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INDONESIA
Journal of Information Systems Engineering and Business Intelligence
Published by Universitas Airlangga
ISSN : -     EISSN : -     DOI : -
Core Subject : Science,
Jurnal ini menerima makalah ilmiah dengan fokus pada Rekayasa Sistem Informasi ( Information System Engineering) dan Sistem Bisnis Cerdas (Business Intelligence) Rekayasa Sistem Informasi ( Information System Engineering) adalah Pendekatan multidisiplin terhadap aktifitas yang berkaitan dengan pengembangan dan pengelolaan sistem informasi dalam pencapaian tujuan organisasi. ruang lingkup makalah ilmiah Information Systems Engineering meliputi (namun tidak terbatas): -Pengembangan, pengelolaan, serta pemanfaatan Sistem Informasi. -Tata Kelola Organisasi, -Enterprise Resource Planning, -Enterprise Architecture Planning, -Knowledge Management. Sistem Bisnis Cerdas (Business Intelligence) Mengkaji teknik untuk melakukan transformasi data mentah menjadi informasi yang berguna dalam pengambilan keputusan. mengidentifikasi peluang baru serta mengimplementasikan strategi bisnis berdasarkan informasi yang diolah dari data sehingga menciptakan keunggulan kompetitif. ruang lingkup makalah ilmiah Business Intelligence meliputi (namun tidak terbatas): -Data mining, -Text mining, -Data warehouse, -Online Analytical Processing, -Artificial Intelligence, -Decision Support System.
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Articles 231 Documents
How Organizational Culture Affects Information System Success: The Case of an Indonesia IT-Based Company Siti Mardiana; Jann H Tjakraatmadja; Atik Aprianingsih
Journal of Information Systems Engineering and Business Intelligence Vol. 4 No. 2 (2018): October
Publisher : Universitas Airlangga

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (636.021 KB) | DOI: 10.20473/jisebi.4.2.84-95

Abstract

This research aims at exploring the effect of organizational culture, especially clan culture, toward the success of information system implementation. A conceptual model of information system success had been developed by integrating DeLone-McLean model, technology acceptance model (TAM), unified theory of acceptance and use of technology (UTAUT). Competing values model (CVM) is being used for organizational model, as such the assessment for organizational culture is using organizational culture assessment instrument (OCAI). To test the proposed conceptual model, empirical study was conducted at a IT-based company using questionnaire and gave the total of 319 usable data samples. The data analysis is using SmartPLS3 due to the abnormality of data distribution. The OCAI assessment shows that the company has a tendency toward clan culture which is quite unexpected for an IT-based company. However, further analysis shows that the company has successfully mixed clan culture with the less-dominant types of culture to create a conducive culture for the success of information system implementation. This study sheds light on IT implementation for business organizations especially the ones which have clan culture as a dominant culture embedded in their organizations. 
Short-Term Forecasting of Electricity Consumption Revenue on Java-Bali Electricity System using Jordan Recurrent Neural Network Tesa Eranti Putri; Aji Akbar Firdaus; Wilda Imama Sabilla
Journal of Information Systems Engineering and Business Intelligence Vol. 4 No. 2 (2018): October
Publisher : Universitas Airlangga

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1369.973 KB) | DOI: 10.20473/jisebi.4.2.96-105

Abstract

Depending on the day and time, electricity consumption tends to fluctuate and directly affects the amount of gained revenue for the company. To anticipate future economic change and to avoid losses in calculating the company’s revenue, it is essential to forecast electricity consumption revenue as accurate as possible. In this paper, Jordan Recurrent Neural Network (JRNN) was used to do short term forecasting of the electricity consumption revenue from Java-Bali 500 kVA electricity system. Seven JRNN models were trained using electricity consumption revenue between January-March 2012 to predict the revenue of the first week of April 2012. As performance comparators, seven traditional feed forward Artificial Neural Network (ANN) models were also constructed. The forecasting results were as expected for both models, where both producing steady repeating pattern for weekdays, but failed quite poorly to predict the weekends’ revenue. This suggests that in Indonesia, weekends’ electricity consumption revenue has different characteristics than weekdays. Evaluation of the prediction result was carried out using Sum of Square Error (SSE) and Mean Square Error (MSE). The evaluation showed that JRNN produced smaller SSE and MSE values than traditional feed forward ANN, thus JRNN could predict the electricity consumption revenue of Java-Bali electricity system more accurately.
A Semantic Data Model: Meaning Making from Data Structures in the SQL Server Sanjay Ramesh; Anthony Henderson
Journal of Information Systems Engineering and Business Intelligence Vol. 4 No. 2 (2018): October
Publisher : Universitas Airlangga

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (629.565 KB) | DOI: 10.20473/jisebi.4.2.106-115

Abstract

Information systems designs are increasingly concerned with entity relationships and technical programmatic approaches to solutions architecture as opposed to semantic based, business focused information architecture that places business definitions at the centre of the information system design and implementation. The disconnect between information technology and business is perpetuated by an overly prescriptive information technology technical design method that fails to incorporate qualitative and normative aspects of business, where information is structured and delivered according to business. The paper will discuss various decision support and semantic approaches to information design and delivery and argue that the traditional modes of solution delivery do not include meaning making of the data elements which are essential to business information reporting and analytics. The meaning making aspect identified is linked to data dictionary or business data glossary that allows for the discovery of semantic meaning from the SQL Server. Using Christian Fürber’s methodology on semantic programming, the analytics team developed a semantic model that enabled detailed definition of fields and the discovery of information using semantic search functionality embedded in the SQL Server. The project provided semantic data framework that provided business with the capability for semantic reconciliation and data sets that were further integrated with Tableau visualization and SQL auto processes.
The Latent of Student Learning Analytic with K-mean Clustering for Student Behaviour Classification Andi Besse Firdausiah Mansur; Norazah Yusof
Journal of Information Systems Engineering and Business Intelligence Vol. 4 No. 2 (2018): October
Publisher : Universitas Airlangga

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (411.877 KB) | DOI: 10.20473/jisebi.4.2.156-161

Abstract

Since the booming of “big data” or “data analytic” topics, it has drawn attention toward several research areas such as: student behavior classification, video surveillance, automatic navigation and etc. This paper present k-mean clustering technique to monitor and assess the student performance and behavior as well as give improvement toward e-learning system in the future. Data set of student performance along with teacher attributes are collected then analyzed, it was filtered into 6 attributes of teacher that may potentially affect the student performance. Afterwards, k-mean clustering applied into the filtered data set to generate particular cluster number. The result reveal that Teacher1 statistically hold the highest density (0.27) and teachers with good speech/lectures tend to have strong correlation with another factor such as: commitment of teacher on preparing lecture material and time management utilization. If this synergy between teacher and student running flawlessly, it will be great achievement for e-learning system to the society.
Redesigning Mobile Human-Resource Management in Small and Medium Enterprises Daniel Hadrian Yohandy; Parjanto Parjanto; Flourensia Sapty Rahayu
Journal of Information Systems Engineering and Business Intelligence Vol. 4 No. 2 (2018): October
Publisher : Universitas Airlangga

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1223.567 KB) | DOI: 10.20473/jisebi.4.2.116-124

Abstract

Small and Medium Enterprises (SMEs) in Indonesia continue to grow because it is supported by ideas and creations of the community that keep creating new idea either from food products, clothing, or multipurpose tools. There are already a few examples of successful IT implementation on SME in many countries, but in Indonesia, many SME's does not yet know about the benefit of IT implementation in their businesses. To solve this problem SME's need for learning and adapting IT from the internal functions of the organization, and one of them is Human Resource Management (HRM). This research will try to redesign HRM system based on mobile system or smartphones as one of most popular and most used technology in Indonesia. Smartphones can be used as an early and easy approach for those SME's in the IT-based system. This research will be focused on collecting qualitative data based on the interview with 5 respondents as owner or manager of SME to specify requirements of the design and problems that can be solved. As for the results, the major problem is from the human resource which is lack of knowledge, experience and there are few internal problems in SME's which can be solved by redesigning the mobile system. After presenting the result of redesigning, respondents conclude that the system is sufficient for their daily business activities and they feel comfortable with the design on the mobile system as they said it is easy to understand. Presented design can be much improved by adding more information, opinion, and feedback from other SMEs into consideration in the aim to achieve effective and efficient system design.
Performance Driven-biped Control for Animated Human Model with Motion Synthesis Data Ahmad Hoirul Basori; Hani Moaiteq Abdullah AlJahdali
Journal of Information Systems Engineering and Business Intelligence Vol. 4 No. 2 (2018): October
Publisher : Universitas Airlangga

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (565.518 KB) | DOI: 10.20473/jisebi.4.2.162-168

Abstract

Games and 3D movies are mostly supported by realistic character animation performance. The behaviour of the humanoid character it is depend on the motion data itself. Therefore the complexity of character movement will determine the realism of their behaviour. Generally, Motion Capture device will provide the raw data that previously recorded from human/actor movement. However there are some problems remains challenges such as controller, physic effect, or motion combination. Our proposed approach will read the data from motion capture device then transformed into realistic behaviour in virtual environment. However, there are few difficulties on realizing this idea, such as user objective and the appropriate behaviour of virtual human. Therefore, we solve this issue by providing the biped control to overcome the complexity of motion synthesis data when it will be applied into character animation. The controller is capable to perform motion blending with inverse and forward kinematics, as a result it able to generate the realistic behaviour along with user intention. There is three main behaviour walking, steady and jogging that has value 0-100. As a result of experiment, the biped interface control is able to read data from motion capture then load and control the virtual human by manipulating the joint forces power in every movement of the characters. As future works, the external physical forces can be added as additional forces in humanoid model to provide certain effect such as: falling down, jumping or kicking and punching to generate realistic motion synthesis.
Extent of Use of Information and Communications Technology and Inventory Management in the Nigerian Brewery Industry Olusegun Timothy Odesola; Grace Oluyemisi Akinola
Journal of Information Systems Engineering and Business Intelligence Vol. 4 No. 2 (2018): October
Publisher : Universitas Airlangga

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (202.283 KB) | DOI: 10.20473/jisebi.4.2.125-130

Abstract

This paper examined the extent of usage of Information and Communications Technology (ICT) for inventory management in the Nigerian brewery industry; investigated the level of adoption of ICT in the inventory management phases; and the effect of the extent of ICT usage on its adoption by firms in the industry. Primary data formed the methodology of the study. The analysis of data collected was done using descriptive (tables and percentages) and inferential statistics. The results showed that majority of the respondents were using ICT tools and its associated components in their inventory management. It was revealed that the extent of ICT usage had significant effect on its adoption for inventory management by firms in the industry. Based on these findings, the study concluded that ICT is fully deployed and adopted to a very great extent for inventory management in the Nigerian brewery industry and that its adoption and usage in the brewery industry was influenced by its extent of use. The study recommends that firms in the industry should make judicious use of the identified ICT usage by adopting ICT solutions for their operations to boost the efficiency and effectiveness of their operations. 
The Continuance Intention of User’s Engagement in Multiplayer Video Games based on Uses and Gratifications Theory Ira Puspitasari; Elzha Odie Syahputra; Indra Kharisma Raharjana; Ferry Jie
Journal of Information Systems Engineering and Business Intelligence Vol. 4 No. 2 (2018): October
Publisher : Universitas Airlangga

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (575.69 KB) | DOI: 10.20473/jisebi.4.2.131-138

Abstract

One of the key success factors in video game industry, including multiplayer video game (MVG), is the user’s continuance intention. The MVG industry runs in a highly competitive market. Users can shift to another game as soon as they discover a slightly inconvenient issue. Thus, maintaining the user’s enthusiasm in playing MVG for a long time is challenging for most games. The solution to prolong the users’ engagement can be initiated by identifying all factors that facilitate the continuance use of playing MVG. This study applied uses and gratifications theory to examine seven variables (enjoyment, fantasy, escapism, social interaction, social presence, achievement, and self-presentation) and the moderating effects of age and gender on the MVG continuance intention. The data analysis and the model development were tested based on Partial Least Square method using the responses of 453 MVG users. The results revealed that enjoyment, fantasy, social interaction, achievement, and self-presentation significantly affected the continuance intention of playing MVG, with enjoyment being the strongest variable. The result also demonstrated the moderating effect of age and gender on the relation between independent variables and continuance intention. The results and findings offered additional insights into the system development to enhance the information system application.
A Dashboard System for Monitoring Air Pollution in Surabaya based on PM2.5 Valentinus Roby Hananto; I Gusti Ngurah Alit Widana Putra
Journal of Information Systems Engineering and Business Intelligence Vol. 4 No. 2 (2018): October
Publisher : Universitas Airlangga

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (746.76 KB) | DOI: 10.20473/jisebi.4.2.139-147

Abstract

In developing countries where population grows rapidly, air pollution has been a serious issue for the public health. Among various pollutants, fine particulate matters (PM2.5) is associated with distinct serious health problems, e.g., asthma, cancer, cardiovascular and respiratory diseases. To raise the awareness of the community and decision makers in order to solve the air-pollution problem, the level of the PM2.5 index should be monitored. In this paper, we propose a dashboard system for monitoring air pollution based on PM2.5. A portable device (i.e., Edimax Airbox) was installed inside the building of Stikom Surabaya college to measure the PM2.5 level. The sensors in this device read the PM2.5 level, air temperature, and humidity level, and then it transmits the data to the cloud service. The cloud platform makes the collected data accessible through an open data API that allows our system to interact with the data in the JSON format. The data then was parsed in a web server and visualized in a dashboard system. The dashboard system provides two indicators, the live PM2.5 sensor measurement and the measurement history. The dashboard successfully visualized the indicator of air pollution index, based on PM2.5 standards by WHO and Dinas Kesehatan Indonesia (the Indonesian Department of Health).  Within seven days of the study, PM2.5 level reaches the maximum value of 65 µg/m3 with the average value of 39.36 µg/m3 on July 8, 2018. This is an alarming rate given that the indoor average level threshold of PM2.5 by WHO is 25 µg/m3.
Implementing Customer Relationship Management to Increase Education Service using Service Quality Method Ali Ibrahim; Shabrina Amatullah
Journal of Information Systems Engineering and Business Intelligence Vol. 4 No. 2 (2018): October
Publisher : Universitas Airlangga

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (302.904 KB) | DOI: 10.20473/jisebi.4.2.148-155

Abstract

Schools are one means for students to get education services. Therefore, schools are required to be able to provide good facilities and services for young people who are able and able to work together in community development. However, on the side of customer satisfaction, the school still has shortcomings and not yet optimal, for example seeing the satisfaction of the parents of students, teachers, and students all used questionnaires that are only used in the Certain period of time such as UAS, complaints, criticism advice and consultation are still not stored well (paper-based). In the CRM concept itself has a goal in terms of customer satisfaction, how to see and measure these things, how to formulate and get a definite value of customer satisfaction. then to get valid values used questionnaire instrument, then for the calculation using one method, namely service quality (servqual) which is done by calculating the difference between customer perceptions and customer expectations of a school in accordance with 5 dimensions of service quality, namely: Tangibles (proof measured), Reliability, Responsiveness, Assurance, and Empathy. That it can be seen the value of school customer satisfaction is -0.19 (parents), -0.384 (students) and -0.2167 (teachers). It can be concluded that the value of school customer satisfaction is in the moderate classification, the results of this calculation can be used as a benchmark for improving education services.

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