579 research outputs found

    Digital Society Ecosystem Impact on Creative Industry

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    Industry 4.0 phenomenon has emerged since many technological breakthroughs developed in the past decades. Human well-being behavior are basically influenced by the digital technology. The current customers incline the need for customized products. This situation drive the production paradigm shift from the mass production to the individual production. This paradigm shift force companies to own more resources. Companies’ collaboration is a way to win the competition. Industrial revolution era bring the fact that dominant economic activity is coming from a strong business ecosystem. The major impact of digitalization is faced by the creative industries, an industry priority and a \u27laboratory\u27 for studying economic transformation and modern society. This paper will review the digitalization in industry 4.0 era, business ecosystem and society shift, and the digitalization impact on creative industry. Keywords Industry 4.0; business ecosystem; society shift; creative industr

    Harmonisasi UU No. 11 Tahun 2010 Tentang Cagar Budaya Dalam Upaya Pelestarian Benda Cagar Budaya Kota Semarang

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    Pemerintah kota Semarang mendapat kritik dari masyarakat jika dinilai “membiarkan” pembongkaran bangunan-bangunan kuno dan bersejarah untuk kemudian diganti dengan bangunan baru yang secara ekonomis lebih menguntungkan. Kota ini memiliki bangunan-bangunan kuno bernilai historis dan arsitektural tinggi, terutama di kawasan cagar budaya Kota Lama. Gereja Blenduk, misalnya, yang dibangun pada tahun 1742, merupakan landmark Kota Lama. Oleh karena itu, maka dapat dirumuskan permasalahan sebagai berikut : (1) Bagaimanakah eksistensi benda-benda Cagar Budaya yang ada di Kota Semarang?, (2) Bagaimana UU No. 11 Tahun 2010 dalam memberikan perlindungan Benda Cagar Budaya Kota Semarang?, (3) Hambatan-hambatan apa saja yang ada dalam pelaksanaan pelestarian benda Cagar Budaya di Kota Semarang ? Metode yang digunakan dalam kegiatan sosialisasi dan diseminasi hukum tentang UU No.11 Tahun 2010 Tentang Cagar Budaya yang dilakukan pada peserta kegiatan yaitu model ceramah, tanya jawab, dan diskusi. Model ini dipilih karena berdasarkan pertimbangan bahwa model ini ini lebih efektif dan murah dengan tingkat keberhasilan yang cukup tinggi dibandingkan dengan menggunakan model lainnya. Hasil kegiatan pengabdian menunjukkan data adanya peningkatan pemahaman dan pengetahuan dari peserta kegiatan pengabdian, dimana hal ini ditunjukkan dengan hsil test yang dilakukan oleh tim pengabdian. Dari hasil pengabdian ini, maka dapat disimpulkan bahwa eksistensi benda cagar budaya di Kota Semarang masih dapat dipertahankan, dengan membuat zona-zona cagar budaya, serta Perlindungan terhadap benda cagar budaya selain mempergunakan undang-undang, akan lebih efektif bila menggunakan peraturan daerah serta melakukan pemberdayaan masyarakat di bidang ekonomi. Kemudian saran yang diberikan adalah Hendaknya pemerintah Kota Semarang membuat kebijakan yang melindungi benda cagar budaya dari kepentingan bisnis. Disamping itu, perlu melakukan sosialisasi mengenai arti pentingya benda cagar budaya bagi peningkatan kesejahteraan masyarakat

    Analisa Pengaruh Bauran Pemasaran Terhadap Minat Beli Ulang Konsumen Di Restoran Ikan Bakar Cianjur Surabaya

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    Penelitian ini dilakukan untuk menganalisa adanya pengaruh dari strategi bauran pemasaran terhadap minat beli ulang konsumen. Bauran pemasaranterdiri dari produk, harga, lokasi, promosi, orang, fasilitas fisik, dan proses. Teknik analisa yang digunakan adalah deskriptif kuantitatif dan regresi linier berganda. Hasil penelitian menunjukkan bahwa secara keseluruhan, bauran pemasaran dari restoran Ikan Bakar Cianjur Surabaya baik. Sementara itu, bauran pemasaranyang berpengaruh signifikan terhadap minat beli ulang konsumen adalahharga, lokasi, promosi, fasilitas fisik, dan proses. Lebih lanjut, bauran pemasaran yang berpengaruh tidak signifikan terhadap minat beli ulang konsumen adalah produk dan orang

    Kalibrasi Mikrometer Sekrup Eksternal dengan Mengacu pada Standar JIS B 7502 - 1994 di Laboratorium Pengukuran Teknik Mesin Universitas Riau

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    Activities to determine the truth value of the appointment of a conventional measuring instruments and measuring ingredients by comparing against a standard measure that traceable to a national standard for the unit of measure and Internationally is the purpose of the calibration so that the existing external micrometer screw in Mechanical Engineering Laboratory Measurements can be seen Riau University how much difference deviation between the right price with the price indicated by an external micrometer screw. In the external calibration process micrometer screws there are six components , namelymeasurement uncertainty: Uncertainty measuring gauge block, standard uncertainty micrometer resolution , standard uncertainty able to re- reading of the micrometer , standarduncertainty the effect of temperature , standard uncertainty geometric correction , wringing standard uncertainty. As a result of analysis obtained values Value uncertainty of measuringdevices external I micrometer screw at a rate of 95% coverage factor of k = 2 is U95 = ± 5,8092 mm with a gauge factor correction tool = 0,00025 mm. The uncertainty of the value ofan external measuring instrument micrometer screw II at a rate of 95% coverage factor of k = 2 is U95 = ± 5,8092 mm by measuring factor correction tool = 0,00025 mm. The uncertaintyof the value of an external measuring instrument micrometer screw III equal to 95% coverage factor of k = 2 is U95 = ± 5,8092 mm and measuring instrument correction factor = 0,00975 mm

    Usulan Perbaikan Kualitas Pelayanan Pada Instalasi Rawat Jalan Dengan Metode Servqual Dan Triz (Studi Kasus Di RS Muhammadiyah Roemani)

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    The growth up of society consciousness and education level, now the Society demand high quality of service, including health service provided by hospital. Quality service are defined as customer satisfaction.The policlinic as part of RSM Roemani which gives much more services than another part. In this time, IRJ RSM Roemani get many criticism from costumer to the less gratifying service quality of consumer, so RSM Romani have to evaluate the quality of its service so that it can immediately repair of quality of service to reach the customer satisfaction. The method that used to analyse the quality of service is SERVQUAL, whereas to produce ideal solution for the problem used TRIZ method.The result of this research shows, contain seven variable has been a problems, which that any gap between customer perseption and expectation consumer. It\u27s means that a service on the policlinic RSM Roemani is not satisfying yet. Based on analysis result with TRIZ method, give an idea for the repair of service quality such us, repairing system design service, installing the pasteboard or poster information on stragetic place on policlinic comprising a procedure and information services, trusting a health services with professional medic (doctor ang nurse) to create brand image on society, the policlinic provide the system of registration and inventory electronic and increase volume of seat on waiting room, and the policlinic repair the storey system of medical report

    Gamification of Learning: Can Games Motivate Me to Learn History?

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    This article presented empirical finding of the effect of gamification for learning. Evidence in the findings of the empirical study that explores two education games that were developed earlier with a total of 64 participants was presented. The first game was a computer game with historical themes of Ken Arok and Ken Dedes of Singhasari Kingdom. The second game was an Android-based mobile game with Historicity of the Bible themes of Moses. Prior research showed that more than 50 percent of junior and senior high school students in Jakarta demonstrated their apathy to several subjects in their school. They also disclosed that they were having difficulty in following their class in particular with a difficult subject such as History subject. With the popularity of games, the gamification of learning was investigatd to enhance the interest of the students to master a particular subject. The results show that there is a statistical significance increase of the students score and interest in history subject in a group that was using the games to help them in the subject compared to a group that reading books about the particular subject alone 0.001. Furthermore, the participants also reported that playing games was helping them to remember difficult names and event timeline in the historical event

    Pembuatan Aplikasi Sistem Informasi Akuntasi Pada CV. Sablon Makmur

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    CV. Sablon Makmur is a company engaged in screen printing services. The company's current systems still using manual systems. All recording report purchases, sales, bookkeeping still use hand writing, so it's easy errors in the registration process. Calculation of benefits are still estimated, the company also made sometimes difficulties in calculating benefits.Based on the analysis of the problems faced by CV. Sablon Makmur, then made the creation of applications that are useful for operations. Applications can implement transaction processing purchase orders, sales orders, purchasing reports, sales, accounts payable and receivable, so that the company can manage its report. Data Flow Diagram and ERD using power applications designer 15. Applications created using CodeIgniter Framework and uses MySQL as a database.Based on the test results of the application indicates that this application can make record purchase and sale transactions in a structured and automated, and equipped with a calculation of the stock using the Average. This application helps the process of recording with journaling and posting of computerized and automate

    Pengaruh Trust, Price dan Service Quality terhadap Intention To Purchase Pelanggan Bhinneka.com

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    The purpose of this study is to identify and understand the factors that can influence the intention to purchase through trust, price, and service quality on consumers Bhinneka.com. This research uses quantitative approach by distributing questionnaires to 100 respondents Bhinneka.com. Data analysis method used in this research is simple and multiple regression analysis. The result shows that the three variables used have a positive influence on intention to purchase variable. The most dominant variables in explaining the variation of intention to purchase are service quality variable of 35.5%, the price of 17.2%, and trust of 24.6%. Keywords: service quality, price, trust, intention to purchas

    Sleep Analytics and Online Selective Anomaly Detection

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    We introduce a new problem, the Online Selective Anomaly Detection (OSAD), to model a specific scenario emerging from research in sleep science. Scientists have segmented sleep into several stages and stage two is characterized by two patterns (or anomalies) in the EEG time series recorded on sleep subjects. These two patterns are sleep spindle (SS) and K-complex. The OSAD problem was introduced to design a residual system, where all anomalies (known and unknown) are detected but the system only triggers an alarm when non-SS anomalies appear. The solution of the OSAD problem required us to combine techniques from both machine learning and control theory. Experiments on data from real subjects attest to the effectiveness of our approach.Comment: Submitted to 20th ACM SIGKDD Conference on Knowledge Discovery and Data Mining 201
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