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PENENTUAN KEPUTUSAN INDIVIDU MENDAFTAR PADA STMIK DUTA BANGSA SURAKARTA Sri Sumarlinda STMIK Duta Bangsa Surakarta, Margaretha Evi Yuliana Pratama Angga Buana
MAJALAH ILMIAH GEMA Vol 26, No 48 (2014): GEMA, Th. XXVI/48/Februari 2014 - Juli 2014
Publisher : MAJALAH ILMIAH GEMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (14.618 KB)

Abstract

Penelitian ini mempunyai tujuan yaitu untuk menganalisis pengaruh komunikasi word of mouth, kelompok rujukan, citra corporate terhadap penentuan keputusan individu mendaftar di STMIK Duta Bangsa Surakarta. Penelitian ini menggunakan metode survei. Data penelitian ini adalah mahasiswa STMIK Duta Bangsa Surakarta yang terpilih menjadi sampel sebanyak 82 orang dari 450 orang yang mendaftar ulang. Sedangkan metode untuk menganalisis data dalam penelitian ini menggunakan metode kuantitatif dengan analisis regresi berganda (multiple regression analysis). Hasil penelitian menunjukkan bahwa ketiga variabel mempengaruhi penentuan keputusan individu mendaftar pada STMIK Duta Bangsa Surakarta. Variabel komunikasi word of mouth, kelompok rujukan dan citra corporate berpengaruh positif dan signifikan terhadap penentuan keputusan individu mendaftar pada STMIK Duta Bangsa Surakarta. Keyword: Word of mouth, kelompok rujukan, citra corporate, keputusan individu mendaftar
Optimalisasi Penggunaan Image Stitching dan Seam Carving dalam Pengembangan Tur Virtual Responsif Buana, Pratama Angga; Putri, Astrid Novita; Adinugroho, Suryo
Building of Informatics, Technology and Science (BITS) Vol 6 No 1 (2024): June 2024
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bits.v6i1.5392

Abstract

Nglurah Village, Tawangmangu, still faces challenges in effective tourism promotion due to the use of conventional promotional methods. This study employs a mixed-method approach to identify the issues and expectations of tourism managers. The results indicate that 50% of managers struggle with tourism promotion, and 70% believe that the implementation of technology is crucial to promote the village's tourism potential in an attractive and interactive way. This research aims to combine image stitching and seam carving methods to enhance the quality and diversity of responsive virtual tour applications. Image stitching is the process of merging multiple 360° panoramic images into a single comprehensive image that accurately represents the actual scene. Meanwhile, seam carving is a technique for carefully cropping an image to remove less important parts while preserving important areas when the image is resized. The collaboration of these two methods is expected to produce virtual tour applications that can adapt to the shape and size of gadgets without losing important content. This virtual tour application is expected to enhance the user experience in virtual tourism and open up opportunities for technology-based tourism development in Tawangmangu Village. Additionally, this research can increase the attractiveness of Tawangmangu Village tourism and provide a foundation for further research in virtual tour development.
Optimalisasi Pengelolaan Sampah: Analisis Bank Sampah Resik Kutho Di Kota Surakarta Buana, Pratama Angga
JATISI Vol 11 No 1 (2024): JATISI (Jurnal Teknik Informatika dan Sistem Informasi)
Publisher : Universitas Multi Data Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35957/jatisi.v11i1.7711

Abstract

Waste management poses a significant challenge in many regions, including Indonesia. This study aims to analyze and evaluate the performance of Resik Kutho Waste Bank in Surakarta City, focusing on effective and sustainable waste management strategies. A qualitative research method was employed, combining SWOT analysis and primary data from observations, interviews, and questionnaires distributed to waste bank managers and customers. The results show that Resik Kutho Waste Bank has internal strengths that can be leveraged for the development of more efficient waste management strategies, particularly in seizing existing opportunities. However, certain aspects such as financing and operational techniques need improvement. This study provides valuable insights for waste management at the community level, emphasizing the importance of integrating the waste bank's internal strengths with existing opportunities to achieve more sustainable waste management. Keywords— Waste Bank, Qualitative, Resik Kutho, Likert Scale, SWOT
Credit Risk Modeling Based on Geographical Location: A Case Study of Savings and Loan Cooperatives Widodo, Edi Widodo,; Rifai, Ahmad; Buana, Pratama Angga
Jurnal Transformatika Vol. 22 No. 1 (2024): July 2024
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v22i1.9710

Abstract

The aim of this study is to examine how geographical location affects the credit risk faced by savings and loan cooperatives. Using a quantitative approach, this research will develop a credit risk model that considers geographical variables,measured by the Human Development Index (HDI). The initial stage of the research involves classifying the credit dataset according to the categoriesdetermined by Bank Indonesia. The data cleansing process resulted in attributes such as credit ceiling, HDI, and credit category. Analysis was conducted using Chi-Square, and Logistic Regression methods. The Chi-Square analysis results showed  statistically significant relationship between credit ceiling, HDI, and credit category (p-value < 0.05). The Logistic Regression models demonstrated high accuracy in classifying the data, with Logistic Regression achieving 89.71%. In conclusion, credit ceiling and HDI have a significant influence on credit category, with the Logistic Regression model data classification. This study provides valuableinsights into how credit ceiling and HDI influence credit categories, which can be used to make better decisions related to public policy, developmentplanning, and social interventions
Pengukuran Kegunaan dan Kepuasan Pengguna pada Aplikasi Virtual Tour Reality dalam Meningkatkan Pengalaman Wisata Buana, Pratama Angga; Wicaksana, Dinar Anggit; Adinugroho, Suryo
Jurnal Algoritma Vol 21 No 2 (2024): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.21-2.1991

Abstract

Penelitian ini mengevaluasi pengalaman pengguna (user experience) aplikasi Virtual Tour Reality (VTR) dalam konteks wisata menggunakan System Usability Scale (SUS) untuk kegunaan dan End-User Computing Satisfaction (EUCS) untuk kepuasan. Studi ini melibatkan 293 responden, terdiri dari ahli IT, pengelola objek wisata, dan masyarakat. Hasilnya menunjukkan bahwa aplikasi VTR dinilai "puas" dari aspek Learnability, Efficiency, Memorability, Error, dan Pleasantness, dengan nilai terendah pada Error (3,75). Kepuasan pengguna juga dinilai "Puas," dengan nilai terendah pada Timeliness (3,92). Kedua skor berada di atas 3,75, menempatkan kepuasan pengguna pada level 4, yaitu "Puas." Studi ini juga menemukan hubungan korelasi positif yang sangat kuat antara usability dan kepuasan pengguna, di mana peningkatan kegunaan meningkatkan kepuasan. Meskipun aplikasi VTR memenuhi ekspektasi, peningkatan pada aspek Error dan Timeliness disarankan untuk mencapai tingkat "Sangat Puas."
Pemanfaatan Teknologi Virtual Tour Reality Menggunakan Metode Image Stitching dan Seam Carving pada Desa Wisata Tawangmangu sebagai Media Promosi Inovatif Putri, Astrid Novita; Buana, Pratama Angga; Adinugroho, Suryo; Wardhani, Anindya Khrisna
Jurnal Pengabdian Masyarakat Teknologi dan Pendidikan (MANTAP) Vol. 1 No. 2 (2024): Jurnal Pengabdian Masyarakat Teknologi dan Pendidikan (Jurnal Mantap)
Publisher : Redtech Putra Benua

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Abstract

Tawangmangu Tourism Village in Central Java offers a wide range of attractions, including flower gardens, cultural traditions, and captivating natural beauty. However, challenges in adopting modern technology-based promotion limit its appeal to tourists. This study aims to develop a promotional medium based on a Virtual Tour Reality application utilizing Image Stitching and Seam Carving technologies. These technologies enable comprehensive visualization of destinations through 360° panoramic images, accessible on any internet-connected device.The Multimedia Development Life Cycle (MDLC) method was applied in the application development process, including data collection, design, production, testing, and distribution. Data was gathered through interviews with village tourism managers to analyze needs and provide relevant solutions. The study produced 151 panoramic images and a web-based virtual tour application that effectively attracts tourists with interactive and informative visualizations. The implementation of this technology not only enhances the accessibility of tourism information but also promotes the potential of Tawangmangu Tourism Village on a global scale. These results mark a significant first step toward integrating advanced technology into destination marketing strategies.
Selecting Achievement-Based Students Using Blockchain and AHP: Semarang University Case Study Hadi, Soiful; Putri, Astrid Novita; Buana, Pratama Angga
Journal of Information System and Informatics Vol 6 No 4 (2024): December
Publisher : Universitas Bina Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51519/journalisi.v6i4.901

Abstract

The current learning process requires students to be active, creative, and innovative both in activities and lectures. Students are one of the main indicators in the accreditation of a university. Therefore, a tertiary institution is also required to be able to receive and provide assistance to students and graduates in the form of scholarships, such as achievement scholarships. At present, it is quite difficult to determine students who have excelled at tertiary institutions in considering and determining students who are entitled and appropriate to receive them. The Decision Support System is a solution to be able to assist in managing student achievement data and determining the right scholarship recipients, and is supported by blockchain technology so that security is guaranteed and protected so that it is not easily hacked and information can be tracked by parties who are given access, so that they can share information transparently. This study uses the waterfall system development method with the Analytcal Hierarchy Process (AHP) problem solving method for the analysis model of the decision support system , blockchain algorithms, and open source software used solidity ethreum. The actual results will be that a decision support system with the AHP model combined with Blockchain can help provide more precise decisions to determine more appropriate scholarship recipient students, as well as increase trust in parties in tracking every transaction information on student achievement activities transparently and safely.
ANALISIS KEPUASAN PENGGUNA CAPCUT DAN KINEMASTER MENGGUNAKAN METODE END-USER COMPUTING SATISFACTION Buana, Pratama Angga; Ardyan, Antonius Gilang; Tamboto, Fredrik Sebastian; Prakoso, Noer Hidayat; Yudistira, Danang Yunan; Derek, Gerri Wicaksana
Jurnal Teknologi Informasi dan Komunikasi (TIKomSiN) Vol 13, No 1 (2025): Jurnal Tikomsin
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30646/tikomsin.v13i1.916

Abstract

This study aims to analyze user satisfaction levels for the CapCut and KineMaster video editing applications using the End-User Computing Satisfaction (EUCS) approach. This research employed a descriptive quantitative method with data collected through questionnaires involving 67 respondents. The instrument's validity was tested using Pearson's Product Moment correlation, and reliability was assessed using Cronbach's Alpha method. The results show that CapCut excels in the Content (4.06), Accuracy (3.99), and Format (3.88) dimensions, while KineMaster leads in Ease of Use (3.52) and Timeliness (3.80). Overall, both applications achieved a Satisfied category in user satisfaction levels. This study provides strategic recommendations to improve the less dominant aspects of each application and serves as a reference for selecting video editing applications based on user needs.
Virtual Tour Menggunakan Image 360° Dual-Fish Eye Menggunakan Metode Gambar Panorama Desa Wisata Tawangmangu Putri, Astrid Novita; Buana, Pratama Angga; Adinugroho, Suryo
Jurnal Informatika UPGRIS Vol 9, No 2: Desember 2023
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jiu.v9i2.17786

Abstract

Virtual tour ataupun virtual tour reality merupakan penerapan teknologi immersive yang  merupakan teknologi kreatif yang mendukung visualisasi destinasi berbasis gambar panorama 360°. Virtual tour ini mencitakan suasana mirip dengan kondisi sebenarnya sehingga dapat dipergunakan sebagai media promosi online yang menarik calon wisatawan untuk mengunjunginya. Beberapa aplikasi virtual tour sudah dikembangkan oleh Dinas Pariwisata Indonesia sehingga menarik wistawan untuk mengunjungi daerah wisata tersebut yang dapat diakses melalui online maupun offline.Akan tetapi untuk Desa Wisata Tawangmangu Jawa Tengah belum ada yang menggembangkan menggunakan teknologi virtual tour reality.Sehingga pada penelitian ini kami membuat aplikasi virtual tour menggunakan tools Web GL, 3D Vista dan Image 360° serta metode gambar panorama dengan menggambungkan dua gambar atau lebih dengan resolusi tinggi dan Metode Penggembangan Sistem menggunakan Mixed Method berbasis web yang dapat diakses dianapun. 
Penguatan Branding Sekolah melalui Literasi Digital dan Virtual Reality Buana, Pratama Angga; Widodo, Edi; Winarti, Titin; Ma’arif, Daffa Nurin Nabil; Wardani, Kasa Kusuma
ABDIMASKU : JURNAL PENGABDIAN MASYARAKAT Vol 8, No 2 (2025): MEI 2025
Publisher : LPPM UNIVERSITAS DIAN NUSWANTORO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62411/ja.v8i2.2913

Abstract

SMK Kristen Surakarta menghadapi tantangan dalam meningkatkan daya tarik dan memperkuat citra sekolah akibat persaingan ketat dengan SMK lain serta persepsi negatif masyarakat. Untuk mengatasi hal tersebut, dilakukan pengabdian masyarakat dengan strategi penguatan branding melalui sosialisasi literasi digital dan pelatihan teknologi Virtual Reality (VR). Kegiatan ini bertujuan untuk meningkatkan pemahaman digital siswa serta kemampuan mereka dalam menggunakan VR sebagai media promosi sekolah. Metode yang diterapkan meliputi penyuluhan interaktif, pelatihan teknis, dan evaluasi dengan pretest serta posttest. Hasil kegiatan menunjukkan peningkatan pemahaman siswa terhadap literasi digital sebesar 92%, integrasi VR dalam promosi sebesar 94%, dan kemampuan berpikir kritis sebesar 96%. Kesimpulannya, kegiatan ini efektif dalam meningkatkan keterampilan digital dan pemanfaatan teknologi VR, yang diharapkan berdampak pada citra positif dan daya tarik SMK Kristen Surakarta di masyarakat.