PurposeThe purpose of this study is to investigate the relationship between technology and efficiency and effectiveness in the performance of family business halal supply chains.Design/methodology/approachMethodology used in this research is a quantitative method. The research's type is explanatory research with multivariate data analysis methods using partial least square (PLS). Samples used in this research are 100 family halal food businesses in Indonesia.FindingsThe result shows that there is a positive and significant relationship between each technology and effectiveness. Technology can be used to ensure that all supply chain processes follow Sharia procedures effectively in the family halal food business, but on other hand the technology does not show a positive effect on family halal food business efficiency.Research limitations/implicationsFurther research can be done by applying the model provided in this study for other industries. And investigating the model in a big company to prove the technology may also show a positive relationship to the efficiency.Practical implicationsThe contribution of this research is that the family halal food business can guarantee that technology they use can improve the effectiveness of their supply chain.Social implicationsThe improvement of halal supply chain effectiveness through the technology can improve the product's quality and fulfill the customers' requirements. Also, the family business can assure the society about their halal product.Originality/valueThis research proves that the family business can improve their halal supply chain effectiveness through technology, although lowering their efficiency, which is empirically proven.
Bandung became the center of urbanization in Indonesia, from 43 million people in West Java urbanization centered in the capital of West Java, namely the city of Bandung. The high level of urbanization becomes the main problem in Bandung; Problems arises, how to improve the service of Bandung City Government in managing and solving the issues arising from the impact of urbanization. Smart City is a solution to improve the function of Bandung City Government, especially in the field of Smart Governance to the Government of Bandung City Good Governance. To measure whether the city of Bandung has implemented Smart Governance required identification of dimensions and indicators that determine whether Bandung has implemented Smart Governance. Smart Governance dimensions and indicators are obtained from literature studies and then confirmed to respondents who have the expertise and having experience in the field of Smart City. The interview and focus group discussions conducted to the respondents, and the researcher will grasp the main variables and indicators which is coming up to determine whether Bandung City is implementing Smart Governance in proper ways. The new proposed model will come up from the interview and focus group discussion result. Also, there will be statements in measuring the readiness of Smart Governance implementation in Bandung or other cities.
In today's fast-paced world of information and technology, it's impossible to do anything without a connection to the internet. Due to the rising level of competition in the market, small and medium-sized businesses (SMEs) that are owned and operated by business people need to make use of digital media to raise their brands' visibility and hence their competitiveness. In order to help MSME actors in Buah Batu District continue to grow and develop, the mentorship program for selected partners aims to assist them in developing innovative goods. The MSME actors in Buah Batu District are likely to benefit from assistance related to the district's online web platform, which has been established. It has been determined that in order to help MSME actors (including those designing product labels and packaging) learn about online marketing, the team will offer online marketing education workshops. They will also develop a better product website, integrate the site with helpful applications, and create an updated database system that can be relied upon.
A Train Control and Monitoring System (TCMS) is a vital part of monitoring sensors in a train. The data output of sensors is sent wirelessly to the data server for monitoring. However, as the wireless channel used to send the data is a shared public network, the transmitted data are prone to hackers and attacks. This paper proposes the Securebox architecture to manage secure data transfer from the onboard Vehicle Control Unit (VCU) to the data server in TCMS. The architecture is comprised of four main functions: network management, buffer management, data management, and security management. The architecture has been successfully developed in an HSM (Hardware Security Modul) and verified using alpha and beta software testing to form a secure TCMS. From the real-time testing phase in an electric-diesel train, the average performance of the AES-based HSM showed 55% faster time processing with unnoticed 0.1% added memory usage compared to the 3DES. The secure TCMS also withstands MITM attack and provides end-to-end data security compared to the (Mobile Station) MS to Base Station (BS) only in GSM-R.
Video game merupakan produk Ekonomi Kreatif yang berkembang pesat dan mempengaruhi perekonomian dunia. Di antara para pelakunya, pengembang indie video game memiliki keterbatasan sumber daya dan bergantung pada jasa distribusi digital untuk menjual produknya. Steam merupakan platform distribusi digital video game dengan fitur ulasan yang dapat dijadikan acuan pengembangan video game. Ulasan produk online cenderung berjumlah banyak dan beragam sehingga menimbulkan tantangan bagi para pengembang indie video game untuk menganalisisnya. Penelitian ini bertujuan untuk melakukan analisis berbasis machine learning terhadap ulasan produk indie video game di Steam secara otomatis. Metode yang digunakan adalah analisis sentimen dengan algoritma klasifikasi Naïve Bayes dan pemodelan topik berbasis LDA menggunakan perangkat lunak Rapidminer dan RStudio. Hasil penelitian menunjukkan sentimen positif dominan sebesar 69.8% dengan akurasi algoritma 75.45%. Penelitian ini juga menunjukkan bahwa "story", "character", "music", dan "art" termasuk istilah yang sering muncul di antara topik-topik dominan.Kata kunci: video game; analisis sentimen; model topik; machine learning; ulasan produk
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