42 research outputs found

    Preserving The Indigenous Musical Instruments of Papuan Using Augmented Reality Technology

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    This study explores the use of augmented reality (AR) technology as a technology enabling the preservation of traditional Papua musical instruments. It aims of understanding factors that influence the adoption of this technology by people living in Papua who are not indigenous Papuans. The use of AR as a tool for cultural preservation is still limited, particularly in the context of Papua, highlighting a research gap concerning the acceptance of AR technology in regions rich in culture but limited in technology adoption. The study employs Design Science Research (DSR) as a research framework. The development and evaluation in the DSR are conducted rigorously and robustly. Once the AR artifact is developed using uniteAR tool, subsequently it is evaluated employing UTAU2 as a theoretical lens. Particularly in the evaluation stage, it involves 115 respondents as participants in data collection. The data is analyzed with partial least square structural equation modeling (PLS-SEM). The main findings indicate that the measurement model has good reliability and validity, with an R² value of 0.8, meaning that Behavioral Intention and Use Behavior explain 80% of the variability in AR technology adoption. The findings also reveal that performance expectancy, effort expectancy, and facilitating conditions are significant factors driving AR technology adoption among respondents. The implications of this study are highly relevant for the development of strategies using AR technology to introduce and preserve traditional Papua musical instruments. These findings can be used by local governments, indigenous communities, and local content developers to design more effective solutions for enhancing AR adoption in Papua, taking into account key factors influencing public behavioral intentions. Thus, this research not only provides theoretical insights into technology adoption but also strengthens the integration of culture and technology in Papua, opening opportunities for more interactive and engaging cultural preservation.   Keywords:  Technology Adoption, Augmented Reality, Papua Traditional Musical Instruments, PLS-SEM, UTAUT

    Figure Of Speech Analysis On I Am Human Too Poem By Godsplan K. Ugwuja

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    This research is about figure of speech analysis on “I am Human Too†poem by Godsplan K. Ugwuja. The purposes of this research are; 1) To describe the types of figure of speech that found on “I am Human Too†poem by Godsplan K. Ugwuja. 2) To describe how do the figure of speech convey the messages through the poem “I am Human Too†poem by Godsplan K. Ugwuja. The datum of the research is taken from words, phrases, lines or stanza of the I am Human Too poem that contain the figure of speeches. The method of this research is uses desciptive qualitative method and figure of speech theory proposed by Perrine (1992). Data are explained by find the meaning and described them based on the kinds of figure of speech through four procedure, they are: identifying, classiying, analyzing and making the conclusion from the data. The result of this research are the writer found about 9 data of figure of speech of the poem, they are; 6 data for figure of speech of hyperbole, 2 data for figure of speech of simile and 1 data for figure of speech of symbol. Hyperbole is the dominant kind of figure of speech in the poem, because hyperbole is the appropriate of figure of speech by the author to express his feeling about soldier’s lamentation. Beside, figure of speech also convey some messages through the poem, they are; 1) Informative message, it mean that we often don’t remember that our soldiers put their live on the line to protect us but we still criticize, vilify and attack them without keeping in mind that they are human too. 2) Persuasive message, it mean that let’s support them not only by good weapons but also by moral

    Does JASTIP as Facilitating Condition Affect the E-Marketplace Adoption in Developing Region?

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    E-marketplaces are expanding in developing regions but face barriers related to logistics costs and infrastructure. JASTIP, an informal proxy shopping service, has emerged as a potential solution to improve accessibility. This study examines the influence of perceived cost, social influence, hedonic motivation, and facilitating conditions on e-marketplace adoption using a modified UTAUT model analyzed through PLS-SEM with data from 185 respondents in West Papua. The findings show that hedonic motivation and social influence significantly increase user intention, perceived cost directly affects usage behavior, and facilitating conditions strengthen intention but do not directly influence usage. These results emphasize the role of JASTIP in reducing costs and improving accessibility. This study recommends improving JASTIP access and infrastructure, implementing flexible pricing policies, and promoting community-based marketing to enhance e-marketplace adoption in developing regions

    Exploring AI-Based Music Tool Affordances to Enhance Gen Z Creativity: A Study Using Affordance Theory in Papua

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    Artificial intelligence (AI) plays an important role in the world of music, especially for Generation Z who grew up in the digital age. However, understanding of how AI drives musical creativity in the context of music education is still limited, especially in West Papua and Papua. This study aims to analyze the influence of awareness, perception, and intention to use AI on Generation Z\u27s musical creativity and innovation, using the theory of affordance as a theoretical foundation. The study employs a quantitative approach with the Partial Least Squares Structural Equation Modeling (PLS-SEM) method on 219 respondents from West Papua and Papua provinces. The analysis results indicate that the intention to use AI (p = 0.000) and positive perceptions of AI in general (p = 0.000) have a significant influence on AI-based musical creativity, with moderate predictive power (R² = 0.461). This creativity was then found to encourage the use of AI in musical activities (p = 0.000) and the music creation process (p = 0.000), although both showed weak predictive power (R² = 0.292 and R² = 0.251). Conversely, awareness of AI (p = 0.509) and perceptions of AI in the context of music education (p = 0.135) did not significantly influence creativity. These findings suggest that positive intentions and perspectives toward AI are more decisive in driving creativity than awareness levels. Therefore, a contextual approach to digital music education that encourages active exploration is needed to optimize the potential of AI in enhancing creativity.Artificial intelligence (AI) plays an important role in the world of music, especially for Generation Z who grew up in the digital age. However, understanding of how AI drives musical creativity in the context of music education is still limited, especially in West Papua and Papua. This study aims to analyze the influence of awareness, perception, and intention to use AI on Generation Z\u27s musical creativity and innovation, using the theory of affordance as a theoretical foundation. The study employs a quantitative approach with the Partial Least Squares Structural Equation Modeling (PLS-SEM) method on 219 respondents from West Papua and Papua provinces. The analysis results indicate that the intention to use AI (p = 0.000) and positive perceptions of AI in general (p = 0.000) have a significant influence on AI-based musical creativity, with moderate predictive power (R² = 0.461). This creativity was then found to encourage the use of AI in musical activities (p = 0.000) and the music creation process (p = 0.000), although both showed weak predictive power (R² = 0.292 and R² = 0.251). Conversely, awareness of AI (p = 0.509) and perceptions of AI in the context of music education (p = 0.135) did not significantly influence creativity. These findings suggest that positive intentions and perspectives toward AI are more decisive in driving creativity than awareness levels. Therefore, a contextual approach to digital music education that encourages active exploration is needed to optimize the potential of AI in enhancing creativity

    Designing UI/UX Thrift shop Website Using User Centered Design (UCD) Method (Case Study: Backfold Market)

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    Backfold Market, a business currently relying on conventional sales and social media, recognizes the need for technological advancement. To address this, they aim to establish a sales platform in the form of a website. This website will serve as a marketplace for second-brand clothes from renowned brands. The user centered design (UCD) method guides the development of the user interface and user experience. By focusing on users at every stage, the UCD method ensures that each design aligns with user needs. Through interviews identifies user goals and desires, translating them into requirements and features. The resulting designs and prototypes are evaluated using the Maze.design application, achieving an impressive average usability score of 97. This score indicates that the website’s interface design is user-friendly and easy to navigate for its audience.Backfold is a second-hand clothing business in Manokwari city that conventional operates with sales requiring customers to visit the store to make purchases. Therefore, a user interface and user experience website were created to facilitate online purchasing without the need to visit the store. The design of the user interface and user experience utilizes the user-centered design (UCD) method with the Figma design application. This method was chosen to design user interface and user experience that involve users based on their experiences. The results of testing using the Maze.design application show that the design of the user interface and user experience is user-friendly with an average usability score of 97

    Evaluasi Pengalaman Pengguna pada Aplikasi Berbasis Seluler Laporkitong Memanfaatkan Kuesioner Pengalaman Pengguna (UEQ) : Evaluation of User Experience on Laporkitong Mobile Application Utilizing User Experience Questionnaire (UEQ)

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    Penerapan teknologi komputer dan internet di Provinsi Papua Barat melalui aplikasi berbasis seluler Laporkitong dengan menghasilkan solusi yang menekankan efektivitas dan efisiensi. Untuk melaporkan ketidaksesuaian rencana tata ruang, pemerintah Provinsi Papua Barat meluncurkan aplikasi seluler Laporkitong. Penelitian ini bertujuan mengevaluasi pengalaman pengguna pada aplikasi berbasis seluler laporkitong memanfaatkan kuesioner pengalaman pengguna (UEQ). Menggunakan metode kuantitatif dengan kuesioner pengalaman pengguna (UEQ), sebuah pendekatan yang mudah diimplementasikan, valid, dan dapat diandalkan untuk melengkapi evaluasi data dengan penilaian kualitas yang subjektif. Kuesioner pengalaman pengguna bersifat gratis dan dapat digunakan di semua aplikasi. Hasil penelitian menunjukkan bahwa evaluasi pengalaman pengguna pada aplikasi berbasis seluler Laporkitong menggunakan UEQ menunjukkan bahwa terdapat 5 variabel yang menyatakan hasil evaluasi positif dan netral, yaitu variabel Daya Tarik (rata-rata = 0,887), Kejelasan (rata-rata = 0,829), Efisiensi (rata-rata = 0,870),  Ketepatan (rata-rata = 0,878), dan Stimulasi (rata-rata= 0,850). Namun, variabel Kebaruan mendapatkan hasil evaluasi netral (rata-rata = 0,274). Hasil benchmark untuk aplikasi berbasis seluler Laporkitong menunjukkan seluruh variabel yang termasuk pada kategori below average, yaitu variabel daya tarik, kejelasan, efisiensi, ketepatan, stimulasi, dan kebaruan. Hasil evaluasi pengalaman pengguna aplikasi berbasis seluler Laporkitong menggunakan UEQ menunjukkan perbedaan signifikan pada 5 variabel berdasarkan uji T

    The Influence of Trust and Habit on Users’ Intention to Keep Using Facebook Reels for Economic Purposes

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    Social media now plays a crucial role in supporting economic activities. Facebook Reels, for instance, as a short video feature, offers economic opportunities for its users. However, understanding the factors that encourage continued usage remains limited. This study aims to explore the influence of trust and habit on users’ intention to keep using Facebook Reels for economic purposes (N=174 active users). We integrated the Technology Continuance Theory (TCT) applied Partial Least Squares Structural Equation Modelling (PLS-SEM) for the analysis. The results show that both factors significantly influence continuance intention (R² = 78.7%), although they do not directly affect user attitude. Attitude is influenced only by reciprocal benefits (R² = 62%). These findings indicate that in regions with limited digital infrastructure such as West Papua, the success of digital platforms strongly depends on building user trust and encouraging consistent usage habit. This study offers valuable insights for platform developers and policymakers in designing strategies to help users continue using the platform over time and support the growth of the local digital economy

    Combating Malaria Through E-SISMAL: How Perceived Quality, Perceived Ease of Use, and Perceived Usefulness Impact Performance? A Case of West Papua Province

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    Malaria remains a serious health threat in Indonesia, particularly in the West Papua Province. To address this, the Indonesian Ministry of Health developed the Malaria Surveillance Information System (E-SISMAL) to monitor and prevent the disease. However, the effectiveness of this system needs to be evaluated to determine how well it performs in addressing the intended problem. This study aims to investigate the system’s performance by integrating the Task-Technology Fit (TTF), Technology Acceptance Model (TAM), and DeLone & McLean Information Systems (D&M IS) Success models. Data from 108 government health clinics in West Papua Province were collected using questionnaires and analyzed using a partial least squares structural equation model (PLS-SEM). The findings revealed that both service quality (p = 0.035) and ease of use (p = 0.014) significantly influenced user satisfaction (R² = 38.4%), which subsequently affected system performance (p < 0.000, R² = 11.6%). However, information quality and usefulness were not primary concerns for the health clinics in this context. Given these results, it is unsurprising that malaria prevention efforts in this region remain challenging. These findings raise questions about the alignment of the developed system with its objectives, suggesting that it may need reassessment and reconfiguration to achieve its overarching goals. The study concludes with implications and future research directions

    STUDY ON THE QUALITY OF SERVICE OF THE MOBILE-BASED JKN APPLICATION: A SENTIMENT ANALYSIS APPROACH

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    Penelitian ini bertujuan untuk menganalisis sentimen pengguna terhadap kualitas layanan JKN ( Jaminan Kesehatan Nasional ) berbasis seluler. Metode analisis sentimen yang digunakan adalah klasifikasi leksikon. Sebanyak 147.199 review aplikasi dikumpulkan melalui teknik scraping menggunakan Python. Ulasan tersebut diklasifikasikan ke dalam empat kategori kualitas layanan: kinerja, antarmuka pengguna, keamanan, dan layanan pelanggan. Hasil analisis menunjukkan sebagian besar pengguna puas terhadap kinerja aplikasi mobile JKN, dengan sentimen positif 57,32%, netral 5,47%, dan negatif 37,25%. Meski mayoritas sentimen kualitas layanan positif, namun masih ada aspek yang perlu ditingkatkan, seperti keamanan dan antarmuka pengguna. Hasil penghitungan recall, presisi, dan skor F1 menunjukkan bahwa model memiliki sensitivitas dan keseimbangan yang baik dalam mengidentifikasi sentimen yang relevan. Kajian ini memberikan masukan kepada pihak pengembang yaitu Badan Penyelenggara Jaminan Sosial (BPJS) Kesehatan atas perbaikan dan penyempurnaan aplikasi Mobile JKN, mengingat sentimen negatif yang ditimbulkan masih cukup besar

    Risk Assessment and Sustainable Disaster Management

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    A risk assessment is a process of identifying potential risks and hazards, evaluating the likelihood and impact of these risks, and developing strategies to manage these risks across all disaster management (DM) phases: prevention, preparedness, response, and recovery (PPRR) [...
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