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Hermawan Judawisastra
"Bioplastics, easily degraded plastics made from renewable biopolymers such as starch and protein, are being studied as possible substitute for synthetic plastics. One of Indonesian natural resources, Jicama (Pachyrizous erosus), also known as yam bean, is believed to have the potential to be made as bioplastics. This study aims to develop starch-based biofilms made from Jicama. The films were fabricated by using the solution casting method, with varying contents of water (67–93 wt%) and sodium hydroxide (0.3–0.7 g). Examinations were carried out by means of visual inspection, tensile test, scanning electron microscopy and FTIR spectroscopy. A continuous bioplastic film was successfully made with 93 wt.% water. The addition of water increased film formability. Sodium hydroxide improved the film formability but, also, induced fragility. The highest tensile strength and stiffness of 11.5 MPa and 0.98 GPa, respectively were achieved from the film prepared with 93 wt% water. These values are comparable to LDPE but with a lower ductility."
Depok: Faculty of Engineering, Universitas Indonesia, 2018
UI-IJTECH 9:2 (2018)
Artikel Jurnal  Universitas Indonesia Library
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Fauzia
"ABSTRAK
Berkembangnya tekonologi membuat munculnya banyak mobile application salah satunya aplikasi kesehatan XYZ. Aplikasi XYZ memediasi konsultasi kesehatan dan pembelian obat sehingga dapat dilakukan secara online. Penelitian ini membahas tentang intension to use aplikasi kesehatan XYZ dengan mengadopsi Integreated Theori Trust-TAM. Penelitian ini menggunakan metode kuantitatif dengan objek penelitian Komunitas X. Dari hasil penelitian terbukti bahwa aplikasi XYZ mampu untuk membentuk kepercayaan antara dokter dan pasien tanpa harus bertemu tatap muka dalam menjalin
komunikasi digital dan terdapat hubungan pengaruh antara perceived usefulness, perceived ease of use dan trust terhadap intention to use aplikasi kesehatan berbasis online XYZ. Trust menjadi faktor utama dalam penentuan intention to use.

ABSTRACT
The development of technology makes the emergence of many mobile applications, one of which is XYZ health applications. The XYZ application mediates health consultations and drugs purchases so that it can be done online. This study discusses the intention to use XYZ health applications by adopting an Integrated Theory Trust-TAM. This study uses quantitative methods with the object of research is Community X. From the results of the research, it is proven that XYZ application is able to form trust between doctors and patients without having to meet face to face in establishing digital communication and there is a relationship of influence between Perceived Usefulness, Perceived Ease of Use and Trust has an influence on intention to use XYZ online based health applications. Trust is a major factor in determining intention to use."
Depok: Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia , 2020
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UI - Tesis Membership  Universitas Indonesia Library
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Ardanisa Rachma
"Asesmen formatif memegang peran yang sangat penting dalam proses pembelajaran, namun sering kali kurang mendapat perhatian yang memadai. Salah satu metode yang terbukti efektif dalam membantu mahasiswa mengatur pengetahuan mereka adalah strategi Know, Want to Know, and Learned (KWL). Namun, tools atau platform yang mengimplementasi strategi ini masih sangat terbatas. Setelah melakukan studi literatur, didapatkan bahwa penelitian terkait strategi KWL umumnya masih terbatas pada implementasinya secara manual di kelas. Belum ada penelitian yang mengembangkan sistem berbasis teknologi yang mengimplementasikan strategi KWL, khususnya dalam bentuk aplikasi web, untuk pendidikan tinggi. Oleh karena itu, penelitian ini bertujuan untuk mengembangkan aplikasi K-Owl, sebuah aplikasi berbasis web yang mendukung penerapan strategi KWL dalam asesmen formatif pada proses pembelajaran, khususnya di lingkup pendidikan tinggi. Pengumpulan data pada penelitian ini dilakukan melalui tahap wawancara untuk memahami kebutuhan dan tantangan yang dihadapi oleh target pengguna aplikasi dalam proses asesmen formatif. Penelitian ini diimplementasikan dengan gabungkan pendekatan User Centered Design (UCD) dan Software Development Life Cycle (SDLC) menggunakan metode throwaway prototyping. Penelitian ini terdiri dari perumusan masalah, studi literatur, perancangan metodologi penelitian, implementasi metodologi penelitian yang berisi tahapan perancangan aplikasi, dan penarikan kesimpulan. Penelitian ini akan terbatas pada lingkup pendidikan tinggi sehingga memiliki dua target pengguna yaitu dosen dan mahasiswa. Hasil evaluasi usulan solusi dari penelitian ini menghasilkan total lima kelompok fitur seperti autentikasi, course, topic, asesmen KWL, analisis performa kelas dan individu beserta gamifikasi untuk meningkatkan partisipasi mahasiswa. Evaluasi aplikasi dilakukan melalui usability testing dengan kuesioner System Usability Scale (SUS) untuk menilai kemudahan penggunaan dan kepuasan pengguna. Evaluasi ini dilakukan sekaligus dengan simulasi penggunaan aplikasi untuk pembelajaran di kelas asli. Hasilnya adalah lima kelompok fitur yang diusulkan dan evaluasi SUS menunjukkan tingkat kepuasan yang baik dari pengguna, dengan rata-rata skor SUS sebesar 69 dari 45 responden. Selain itu, dilakukan performance testing dengan target pengguna di kelas dan juga dalam aplikasi untuk mengevaluasi performa dan mendapat umpan balik. Hasil performance testing menunjukkan hasil yang cukup baik dengan spesifikasi mesin virtual yang ada.

Formative assessment plays a very important role in the learning process, but it is frequently overlooked. One method that has proven to be beneficial in assisting students in organizing their knowledge is the Know, Want to Know, and Learned (KWL) strategy. However, the tools or platforms for implementing this strategy remain very limited. After conducting a literature study, it was found that research related to the KWL strategy is generally still limited to its manual implementation in the classroom. There has been no research developing a technology-based system that implements the KWL strategy, particularly in the form of a web application, for higher education. Therefore, this study aims to develop the K-Owl application, a web-based application that supports the implementation of the KWL strategy in formative assessment during the learning process, particularly in the context of higher education. Data collection in this research was carried out through the interview stage to understand the needs and challenges faced by the target application users in the learning and assessment process. This research was implemented by combining the User Centered Design (UCD) and Software Development Life Cycle (SDLC) approaches using the throwaway prototyping method. This research consists of discussion of the problem, literature study, research methodology design, implementation of the research methodology which contains application design stages, and conclusions. This research will be limited to the scope of higher education so that it has two target users, namely lecturers and students. The results of the evaluation of the proposed solutions from this research produced a total of five groups of features such as authentication, courses, topics, KWL assessments, class and individual performance analysis along with gamification to increase students participation. Application evaluation is done through usability testing with the System Usability Scale (SUS) questionnaire to assess ease of use and user satisfaction. This evaluation was conducted concurrently with a simulation of application usage for learning in a real classroom. The results yielded five proposed feature groups, and the System Usability Scale (SUS) evaluation indicated a good level of user satisfaction, with an average SUS score of 69 from 45 respondents. Additionally, performance testing was with target users in the classroom and in the application itself, to evaluate and receive feedback. The results of the performance testing show quite good results with the existing virtual machine specifications."
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2024
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UI - Skripsi Membership  Universitas Indonesia Library
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Avelia Diva Zahra
"Asesmen formatif memegang peran yang sangat penting dalam proses pembelajaran, namun sering kali kurang mendapat perhatian yang memadai. Salah satu metode yang terbukti efektif dalam membantu mahasiswa mengatur pengetahuan mereka adalah strategi Know, Want to Know, and Learned (KWL). Namun, tools atau platform yang mengimplementasi strategi ini masih sangat terbatas. Setelah melakukan studi literatur, didapatkan bahwa penelitian terkait strategi KWL umumnya masih terbatas pada implementasinya secara manual di kelas. Belum ada penelitian yang mengembangkan sistem berbasis teknologi yang mengimplementasikan strategi KWL, khususnya dalam bentuk aplikasi web, untuk pendidikan tinggi. Oleh karena itu, penelitian ini bertujuan untuk mengembangkan aplikasi K-Owl, sebuah aplikasi berbasis web yang mendukung penerapan strategi KWL dalam asesmen formatif pada proses pembelajaran, khususnya di lingkup pendidikan tinggi. Pengumpulan data pada penelitian ini dilakukan melalui tahap wawancara untuk memahami kebutuhan dan tantangan yang dihadapi oleh target pengguna aplikasi dalam proses asesmen formatif. Penelitian ini diimplementasikan dengan gabungkan pendekatan User Centered Design (UCD) dan Software Development Life Cycle (SDLC) menggunakan metode throwaway prototyping. Penelitian ini terdiri dari perumusan masalah, studi literatur, perancangan metodologi penelitian, implementasi metodologi penelitian yang berisi tahapan perancangan aplikasi, dan penarikan kesimpulan. Penelitian ini akan terbatas pada lingkup pendidikan tinggi sehingga memiliki dua target pengguna yaitu dosen dan mahasiswa. Hasil evaluasi usulan solusi dari penelitian ini menghasilkan total lima kelompok fitur seperti autentikasi, course, topic, asesmen KWL, analisis performa kelas dan individu beserta gamifikasi untuk meningkatkan partisipasi mahasiswa. Evaluasi aplikasi dilakukan melalui usability testing dengan kuesioner System Usability Scale (SUS) untuk menilai kemudahan penggunaan dan kepuasan pengguna. Evaluasi ini dilakukan sekaligus dengan simulasi penggunaan aplikasi untuk pembelajaran di kelas asli. Hasilnya adalah lima kelompok fitur yang diusulkan dan evaluasi SUS menunjukkan tingkat kepuasan yang baik dari pengguna, dengan rata-rata skor SUS sebesar 69 dari 45 responden. Selain itu, dilakukan performance testing dengan target pengguna di kelas dan juga dalam aplikasi untuk mengevaluasi performa dan mendapat umpan balik. Hasil performance testing menunjukkan hasil yang cukup baik dengan spesifikasi mesin virtual yang ada.

Formative assessment plays a very important role in the learning process, but it is frequently overlooked. One method that has proven to be beneficial in assisting students in organizing their knowledge is the Know, Want to Know, and Learned (KWL) strategy. However, the tools or platforms for implementing this strategy remain very limited. After conducting a literature study, it was found that research related to the KWL strategy is generally still limited to its manual implementation in the classroom. There has been no research developing a technology-based system that implements the KWL strategy, particularly in the form of a web application, for higher education. Therefore, this study aims to develop the K-Owl application, a web-based application that supports the implementation of the KWL strategy in formative assessment during the learning process, particularly in the context of higher education. Data collection in this research was carried out through the interview stage to understand the needs and challenges faced by the target application users in the learning and assessment process. This research was implemented by combining the User Centered Design (UCD) and Software Development Life Cycle (SDLC) approaches using the throwaway prototyping method. This research consists of discussion of the problem, literature study, research methodology design, implementation of the research methodology which contains application design stages, and conclusions. This research will be limited to the scope of higher education so that it has two target users, namely lecturers and students. The results of the evaluation of the proposed solutions from this research produced a total of five groups of features such as authentication, courses, topics, KWL assessments, class and individual performance analysis along with gamification to increase students participation. Application evaluation is done through usability testing with the System Usability Scale (SUS) questionnaire to assess ease of use and user satisfaction. This evaluation was conducted concurrently with a simulation of application usage for learning in a real classroom. The results yielded five proposed feature groups, and the System Usability Scale (SUS) evaluation indicated a good level of user satisfaction, with an average SUS score of 69 from 45 respondents. Additionally, performance testing was with target users in the classroom and in the application itself, to evaluate and receive feedback. The results of the performance testing show quite good results with the existing virtual machine specifications."
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2024
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UI - Skripsi Membership  Universitas Indonesia Library
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Firman Edo Junyet
"Pandemi COVID-19 telah berperan menjadi faktor dalam mengubah kebiasaan pembelian tiket di seluruh dunia, dari konvensional ke mobile application pembelian tiket bioskop. Hal ini juga berlaku pada tiket bioskop untuk menonton film di seluruh dunia, tidak terkecuali di Indonesia. Platform pembelian tiket digital yang ada saat ini,
menawarkan berbagai macam kemudahan kepada pembeli. Meskipun demikian, masih cukup banyak pembeli yang masih bertahan untuk membeli tiket secara konvensional. Masih rendahnya nilai konversi ini, menunjukkan adanya faktor penghambat dalam adopsi teknologi pembelian tiket yang lebih modern. Berdasarkan isu tersebut, penulis
melakukan penelitian untuk mengetahui faktor-faktor apa saja yang memberikan pengaruh terhadap keputusan masyarakat Indonesia dalam memilih layanan mobile application untuk membeli tiket bioskop. Teori yang digunakan dalam penelitian ini adalah Push-Pull-Mooring (PPM). Data kuantitatif yang dikumpulkan dalam penelitian ini adalah 520 responden yang mengisi kuesioner dan 30 narasumber sebagai sumber data kualitatif. Data kuantitatif yang diolah menggunakan metode PLS-SEM, dan data kualitataif diolah dengan metode content analysis. Hasil penelitian ini menunjukan bahwa, push factor, pull factor, dan mooring factor berpengaruh terhadap switching intention ke mobile application pembelian tiket bioskop. Manfaat penelitian ini adalah untuk menjadi referensi penelitian selanjutnya, dan referensi untuk pihak pengembang aplikasi mobile tiket bioskop dalam meningkatkan layanan pembelian tiket bioskop.

The COVID-19 pandemic has played a role in changing ticket purchasing habits worldwide, shifting from conventional methods to mobile applications for buying cinema tickets. This trend is also evident in cinema ticket purchases globally, including in Indonesia. The current digital ticket purchasing platforms offer various conveniences to buyers. However, there is still a significant number of buyers who continue to prefer purchasing tickets through conventional means. The low conversion rate indicates the presence of inhibiting factors in the adoption of more modern ticket purchasing technology. Based on these issues, the author conducted research to identify the factors influencing the decision of Indonesian society in choosing mobile applications for buying cinema tickets. The theoretical framework used in this research is the Push-Pull-Mooring (PPM) model. Quantitative data collected for this study involved 520 respondents who completed a questionnaire, and qualitative data were obtained from 30 informants through content analysis. The quantitative data were analyzed using the Partial Least Squares Structural Equation Modeling (PLS-SEM) method, while qualitative data were processed using content analysis. The results of this research indicate that push factors, pull factors, and mooring factors influence the switching intention to use mobile applications for purchasing cinema tickets. The benefits of this research include serving as a reference for future studies and as a guide for developers of mobile cinema ticket applications in
enhancing cinema ticket purchasing services.
"
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2024
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UI - Skripsi Membership  Universitas Indonesia Library
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Nurhana Rafika Sari
"Pada penelitian ini dipelajari migrasi total bioplastik termoplastik pati (TPS) - selulosa bakteri (BC) – poli asam laktat (PLA) sebagai kemasan pangan. Bioplastik TPS – PLA (50:50) disintesis dengan penguat BC dalam konsentrasi 0%, 1%, 5%, dan 10%. Proses dilakukan dengan ekstrusi dua tahap dan compression moulding. Penambahan BC sebesar 1% memberikan sifat termal dan derajat kristalinitas yang optimal. Peningkatan konsentrasi BC menurunkan densitas, dimana bioplastik ringan akan menjadi poin yang baik untuk kemasan. Analisis water vapor transmission rate (WVTR) menunjukkan bahwa bioplastik dengan penambahan BC 10% dapat menahan uap air hingga 36% dibandingkan dengan bioplastik tanpa BC. Uji migrasi total dilakukan dengan waktu pengujian 24 jam, suhu pengujian yaitu 20 °C, 40 °C dan 60 °C, dan simulan pangan etanol 10%, 20%, 50%, 95%, dan asam asetat 3%. Migrasi total bioplastik TPS-BC-PLA berkisar antara 4,23 – 152,77 mg/dm2. Secara umum, nilai migrasi total semakin besar dengan penambahan konsentrasi BC, peningkatan suhu kontak, dan kepolaran simulan. Sesuai dengan ketentuan BPOM bahwa batas migrasi pada kemasan pangan maksimal 10 mg/dm2, maka bioplastik TPA-BC-PLA yang memenuhi adalah H1LA, H2LA, H3LA pada suhu 20 °C dengan simulan etanol 50% dan 95%, H2LA pada suhu 40 °C dengan simulan etanol 50%, H1LA dan H2LA pada suhu 40 °C dengan simulan etanol 95%. Etanol 50% dan 95% adalah simulan untuk pangan berlemak, seperti mentega, keju, dan daging

In this study, the total migration of thermoplastic bioplastic starch (TPS) - bacterial cellulose (BC) - poly lactic acid (PLA) as food packaging was studied. TPS – PLA (50:50) bioplastic was synthesized with BC reinforcement in concentrations of 0%, 1%, 5%, and 10%. The process was carried out by two-stage extrusion and compression molding. The addition of 1% BC provided optimal thermal properties and degree of crystallinity. Increasing the concentration of BC decreases the density, where lightweight bioplastics would be good points for packaging. Water vapor transmission rate (WVTR) analysis showed that bioplastics with 10% BC addition could hold up to 36% water vapor compared to bioplastics without BC. The total migration test was carried out with a testing time of 24 hours, the test temperatures were 20 °C, 40 °C and 60 °C, and food simulants were ethanol 10%, 20%, 50%, 95%, and 3% acetic acid. The total migration of TPS-BC-PLA bioplastics ranged from 4.23 – 152.77 mg/dm2. In general, the total migration value increases with the addition of BC concentration, increasing contact temperature, and simulant polarity. In accordance with the provisions of BPOM that the maximum migration limit on food packaging is 10 mg/dm2, the TPA-BC-PLA bioplastics that meet are H1LA, H2LA, H3LA at 20 °C with 50% and 95% ethanol simulants, H2LA at 40 °C with 50% ethanol simulant, H1LA and H2LA at 40 °C with 95% ethanol simulant. Ethanol 50% and 95% are simulants for fatty foods, such as butter, cheese, and meat"
Depok: Fakultas Teknik Universitas Indonesia, 2022
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UI - Tesis Membership  Universitas Indonesia Library
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"Along with the development of information technology in recent era, a number of new applications emerge, especially on mobile phones. The use of mobile phones, besides as communication media, is also as media of learning, such as translator application. Translator application can be a tool to learn a language, such as English to Bahasa Indonesia translator application. The purpose of this research is to allow user to be able to translate English to Bahasa Indonesia on mobile phone easily. Translator application on this research was developed using Java programming language (especially J2ME) because of its advantage that can run on various operating systems and its open source that can be easily developed and distributed. In this research, data collection was done through literature study, observation, and browsing similar application. Development of the system used object-oriented analysis and design that can be described by using case diagrams, class diagrams, sequence diagrams, and activity diagrams. The translation process used rule-based method. Result of this research is the application of Java-based translator which can translate English sentence into Indonesian sentence. The application can be accessed using a mobile phone with Internet connection. The application has spelling check feature that is able to check the wrong word and provide alternative word that approaches the word input. Conclusion of this research is the application can translate sentence in daily conversation quite well with the sentence structure corresponds and is close to its original meaning."
621 COMMIT 8 (1-2) 2014
Artikel Jurnal  Universitas Indonesia Library
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Yuri Prihantono
"

Pemanfaatan Intrusion Detection System (IDS) untuk mengamankan infrastruktur jaringan internet masih memiliki masalah yang belum terselesaikan, yaitu kurangnya akurasi deteksi serangan sehingga mengakibatkan terjadinya permasalahan false positif dan banyaknya alarm palsu. Salah satu pendekatan yang banyak digunakan untuk mengatasi permasalahan yang terjadi dalam implementasi IDS adalah dengan menggunakan pendekatan machine learning. Pada penelitian ini, penulis mengusulkan sistem yang menggunakan pendekatan machine learning untuk mendeteksi serangan jaringan dan mengirim peringatan serangan. Dataset CSE-CICIDS2018 dan Model-Based Feature Selection digunakan untuk mengevaluasi kinerja delapan algoritma klasifikasi dalam mengidentifikasi serangan jaringan guna menentukan algoritma terbaik. Hasilnya, Model XGBoost dipilih sebagai model yang memberikan hasil kinerja algoritma terbaik dalam perbandingan model machine learning ini, dengan tingkat akurasi untuk klasifikasi two-class sebesar 99%, dan multi-class sebesar 98,4%.


Utilization of the Intrusion Detection System (IDS) to secure internet network infrastructure still has unresolved problems, namely the lack of attack detection accuracy, resulting in false positives and many false alarms. One approach that is widely used to overcome the problems that occur in the implementation of IDS is to use a machine learning approach. In this study, the authors propose a system that uses a machine learning approach to detect network attacks and send attack warnings. The CSE-CICIDS2018 dataset and Model-Based Feature Selection were used to evaluate the performance of eight classifier algorithms in identifying network attacks to determine the best algorithm. As a result, the XGBoost model was chosen as the model that gives the best algorithm performance results in this machine learning model comparison, with an accuracy rate of 99% for two-class classification and 98.4% for multi-class.

"
Depok: Fakultas Teknik Universitas Indonesia, 2022
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UI - Tesis Membership  Universitas Indonesia Library
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Niken Febrina Ernungtyas
"Aplikasi komunikasi mobile telah diterima dan digunakan secara luas seiring dengan tingginya adopsi smartphone. Penelitian ini menjelaskan penerimaan teknologi komunikasi berbasis aplikasi berdasarkan perspektif bukan pengguna. Penerimaan teknologi komunikasi diamati berdasarkan 13 variabel yaitu (1) perlakuan/treatment berupa membaca review dan atau mencoba aplikasi, (2) norma subyektif, (3) perceived behavioral control, (4) perceived usefulness, (5) perceived ease of use, (6) perceived enjoyment, (7) perceived expressiveness, (8) perceived quality, (9) perceived usability, (10) perceived aesthetic, (11) sikap, (12) niat menggunakan dan (13) alasan. Penelitian ini menggunakan metode campuran dengan desain eksplanatoris sekuensial. Pengumpulan data dilakukan dengan eksperimen dan wawancara mendalam. Eksperimen melibatkan 80 partisipan non-pengguna yang terbagi menjadi empat kelompok perlakuan yaitu (1) membaca review aplikasi, (2) mencoba aplikasi melalui smartphone, (3) membaca review dan mencoba aplikasi serta (4) tidak mendapat perlakuan sama sekali. Dengan menggunakan analisis one-way ANOVA dan regresi linear, sebanyak 17 hipotesis terbukti, 10 hipotesis tidak terbukti dan 11 hipotesis tidak dianalisis lebih lanjut karena dua variabel (norma subyektif dan perceved behavioral control) tidak reliabel. Selain itu, dengan menggunakan PLS-SEM, penelitian ini menghasilkan model yang menjelaskan penerimaan aplikasi komunikasi pada kelompok non-pengguna. Data kualitatif menunjukkan konfirmasi pada data kuantitatif. Salah satu temuan pada penelitian ini adalah memberikan stimulus berupa membaca review dan mencoba aplikasi sekaligus secara signifikan mempengaruhi niat menggunakan.

Mobile applications apps have been accepted and used widely as following the high number of the smartphone adoption. This study explains the communication technology acceptance based on non-users perspectives. The communication technology had been observed by 13 variables;(1) treatment as reading app reviews or trying apps, (2) subjective norms, (3) perceived behavioral control, (4) perceived usefulness, (5) perceived ease of use, (6) perceived enjoyment, (7) perceived expressiveness, (8) perceived quality, (9) perceived usability, (10) perceived aesthetic, (11) attitude, (12) intention to use and (13) reason. This study used mixed method with sequential explanatory design. The data collection was conducted by an experiment and an indepth-interview. The experiment involved 80 non-user participants that was divided by four treatment groups (1) reading app reviews, (2) trying smartphone apps, (3) reading app reviews and trying apps and (4) no treatment. One-way ANOVA and linear regression were used to test hypotheses; 17 hypotheses wepre proved, 10 hypotheses were rejected, and 11 hypotheses were not analyzed due to two variables (subjective norms and perceived behavioral control) did not meet reliability threshold. Moreover, PLS-SEM was used to create a model that explains communication application acceptance for non-user apps. Qualitative data confirms the quantitative data. Main result of this study is giving stimuli as reading app reviews and trying apps significantly influences intention to use the mobile communication apps.
"
Depok: Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia, 2018
D2550
UI - Disertasi Membership  Universitas Indonesia Library
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Ulfa Azizia
"Internet of Things (IoT) dapat menjadi salah satu solusi bagi rumah sakit untuk meningkatkan efisiensi dan kualitas layanan operasional. Akan tetapi, dengan adanya hambatan teknis dan non-teknis seperti biaya, organisasi, dan pengalaman pengguna menyebabkan penerapan IoT tidak bisa dilakukan secara langsung di semua bagian di rumah sakit. Oleh karena itu, penelitian ini bertujuan untuk membuat prioritaspemilihanunit di rumah sakit dalam rangka penerapan Internet of Things (IoT) berdasarkan performa unit saat ini untuk meningkatkan kualitas layanan operasional kesehatan.
Penelitian ini menggunakan metode DEMATEL (Decision-Making Trial And Evaluation Laboratory) berbasis ANP (Analytic Network Process) untuk melihat secara detail pengaruh dan bobot dari faktor yang mempengaruhi penerapan Internet of Things di rumah sakit. Selain itu, metode VIKORRUG (VlseKriterijumska Optimizacija I Kompromisno Resenje for Ranking Unimproved Gap) juga digunakan untuk melihat kesenjangan kinerja pada 9 unit rumah sakit di Jakarta.Pada hasil akhir, ditemukan bahwa unit One-Day-Care adalah unit yang menjadi prioritas pertama dalam penerapan teknologi IoT di rumah sakit.

Internet of Things (IoT) can be a solution for hospitals to improve the efficiency and quality of operational services. However, with technical and non-technical barriers such as costs, organization, and experience of users using IoT, it cannot be done directly in all parts of the hospital. For this reason, this study aimsto make a framework to prioritize hospital units to implementthe Internet of Things (IoT) based on current performance.
This research using the DEMATEL (Decision-Making Trial And Evaluation Laboratory) based ANP(Analytical Network Process) methodto see more about detail and calculate the influence weight between factors. In addition, the VIKORRUG method (VlseKriterijumska Optimizacija I Kompromisno Resenje for Ranking Unimproved Gap) was also used to look at performance gaps in 9 units in hospitalat Jakarta. As a final results, it was found that the One-Day-Care unit was the unit that was the first priority in the application of technology in hospitals.
"
Depok: Fakultas Teknik Universitas Indonesia, 2019
S-Pdf
UI - Skripsi Membership  Universitas Indonesia Library
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