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Sentiment Analysis of the Indonesian National Team in the 2020 AFF Cup Using Naïve Bayes and K-Nearest Neighbor Algorithms 基于Naïve贝叶斯和k近邻算法的2020年亚洲杯印尼国家队情绪分析
Pub Date : 2023-01-24 DOI: 10.25139/inform.v8i1.5222
Muhammad Ilham Fadila, Hanafi, Anggit Dwi Hartanto
The AFF Cup is a football competition organized by the ASEAN Football Federation, or AFF for short. The 2020 AFF Cup was held in 2021 due to the COVID-19 pandemic. The Indonesian National Team advanced to the final round and became runner-up in the championship. With the end of the championship and the Indonesian National Team having to accept defeat in the final, the public responded through tweets on Twitter. Through these tweets, it will be known how the public evaluates the performance of the Indonesian National Team in the 2020 AFF Cup. It is vital to carry out this research to obtain information regarding society's response. The research that will be conducted is sentiment analysis. Sentiment analysis will be carried out on Rapid Miner software, with the algorithms used being Naïve Bayes and K-Nearest Neighbor. The data used to perform sentiment analysis are tweets from Twitter taken using SNScrape. This research aims to analyze public responses to the Indonesian National Team in the 2020 AFF Cup. This research will determine the percentage of positive, neutral, and negative sentiments from public responses. So that later it can be concluded how the public responds to the Indonesian National Team, whether positive, neutral, or negative. It is also to find out which algorithm has the higher accuracy. The results obtained for Naive Bayes with an accuracy of 64.74% are 71.54% positive sentiment, 15.45% neutral sentiment, and 13.01% negative sentiment. For K-Nearest Neighbor, with an accuracy of 65.64% is 80.49% positive sentiment, 15.45% neutral sentiment, and 4.06% negative sentiment. Both algorithms have the highest accuracy compared to other algorithms in Rapid Miner when the sentiment analysis is performed, with K-Nearest Neighbor having slightly higher accuracy. Most tweets about the Indonesian National Team in the 2020 AFF Cup had positive sentiments. Based on these results, it can be concluded that even though the Indonesian National Team did not win the 2020 AFF Cup, the public still responded positively.  
亚洲足球联盟杯是由东盟足球联合会(简称AFF)组织的足球比赛。由于新冠肺炎疫情,2020年亚洲杯在2021年举行。印尼国家队进入最后一轮,获得亚军。随着锦标赛结束,印度尼西亚国家队不得不接受决赛的失败,公众通过推特回应。通过这些推特,就可以知道公众是如何评价印尼国家队在2020年亚洲杯上的表现的。开展这项研究以获得有关社会反应的信息是至关重要的。将进行的研究是情绪分析。情感分析将在Rapid Miner软件上进行,使用的算法为Naïve Bayes和K-Nearest Neighbor。用于执行情感分析的数据是使用snscraper从Twitter获取的tweet。本研究旨在分析公众对2020年亚洲杯印尼国家队的反应。这项研究将从公众反应中确定积极、中性和消极情绪的百分比。这样就可以得出公众对印尼国家队的反应,是积极的、中立的还是消极的。同时也要找出哪种算法的准确率更高。对于准确率为64.74%的朴素贝叶斯,得到的结果是正面情绪为71.54%,中性情绪为15.45%,负面情绪为13.01%。对于k -最近邻居,准确率为65.64%的是80.49%的积极情绪,15.45%的中立情绪,4.06%的消极情绪。在执行情感分析时,这两种算法与Rapid Miner中的其他算法相比具有最高的准确性,其中k -最近邻的准确性略高。关于2020年亚洲杯印尼国家队的推文大多是积极的。根据这些结果,可以得出结论,即使印尼国家队没有赢得2020年亚洲杯,公众仍然积极响应。
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引用次数: 0
Designing Information System Inventory and Transaction Reports Web-Based Using ICONIX Process Method 基于ICONIX流程方法设计基于web的信息系统库存与交易报表
Pub Date : 2023-01-24 DOI: 10.25139/inform.v8i1.4733
Tarisa Kamilia, Eliezer M Putra S, Syachla Malikha, Seftin Fitri Ana Wati
Tjangkir Kopi is a small-medium enterprise (MSMEs) engaged in food and beverage in West Java, precisely in  City. There is a problem in the current business process, namely in managing the stock of materials that are still done manually through the Microsoft Excel application, which is very likely to occur misunderstandings. Competition in the Food and Beverage Industry is getting tougher, making MSMEs Tjangkir Kopi have to improve their business processes by creating an information system that helps develop their business to achieve a competitive advantage. In addition, there is still a lack of fulfillment of job descriptions for each employee and centralized report data. The System to be Built helps quickly and directly integrate with material stock and expenditure data in the database, so there won't be material stock problems in the warehouse. This system makes transaction reports on business processes much more effective because the data is automated. This research aims to analyze and design systems to support better inventory management and transaction reports and to support business processes with more complete and clear diagrams using the ICONIX Process method. This research explains the stages of analysis by collecting data through interviews and literature studies. The stages of system design produce business process proposals supported by GUI design, use case diagrams, domain models, robustness diagrams, sequence diagrams, and class diagrams. The results of research through analysis and system design using the ICONIX process method, it is hoped that Tjangkir Kopi can use it as an illustration of business processes to develop the business to be better and able to compete with competitors.  
Tjangkir Kopi是西爪哇一家从事食品和饮料的中小型企业(MSMEs),确切地说是在城市。目前的业务流程中存在一个问题,即在管理物料库存时,仍然是通过Microsoft Excel应用程序手动完成的,这很容易产生误解。食品和饮料行业的竞争越来越激烈,使得Tjangkir Kopi的中小微企业不得不通过创建信息系统来改善他们的业务流程,帮助他们发展业务以获得竞争优势。此外,仍然缺乏对每个员工的职位描述和集中的报告数据的实现。待建系统可以快速、直接地与数据库中的物料库存和支出数据进行整合,避免仓库出现物料库存问题。由于数据是自动化的,因此该系统使业务流程的事务报告更加有效。本研究旨在分析和设计系统,以支持更好的库存管理和交易报告,并使用ICONIX Process方法以更完整和清晰的图表支持业务流程。本研究通过访谈和文献研究的方式收集数据,解释了分析的各个阶段。系统设计的各个阶段产生业务流程建议,这些建议由GUI设计、用例图、领域模型、健壮性图、序列图和类图所支持。利用ICONIX流程方法对研究结果进行分析和系统设计,希望Tjangkir Kopi可以将其作为业务流程的例证,以更好地发展业务,并能够与竞争对手竞争。
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引用次数: 0
Technology Acceptance Model: An Analysis of Human-Computer Interaction in The UASBN Educational Game 技术接受模型:UASBN教育游戏中的人机交互分析
Pub Date : 2023-01-24 DOI: 10.25139/inform.v8i1.5129
Rini Agustina, Enike Dwi Kusumawati, Faisal Amri, D. Suprianto
The Ujian Akhir Sekolah Berstandar Nasional (UASBN) educational game is designed as a means of training for students to face school final exams in 6th grade. Before implementing this educational game, it must be tested first related to user acceptance of the technology created or from the human-computer interaction (HCI) side. A total of 173 students tested this educational game, and then data was collected based on the criteria from the Technology Acceptance Model (TAM). The measurement criteria include Perceived Usefulness (TPU) and Perceived Ease of Use (TPE) variables, each of which has aspects of functionality (TFL), accessibility (TAC), and Learning Goal Orientation (TLGO). In contrast, the dependent variable is Behaviour Intention (TBI). The SEM (AMOS) and SPSS statistical packages were used to analyze this HCI evaluation study. A questionnaire with 21 questions was used to collect the necessary data for analysis. The findings of the estimation demonstrate that each component of TAM contributes pretty significantly. In total, user acceptance of the UASBN educational game is a TPE variable contributing 39% to the UASBN human-computer interaction game. Meanwhile, the TPU variable and its variants contributed 73% to the human-computer interaction game UASBN, and Meanwhile, TBI gave a role of 50.4% to the human-computer interaction game UASBN education. This shows that human-computer interaction with educational games through the technology acceptance model criteria contributed 50.4%, while 49.6% was contributed by other variables not raised in this research. This demonstrates that the educational requirements for student gaming training can be satisfactorily met by users and produce favorable outcomes.    
Ujian akir Sekolah Berstandar national (UASBN)教育游戏的设计是为了训练学生面对六年级的期末考试。在执行这款教育游戏之前,必须首先测试用户对所创造的技术或人机交互(HCI)方面的接受程度。共有173名学生测试了这个教育游戏,然后根据技术接受模型(TAM)的标准收集数据。测量标准包括感知有用性(TPU)和感知易用性(TPE)变量,每个变量都具有功能性(TFL),可及性(TAC)和学习目标取向(TLGO)方面。相反,因变量是行为意向(TBI)。采用SEM (AMOS)和SPSS统计软件包对本HCI评价研究进行分析。问卷共21个问题,收集必要的数据进行分析。估计结果表明,TAM的每个组成部分的贡献相当显著。总的来说,用户对UASBN教育游戏的接受度是一个TPE变量,对UASBN人机交互游戏贡献了39%。同时,TPU变量及其变体对人机交互游戏UASBN的贡献率为73%,TBI对人机交互游戏UASBN教育的贡献率为50.4%。这表明,通过技术接受模型标准与教育游戏的人机交互贡献了50.4%,而本研究未提出的其他变量贡献了49.6%。这说明用户能够很好地满足学生游戏训练的教育要求,并产生良好的效果。
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引用次数: 0
Design Of Interactive Smart Mirror System for Digital Information Display Based on Multitasking Approach Using Raspberry Pi 基于多任务的树莓派交互式数字信息显示智能镜像系统设计
Pub Date : 2022-07-31 DOI: 10.25139/inform.v7i2.4757
Sandra C. Nwokoye, A. Aniedu, Chukwunenye S. Okafor, Austine Nzemalu
The average time humans look in the mirror is in the early morning when they will get ready for work. A person can rarely focus on other activities such as watching television for the latest news, checking the clock for the correct time, or even checking the weather forecast. Therefore, the purpose of this research is to design an interactive smart mirror that functions as a personal digital assistant to provide a schedule of daily activities, including recognizing the owner's face for access to the smart mirror, displaying weather forecasts, displaying the date and time, as well as the latest news. Unlike most smart mirrors in previous studies, this smart mirror design is connected to a facial recognition system. This will work for such security systems that the user will be granted access to the system only when the system detects that it is the owner. The method used in the research is the agile methodology for the project's flexibility and structured work organization. Experiments will be carried out on all test data starting from the accuracy of turning the smart mirror on and off, loading the weather on average 5 seconds after internet connection, making sure the Pi-camera component is active, and checking for face profiles. The system will test the data on each unit individually and as a whole to ensure efficiency and reliability. The experimental results in this study provide an accurate value of 100%.
人们照镜子的平均时间是在清晨准备上班的时候。一个人很少能把注意力集中在其他活动上,比如看电视看最新的新闻,看时钟看正确的时间,甚至看天气预报。因此,本研究的目的是设计一个交互式智能镜子,作为个人数字助理,提供日常活动的时间表,包括识别主人的脸以访问智能镜子,显示天气预报,显示日期和时间,以及最新的新闻。与之前研究中的大多数智能镜子不同,这种智能镜子的设计与面部识别系统相连。这将适用于这样的安全系统,即只有当系统检测到用户是所有者时才授予用户访问系统的权限。研究中使用的方法是针对项目的灵活性和结构化工作组织的敏捷方法论。所有测试数据将进行实验,从打开和关闭智能镜子的准确性开始,在连接互联网后平均5秒加载天气,确保Pi-camera组件处于激活状态,以及检查面部轮廓。该系统将对每个单元的数据进行单独和整体测试,以确保效率和可靠性。本研究的实验结果准确度为100%。
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引用次数: 0
Quadcopter Main Board Design with PID Algorithm as Controller 以PID算法为控制器的四轴飞行器主板设计
Pub Date : 2022-07-31 DOI: 10.25139/inform.v7i2.4687
M. Bachtiar, Iwan Kurnianto Wibowo, Nur Cahyo Ihsan Prastyawan, Maretha Ruswiansari, Hendy Briantoro, Nofria Hanafi, Niam Tamami, Hendhi Hermawan, Eko Budi Utomo
Kontes Robot Terbang Indonesia (KRTI) Flight controller division has a mission to independently make an unmanned aerial vehicle (UAV) controller. UAV controllers are usually made by non-local manufacturers, who have a package between the controller and the aircraft. Due to limited pins and specific functions, most controllers cannot adapt to user requirements. For this reason, in this study, we made a UAV controller with a more significant number of pins that can be programmed independently. Main Controller is a master board device used to control the stability of the UAV when flying. The main controller has been designed specifically for certain products so that the UAV cannot be modified. In this study, it is proposed to make the main controller that is specifically designed to fly a Quadcopter UAV. Movement control for quadcopter stability when flying using the Proportional Integral Derivative (PID) method. The main controller has a function that is to regulate the entire course of flight on unmanned vehicles. PID control can adapt to changes so that the system becomes stable. The PID control on the Main Controller is intended to balance the quadcopter concerning its orientation angle. The Main Controller is also tasked with recording data from sensors such as the Inertial Measurement Unit (IMU) and reading data from the remote. The controller successfully flew the quadcopter with a P value of 0.245, an I value of 0.0139, and a D value of 0.0085.
Kontes Robot Terbang Indonesia (KRTI)飞行控制器部门的任务是独立制造无人机(UAV)控制器。无人机控制器通常由非本地制造商制造,他们在控制器和飞机之间有一个包。由于引脚的限制和特定的功能,大多数控制器不能适应用户的需求。因此,在本研究中,我们制作了一个具有更显著引脚数量的无人机控制器,可以独立编程。主控制器是控制无人机飞行稳定性的主控板装置。主控制器已经专门为某些产品设计,因此无人机不能被修改。在本研究中,提出制作专门设计用于四轴飞行器飞行的主控制器。基于比例积分导数(PID)方法的四轴飞行器稳定性运动控制。主控制器的功能是调节无人驾驶飞行器的整个飞行过程。PID控制可以适应变化,使系统变得稳定。主控制器上的PID控制旨在平衡四轴飞行器的方向角。主控制器还负责记录来自传感器(如惯性测量单元(IMU))的数据,并从远程读取数据。控制器飞行成功,P值为0.245,I值为0.0139,D值为0.0085。
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引用次数: 0
DSM-V Modelling as an Expert System Pilot in Classification of Insomnia Tendency Based on Time Range DSM-V模型在基于时间范围的失眠症倾向分类中的专家系统先导作用
Pub Date : 2022-07-31 DOI: 10.25139/inform.v7i2.4472
Talitha Syahla Janiar Arifin, Wahyuningdiah Trisari Harsanti Putri, Tia Rahmania
Insomnia is a form of sleep disorder. This study develops an expert system model that can help determine the tendency of insomnia based on the Diagnostic and Statistical Manual for Mental Disorders (DSM-V) guidelines. The forward chaining design method was used in this study because it is bottom-up by collecting facts from patients and concluded based on the DSM-V guidelines. The forward chaining method was chosen to test the hypothesis of the classification of insomnia tendencies. The factual information then acts as a knowledge base fed into computer programs that can generate system rules. In addition, tacit knowledge is used, as evidenced by O'Leary validation, to strengthen the validation of psychologist practitioners. There are three validation criteria: the accuracy of the knowledge base, completeness of the knowledge base, and condition-decision matches. The parameters used are based on complaints, dysfunction, time range, and other factors. The results of modeling and analysis of the rule system using the forward chaining method classify insomnia tendencies into three types based on time range: episodic, persistent, and recurring. The validation results carried out by practicing psychologists based on the analysis showed that the three rule systems were following the DSM-V guidelines and practical experience.
失眠是一种睡眠障碍。本研究开发了一个专家系统模型,该模型可以帮助确定基于精神障碍诊断与统计手册(DSM-V)指南的失眠趋势。本研究采用正向链设计方法,因为它是自下而上的,通过收集患者的事实,并根据DSM-V指南得出结论。选择前向链法对失眠症倾向分类假设进行检验。然后,事实信息作为知识库输入计算机程序,从而生成系统规则。此外,通过O’leary验证,运用隐性知识加强了心理学从业者的验证性。有三个验证标准:知识库的准确性、知识库的完整性和条件-决策匹配。使用的参数基于投诉、功能障碍、时间范围和其他因素。使用前向链方法对规则系统进行建模和分析的结果将失眠倾向根据时间范围分为三种类型:发作性、持续性和复发性。执业心理学家在分析的基础上进行的验证结果表明,这三种规则体系都遵循了DSM-V指南和实践经验。
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引用次数: 0
Analysis and Design of Employee Attendance Application System Using RFID E-KTP Technology with ICONIX Process Method 基于ICONIX过程方法的RFID E-KTP技术员工考勤申请系统分析与设计
Pub Date : 2022-07-31 DOI: 10.25139/inform.v7i2.4738
Mohammad Farizd, Brillyan Putra Pradana, Dwi Shahita, Seftin Fitri Ana Wati
Attendance is an essential reference for the quality of human resources, including those who will carry out an activity, such as employees and supervisors. In carrying out these attendance activities, some still use it manually, such as recording in a detailed book, and its storage is still classified as conventional. Therefore, an employee attendance system that can record and manage data easily can be done quickly, efficiently, and accurately. This paper aims to analyze and design an employee RFID attendance information system using the ICONIX Process method. This RFID system is made using an RFID E-KTP supported by a database, where the RFID E-KTP is very easy to use. The results of this study are the analysis and design of an information system for implementing an employee attendance system based on RFID technology. The scope of information includes records of arrival times and return times. The results of the analysis and research design can be implemented properly in accordance with the proposed business process and can be a recommendation for various business actors to record employee attendance activities using RFID on the E-KTP.
出勤率是人力资源质量的重要参考,包括那些将进行一项活动的人,如员工和主管。在进行这些考勤活动时,有些人仍然使用手工方式,例如在详细的本子上记录,其存储方式仍然属于常规。因此,一个能够方便地记录和管理数据的员工考勤系统可以快速、高效、准确地完成。本文旨在利用ICONIX Process方法分析和设计一个员工RFID考勤信息系统。这个RFID系统是使用一个由数据库支持的RFID E-KTP制作的,其中RFID E-KTP非常容易使用。本研究的结果是分析并设计了一个基于RFID技术的员工考勤系统的信息系统。信息范围包括到达时间和返回时间的记录。分析和研究设计的结果可以根据建议的业务流程适当地实现,并且可以作为各种业务参与者在E-KTP上使用RFID记录员工出勤活动的建议。
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引用次数: 1
Development of Historical Learning Media Based on Virtual Reality of The National Awakening Museum 基于虚拟现实的民族觉醒博物馆历史学习媒体开发
Pub Date : 2022-07-30 DOI: 10.25139/inform.v7i2.4709
M. Suryani, Rispansah Sakti Rusidiawan, R. Rosadi
In history learning, visits to locations such as museums or other historical places in the pandemic Covid-19 situation are minimal. However, learning activities must be continued, and the existing conventional learning media in the pandemic scenario are deemed less to provide the experience. Based on previous learning experiences, an obligation to transfer knowledge from museum managers, and technological developments related to virtual reality, supports an idea to develop a museum national awakening virtual reality. This VR application is expected to become an alternative historical learning medium. This study aims to create a museum national awakening VR based on 360-degree images of the museum location. The multimedia development life cycle (MDLC) is chosen as the method used in developing the proposed VR application. The procedure consists of six steps: defining the concept based on on-site observation and interviews with the manager, creating the design, collecting the material, assembling materials and interactions with code, testing the proposed application, and distributing the system. The proposed virtual tour application has been successfully developed following the methodological principles chosen. It is also supported by a series of observations in the field using a cognitive walkthrough approach. The application was then reviewed by five experts: historians, multimedia, and learning experts. The location detailing is perfectly captured, including all the objects shown in each museum room. The quiz feature also strengthens the VR application as the learning medium, but it needs to be developed further in the evaluation section.
在历史学习中,很少参观博物馆或其他与Covid-19大流行有关的历史地点。然而,学习活动必须继续下去,在大流行的情况下,现有的传统学习媒体被认为不能提供经验。基于以往的学习经验,从博物馆管理者那里转移知识的义务,以及与虚拟现实相关的技术发展,支持了开发博物馆国家觉醒虚拟现实的想法。该虚拟现实应用有望成为另一种历史学习媒介。本研究旨在以博物馆所在地的360度图像为基础,创造一个博物馆国民觉醒VR。本文选择多媒体开发生命周期(MDLC)作为开发虚拟现实应用程序的方法。该过程由六个步骤组成:基于现场观察和与经理的访谈来定义概念,创建设计,收集材料,组装材料并与代码交互,测试建议的应用程序,以及分发系统。所提出的虚拟漫游应用程序已经成功地按照所选择的方法原则进行了开发。它还得到了使用认知演练方法在该领域进行的一系列观察的支持。该申请随后由五位专家进行审查:历史学家、多媒体专家和学习专家。位置细节被完美地捕捉到,包括每个博物馆房间里展示的所有物品。测验功能也加强了VR作为学习媒介的应用,但它需要在评估部分进一步发展。
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引用次数: 0
Design of Prototype Load Moment Indicator on Mobile Crane using Microcontroller based on Lifting Load Chart 基于起升载荷图的移动式起重机原型载荷力矩指示器的单片机设计
Pub Date : 2022-07-30 DOI: 10.25139/inform.v7i2.4746
A. Fahruzi, Marselinus Amalia Lamanele, Trisna wati
A load moment indicator (LMI) is an electronic device on heavy equipment cranes that can provide information and a warning system to operators in the event of an overload during the lifting load process. This tool has a very important role because it provides accessible information to the operator about the safe working load (SWL) that the crane can lift. Mobile cranes have a high accident potential when compared to tower cranes, and this is because mobile cranes have high mobility. In this paper, a prototype LMI has been made on a mobile crane based on a microcontroller that can provide value. The method used is an algorithm to find the closest value from the lifting load chart of a crane car. The programming algorithm is still manual, namely by equating and comparing boom crane conditions such as boom length, boom angle, and radius contained in the lifting load chart with the results of measuring boom crane conditions by sensors. The nearest value search algorithm follows the rules of how to read the mobile crane lifting load chart. The test results show that the sensors used to measure boom length, boom angle, and actual load each have a maximum relative error of 0.92%, 8%, and 4%, respectively. Meanwhile, to find the SWL value, the comparison scanning method can provide the SWL value according to the lifting load chart of the mobile crane. It can provide accurate information on whether the lifting load process is safe or overloaded.
负载力矩指示器(LMI)是重型设备起重机上的一种电子装置,在起重过程中发生过载时,可以向操作员提供信息和警告系统。该工具具有非常重要的作用,因为它为操作人员提供了有关起重机可以提升的安全工作负载(SWL)的可访问信息。与塔式起重机相比,移动式起重机的事故危险性较高,这是因为移动式起重机具有较高的机动性。本文在某移动式起重机上,以单片机为基础,制作了一个具有实际应用价值的LMI原型。该方法是一种从起重机小车起升载荷图中寻找最接近值的算法。编程算法仍然是手工的,即将吊装载荷图中包含的臂架长度、臂架角度、臂架半径等臂架起重条件与传感器测量臂架起重条件的结果进行等价比较。最近值搜索算法遵循如何读取移动起重机起升载荷图的规则。试验结果表明,用于测量臂长、臂角和实际载荷的传感器最大相对误差分别为0.92%、8%和4%。同时,对比扫描法可以根据移动式起重机的起升载荷图提供SWL值,从而求出SWL值。它可以提供准确的信息,吊装过程是否安全或超载。
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引用次数: 0
E-Greengrocers: A Mobile Information System for Supporting Business in The Traditional Market 电子蔬菜水果商:支持传统市场业务的移动信息系统
Pub Date : 2022-07-30 DOI: 10.25139/inform.v7i2.4674
D. Absari, Liliana, Bambang Prijambodo
The covid-19 pandemic has affected many sides of human life. World Health Organization (WHO) and health sectors worldwide have suggested physical distancing to battle the pandemic. The physical distancing is causing many adjustments in the business implementations. For rural developing countries, grocery shopping at itinerant greengrocers may increase the risks of infection because there are direct interactions between the seller and the buyer and the habit of shopping in a crowd without concerning the physical distancing protocol. E-Greengrocers application is proposed as the innovative approach to help the traditional market support their activities with fewer contact interactions. The application is projected to facilitate a safe transaction between greengrocers and their buyers. This research was developed using the waterfall methodology and descriptive case study. Observations and the distribution of questionnaires among the itinerant greengrocers and buyers are used as a tool to obtain the necessary data. The questionnaire result shows that all users were satisfied with the features provided. More than 61% of users perceived it helpful, and 30% found it very helpful.  The features facilitated minimum contact on transactions and maintained sustainable income from the itinerant's greengrocers’ point of view.
新冠肺炎疫情影响了人类生活的方方面面。世界卫生组织(世卫组织)和世界各地的卫生部门建议保持身体距离,以对抗大流行。物理距离导致了业务实现中的许多调整。对于农村发展中国家来说,在流动的蔬菜水果店购物可能会增加感染的风险,因为卖家和买家之间存在直接互动,而且习惯在人群中购物,而不考虑身体距离协议。电子蔬菜水果商应用是一种创新的方法,可以帮助传统市场以更少的接触互动来支持他们的活动。该应用程序旨在促进蔬菜水果商和他们的买家之间的安全交易。本研究采用瀑布方法和描述性案例研究。在流动蔬菜水果商和采购商中进行观察和发放问卷是获得必要数据的一种工具。问卷调查结果显示,所有用户都对所提供的功能感到满意。超过61%的用户认为它有帮助,30%的用户认为它非常有帮助。从流动的蔬菜水果商的角度来看,这些特点有助于减少交易的接触,并保持可持续的收入。
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Inform Jurnal Ilmiah Bidang Teknologi Informasi dan Komunikasi
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