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alfinaeka; batara daniel bagana

KOMPAK : Jurnal Ilmiah Komputerisasi Akuntansi 2022 Universitas Sains dan Teknologi Komputer

Research was conducted to analyze factors that affect interest in using Mobile Banking. Research conducted on the use of Wow Aps in central Java using the Technology Acceptance Model (TAM) theory developed by Fred Davis in 1989 which was later updated by Davis and Venkatesh in 1996. It was a theory that was often used by researchers regarding public confidence in new technology and acceptance of technology. Sampling method used convenience sampling method. The data collection technique used by researchers was questionnaire deployments aimed at users of the Wow Aps Mobile Banking application located in central Java as respondents. Relationships and/or influences between variables were described using multiple regression analysis methods. The results of the analysis of this study stated that the perceived usefullness, the Perceived Ease of Use, the Feature Availability has a significant effect on Behavioral Intention to Use .

Saiful Do. Abdullah; Syarifuddin Kapita; Achmad Fuad; Adelina ibrahim

Jurnal Suara Pengabdian 45 2022 LPPM Universitas 17 Agustus 1945 Semarang

The development of telecommunications technology has grown very rapidly. This is in line with the extraordinary increase in internet data traffic. The use of the internet has been used in all layers of the age segment, both the older generation to the younger generation. Global competition in the future is very tight and knowledge of technology, especially telecommunications technology, is needed. 5G technology stands for 5th Generation which refers to the fifth generation of mobile phones. 5G technology has incredible data capabilities and has the ability to unify unlimited call volume and unlimited data broadcasts in the latest mobile operating systems. Currently, Indonesia is lagging behind in the application of 5G technology. Indonesia is currently still preparing regulations and the frequency spectrum used in the implementation of 5G technology. Therefore, the socialization of the Introduction and Readiness of 5G Technology SLB Negri Labuha, Kab. South Halmahera, North Maluku.

Rahman, MS Khabibur; Kurniaaji, Bayu; Sudargono, Agus; Rohsulina, Pranichayudha

Jurnal Komunikasi Pendidikan 2022 Universitas Veteran Bangun Nusantara

Learning media applications are learning concepts that are carried out through electronic media networks in the form of mobile and non-mobile applications. The development of very advanced technology in the modern era and globalization allows various activities to be carried out quickly and efficiently. Technological developments have had a lot of influence on our way of life, one of which is in the field of education by using online or online learning media applications in learning activities in schools, colleges, courses and even online communities have started using concepts like this. The purpose of this study was to find out how the role of learning media applications in geography subjects in education was during the covid-19 pandemic. As we all know, the losses due to the COVID-19 virus have had a huge impact on all sectors, including the education sector. To achieve this goal, this research will use a qualitative research approach. This research is a type of qualitative descriptive research. Analysis of the data used in processing questionnaire data through google form by describing the results of the questionnaires distributed online.

Nugroho, Setiyo Adi; Hadi, Andik Prakasa; Rudjiono, Rudjiono; Zainudin, Ahmad

JURNAL ILMIAH KOMPUTER GRAFIS 2022 UNIVERSITAS STEKOM

The advances in mobile technology have created a new learning method known as mobile learning technology or mobile learning. This method utilizes the use of smartphones which have become part of the daily life of people of all ages and levels of education. in this mobile learning ,android platform is selected. The reason for choosing android is that it is the most popular mobile OS. This learning is designed to run on Android with the aim that it can be used easily and can be run at any time as long as you carry an Android cellphone and there is an internet connection. This application is addressed to the Persatuan pemuda sandya karya mandiri desa reksosari kec suruh kabupaten Semarang, which is an activity of a youth group that is trying to develop and improve their video streaming channel . they need learning to improve their digital video processing skills to improve the quality of their video output. because this youth union consists of various ages and various educational backgrounds, the making of learning videos must be easy to operate, easy to display and does not require complicated equipment. The development of this application is based on usability which is the most important aspect of an application.

R_Soelistijadi, R_Soelistijadi; Lestariningsih , Endang; Royhans , Agung

JURNAL ILMIAH KOMPUTER GRAFIS 2022 UNIVERSITAS STEKOM

The method of learning the universe at TK Pertiwi Bebengan, Kec. Boja, Kab. Kendal, Central Java is still simple, namely explaining the material by displaying a 2-dimensional still image. This makes students unable to see directly the process of rotation and movement of celestial bodies in the universe. For this reason, it is necessary to create an application that can display the process through 3D animated moving images using Augmented Reality (AR) based technology. The research method used is Prototype, while the architectural design uses UML and software applications using Unity3D, Vuforia, Photoshop CS6 and Blender. The final results of the study are 1) on testing application features made with Unity3D and Vuforia software can run well, 2) on device testing there are 2 out of 4 smartphones that cannot run the application so that a minimum specification of a smartphone is required, 3) on distance testing with a height of 20 cm, it requires the right camera tilt angle, which is between200 to 900. The conclusion of the research is that this application can run well on mobile devices registered in Google's ARCore database and minimum specifications of Android 8.0 Oreo. In addition, it is necessary to pay attention to the right camera tilt angle so that it can display 3D objects.

Prasetio, Fransiscus Bryan; Wellem, Theophilus

IT-Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi 2022 Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana

Android-based applications have been widely used to do daily activities such as online shopping, playing games, video streaming, and watching sports matches. One of the most commonly used applications is applications that assist people for flight or train ticket reservations, hotel bookings, and other recreation purposes. Some tourism companies in Indonesia also develop Android-based applications to provide information and services for their business. Nevertheless, with many tourism destinations in Indonesia, not all tourist attractions have services through Android-based applications published on the Google Play Store. This study aims to design and implement Android-based applications for tourism information services in two tourist attractions as the case study, namely Tay Kak Sie Temple in Semarang City and Beach tourism in Bangka Island, to help tourists obtaining information about both tourist attractions. Both applications are implemented using Compro Mobile App Builder. The testing results using the black box method demonstrate that the implementation of the two applications can run according to the specified specifications.

-, Agus Prasetyo Utomo; Wahyu Arkhamu Razak

EBISNIS : JURNAL ILMIAH EKONOMI DAN BISNIS 2022 LPPM Universitas Sains dan Teknologi Komputer

The Gojek Mobile application is one application that is widely used by the wider community. In recent years, Gojek has developed very rapidly and is able to beat conventional transportation modes because it is more practical and has many service features offered by the applicator. This study aims to analyze and determine the extent to which the ease of use, information quality, security quality and technical & functional quality of the Gojek application are perceived as useful for users and have implications for user satisfaction and loyalty. The approach used in this study is included in the type of explanatory research, namely research whose explanation uses hypothesis testing in which the causal relationship between variables is explained. The respondents of this study were 100 students from various universities in the city of Semarang. The data collection technique in this study used a questionnaire instrument where the variables were measured using a five-scale Likert scale, where the data was processed using SmartPLS 3.0. From the model test, the test results show that of the 7 hypotheses, five hypotheses are accepted because they have a significant effect and two are rejected because they are not significant, the data is said to be significant if it has t < 0.05. customer satisfaction variable has a significant effect on loyalty variable with P Values ​​= 0.000, information quality variable also has a significant effect on perceived usefullness variable with P values ​​= 0.001, perceived easy of use variable affects customer satisfaction variable with P Values ​​= 0.000 , the perceived easy of use variable has an effect on the perceived usefullness variable with P Values ​​= 0.009, the perceived usefullness variable affects the Customer satisfaction variable with the P Values ​​= 0.023, the security quality variable has no effect on the perceived usefullness variable with the P Values ​​= 0.085, the technical variable & functional quality has no effect on the perceived usefullness variable with P Values ​​= 0.813.

Setyawan, Martin; Perkins, Ravenska

IT-Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi 2022 Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana

Rown Division adalah sebuah usaha di bidang clothing anak muda yang berada di kota Solo dan berusaha untuk mengembangkan area pemasaran. Pengembangan teknologi informasi yang sangat cepat merubah perilaku konsumen dalam berbelanja secara online dengan menggunakan teknologi ponsel. Hal tersebut membuat dunia usaha juga harus berinovasi di bidang teknologi untuk tetap dapat mengikuti perilaku belanja konsumen, maka dibuatlah penelitian perancangan user interface mobile untuk system ordering Rown Division. Desain meliputi pemetaan kebutuhan pengguna, dan desain user interface yang disesuaikan dengan user experience. Melalui penelitian desain user interface mobile ordering diharapkan dapat memberikan kemudahan kepada konsumen dalam berbelanja di Rown Division dengan menggunakan aplikasi ponsel dan dapat membantu perusahaan dalam pengembangan pemasaran.