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Pengaruh Digital Marketing melalui TikTok terhadap Pemasaran Produk UMKM di Cicarimanah Husnulmar’ati, Ghina; Firmansyah, Esa; Helmiawan, Muhammad Agreindra
Jurnal Teknologi Riset Terapan Vol. 3 No. 1 (2025): Januari
Publisher : Penerbit Goodwood

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35912/jatra.v3i1.5008

Abstract

Purpose: The purpose of this study is to understand how using TikTok as a digital marketing platform can help Micro, Small, and Medium Enterprises (MSMEs) in Cicarimanah Village, Situraja District, Sumedang Regency to improve their product marketing. The study aims to see whether TikTok can increase brand awareness, customer interaction, and product sales. Methodology/approach: This research uses a quantitative approach. Data were collected through surveys, interviews, and direct observations of MSME owners who actively use TikTok for marketing their products. The study was conducted specifically in Cicarimanah Village, Situraja District, Sumedang Regency, and focused on local MSMEs that utilize TikTok as part of their marketing efforts. No specific software or brand tools were mentioned, but the TikTok platform was central in the data collection and analysis process. Results/findings: The findings show that using TikTok for digital marketing has a positive effect on MSMEs. It helps in increasing brand awareness, improving customer engagement, and boosting product sales. TikTok allows MSMEs to promote their products in a creative, interactive, and effective way. Conclusion: TikTok has strong potential as a marketing tool for UMKM in Cicarimanah. Its effective use requires digital skills, creative content, platform integration, and data-driven strategies to support brand growth and business development. Limitations: The study is limited to MSMEs in one village only, so the results may not represent MSMEs in other regions or sectors. Also, the study does not explore long-term impacts or compare TikTok with other digital marketing platforms Contribution: This research contributes to the field of digital marketing and entrepreneurship development, especially for rural MSMEs. It provides practical insights for small business owners, marketing practitioners, and policymakers on how social media particularly TikTok can be used as a low-cost and high-impact marketing tool to help MSMEs grow and reach wider audiences.
Technology Acceptance in Augmented Reality Yuniarto, Dwi; Helmiawan, Muhammad Agreindra; Firmansyah, Esa
JOIN (Jurnal Online Informatika) Vol 3 No 1 (2018)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v3i1.158

Abstract

Augmented Reality is now used in many fields, including in terms of helping the learning process. The purpose of this research is to know the effect of interrelated based on Technology Acceptance model, namely Perceived Usefulness, Perceived Easy to Use, Behavioral Intention Use, and Actual System Use on the use of Augmented Reality based card game. This research resulted that hypothesis in this research accepted after going through data analysis process from questionnaire result. A huge interest in the use of Augmented Reality-based games as actual technology as a factor in whether or not the game is accepted. Users, viewed in terms of ease of use and the benefits posed by the game is also very influential on the acceptance of games based on Augmented Reality.
Penerapan Augmented Reality Pengenalan Monumen sebagai Upaya Pariwisata Berkelanjutan Yuniarto, Dwi; Helmiawan, Muhammad Agreindra
Infoman's : Jurnal Ilmu-ilmu Informatika dan Manajemen Vol. 17 No. 2 (2023): Infoman's
Publisher : LPPM & Fakultas Teknologi Informasi UNSAP

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Abstract

The implementation of Augmented Reality (AR) in monument recognition as a sustainable tourism strategy is an innovative approach that blends cultural heritage with modern technology. This research explores the concept and implementation of AR as a tool that enables monument visitors to dynamically interact with their cultural heritage. The methodology of a prototype is employed as the framework for this study. The research begins with an in-depth analysis of the current state of tourism and the challenges faced in cultural heritage preservation. A comprehensive literature survey is conducted to understand the latest developments in AR technology and its applications in the tourism sector. The outcome of this research is the development of an AR application that can be used by monument visitors. This application allows users to view monuments in their historical context, obtain in-depth explanations of architectural and cultural elements, and participate in interactive experiences that enhance their understanding of cultural heritage. The prototype methodology guides the stages of developing this AR application, from initial design to testing and ongoing improvement. Testing of the AR application is carried out at various monument locations, involving visitors in assessing its usage and its impact on the tourism experience. Evaluation results demonstrate a significant increase in visitor satisfaction, their understanding of monuments, and their interest in participating in sustainable tours. This research underscores the significant potential of AR technology in enhancing cultural heritage preservation efforts and sustainable tourism. The prototype methodology used not only guides the development of the AR application but also ensures that the application is user-centric and provides a satisfying experience. However, challenges in implementing this technology include technical aspects, financial sustainability, as well as education and training to maximize the benefits of AR in a tourism context. In conclusion, the application of AR in monument recognition is a crucial step towards a more sustainable future for tourism, with a focus on satisfying visitor experiences.
Implementasi Google Family Link Sebagai Solusi Pengawasan Penggunaan Gadget Anak di Desa Sundamekar Rospita, Sonia; Firmansyah, Esa; Helmiawan, Muhammad Agreindra
Jurnal Informatika, Multimedia dan Teknik Vol 1 No 1 (2024): Juli-Desember 2024
Publisher : Yayasan Pendidikan Tanggui Baimbaian

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Abstract

Abstract This study aims to explore the implementation of Google Family Linkas a solution for supervising children's gadget usage in Sundamekar Village. With the growing use of gadgets among children, especially with the advancements in technology, parents face challenges in managing both the time and content accessed by their children. By applying the Google Family Link application, this study examines its effectiveness in helping parents monitor and limit gadget usage. The methods used include socialization sessions for parents regarding the application's features and training on its use. The results show a significant increase in parents' knowledge of digital supervision and a reduction in children's gadget usage duration. These findings indicate that Google Family Link can be an effective tool to support parents in creating a healthier digital environment for children in Sundamekar Village. This study is expected to contribute to the development of improved digital supervision policies in the community.
Analisis Kepuasan Pengguna Wifi Imasnet Darmawan, Sofyan; Helmiawan, Muhammad Agreindra; Firmansyah, Esa
Jurnal Informatika, Multimedia dan Teknik Vol 1 No 2 (2025): Januari-Juni 2025
Publisher : Yayasan Pendidikan Tanggui Baimbaian

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71456/jimt.v1i2.1121

Abstract

Penelitian ini bertujuan untuk menganalisis kepuasan pengguna terhadap layanan WiFi Imasnet di kawasan Darmajaya, tepatnya di Desa Darmajaya, Kecamatan Darmaraja, Kabupaten Sumedang, Provinsi Jawa Barat, dengan menggunakan metode Service Quality (SERVQUAL). Penelitian ini menganalisis kualitas layanan WiFi dengan mempertimbangkan distribusi bandwidth 150 Mbps yang dibagi untuk 50 pengguna. Hasil penelitian menunjukkan bahwa pembagian bandwidth ini mempengaruhi kepuasan pelanggan pada dimensi Keandalan dan Daya Tanggap, di mana pengguna sering merasakan penurunan kecepatan internet pada jam sibuk. Penelitian ini memberikan rekomendasi untuk peningkatan kapasitas jaringan guna memenuhi ekspektasi pengguna.
Perancangan Website Profile Company One For All Chicken Menggunakan Framework Lavel Al-Fajr, Fikry Haikal; Firmansyah, Esa; Helmiawan, Muhammad Agreindra
Jurnal Informatika, Multimedia dan Teknik Vol 1 No 2 (2025): Januari-Juni 2025
Publisher : Yayasan Pendidikan Tanggui Baimbaian

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71456/jimt.v1i2.1142

Abstract

Website merupakan media yang umum digunakan oleh perusahaan untuk membangun citra positif, memperluas pasar, dan memberikan informasi dengan lebih efisien. Untuk menjawab permasalahan tersebut, penelitian ini mencoba merancang dan mengembangkan website profil perusahaan One For All Chicken berbasis framework Laravel dengan menggunakan pendekatan penelitian dan pengembangan. Tahapan yang dilakukan adalah analisis kebutuhan, perancangan, pengembangan, pengujian, serta peluncuran dan pemeliharaan. Hasil akhir dari penelitian ini adalah website yang responsif dan informatif, yang telah meningkatkan visibilitas perusahaan, memudahkan akses informasi dari konsumen, dan mendukung pemasaran digital, termasuk namun tidak terbatas pada One For All Chicken di wilayah Talun, Sumedang Utara.
Sistem Aplikasi Air Bersih Berbasis Web: Studi Kasus BUMDes Karya Mandiri Desa Cijeungjing Al Ghifari*, muhammadMuhammad Alvin; Firmansyah, Esa; Helmiawan, Muhammad Agreindra
Jurnal Informatika, Multimedia dan Teknik Vol 1 No 2 (2025): Januari-Juni 2025
Publisher : Yayasan Pendidikan Tanggui Baimbaian

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71456/jimt.v1i2.1143

Abstract

Perkembangan teknologi digital telah menjadi kebutuhan dalam sektor layanan publik, termasuk pengelolaan air bersih di Desa Cijeungjing, sistem pengelolaan air bersih masih manual, sehingga tidak efisien dan rentan kesalahan. Badan Usaha Milik Desa Karya Mandiri, yang mengelola layanan air di desa tersebut, membutuhkan modernisasi sistem pembayaran. Penelitian ini bertujuan merancang sistem aplikasi manajemen air bersih berbasis. Sistem ini memungkinkan pencatatan transaksi secara real-time dan mempermudah masyarakat melakukan pembayaran. Proses pengembangan sistem melibatkan pengumpulan kebutuhan, pembangunan prototype, evaluasi, pengkodean, pengujian, dan implementasi. Sistem ini diharapkan mampu meningkatkan efisiensi, akurasi pencatatan, serta kemudahan untuk pengoprasionalan Badan Usaha Milik Desa. Dengan fokus pada kebutuhan lokal, aplikasi ini tidak melibatkan pembayaran online, tetapi tetap memberikan manfaat besar bagi operasional Badan Usaha Milik Desa dan masyarakat.
Perancangan UI Website SDN Cijambe 1 Menggunakan Metode User Centered Design (UCD) Setiawan, Hilal Naufal; Helmiawan, Muhammad Agreindra; Firmansyah, Esa
Jurnal Informatika, Multimedia dan Teknik Vol 1 No 2 (2025): Januari-Juni 2025
Publisher : Yayasan Pendidikan Tanggui Baimbaian

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71456/jimt.v1i2.1148

Abstract

Penelitian ini berfokus pada perancangan User Interface Web Profil SDN Cijambe 1 menggunakan metode User Centered Design (UCD). Website ini bertujuan untuk memberikan informasi kepada siswa, wali murid, maupun calon siswa. Metode UCD membantu meminimalkan risiko kesalahan desain karena didasarkan pada kebutuhan nyata pengguna. Perancangan UI Web Profil Sekolah Dasar Negeri Cijambe 1 telah berhasil dirancang mengikuti tahapan perancangan metode User Centered Design sehingga menghasilkan aplikasi yang mudah digunakan oleh pengguna.