Games Genre using Large Language Models Vicoriza, Vicoriza; Aryotejo, Guruh; Widodo, Aris Puji
Jurnal Masyarakat Informatika Vol 16, No 1 (2025): May 2025
Publisher : Department of Informatics, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/jmasif.16.1.72576

Abstract

The video game  industry is experiencing rapid growth, with the fighting game  genre remaining a favorite due to its tactical challenges and deep mechanics. This study explored the relationship between playtime, game design, and game mechanics to positive reviews from players, using Large Language Models (LLMs) for sentiment and emotion analysis. The data was collected from more than 200,000 Steam user reviews on 12  popular fighting games. The results show that the correlation between playtime and positive reviews tends to be weak, although in some titles, longer playing duration is associated with better sentiment. In terms of game design, players prefer games with fantasy settings  (92.34%), 2D graphics (94.21%), and anime visual style  (95.12%), which significantly drives positive reviews. In the mechanical aspects of the game, features such as multiple meters (93.11%), advanced blocking (93.56%), and wall boundaries (91.72%) get higher satisfaction, suggesting that the complexity and variety of mechanics can increase player engagement. LLM-based sentiment analysis  also reveals that technical factors play an important role in player perception. The most common complaints in negative reviews relate to lag, character balancing, and additional content quality (DLC).
Factors Influencing the Use of Mobile Social Commerce Application with UTAUT2 Extended Model Hakim, Muhammad Malik; Sonia, Putrisya Novatiara; Aryotejo, Guruh; Adhy, Satriyo; Ashari, Yeva Fadhilah; Alfarisi, Salman
Journal of Information Systems Engineering and Business Intelligence Vol. 10 No. 1 (2024): February
Publisher : Universitas Airlangga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20473/jisebi.10.1.25-37

Abstract

Background: Mobile social commerce is a collection of e-commerce activities accessed via mobile devices and supported by users actively engaging in commercial activities on social media. As a country with a substantial number of social media users, Indonesia has sufficient opportunities to implement mobile social commerce as application for online shopping. Objective: This study aimed to identify the factors influencing the use of mobile social commerce for online shopping, using Unified Theory of Acceptance and Use of Technology 2 (UTAUT2). In this context, some variables were excluded, namely user behavior, price value, and moderating variables (age, gender, and experience). Additional variables considered included price saving orientation (PSO), privacy concerns (PC), social commerce construct (SCC), social support (SS), and trust (TR). Methods: Data were collected by distributing questionnaires to respondents who had used mobile social commerce for shopping, resulting in 320 collected responses. Furthermore, the collected data were analyzed using Partial Least Square-Structural Equation Modeling (PLS-SEM) method through SmartPLS 3.3.3 application. Results: The results showed that among the 17 proposed hypotheses, 6 were rejected, while 11 were accepted. Conclusion: In conclusion, the factors influencing the use of mobile social commerce consisted of effort expectancy, habit, hedonic motivation, SCC, SS, and PC. Therefore, future studies should concentrate on exploring the continued intention of users towards mobile social commerce application.   Keywords: Mobile Social Commerce, Privacy Concern, Social Construct, Social Support, UTAUT
Design and Development of Tourism Geographical Information System of Semarang City Based On Android Mobile Shobirin, Achmad; Aryotejo, Guruh; Danang, Danang
Advance Sustainable Science, Engineering and Technology Vol 2, No 1 (2020): November-April
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/asset.v2i1.6018

Abstract

The development of information technology that exists today is very rapid, making us to keep abreast of the development of these technologies. Technology is able to present all information quickly and instantly, leaving old patterns such as gathering information manually which may require more time. Information technology today is very effective and efficient as indicated by the speed of processing time and the accuracy of the information needed. One of them is the information about tourist attractions, which is currently increasingly in demand by people who want to vacation with friends, relatives and family. However, the lack of information about the location of attractions that want to be visited, especially for potential tourists from outside the area of Semarang, make the author interested in design and creating the Semarang City Geographic Tourism Information System Based on Android Mobile to facilitate the search for the nearest route to the desired tourist attraction. The method used is using the Geographic Information System based on the data from the Semarang City Culture and Tourism Service. The Semarang City Tourism Geographic Information System Based on Android Mobile is a solution to problem solving as a medium to obtain information and tourism locations in the Semarang, which is applied in Android Smartphone devices, especially for the people from outside the city of Semarang.Â