Research

E-Commerce Gamification: Marketplacefor Micro, Small, and Medium Handicrafts and Woodcraft Businesse

Pathfinding Augmented Reality for Fire Early Warning IoT Escape Purpose

Pengembangan Model Kompleksitas Perangkat Lunak Berbasis Requirements

Meningkatkan Kepuasan Kinerja Bisnis dan Customer Engagement Melalui Social CRM UKM di Jakarta

Peluang dan tantangan Cloud Kitchen sebagai alternatif penjualan makanan dan minuman di masa pandemi Covid 19.

Otomatisasi Deteksi Ancaman Keamanan Sistem

Indonesian Perception on China and Taiwan Digital Public Diplomacy

ANALISIS KARAKTER SPASIAL PADA INTERIOR KLINIK DI MASA PANDEMI COVID-19 STUDI KASUS FASILITAS KESEHATAN IBU & ANAK DI JAKARTA

Comparing Generation X and Generation Y on Their Preferred Retention Factors (Case Study: XYZ Foundation)

1 47 48 49 50 51 313