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Showing 41 articles found for "Layer"

Pengaruh GUX dan Content Marketing terhadap Satisfaction dan Loyalty Pemain Game Mobile

Mikhael Candra Priadi, Erna Listiana, Bintoro Bagus Purmono, Ana Fitriana, Ahmadi
Abstract: The mobile gaming industry has evolved into a strategic sector within the global digital economy ecosystem, contributing significantly to the overall revenue of the gaming industry. A concrete manifestation of this dynamic… ic is Honor of Kings (HoK), a 5v5 MOBA game developed by TiMi Studio Group, which has recorded over 100 million daily active players worldwide. The success of HoK is not solely determined by the quality of its game mechanics but also by its ability to deliver an immersive user experience and implement adaptive Content Marketing strategies. This study aims to empirically examine the influence of Game User Experience (GUX) and Content Marketing on Player Loyalty, with Satisfaction serving as a mediating variable. Employing a quantitative approach through Structural Equation Modeling (SEM), data were collected from active HoK players using a validated survey instrument. The results of the analysis indicate that both GUX and Content Marketing have a significant positive effect on Satisfaction, which, in turn, mediates their influence on Loyalty. The proposed mediation model successfully illustrates the affective role of Satisfaction as a key determinant in the formation of player Loyalty in digital contexts. These findings not only reinforce theoretical foundations in the domain of experience-based marketing but also offer practical insights for game developers and marketers in designing sustainable retention strategies through the optimization of gameplay experience and value-driven content delivery. Accordingly, this study presents a relevant conceptual framework for understanding the mechanisms of Loyalty formation within the competitive and dynamic mobile gaming industry.

Pengaruh Resiko, Motivasi dan Pengetahuan Investasi terhadap Minat Investasi di Pasar Modal pada Perusahaan PT. Indonex Bangun Investama

Desak Made Kelaci Puspita Putri, Komang Asri Pratiwi, Wisnu Ardiansyah
Abstract: The capital market has become a cornerstone of modern economies, facilitating the flow of funds between investors and business entities to support growth and innovation. However, interest in investing in the Indonesian capital… apital market still faces significant challenges, particularly in terms of risk understanding, perception, and individual motivation for investment. This research aims to explore the factors influencing individual investment interest in PT. Indonex Bangun Investama, a key player in the Indonesian capital market. The research adopts a quantitative approach involving 82 active investors of PT. Indonex Bangun Investama. Data analysis utilizes various statistical techniques such as normality tests, multicollinearity tests, and multiple linear regression analysis to examine the impact of risk, motivation, and investment knowledge variables on investment interest. The analysis results indicate that risk and motivation significantly affect investment interest, while investment knowledge, although important, does not significantly influence investment interest individually. These findings provide deeper insights into the psychological and economic factors underlying individual investment decisions in the Indonesian capital market. The implications of this research suggest the need for a more holistic and strategic educational approach to enhance financial literacy and effective risk mitigation in individual investment strategies. Thus, this research makes a significant contribution to the development of education strategies and risk management in the Indonesian capital market context, laying a foundation for further discussions on expanding accessibility and participation in investment among the public.

Dampak Virtual Reality terhadap Identitas Individu dalam Novel Ready Player One Karya Ernest Cline

Jhodi Januarta, Fajar Permadi, Eva Dwi Kurniawan
Abstract: Ernest Cline's novel Ready Player One depicts the impact of Virtual Reality (VR) on individual identity. The aim of this research is to analyze how VR is constructed as a space for testing individual identity in the novel… l Ready Player One. This research uses qualitative methods with a discourse analytic approach to examine how virtual identities are constructed in novels. Research data was obtained through novel analysis. Analysis was carried out by re-reading the novel and noting each scene that symbolized virtual identity. The research results show that Virtual Reality can be a place for individuals to experiment with their identity. In this novel, the main character Wade Watts uses an Avatar named Parzival to take part in a competition in the OASIS, a virtual world created by James Halliday. Wade chose this Avatar because he wanted to be a brave and strong figure, different from his true identity in the real world. Virtual Reality can have both positive and negative impacts on an individual's identity. On the one hand, Virtual Reality can be a place for individuals to experiment with their identity and find a more authentic identity. On the other hand, Virtual Reality can also influence individual identity by creating false and unrealistic virtual identities.

Perlindungan Hak Kekayaan Intelektual (HKI) bagi Usaha Kreatif Lokal dalam Mendukung Sektor Pariwisata

Seharja, Sesde, Rusmini, Andin
Abstract: Tourism and the creative industry have an inseparable link, these two things are an emotional link between visitors and the tourist destinations they visit, namely in the form of souvenirs, as mementos to take home after… traveling. Advances in digital technology have increased the distribution of information related to work and creativity so that the risk of work theft and copyright infringement is very vulnerable to occurring and this can be detrimental to creative industry players. This research uses qualitative methods with a literature approach in the form of laws, government regulations, articles and books that are relevant to the research topic. This research aims to provide an understanding of the importance of registering Intellectual Property Rights for creative industry to ensure the law protection of the intellectual property that has been created. The research results show that every creative industry player needs to register copyrighted works with the Directorate General of Intellectual Property. Apart from that, synergy is needed between the Government and the public in increasing awareness of creators or creative industry players to register copyrighted works as Intellectual Property Rights through regulations and facilities provided by the authorized government institution, namely the Directorate General of Intellectual Property, Ministry of Law and Rights. Indonesian Human Rights so that creative works receive legal protection.

Pengaruh Kepercayaan dan Kemudahan Penggunaan Aplikasi Terhadap Keputusan Pembelian pada Situs Bukalapak di Lombok Timur

Rahmatullah, Arwin Yafi, Rempala, Adinda Cahaya
Abstract: In the era now, the rapid development of technology makes people use the internet. E-commerce players use the internet as a digital marketing medium. One of the e-commerce that developed at that time was Bukalapak. This… study aims to determine the effect of trust and ease of use of applications on purchasing decisions on the Bukalapak site in East Lombok. The method used in this research is associative method and the type of data used is quantitative data. The population of this study were all people who used the Bukalapak application in East Lombok. Determination of the sample using Non-Probability Sampling with a total of 75 respondents. The data analysis method uses validity test, reliability test, classical assumption test, hypothesis testing and multiple linear regression. The results of this study indicate that the trust variable has a positive and significant influence on purchasing decisions The Ease-of-Use variable has a positive and significant influence on purchasing decisions.  

Penerapan SCM Dalam Upaya Pengelolaan Stock Bahan Baku Produksi Tahu Pada Pabrik Tahu Helen

basirun, Muhammad, Saputra, Herman, Putri, Pristiyanilicia
Abstract: Abstract: This tofu business has just been initiated since January 1997 in Hesa Perlompongan, Kec. Air Batu, Kab. Asahan, North Sumatra. The basic reason for implementing supply chain management is because this program involves… nvolves several related parties such as suppliers, distributors and consumers. The main activity carried out is the production of tofu within the scope of the home industry. The need for raw materials at Helen's Tofu Factory every day and this can increase depending on customer orders. Some of the obstacles experienced by Helen's Tofu Factory are that they often run out of stock of materials because sometimes there are many sudden orders from customers. The material data collection process is still done by recording manually so that errors can occur in determining the amount of material inventory. When observed in depth, there are still many obstacles that can be seen since this effort was implemented. From here, it is important to examine the scope of the application of supply chain management as a manifestation of efforts to advance business players, especially the home industry. The programming language used is PHP and MySQL database. The research method uses a qualitative research approach which is a research that only collects data and explains descriptively/narratively without having to be processed with calculations. This research will only utilize the data obtained from the research site and input it without changing anything.                                                                                  Keywords : supply chain management; tofu production; helen's tofu factory     Abstrak: Usaha tahu ini baru saja mulai di rintis sejak Januari 1997 di Hesa Perlompongan, Kec.Air Batu, Kab.Asahan Sumatera Utara. Alasan mendasar penerapan supply chain management ini karena program ini melibatkan beberapa pihak yang terkait seperti suplier, distributor dan konsumen. Adapun kegiatan utama yang dilakukan yaitu produksi tahu dalam lingkup industri rumah tangga. Kebutuhan bahan baku di Pabrik Tahu Helen setiap hari dan hal ini bisa meningkat tergatung pesanan pelanggan. Beberapa kendala yang dialami oleh Pabrik Tahu Helen adalah sering mengalami kehabisan stok bahan dikarenakan terkadang banyak pesanan mendadak dari pelanggan. Proses pendataan bahan masih dilakukan dengan cara pencatatan secara manual sehingga dapat terjadi kesalahan dalam menentukan jumlah persediaan bahan. Bila diamati secara mendalam, masih banyak kendala yang terlihat sejak usaha ini dilaksanakan. Dari sini penting untuk dikaji ruang lingkup dari penerapan supply chain managemen sebagai wujud dari usaha memajukan pelaku bisnis khususnya industri rumah tangga. Bahasa pemrograman yang digunakan adalah PHP dan database MySQL. Adapun metode penelitian ini menggunakan pendekatan penelitian kualitatif yang merupakan penelitian yang hanya mengumpulkan data dan menjelaskan secara deskripstif/narasi tanpa harus diolah dengan perhitungan. Penelitian ini hanya akan memanfaatkan data yang diperoleh dari tempat riset dan menginputkannya tanpa mengubah apapun.   Kata Kunci : supply chain management, produksi tahu, pabrik tahu helen

Sistem Pakar Identifikasi Awal Kerusakan Server Linux dengan Metode Certainty Factor

Wicahyo, Budi, Basar, Abdul Rohmad, Suryadi, Agus
Abstract: Abstract: An expert system that is able to identify the initial malfunction of a server with the linux operating system at BP Batam at the application layer based on the knowledge provided directly from experts / experts… and through literature studies. This study uses the calculation method of Certainty Factor (CF) in calculating the level of expertise. This research data consists of indication data and data of server errors or problems, as well as data on rules. Expert systems in organizations, especially in BP Batam are aimed at adding value, increasing productivity and managerial areas that can draw conclusions quickly. The benefits obtained from an expert system that is able to diagnose and identify quickly, precisely and accurately to the indication of errors or problems caused are expected to be able to help server administrators in anticipating more severe system damage and can disrupt system operations at BP Batam.             Keywords: Certainty Factor; Expert System.     Abstrak: Sistem pakar yang mampu mengidentifikasi kerusakan awal server dengan sistem operasi linux di BP Batam pada layer aplikasi berdasarkan pengetahuan yang diberikan langsung dari pakar/ahlinya dan melalui studi literatur. Penelitian ini menggunakan metode perhitungan Certainty Factor (CF) dalam menghitung tingkat kepakaran. Data penelitian ini terdiri dari data indikasi dan data error atau permasalahan server, serta data aturan. Sistem pakar pada organisasi khususnya di BP Batam ditujukan untuk penambahan value, peningkatan produktivitas serta area manajerial yang dapat mengambil kesimpulan dengan cepat. Manfaat yang diperoleh dari sistem pakar yang mampu melakukan diagnosis dan identifikasi dengan cepat, tepat dan akurat terhadap indikasi error atau permasalahan yang ditimbulkan diharapkan mampu membantu para administrator server dalam mengantisipasi kerusakan sistem yang lebih parah dan dapat mengganggu operasional sistem di BP Batam.    Kata kunci: Certainty Factor; Sistem Pakar.

Perancangan Sistem Keamanan File Transfer Protocol Dengan Secure Socket Layer Pada Server Centos 7

Tambunan, Alexander Theo Philus, Lubis, Adi Prijuna, Anggraini, Syartika
Abstract: Abstract: An advancement in communication technology currently has an influence on developments in data management in the joints of life, making the need for a media center something a must in digital archive storage. Data… ta will not always be stored in personal computers, but it would be better if there was a centralized data container to be a solution in storage media, in order to prevent data loss or data backup. The term network (network) is used when there are at least two or more devices that are connected to one another. To carry out data exchange in this network, a protocol is used that specifies how data is exchanged, and one of the most widely used protocols is the File Transfer Protocol (FTP). FTP  is generally useful as a means of exchanging files or data in a network. The FTP protocol is not secure enough, because when data transfer there is no security to protect it. Therefore the FTP protocol is necessary for additional security, by implementing the SSL security protocol or Secure Socket Layer Security protecting the FTP protocol during data transfer. SSL certificates are used for the purpose of handling the security of data packets transmitted over the network system. When SSL is activated, the server and client when the connection occurs will be encrypted so that the data cannot be seen by others.   Keywords: FTP; Network; Server; SSL     Abstrak: Suatu Kemajuan teknologi komunikasi saat ini memiliki pengaruh terhadap perkembangan didalam pengelolaan data didalam sendi kehidupan, membuat kebutuhan akan media center menjadi sesuatu yang harus dalam penyimpanan arsip digital. Data tidak selamanya akan tersimpan di dalam personal computer saja tetapi akan lebih baik jika ada wadah data terpusat menjadi solusi dalam media penyimpanan, agar menjaga dari kehilangan data atau cadangan data. Istilah jaringan (network) dipakai apabila terdapat minimal dua atau lebih perangkat yang terhubungkan satu dengan yang lainnya. Untuk melaksanakn pertukaran data didalam jaringan ini, digunakan protocol yang menspesifikasikan bagaimana data dipertukarkan, dan salah satu protocol yang banyak digunakan adalah File Transfer Protocol (FTP). FTP umumnya bermanfaat sebagai sarana pertukaran file atau data dalam suatu network. Protokol FTP tidaklah cukup aman, dikarenakan ketika transfer data tidak ada keamanan untuk melindunginya. Maka dari itu protokol FTP perlu untuk penambahan keamanan, dengan menerapkan protokol keamanan SSL atau  Secure Socket Layer Security melindungi protokol FTP pada saat transfer data. Sertifikat SSL dimanfaatkan  untuk keperluan menangani keamanan paket data yang ditransmisikan melalui sistem jaringan. Ketika SSL diakatifkan, maka server dan client ketika terjadi koneksi akan ter enkripsi sehingga data yang ada tidak dapat untuk dilihat oleh orang lain.   Kata kunci: FTP;Network;  Server; SSL  

Sosialisasi Media Pembelajaran Anak Tunanetra Reading Interaction Console With Kinetic Intelligence Braille Versi Prototipe

Ricki Ananda, Muhammad Amin, Muhammad Iqbal Haitame Tambunan, Saifuddin Muhammad Jalil
Abstract: Abstract: The Reading And Interaction Console With Kinetic Intelligence – Braille prototype aims to introduce an innovative educational technology for blind students at SLB Negeri Kota Tanjungbalai. The school, under the… he authority of the Province of North Sumatra, has 111 students across elementary, junior high, and senior high school levels. SLBN Tanjungbalai is led by Mrs. Resti, S.Pd., supported by 13 teachers and 1 administrative staff member. This media integrates an interactive kinesthetic system, binary Braille sensors, and artificial intelligence (AI) capable of recognizing Braille letter patterns based on tactile input and providing real-time voice feedback. Braille letters are converted into six-dot binary codes (Braille-cell), such as A (100000), B (110000), C (100100), D (100110), up to Z (101011). These binary combinations are detected by tactile sensors or push buttons, then processed by an ESP32S connected to a 2004 LCD with I2C, a DFPlayer Mini, and a speaker to produce the corresponding letter sounds. The socialization activity was conducted at SDLB Negeri Kota Tanjungbalai, involving companion teachers and eight blind students. The activities included device demonstration, usage training, and interactive trials. The results show positive responses from both teachers and students, as the media enhances motivation, accuracy, and speed in learning Braille letters. RICKI-Braille proved to be more interactive and adaptive compared to conventional Braille learning media. Keywords: Braille; visually impaired; inclusive learning media; assistive technology inclusive education;   Abstrak: Media Reading And Interaction Console With Kinetic Intelligence – Braille versi prototipe bertujuan memperkenalkan inovasi teknologi pendidikan bagi peserta didik tunanetra di SLB Negeri Kota Tanjungbalai. Sekolah yang berada di bawah naungan Provinsi Sumatera Utara ini memiliki 111 siswa dari jenjang SD, SMP, hingga SMA. SLBN Tanjungbalai dipimpin oleh Ibu Resti, S.Pd., dengan dukungan 13 guru dan 1 tenaga tata usaha. Media ini memadukan sistem kinestetik interaktif, sensor Braille biner, dan kecerdasan buatan (AI) yang mampu mengenali pola huruf Braille berdasarkan input titik-titik taktil, kemudian memberikan umpan balik suara secara real-time. Huruf Braille dikonversi menjadi kode biner enam titik (Braille-cell), misalnya A (100000), B (110000), C (100100), D (100110), dan seterusnya hingga Z (101011). Sensor taktil atau push button membaca kombinasi biner tersebut, lalu memprosesnya melalui ESP32S yang terhubung dengan LCD 2004 + I2C, DFPlayer Mini, dan speaker untuk menghasilkan suara huruf yang sesuai. Sosialisasi dilakukan di SDLB Negeri Kota Tanjungbalai dengan melibatkan guru pendamping dan delapan siswa tunanetra. Kegiatan mencakup demonstrasi alat, pelatihan penggunaan, serta uji coba interaktif. Hasilnya, guru dan siswa memberikan respons positif karena media ini meningkatkan motivasi, ketepatan, dan kecepatan belajar huruf Braille. RICKI-Braille terbukti lebih interaktif dan adaptif dibanding media Braille konvensional. Kata kunci: Braille; tunanetra; media pembelajaran inklusif; teknologi asistif; pembelajaran inklusif

Sistem Bel Sekolah Otomatis Berbasis Arduino Nano Dan Dfplayer di Mas Islamiyah Hessa Air Genting

Andrew Ramadhani, Parini, Nirda Julianda
Abstract: Abstract: Manual school bell operations in rural areas often cause schedule inconsistencies and reduced discipline. This community service implemented an automatic bell system using an Arduino Nano, RTC DS3231, and DFPlayer… yer Mini at MAS Islamiyah Hessa Air Genting. Activities covered needs assessment, system design, audio preparation, installation, training, and evaluation. The system achieved 100% timing accuracy and 40% cost efficiency compared to conventional bell systems. It operated reliably, produced clear audio, and integrated smoothly with the school’s sound system, improving punctuality among teachers and students. The solution is low-cost, easy to maintain, and replicable for other schools. Project outputs include one functional prototype, training materials, and a manuscript submitted to a nationally accredited journal. After this program, the partner experienced improved discipline among teachers and students due to a more organized and punctual bell schedule. In addition, school operators are now able to operate and maintain the system independently, resulting in more efficient school operations. Keywords: arduino nano; automatic school bell; dfplayer; RTC DS3231; digitalisasi sekolah   Abstrak: Operasional bel sekolah yang masih manual di sejumlah sekolah pinggiran menyebabkan ketidakteraturan jadwal dan menurunnya kedisiplinan. Kegiatan pengabdian ini menerapkan sistem bel otomatis berbasis Arduino Nano, modul RTC DS3231, dan DFPlayer Mini di MAS Islamiyah Hessa Air Genting. Tahapan kegiatan meliputi analisis kebutuhan, perancangan perangkat keras dan lunak, perekaman konten audio, instalasi sistem, pelatihan operator, serta monitoring dan evaluasi. Hasil pengujian menunjukkan bahwa sistem mampu meningkatkan ketepatan waktu pembunyian bel hingga 100% dibandingkan sistem manual, serta menurunkan biaya implementasi hingga 40% dibandingkan bel komersial dengan fungsi sepadan. Sistem beroperasi stabil, memiliki kualitas audio yang jelas, dan terintegrasi baik dengan sound system sekolah, sehingga berdampak pada peningkatan kedisiplinan guru dan siswa. Solusi ini tergolong ekonomis, mudah dirawat, dan berpotensi direplikasi di sekolah lain dengan karakteristik serupa. Luaran kegiatan meliputi satu unit prototipe berfungsi, modul pelatihan, serta naskah artikel ilmiah yang diajukan pada jurnal terakreditasi nasional. Setelah kegiatan ini, mitra mengalami peningkatan kedisiplinan guru dan siswa karena jadwal bel menjadi lebih teratur dan tepat waktu. Selain itu, operator sekolah kini mampu mengoperasikan dan merawat sistem secara mandiri sehingga kinerja operasional sekolah menjadi lebih efisien. Kata kunci: arduino nano; bel sekolah otomatis; dfplayer; RTC DS3231; digitalisasi sekolah