cover
Contact Name
Fergyanto F. Gunawan
Contact Email
fgunawan@binus.edu
Phone
+62215345830
Journal Mail Official
-
Editorial Address
Jl. Kebun Jeruk Raya No. 27, Kemanggisan / Palmerah Jakarta Barat 11530
Location
Kota adm. jakarta barat,
Dki jakarta
INDONESIA
CommIT (Communication & Information Technology)
ISSN : 19792484     EISSN : 24607010     DOI : -
Core Subject : Science,
Journal of Communication and Information Technology (CommIT) focuses on various issues spanning: software engineering, mobile technology and applications, robotics, database system, information engineering, artificial intelligent, interactive multimedia, computer networking, information system audit, accounting information system, information technology investment, information system development methodology, strategic information system (business intelligence, decision support system, executive information system, enterprise system, knowledge management), e-learning, and e-business (e-health, e-commerce, e-supply chain management, e-customer relationship management, e-marketing, and e-government). The journal is published in affiliation with Research Directorate, Bina Nusantara University in online and free access mode.
Articles 6 Documents
Search results for , issue "Vol. 8 No. 1 (2014): CommIT Journal" : 6 Documents clear
SKILLS MANAGEMENT SYSTEM AS A TOOL FOR STRATEGIC WORKFORCE PLANNING Ardhianiswari Diah Ekawati
CommIT (Communication and Information Technology) Journal Vol. 8 No. 1 (2014): CommIT Journal
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/commit.v8i1.588

Abstract

Finding and retaining the right talent is an important issue for organizations worldwide. The definition of what is the right talent for the organization should be created first to make sure we recruit the right people and then the next question is what should be done after the right talent has been recruited? Skills Management Systems try to answer these questions by providing skills library and skills inventory for the organizations, thus the gap analysis between the available skills and ‘missing’ skills for the organization can be produced. This analysis accompanied with the prediction of skills demands in the future is a good base to develop a hiring policy and also development plans for the current employees. This paper describes the implementation of Skills Management System in a world-class research and development organization.
EFFICIENCY OPTIMIZATION OF ATTENDANCE SYSTEM WITH GPS AND BIOMETRIC METHOD USING MOBILE DEVICES Benfano Soewito; Echo Wahana Marciano Simanjuntak
CommIT (Communication and Information Technology) Journal Vol. 8 No. 1 (2014): CommIT Journal
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/commit.v8i1.589

Abstract

The existing attendance system still has drawbacks, namely the queue in front of the finger scanner, the attendance data are not integrated with Human Resources Systems, and also the employees who work outside the office cannot get in the attendance system to roll presence. In the other hand, everyone has the mobile devices and all the mobile devices will be embedded a finger scanner in the future. In this paper, it is proposed the absence system using one own device. The finger scanner and coordinate Global Position System (GPS) are used as inputs for the attendance system that integrated with payroll system and human resource management tools. Application base on android platform is developed because the android is the most platforms that have been using in the most mobile devices. Using our proposed methodology, the employee can roll presence using their mobile devices and the do not need to be in queue and the employees who work outside the office also can roll presence. Research showed that proposed methodology can be used for the next generation attendance system.
THE EFFECT OF REVENUE AND MARKET SEGMENTATION LEVEL TOWARDS VENTURE CAPITAL INVESTMENT IN MOBILE APPLICATION BUSINESS Dennis Adrian; Riswan Efendi Tarigan
CommIT (Communication and Information Technology) Journal Vol. 8 No. 1 (2014): CommIT Journal
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/commit.v8i1.590

Abstract

The development of mobile applications has mushroomed in local and foreign industries. This provides a tremendous opportunity for developers. For technopreneur developer, the capital to run the business is one of the biggest problems despite the fact that they may have great competence in the field. The fact that the business has big potential market in Indonesia has invited investors from local and overseas to invest as venture capital. However, due to the lack of knowledge on building collaboration with the investors and on understanding the market and investor needs in a long term, the developer finds difficulties to grow its business and to compete with bigger competitors. The research intends to seek the influence in selecting the level of revenue and market segmentation to support the investment decisions in the business of mobile applications, so that the mobile application developer is able to monetize their business to attract investors to invest in the venture capital.
USABILITY TESTING OF VIRTUAL KEYBOARD IN TOUCH SCREEN WITH QUESTIONNAIRE METHOD Harijanto Pangetsu
CommIT (Communication and Information Technology) Journal Vol. 8 No. 1 (2014): CommIT Journal
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/commit.v8i1.591

Abstract

A system consists of input, process, and output. User interface is a place for users to interact in the system where one of the functions is as input facility of the system. One of the input tools is keyboard. With the development of touchscreen, then virtual keyboard is required. A good interface must be able to be used easily especially for novice users. The usability testing is required to know the usability level of the interface. A good usability has characteristics of effective to use (effectiveness), efficient to use (efficiency), safe to use (safety), having good utility (utility), easy to learn (learnability) and easy to remember how to use (memorability). Usability testing is an evaluation approach involving users. With usability testing, it is expected that it can give positive inputs in designing an interface especially virtual keyboard interface mainly with the characteristics of easy to learn (learnability), and easy to remember how to use (memorability) so that the resulted design can have good usability level
THE EFFECT OF MOTIVATION ON PURCHASING INTENTION OF ONLINE GAMES AND VIRTUAL ITEMS PROVIDED BY ONLINE GAME PROVIDER Sisca Stefany
CommIT (Communication and Information Technology) Journal Vol. 8 No. 1 (2014): CommIT Journal
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/commit.v8i1.592

Abstract

The development of online games is so high that leads many companies to compose games. To increase competitiveness, extra service is needed for the customers. Before giving service, online games provider has to know what factor that motivates player to buy online games and virtual items that are presented in order to increase competitiveness. The research is done by using case of online games perfect world, where the area of respondents is Jakarta and the age ranges between 15 to 24. This research involves survey for 186 respondents in which 30 respondents are for pilot test while 156 are for actual test. The data processing is used SEM which the measurement variables consist of effort expectancy, performance expectancy, perceived value, enjoyment story, enjoyment length, enjoyment graphic, enjoyment control, customization, purchase intention and actual purchase behavior. The result of research shows that motivation factor that has high effect to purchase intention is perceived value, enjoyment story, enjoyment length, enjoyment control and customization. While, purchase intention affects actual purchase behavior significantly
MODEL OF MOBILE TRANSLATOR APPLICATION OF ENGLISH TO BAHASA INDONESIA WITH RULE-BASED AND J2ME Dian Puspita Tedjosurya; Suharjito Suharjito
CommIT (Communication and Information Technology) Journal Vol. 8 No. 1 (2014): CommIT Journal
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/commit.v8i1.593

Abstract

Along with the development of information technology in recent era, a number of new applications emerge, especially on mobile phones. The use of mobile phones, besides as communication media, is also as media of learning, such as translator application. Translator application can be a tool to learn a language, such as English to Bahasa Indonesia translator application. The purpose of this research is to allow user to be able to translate English to Bahasa Indonesia on mobile phone easily. Translator application on this research was developed using Java programming language (especially J2ME) because of its advantage that can run on various operating systems and its open source that can be easily developed and distributed. In this research, data collection was done through literature study, observation, and browsing similar application. Development of the system used object-oriented analysis and design that can be described by using case diagrams, class diagrams, sequence diagrams, and activity diagrams. The translation process used rule-based method. Result of this research is the application of Java-based translator which can translate English sentence into Indonesian sentence. The application can be accessed using a mobile phone with Internet connection. The application has spelling check feature that is able to check the wrong word and provide alternative word that approaches the word input. Conclusion of this research is the application can translate sentence in daily conversation quite well with the sentence structure corresponds and is close to its original meaning.

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