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Implementasi Etika Bisnis Dalam Operasi UKM di Era Digital Bernadine Bernadine; Abdulah Rakhman; M. Fuad; Liaw Bun Fa
Bakti Sekawan : Jurnal Pengabdian Masyarakat Vol 2 No 2 (2022): Desember
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (270.675 KB) | DOI: 10.35746/bakwan.v2i2.276

Abstract

When a business is faced with extreme competition, the ability of SMEs to maintain its market is needed in various ways to excel in the competition. Business ethics in a company has a very important role in running its business. A company will succeed based not only on good morals and management but also on good business ethics. The problem is that unethical behavior in business activities often occurs due to the development of digital-based information technology which provides opportunities, weak morals, and awareness of ethics in doing business, making opportunities for business actors to commit acts that violate business ethics. Starting from this problem, the Kwik Kian Gie Institute of Business and Informatics teaching group conducted training and mentoring for members of the Garudayaksa Nusantara Cooperative on the Implementation of Business Ethics in SME operations which was held on July 22, 2022, in Jakarta. The purpose of this training and mentoring is to increase understanding of Business Ethics and general principles of Business Ethics, provide insight into the implementation of Business Ethics in SME Operations, Provide examples of violations of business ethics in SME operations in the digital era, and motivate SME business people to implement Business Ethics. It is hoped that this training will result in the formation of awareness among SMEs about the importance of business ethics in relation to the company's goals for long-term profits, and the development of ethical behavior among SMEs in business operations in the digital.
ASPEK BISNIS BELAJAR MUSIK DI JAKARTA Liaw Bun Fa
Jurnal Manajemen Vol 9 No 2 (2020): Mei
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Institut Bisnis dan Informatika Kwik Kian Gie

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46806/jm.v9i2.664

Abstract

Music Course has a series of service planning starts from the initial stage of student enrollment up to the last stage of making the results of the student's course results for a month. The following is the flow of services from Chopin Music Course: The first service line begins with the arrival of the consumer to Music Course, Then the consumer approaches the administration desk to simply wander about the classes and levels, the cost for the desired course, the duration of the course, and so on or directly want to register for the course at Chopin Music Course, Then the consumer wants to enroll / his son as a student at Chopin Music Course, Afterwards, Chopin Music Course administrators give blank registration form to be filled by consumers/children who want to enroll as a student at Chopin Music Course, Once the consumer completes the registration form, the administration staff will distribute the payment card for a year. This card as a proof that consumers have made payments for the course money during the month or not, Once consumers get payment cards, consumers can make payments for the month so that the schedule of course sessions directly adjusted according to negotiated agreements between Chopin Music administration officials Course with the consumer, Then the administrative staff make the course schedule arrangement for the consumer, Once completed, the consumer can go back home and come back in accordance with the predefined course schedule. The main segmentation of Music Course are people domiciled in ivory coconut with ages 5 to 19 years who do have hobby and talent in the field of music and parents who want their children to learn music to help educate his thinking. Keywords: Feasibility, BEP, Investment Feasibility, NPV, PI, PP, IRR.
Penerapan Algoritma A*(A-Star) untuk Mencari Jalur Terdekat (Shortest Path) dalam Kecerdasan Buatan (Studi Kasus: Game Snake) Reynaldo Paulini Wonges; Sigit Birowo; Liaw Bun Fa
Jurnal Informatika dan Bisnis Vol. 12 No. 2 (2023): Edisi Desember
Publisher : Institut Bisnis dan Informatika Kwik Kian Gie

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46806/jib.v12i2.1064

Abstract

Game sebagai media hiburan telah berkembang secara pesat seiring dengan teknologi. Salah satu unsur yang berperan penting dalam sebuah game adalah kecerdasan buatan. Dengan menggunakan kecerdasan buatan, diharapkan permainan ular ini menjadi terobosan baru dalam menerapkan algoritma untuk menentukan jalur terpendek pada ular. Dengan menggunakan algoritma ini dimungkinkan akan menjadi suatu terobosan yang baru untuk permainan ini dalam menentukan jalur ular terpendek dalam mencari makanannya.Metode yang peneliti gunakan adalah dengan pengujian dan pengukuran dari hasil perhitungan biaya melalui penggunaan Algoritma A* untuk menghitung jalur terpendek pada permainan ular.Dalam sistem yang dibuat, peneliti memanfaatkan Algoritma A* untuk memproses dan menghitung biaya ter-rendah yang didapatkan pada saat ular berjalan untuk menuju makanannya. Kesimpulan yang dapat diambil oleh peneliti adalah dengan menggunakan algoritma A* ini pengujian terbilang cukup efektif untuk mencari jalur terpendek dan efisien serta sistem kecerdasan buatan yang terbaru sehingga permainan ini bisa dijadikan acuan untuk dijadikan penelitian selanjutnya karena dapat dimungkinkan untuk dilakukan pengujian-pengujian atau penelitian yang lain seperti mengkomparasi dengan algoritma yang lain untuk menentukan yang mana yang paling bagus. Kata kunci: Algoritma A*, kecerdasan buatan, permainan ular