BBC News Online (Bahasa Indonesia)
Erscheinungsjahre: 2013-2015 (elektronisch)
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Erscheinungsjahre: 2013-2015 (elektronisch)
Erscheinungsjahre: 2012-2015 (elektronisch)
One of the most popular video game genre nowadays is Multiplayer Online Battle Arena (MOBA). This genre has become the one genre to go in a multiplayer and competitive setting. This study aims to answer what makes this genre become so popular compared to another genre. The quantitative approach was used to gather a consensus of respondents that will give insight to the population's condition. By using Both DeLone & McLean and UTAUT2 model, it was found that the factors that influence MOBA popularity are Information Quality, Service Quality, Habit, Hedonic Motivation and Social Motivation. These findings show that MOBA usage are still very much influenced by social factor rather than mechanic aspect of video game. Index Terms—MOBA; DeLone & McLean; UTAUT2 ; One of the most popular video game genre nowadays is Multiplayer Online Battle Arena (MOBA). This genre has become the one genre to go in a multiplayer and competitive setting. This study aims to answer what makes this genre become so popular compared to another genre. The quantitative approach was used to gather a consensus of respondents that will give insight to the population's condition. By using Both DeLone & McLean and UTAUT2 model, it was found that the factors that influence MOBA popularity are Information Quality, Service Quality, Habit, Hedonic Motivation and Social Motivation. These findings show that MOBA usage are still very much influenced by social factor rather than mechanic aspect of video game. Index Terms—MOBA; DeLone & McLean; UTAUT2
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This article investigates the relationship between director networks and earnings quality in Malaysia. Using data on 4,416 individual directors who served on the boards of 745 firms listed on Bursa, Malaysia during 2011, we map the entire network of directors and generate measures to reflect the size and quality of information within the network. We find a negative and significant relationship between the overall connectedness of a director's network and the firm's earnings quality. In addition, we find a negative and significant relationship between the political connectedness of the director's network and earnings quality. Our results are robust for different measures of earnings quality.
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The growth of online s in Indonesia is fast and is in great demand by many people from children to adults. Online s are very popular because of the PVP system (player vs. player) that let players can fight each other online. PVP s make their customers more competitive and makes players to play more intensively in order to get a higher level or ranking than other player. Playing intensively has an effect on the aggressiveness of players so that behavior makes it less respectful to other player such as issuing invective words to other players. Online s also have systems that are not suitable for kids such as microtransaction and gacha systems. this resulted in kids making transactions without the knowledge of their parents even spending up to tens millions rupiah. not to mention the gacha system, which is the purchase of items at. therefore the author wants to build a application with cooperative principles as a that deserves to be played by kids. In making this Astan Eva application using the MDLC method (Multimedia Development Life Cycle). MDLC has stages by Concept, Design, Material Collecting, Assembly, Testing, and Distribution. ; Perkembangan game online di Indonesia sangat pesat dan sangat diminati oleh banyak kalangan dari anak-anak sampai dewasa. Game online sangat digemari karena adanya sistem PVP(player vs player) dimana pemain bisa melawan pemain lain secara online. Game PVP membuat para pemainya menjadi lebih kompetitif yang memaksa pemain bermain lebih intensif agar mendapatkan level atau peringkat lebih tinggi. intensif bermain berpengaruh pada agresivitas pemain sehingga membuat perilaku kurang menghargai sesama pemain seperti mengeluarkan kata-kata makian kepada pemain lain. online juga memiliki sistem yang tidak cocok untuk anak kecil seperti adanya microtransaction dan sistem gacha. hal tersebut berakibatkan banyak anak melakukan transaksi tanpa sepengetahuan orang tuanya bahkan menghabiskan sampai puluhan juta rupiah. belum lagi sistem gacha yaitu pembelian item secara acak dimana penggunanya belum tentu mendapatkan item yang diinginkan. oleh karena itu penulis ingin membangun aplikasi game dengan prinsip kooperatif yang pantas dimainkan anak-anak. Dalam pembuatan aplikasi game "Astam Eva" ini menggunakan metode MDLC(Multimedia Development Life Cycle). MDLC sendiri memiliki tahapan-tahapan yaitu Concept, Design, Material Collecting, Assembly, Testing, dan Distribution
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Erscheinungsjahre: 2015- (elektronisch)
This paper explains the conspiracy and involvement boss mine (coal) in several provincial elections (regents and governors) in South Kalimantan. As is known, the political landscape of post Soeharto New Order government that gave birth to democracy and radical change in the institutions of power, namely from the centralized power-authoritarian system to a democratic system of government has spawned a democratic transition which was prolonged until today. In the midst of a prolonged transition to democracy at this time, the arena of democracy has been hijacked and the stage of political and economic power has been controlled by entrepreneurs or local and national capitalist power by doing pesekongkolan between candidates authorities or local authorities that one of them through the local election process. The businessmen are involved as a supplier of funds to the local authorities candidate to win as a form of money politics and transactional politics. In some cases the local elections in South Kalimantan, such as the election of the regent and the governor, political practice is utilized with clarity and has already become a political culture that is structured within massive post-New Order government. Therefore, democracy is being woken up in Indonesia after the New Order.
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Since the first election policy was enacted simultaneously, it does not mean that it does not have potential problems, instead it causes other problems, which require extra time and energy in doing recapitulation. Simultaneous elections consist of presidential elections, DPR elections, Provincial DPRDs, City / Regency DPRDs, DPD, the more they are elected, the more influential is the time of voting and the time of vote recapitulation. The longer the voting time is done by the voters, the longer the recapitulation time. The longer time of recapitulation results in the fatigue of KPPS members which triggers inaccurate work and prone to manipulation and fraud so that it can damage the quality of elections. This study aims to determine the estimated time needed for voting for ballots in elections using the Multilayer Perceptron Artificial Neural Network (ANN) approach. The resulting time estimate is based on the time of the voter in the voting booth. The results of this study indicate that ANN with the Multilayer Perceptron Algorithm can calculate the estimated time required for ballot balloting by producing the best combination of learning parameters with 4 hidden neurons, learning rate 0.001, and 2000 epoch iterations resulting in an RMSE value of 108,015 seconds.
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Since the first election policy was enacted simultaneously, it does not mean that it does not have potential problems, instead it causes other problems, which require extra time and energy in doing recapitulation. Simultaneous elections consist of presidential elections, DPR elections, Provincial DPRDs, City / Regency DPRDs, DPD, the more they are elected, the more influential is the time of voting and the time of vote recapitulation. The longer the voting time is done by the voters, the longer the recapitulation time. The longer time of recapitulation results in the fatigue of KPPS members which triggers inaccurate work and prone to manipulation and fraud so that it can damage the quality of elections. This study aims to determine the estimated time needed for voting for ballots in elections using the Multilayer Perceptron Artificial Neural Network (ANN) approach. The resulting time estimate is based on the time of the voter in the voting booth. The results of this study indicate that ANN with the Multilayer Perceptron Algorithm can calculate the estimated time required for ballot balloting by producing the best combination of learning parameters with 4 hidden neurons, learning rate 0.001, and 2000 epoch iterations resulting in an RMSE value of 108,015 seconds.
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In this study, the study observed was Comparison of the Implementation of Online People's Aspirations and Complaints Services (LAPOR!) In Banjarmasin City and Banjar District Governments. The Online People's Aspirations and Complaints Service (LAPOR!) Is a social media-based aspiration and complaint facility that is carried out with the principle of easy, integrated, and complete. E-Governments as an effort to use information and communication technology to improve the efficiency and effectiveness, transparency and accountability of the government in providing better public services. LAPOR! implementation! In Banjarmasin City and Banjar Regency, each region has fulfilled the elements of successful implementation of electronic government, namely Support, Capacity and Value. However, the Banjarmasin City Government is more optimal in its implementation because the Banjarmasin City Government is strengthened in its part of the support, namely by conducting more intensive socialization in socializing LAPOR! to the community so that many people know and take part in supporting the successful implementation of LAPOR! in addition to that, the capacity of the Banjarmasin financial section has also compiled the RKA so that every activity carried out can run smoothly because there is clear and detailed planning. In addition, there are several indicators of success such as commitment from the leadership, activeness in disseminating the LAPOR! Application, follow-up on complaints, and good coordination and cooperation with the management team. Whereas the Banjar district government was still not maximized in its socialization activities because there was no direct socialization conducted with the community. And in Banjar District there is no compilation of Budget Details so that the budget is still very limited and becomes an obstacle for carrying out activities.
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The outbreak of a virus called covid-19, which first appeared in December 2019, shocked the world because of its very rapid spread. In Indonesia, the disease outbreak first appeared in March 2020, with 11,192 positive cases. With a high enough case, the government is trying to suppress the spread of the virus by making a PSBB policy, which has an impact on behavior change in society, one of which is economic activity. During the pandemic Covid-19, people tended to shop online as a safe solution. This study aims to determine the influence of cultural factors, social factors, personal factors, and psychological factors on consumer behavior in online shopping during the pandemic Covid-19. This type of research is quantitative with explanatory method with a review according to the perspective of Islamic economics. The data analysis technique used is partial test (t), simultaneous test (F) and the coefficient of determination (R2). The results of this study indicate that cultural factors, social factors, psychological factors influence consumer behavior in online shopping during the pandemic Covid-19, while personal factors have no influence on consumer behavior in online shopping during the pandemic Covid-19.
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IMFI (Islamic Micro Finance Institutions) is a microfinance institution that can provide ease of access, especially for people who have SME ( Small and Medium Enterprises). The purpose of this study is to determine how the concept of cooperation network between the government, private sectors and universities in strengthening SME capital through IMFI. The method used in the study is a qualitative method using a discourse analysis data analysis technique. The result of this study indicates that the cooperation between the government, private sectors, and universities in strengthening the capital of SME through IMFI can be implemented using a linear collaborative of partnership model, while capitals that can be utilized such as RLF of government, CSR funds from the private sector (companies), program linkage with Islamic Banks, training and preparation of skilled workforces from universities to support the development of IMFI and SME.
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Large-scale Social Limitation (hereinafter referred to as PSBB) is one form of concern. The government and local governments are Pendemic throughout Indonesia and the world, namely Pandemic Corona Virus Disease (Covid-19). Bogor Regency, which is one of the buffer cities of the Republic of Indonesia, is an area that is quite vulnerable in spreading the Corona virus. Why? because many DKI Jakarta employees / laborers live in Bogor Regency, whose mobility is very high. With the birth of Regent Regulation No. 16 of 2020 concerning Implementation of Large- Scale Social Restrictions in Handling COVID-19 in order to conserve the use of Covid 19. The purpose of this study is to analyze the Implementation of Large Scale Social Limitation Policies in the Government of Bogor Regency. This research method uses Qualitative Methods with Literature Study research methods. (Huberman, Miles, 1994). The technique of inviting data is by searching Scientific Journals, Online Mass Media, Legislation and Books. The technique to determine Online Media by Pusposive, while for data analysis using Nvivo 12 Plus. Test the validity of the data by testing the data source. The results of the study show that the implementation of the Large-Scale Social Limitation Policy in the Bogor District Government has not yet proceeded, starting from the clash of authority between the Central Government and the Regional Government so that it cannot make improvements, and many more are in accordance with the provisions of Covid-19 and its distribution. Social assistance to the community.
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This study addresses the two-fold question of whether the integration-liberalization process of ASEAN is headed towards the creation of a single production base region, and how ASEAN links with other trade blocks. It looks into the degree of intra-ASEAN and extra-ASEAN vertical integration vis-à-vis North America, East Asia, and the European Union through the measurement of value-added creation-absorption in global value chains (GVC) and by locating ASEAN within vertical structures. The study employs an international input-output database and breaks up gross exports into different components of value-added using data from 1997, 2004, and 2012. ASEAN has made significant gains in integrating with East Asia. However, ASEAN as a single production region has gained little, and even lost share in value-added trade with NAFTA and Europe. The truth is that ASEAN has a stronger role across the GVC as a supplier of intermediate goods (33%) than as a supplier of final goods (30%). Vertical structures represent more than 43% of ASEAN gross exports, but it still depends on foreign parts and components (35%) to produce its exports. It may be argued that ASEAN + 6, which entails a wider scope of integration, might offer larger benefits to the ASEAN project.
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