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PERENCANAAN STRATEGI MANAJEMEN STAKEHOLDER UNTUK PROGRAM IMPLEMENTASI ERP DI PTPN XI Dea Wemona Rahma; Anisah Herdiyanti; Hanim Maria Astuti
Seminar Nasional Teknologi Informasi Komunikasi dan Industri 2017: SNTIKI 9
Publisher : UIN Sultan Syarif Kasim Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (460.632 KB)

Abstract

Implementasi ERP menawarkan banyak keuntungan bagi perusahaan. Namun nyatanya tidak sedikit kegagalan proyek implementasi yang terjadi khususnya yang berkaitan dengan manajemen stakeholder. Program implementasi ERP pada PTPN XI terdiri dari beberapa proyek (multiple projects) yang belum tentu stakeholder pada tiap proyek sama. Semakin banyak stakeholder, semakin banyak pula sudut pandang yang harus diperhatikan oleh Project Management Office. Minimnya keterlibatan stakeholder dalam proyek dapat memunculkan permasalahan seperti timbul konflik yang disebabkan oleh perbedaan minat maupun perbedaan sudut pandang. Jika konflik terjadi maka akan berpengaruh terhadap waktu pengerjaan proyek, biaya, dan tentunya kualitas proyek.Metodologi penelitian yang digunakan berdasarkan pada PMBOK 5 dan teknik Stakeholder Analysis. Metode ini digunakan untuk mengidentifikasi dan mengelompokkan stakeholder program implementasi ke dalam matrix power/interest. Kemudian dibuatlah strategi manajemen stakeholder yang disesuaikan dengan power dan interest tiap stakeholder.Hasil utama dari penelitian ini yaitu matrix pengelompokan stakeholder beserta rencana strategi manajemen stakeholdernya. Dengan adanya rencana strategi yang jelas diharapkan performa proyek akan meningkat.
Why do Consumers Adopt E-Grocery? A Systematic Literature Review Dea Wemona Rahma; Sasmi Hidayatul Yulianing Tyas; Qilbaaini Effendi Muftikhali
Journal of Informatics and Communication Technology (JICT) Vol 4 No 2 (2022)
Publisher : PPM Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52661/j_ict.v4i2.133

Abstract

Electronic grocery (e-grocery) is currently the most emerging subset of online shopping. Every week, 28.3% of people buy grocery products online. The value of e-grocery sales in Indonesia is predicted to continue to rise and will reach around US $5.6 trillion by 2026. This indicates that e-grocery is an important potential market for quick-commerce online shopping services in the future. A Systematic Literature Review research in the field of e-grocery has existed before. A Systematic Literature Review research in the field of e-grocery has existed before. However, to date, the authors have not found SLR research that focuses on exploring the driving factors of e-grocery adoption. To bridge the gap, the purpose of this study is to provide a comprehensive overview of the factors that influence consumers to adopt e-grocery or online grocery shopping. The method used was Systematic Literature Review. The process of searching and selecting scientific articles through Scopus with various criteria resulted in 25 primary studies. The results showed that the most common driving factors found among the 25 studies were Perceived Ease of Use and Perceived Usefulness adapted from TAM theory, delivery time factor, and demographic factors such as age, gender, income, and education level. Despite the numerous factors mentioned in the primary studies, no factor has been able to represent the phenomenon of deals and promotions that are often found in various e-commerce applications, including e-grocery service providers.
Virtual Reality Film Development: Trimalda Nur Fitriati; Dea Wemona Rahma; Reza Ramadani Firman; Aisyah Cahyani
Journal of Informatics and Communication Technology (JICT) Vol 5 No 1
Publisher : PPM Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52661/j_ict.v5i1.160

Abstract

The film industry is growing rapidly. Nowadays, there are movies with 360 video format or also called virtual reality movies. This type of film provides a new experience for the audience, because it can provide a sense of immersion. Immersion is the emotional feeling of being “in” in an experience. An immersive experience makes the audience feel as if they are involved in the story or image that is being displayed [1]. It's no longer just watching it. Unfortunately immersion in VR films also has a weakness, which can cause the audience to lose focus on the storyline [1]. Using VR media for too long can cause health problems [2]. Therefore, this study aims to determine the immersive experience, duration, and cinematographic aspects that are effectively applied to VR films. The point is that the story shown can be conveyed properly to the audience, and the audience feels comfortable. The method used in this research is a qualitative method with a literature study approach. There are 8 articles used as reference in this study. The findings from this study are that the immersion of VR films can be increased by using the right media, namely HMD. 20 minutes is the maximum duration for viewers to enjoy VR films without worrying about health risks. The focus of the audience can be directed by cinematographic aspects such as composition, light, point of view and continuity.
Pemodelan Proses Bisnis Second Level Maintenance (SLM) Mesin ATM pada PT XYZ Syifa Nurgaida Yutia; Sasmi Hidayatul Yulianing Tyas; Dea Wemona Rahma; Adi Kuncoro
Journal of Informatics and Communication Technology (JICT) Vol 5 No 1
Publisher : PPM Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52661/j_ict.v5i1.189

Abstract

Dalam proses bisnis second level maintenance memiliki tujuan untuk memberikan jasa perbaikan mesin ATM yang digunakan oleh pihak customer atau bank. Tentunya dalam, menjalankan bisnis dalam bidang ini mempunyai standar untuk memenuhi persyaratan, yang saling disepakati oleh kedua belah pihak. Pada proses bisnis yang sedang berjalan saat ini memiliki masalah pada proses manage schedule yang tidak mencapai SLA. Proses manage schedule yang tidak tepat menyebabkan overload pada ticket problem dan penjadwalan yang tidak efektif sering menyebabkan ketidaktersediaan teknisi. Penelitian ini berfokus untuk mengatasi perbaikan kinerja pada proses bisnis Manage Schedule. Proses bisnis eksisting akan dianalisis dan dibuat usulan rancangan proses bisnis TO-BE sebagai bentuk perbaikan dari proses bisnis saat ini. Usulan proses bisnis diharapkan dapat meningkatkan kinerja proses bisnis eksisting untuk memenuhi batas SLA yang telah ditetapkan sebelumnya. Metode penelitian ini menggunakan pendekatan kuantitatif dan kualitatif. Pemodelan proses bisnis menggunakan BPMN (Business Process Model Notation). BPMN yang merupakan metode pemodelan bisnis, dan juga sebagai alat desain pada sistem yang berbasis pesan digunakan dalam penelitian ini. Hasil penelitian menunjukan rancangan proses TO-BE meningkatkan dari sisi efisiensi cycle time menjadi 52,84%.
Why do Consumers Adopt E-Grocery? A Systematic Literature Review Dea Wemona Rahma; Sasmi Hidayatul Yulianing Tyas; Qilbaaini Effendi Muftikhali
Journal of Informatics and Communication Technology (JICT) Vol. 4 No. 2 (2022)
Publisher : PPM Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52661/j_ict.v4i2.133

Abstract

Electronic grocery (e-grocery) is currently the most emerging subset of online shopping. Every week, 28.3% of people buy grocery products online. The value of e-grocery sales in Indonesia is predicted to continue to rise and will reach around US $5.6 trillion by 2026. This indicates that e-grocery is an important potential market for quick-commerce online shopping services in the future. A Systematic Literature Review research in the field of e-grocery has existed before. A Systematic Literature Review research in the field of e-grocery has existed before. However, to date, the authors have not found SLR research that focuses on exploring the driving factors of e-grocery adoption. To bridge the gap, the purpose of this study is to provide a comprehensive overview of the factors that influence consumers to adopt e-grocery or online grocery shopping. The method used was Systematic Literature Review. The process of searching and selecting scientific articles through Scopus with various criteria resulted in 25 primary studies. The results showed that the most common driving factors found among the 25 studies were Perceived Ease of Use and Perceived Usefulness adapted from TAM theory, delivery time factor, and demographic factors such as age, gender, income, and education level. Despite the numerous factors mentioned in the primary studies, no factor has been able to represent the phenomenon of deals and promotions that are often found in various e-commerce applications, including e-grocery service providers.
Virtual Reality Film Development: Immersive, Cinematographic, and Duration Trimalda Nur Fitriati; Dea Wemona Rahma; Reza Ramadani Firman; Aisyah Cahyani
Journal of Informatics and Communication Technology (JICT) Vol. 5 No. 1
Publisher : PPM Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52661/j_ict.v5i1.160

Abstract

The film industry is growing rapidly. Nowadays, there are movies with 360 video format or also called virtual reality movies. This type of film provides a new experience for the audience because it can provide a sense of immersion. Immersion is the emotional feeling of being “in” in an experience. An immersive experience makes the audience feel as if they are involved in the story or image that is being displayed. It's no longer just watching it. Unfortunately, immersion in VR films also has a weakness, which can cause the audience to lose focus on the storyline. Using VR media for too long can cause health problems. Therefore, this study aims to determine the immersive experience, duration, and cinematographic aspects that are effectively applied to VR films. The point is that the story shown can be conveyed properly to the audience, and the audience feels comfortable. The method used in this research is a qualitative method with a literature study approach. There are 8 articles used as references in this study. The findings from this study are that the immersion of VR films can be increased by using the right media, namely HMD. 20 minutes is the maximum duration for viewers to enjoy VR films without worrying about health risks. The focus of the audience can be directed by cinematographic aspects such as composition, light, point of view, and continuity
Pemodelan Proses Bisnis Second Level Maintenance (SLM) Mesin ATM pada PT XYZ Syifa Nurgaida Yutia; Sasmi Hidayatul Yulianing Tyas; Dea Wemona Rahma; Adi Kuncoro
Journal of Informatics and Communication Technology (JICT) Vol. 5 No. 1
Publisher : PPM Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52661/j_ict.v5i1.189

Abstract

Dalam proses bisnis second level maintenance memiliki tujuan untuk memberikan jasa perbaikan mesin ATM yang digunakan oleh pihak customer atau bank. Tentunya dalam, menjalankan bisnis dalam bidang ini mempunyai standar untuk memenuhi persyaratan, yang saling disepakati oleh kedua belah pihak. Pada proses bisnis yang sedang berjalan saat ini memiliki masalah pada proses manage schedule yang tidak mencapai SLA. Proses manage schedule yang tidak tepat menyebabkan overload pada ticket problem dan penjadwalan yang tidak efektif sering menyebabkan ketidaktersediaan teknisi. Penelitian ini berfokus untuk mengatasi perbaikan kinerja pada proses bisnis Manage Schedule. Proses bisnis eksisting akan dianalisis dan dibuat usulan rancangan proses bisnis TO-BE sebagai bentuk perbaikan dari proses bisnis saat ini. Usulan proses bisnis diharapkan dapat meningkatkan kinerja proses bisnis eksisting untuk memenuhi batas SLA yang telah ditetapkan sebelumnya. Metode penelitian ini menggunakan pendekatan kuantitatif dan kualitatif. Pemodelan proses bisnis menggunakan BPMN (Business Process Model Notation). BPMN yang merupakan metode pemodelan bisnis, dan juga sebagai alat desain pada sistem yang berbasis pesan digunakan dalam penelitian ini. Hasil penelitian menunjukan rancangan proses TO-BE meningkatkan dari sisi efisiensi cycle time menjadi 52,84%.