{"title":"Perancangan Sistem Closure pada Adaptive Clothing untuk Orang dengan Demensia (ODD) Tahap Moderate","authors":"Putri Rizky Salsabila, Tyar Ratuannisa","doi":"10.5614/sostek.itbj.2023.22.2.3","DOIUrl":"https://doi.org/10.5614/sostek.itbj.2023.22.2.3","url":null,"abstract":"Salah satu media untuk pengoptimalan kondisi hidup orang dengan demensia (ODD) adalah adaptive clothing yang mampu memecahkan permasalahan membuka pakaian dalam situasi sosial secara tiba-tiba (undressing), mempermudah caregivers dalam perawatan, serta disesuaikan dengan kondisi fisik dan psikologis ODD. Metode yang digunakan adalah kualitatif dengan pendekatan komparatif. Penelitian ini menghasilkan rekomendasi desain berdasarkan jenis, pengembangan, dan perbandingan sistem closure pada pakaian adaptif yang ada di pasaran. Produk pakaian adaptif diharapkan dapat menstimulasi atau melatih daya ingat, mengurangi kecemasan, meningkatkan kualitas hidup dan memudahkan caregiver dalam perawatan.","PeriodicalId":206321,"journal":{"name":"Jurnal Sosioteknologi","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-08-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134527319","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Persfektif Ruang Kalkulasi Dalam Implementasi Parkir Elektronik (E-Parking) di Jalan Braga Kota Bandung","authors":"Hilman Rahmatulloh, S. Yuliar","doi":"10.5614/sostek.itbj.2023.22.2.9","DOIUrl":"https://doi.org/10.5614/sostek.itbj.2023.22.2.9","url":null,"abstract":"\u0000 \u0000 \u0000Retribusi parkir tepi jalan umum di Kota Bandung menyumbang pendapatan yang signifikan terhadap APBD. Di tingkat implementasi agen yang bersentuhan langsung dengan masyarakat (street level-bureaucrats) menghasilkan perilaku yang bertolak belakang dengan tujuan kebijakan tersebut dibuat. Dalam mengembangkan perilaku tersebut agen melakukan kalkulasi-kalkulasi yang pada prosesnya melibatkan material non-manusia. Penelitian ini mencoba untuk menguraikan bagaimana ruang kalkulasi yang dilakukan oleh agen dalam proses menghadapi dilema-dilema yang dihadapi dilapangan dalam kebijakan parkir elektronik di tepi jalan umum. Penelitian ini menggunakan metode kualitatif dengan kerangka teoritis Actor Network Theory (ANT) sebagai alat analisis untuk mendeskripsikan peran aktor baik dari unsur manusia maupun unsur non-manusia dalam persfektif ruang kalkulasi. Melalui perspektif ruang kalkulasi dapat ditelusuri berbagai hal yang menjadi penilaian dan pertimbangan, translasi-translasi, dalam implementasi kebijakan parkir elektronik di tepi jalan umum. Tidak hanya pada agen yang bersentuhan langsung dengan masyarakat, perilaku yang bertolak belakang dengan tujuan juga terjadi pada tingkat agen yang lain. Direkomendasikan bahwa kebijakan diperbaiki dengan memperhatikan asosiasi- asosiasi heterogen antara aktor-aktor manusia dan non-manusia, serta kalkulasi dan serangkaian translasi yang terjadi melalui asosiasi heterogen tersebut. \u0000 \u0000 \u0000","PeriodicalId":206321,"journal":{"name":"Jurnal Sosioteknologi","volume":"138 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-08-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123160624","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Perancangan Aplikasi Mobile tentang Etika Digital pada Pola Asuh Anak Usia Remaja Awal","authors":"Adnyana Hrumsari Arsa Sekti, Achmad Syarief","doi":"10.5614/sostek.itbj.2023.22.2.7","DOIUrl":"https://doi.org/10.5614/sostek.itbj.2023.22.2.7","url":null,"abstract":"Pemberlakuan pembatasan kegiatan sosial sebagai akibat pandemi Covid-19 mewajibkan terjadinya peralihan pola belajar-mengajar sekolah, dari yang semula tatapmuka luring menjadi daring (online). Hal tersebut menyebabkan terjadi lonjakan screen time gawai anak khususnya usia remaja awal. Remaja bisa mengkonsumsi konten selain materi edukasi seperti konten hiburan atau sosial media. Sehingga adanya pelanggaran etika digital dalam bentuk cyberbullying, prank atau konten pornografi dan hoax. Peranan penting orang tua dibutuhkan untuk menanamkan kesadaran etika digital. Salah satunya melalui digital parenting, yaitu dengan memberi pengertian dan meregulasi aktivitas digital. Dengan alasan keamanan, banyak orangtua mulai menggunakan teknologi aplikasi parental control untuk memonitor penggunaan gawai anak usia remaja awal. Perancangan diawali dengan pengambilan dan analisis melalui metode kuantitatif dan kualitatif. Selanjutnya dilakukan perancangan dengan metode Four Basic Activities of Interaction Design. Penelitian ini bertujuan untuk mengidentifikasi pendekatan pola asuh dalam mengenalkan etika digital serta merancang aplikasi yang dapat mengakomodasi pola asuh digital untuk anak usia remaja awal. Perancangan fitur aplikasi didasarkan pada framework TOSS (Teen Online Safety Strategies), mempertimbangkan keseimbangan antara parental control dengan self-moderation. Berdasarkan hasil evaluasi rancangan aplikasi Parentika terbukti sangat baik di mata orangtua berdasarkan skor SUS. Remaja awal merasa fitur yang ditawarkan non-intrusif bagi penggunaan gawai pribadi. Aplikasi Parentika mendorong orangtua berpartisipasi dan mengedukasi etika digital. Selain menjadi digital mentor, diharapkan orang tua dapat menjadi sosok teladan atau role-model bagi remaja awal. \u0000Kata kunci: etika digital, remaja awal, pola asuh, screen time, aplikasi mobile","PeriodicalId":206321,"journal":{"name":"Jurnal Sosioteknologi","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-08-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123457614","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Video Game Preferences and Their Impact: Aggression and Sexualization Exposures among Indonesian Millennials","authors":"Y. Ghea, A. Pratama","doi":"10.5614/sostek.itbj.2023.22.2.11","DOIUrl":"https://doi.org/10.5614/sostek.itbj.2023.22.2.11","url":null,"abstract":"\u0000\u0000\u0000For years, the world of games has impacted people’s lives and become one of the largest industries in the world. In 2022, most gamers will be Millenials who know what kind of game they prefer and its effects on their lives, which might help them understand how the world of games evolved. For this reason, the conjoint survey is being conducted to understand the Millenials’ game preferences. The quantitative data was gained from 111 respondents from Indonesia using the conjoint method, where the country holds the record of being the third-biggest country in the world in which gamers reside. The attributes of importance and the preference of levels analyzed by conjoint analysis showed that the most likable game preferences for Indonesian Millennials are single- player, free, online, computer, or mobile format games. The result of this research also recommends that the game industry reconsider its exposure to violence and sexualization toward gamers since a quarter of their consumers experienced disturbing effects on their mental health as a result of the game they played.\u0000\u0000\u0000","PeriodicalId":206321,"journal":{"name":"Jurnal Sosioteknologi","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115495271","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Raditya Ardianto Taepoer, K. Ono, P. Malasan, Meirina Triharini, A. A. Puspita, I. Prameswari, Yulia Sugandi
{"title":"Solution Mapping Tools: Identifying a Bottom-Up Approach to Social Innovation","authors":"Raditya Ardianto Taepoer, K. Ono, P. Malasan, Meirina Triharini, A. A. Puspita, I. Prameswari, Yulia Sugandi","doi":"10.5614/sostek.itbj.2023.22.2.8","DOIUrl":"https://doi.org/10.5614/sostek.itbj.2023.22.2.8","url":null,"abstract":"A bottom-up approach to social innovation arises from the issues at the root of the innovation, which usually originates in the lower middle class. An essential approach to design for social innovation is to manage projects with identifiable organizational stakeholders considering relationships in the context of power holders and empowering socially vulnerable and marginalized communities. In local contexts, community participation processes can support grassroots movements toward sustainable systems where the focus is on more complex situations. For a better understanding, the Solution Mapping Tool is explored in this paper through a case study of a workshop held in the least-developed region of Indonesia. The workshop focused on inventing a bamboo distillation device for Moke, a traditional alcoholic beverage made from fermented palm fruits. Using the Solution Mapping Tools, learners were inspired to explore and discover the diverse solutions that communities use and generate daily. The tool helps everyday solutions become visible and identifiable regarding needs, assets, problems and challenges, benefits, and opportunities for the future. The Solution Mapping Tools can also increase learners’ empathy towards people, including communities, by providing a place to learn about their daily lives, experiential knowledge, and context. This paper extends existing publications on distributing and learning about local assets as a pre-design process before applying a participatory-based approach.","PeriodicalId":206321,"journal":{"name":"Jurnal Sosioteknologi","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122100592","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Observing Stars, Knowledge in Disaster Response: Learning from the Guidelines of the Ancestors at Sinar Resmi Sukabumi","authors":"Y. Yeni","doi":"10.5614/sostek.itbj.2023.22.2.6","DOIUrl":"https://doi.org/10.5614/sostek.itbj.2023.22.2.6","url":null,"abstract":"\u0000\u0000\u0000Agricultural practices must consider seasonal variations and natural conditions. Astronomy, which involves studying celestial movements, plays a crucial role in this regard. Individuals who possess the knowledge to decipher celestial motions have historically contributed to the advancement of civilizations worldwide. Consequently, the presence of astronomers specializing in astrology is essential. The global agricultural civilization experienced rapid growth before the emergence of the industrial civilization. In the current era of globalization, traditional agricultural systems based on astronomical observations are being abandoned. The adoption of foreign planting techniques has led to a neglect of the indigenous wisdom and knowledge passed down through generations. Over time, our ancestors’ local knowledge has gradually faded away. However, the indigenous people of Sinar Resmi, Sukabumi, continue to rely on star observations in their rice farming practices, particularly as a response to natural disasters. This study aims to demonstrate that rice farmers can effectively respond to natural disasters by observing the stars. It employs an oral tradition approach to describe the role of star observations in rice farming, focusing on case studies from the Sinar Resmi community in Sukabumi and other indigenous populations. The findings suggest that star observations in rice farming remain relevant for mitigating the risk of crop failure during natural disasters. The significance of astronomical observations and their inherent value lies in their ability to maintain order and stability in agrarian societies.\u0000\u0000\u0000","PeriodicalId":206321,"journal":{"name":"Jurnal Sosioteknologi","volume":"91 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116479568","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Book Review : Digital Bodies: Creativity and Technology in the Arts and Humanities","authors":"Ranti Rachmawanti","doi":"10.5614/sostek.itbj.2023.22.2.12","DOIUrl":"https://doi.org/10.5614/sostek.itbj.2023.22.2.12","url":null,"abstract":"\"Digital Bodies: Creativity and Technology in the Arts and Humanities\" by Susan Broadhurst and Sara Price explores the relationship between technology and creativity in the arts and humanities. The book argues that the integration of digital technologies has had a profound impact on the way we create, produce, and consume artistic and cultural artifacts. Throughout the book, Broadhurst and Price draw on a wide range of examples from the arts and humanities, including dance, theatre, film, music, and visual art. They also engage with a range of theoretical frameworks, drawing on post-humanism, cyborg theory, and feminist theory, among others. Overall, \"Digital Bodies\" offers a compelling and insightful analysis of the impact of digital technologies on the arts and humanities, and the ways in which they are shaping new forms of creativity and cultural production. The book is suitable for scholars, students, and anyone interested in the intersection of technology, creativity, and culture.","PeriodicalId":206321,"journal":{"name":"Jurnal Sosioteknologi","volume":"34 6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130951369","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"21st Century Skill-based Citizenship Competencies in Vocational Education","authors":"Eneng Martini Eneng","doi":"10.5614/sostek.itbj.2023.22.2.5","DOIUrl":"https://doi.org/10.5614/sostek.itbj.2023.22.2.5","url":null,"abstract":"\u0000\u0000\u0000The 21st century’s skills-based education is called the knowledge era, and every academic graduate must be prepared to compete with the outside world. So, at this time, ready-to-use citizenship competence is needed to be a citizen who is not left behind with the progress of the times. This study used a qualitative approach, and the object of this study was a vocational high school (SMK), with data collection consisting of interviews, observations, and literature studies with locations in Bandung. A total of 15 informants were involved, divided into school principals, teachers, and students. The results in the field show that the PPKn learning material in vocational high schools is too broad and there is overlapping material, so civic competence must be increased according to the needs of the times. 21st century, digital literacy, technology, and character.\u0000\u0000\u0000","PeriodicalId":206321,"journal":{"name":"Jurnal Sosioteknologi","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123729565","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Generation Z’s Trigger Motives in Choosing Online Food Purchase Options","authors":"Vika Fauzia, Meylani Tuti","doi":"10.5614/sostek.itbj.2023.22.2.1","DOIUrl":"https://doi.org/10.5614/sostek.itbj.2023.22.2.1","url":null,"abstract":"This study aims to determine Generation Z’s e-loyalty toward purchasing food via online services. Discounts, shipping charges, and online reviews were the study’s independent variables; the switching cost variable served as the study’s intermediary variable. SEM is an analytical technique that is employed with the aid of smartPLS software. 265 samples from the Generation Z, ranging in age from 15 to 26, were used in this study. The samples were from Bandung and Jabodetabek. The findings indicate that the bulk of the independent variables have an impact on the intervening and dependent variables, including variables that affect switching costs and e-loyalty, such as discounts, shipping costs, and online reviews. However, e-loyalty is unaffected by the fluctuating discount and switching costs. The independent variables that determine the loyalty of the z generation are the study’s limitations; hence, it is advised that further research be conducted using independent variables and alternative methodologies.","PeriodicalId":206321,"journal":{"name":"Jurnal Sosioteknologi","volume":"74 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121376168","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Generative Art and Computational Creativity Analysis on Features of “Processing.org” Programming Software","authors":"Qanissa Aghara, Patriot Mukmin","doi":"10.5614/sostek.itbj.2023.22.1.5","DOIUrl":"https://doi.org/10.5614/sostek.itbj.2023.22.1.5","url":null,"abstract":" \u0000Integrative development between arts, science, and technology is evident. The birth of the computer era has influenced these matters since the 1990s. In the twenty-first century, various novelties and possibilities in the realm of digital arts had surfaced, whether it be in the realm of art creation or art appreciation. In this paper, the authors aim to analyze the matter of creativity in digital art by observing and utilizing Processing. org, an integrated development environment (IDE) software based on JavaScript, commonly used for visual coding. Qualitative methodology through literature review, data observation, and discourse analysis were applied through this research. The data obtained consists of JavaScript syntax and visual outputs generated by the command prompts. In analyzing the obtained data, generative art theory and computational creativity theory were utilized. Throughout the analysis, authors managed to note several functions—or command prompts—in Processing.org as key features of generative art creation. From the analysis, we could conclude that Processing software, through its features, could accommodate the creation of generative art and apply the concept of p-creativity within the context of computational creativity. In this paper, the authors also note the importance of randomization features on visual outputs.","PeriodicalId":206321,"journal":{"name":"Jurnal Sosioteknologi","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129117211","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}