scholarly journals RUMUSAN PENGATURAN CREDIT CARD FRAUD DALAM HUKUM PIDANA INDONESIA DITINJAU DARI ASAS LEGALITAS

2017 ◽  
Vol 24 (1) ◽  
pp. 101
Author(s):  
Said Noor Prasetyo

Internet is an information technology development product. Internet provide so many benefits for society in various field of life. One of its benefit is electronic payment system in e-commerce system. That benefits are also used by irresponsible persons for te crimes. One form ofcrimes in these field was credit card fraud. Based on data, Indonesia is a country with te highest rate of credit card fraud around the world. This is caused by the weakness of legal substance that regulate such crime. The Purpose of this research is to looking for such weakness based on principles of legality point of view. For such purpose, researcher use normative juridical of research methods with the konseptual and statute approach.

Author(s):  
Fjodor Ruzic

This chapter is on cultural aspects of information-communications systems embedded into new media environment and invisible e-technologies, and on a new age of social responsibility for information technology professionals. Besides the key issues in information technology development that create smart environment and ambient intelligence, the chapter also discusses digital e-culture and the new media role in cultural heritage. From the viewpoint of information technology, the current information-communications systems converge with media. This convergence is about tools-services-content triangle. Thus, we are confronted with a new form of media mostly presented with the term digital, reshaping not only media industry but also a cultural milieu of an entire nation on a regional and global basis. The discussion follows on the World Library idea that is rebuilding with new form of World Memory (World Brain), the shift from visible culture domination to the domination of invisible culture in the world of e-technologies predominance. From this scenario, information technology professionals coping with information systems projects, e-services development, and e-content design have more cultural responsibility than in the past when they worked within closer and inner cultural horizons and when their misuse of technologies had no influence on culture as a whole.


Author(s):  
Fjodor Ruzic

This chapter is on cultural aspects of information- communications systems embedded into new media environment and invisible e-technologies, and on a new age of social responsibility for information technology professionals. Besides the key issues in information technology development that create smart environment and ambient intelligence, the chapter also discusses digital e-culture and the new media role in cultural heritage. From the viewpoint of information technology, the current information-communications systems converge with media. This convergence is about tools-services-content triangle. Thus, we are confronted with a new form of media mostly presented with the term digital, reshaping not only media industry but also a cultural milieu of an entire nation on a regional and global basis. The discussion follows on the World Library idea that is rebuilding with new form of World Memory (World Brain), the shift from visible culture domination to the domination of invisible culture in the world of e-technologies predominance. From this scenario, information technology professionals coping with information systems projects, e-services development, and e-content design have more cultural responsibility than in the past when they worked within closer and inner cultural horizons and when their misuse of technologies had no influence on culture as a whole.


2018 ◽  
Vol 12 (1) ◽  
pp. 195
Author(s):  
Singgih Tri Sulistiyono

This Working Paper is actually a wide research plan of its effort to review Indonesianess spirit which is lately facing a hard test and challenge. The odd thing is the threat to Indonesianess continue to occur when the age of NKRI (Negara Kesatuan Republik Indonesia) becomes older and older (currently, the age is 66 years old) and the macro economy is developed more (included in G20 Countries), the world respects formal existence of any country, human rights, the information technology development becomes more sophisticated.There are sufficient reasons to prepare indications that the glue for Indonesianess becomes more fragile and experiences deterotiation process. The question may arise: awhat is the glue and adhesive material for Indonesian people and what is the function of the flue and adhesive material in formation and development process of Indonesian nation? This glue and adhesive material are very important because Indonesian nation is formed by various and different ethnic, social, religion, race which in pre-Indonesian era, they became the cause of any serious conflict. Moreover, in many cases, race and ethnic become the glue in formation process of nation. In relation to the question concerning the glue and adhesive material in Indonesian nation formation process, leaders of the first national movement quoted Ernest Renan opinion that the collective wish and hope (in order to become a nation) will become the glue and adhesive material of the nation itself. He said that a nation is a soul, a  spiritual  principle. 


2021 ◽  
Vol 6 (166) ◽  
pp. 15-19
Author(s):  
M. Bulaienko ◽  
D. Pisariev

The purpose of the article is development of the issue of increasing the interest in the issue of the interactive entertainment industry, in particular in such areas as the development of electronic games, as well as coverage of the issue of independent product development and content of the compound. During the research, such a program product was developed, with usage of author’s content, to avoid the similarities with the other products. Today, the information technology sphere remains one of the leading sectors of the economy. The field of computer games, in turn, is one of the most popular areas of information technology development. Over the past 50 years, this segment has only strengthened its position in the global entertainment market and continues to grow. Profits from the sale of games are growing, as is the demand for them, because nowadays more people play electronic games than ever before. Due to the inconvenience of the financial plan on the part of publishers involved in the distribution of computer games, the phenomenon of indie games has emerged - projects that are independent from a financial and creative point of view. This article is devoted to the issue of modeling and development of computer indie games. The above-mentioned computer game being developed is a representative of the "visual novel" genre. The main purpose of any game is to meet the needs of end users - players - in the organization of their own leisure, as well as making a profit from the game. The software product under development is an electronic (computer) game called "PRIESTESS", developed using the tools of the engine "Ren'Py" and high-level programming language "Python", the graphical shell of the project is created using the graphical editor "Photoshop CS5". All the necessary models, schemes, diagrams and algorithms were made before the development, and built by means of the Internet resource "draw.io".


2021 ◽  
Vol 7 (2) ◽  
pp. 24
Author(s):  
Husam Alhumsi

The world witnesses a noticeable rapid growth in information technology development of society pertaining to the language of business. One of the remarkable linguistic tools in business communication lies in the form blogs of effective companies. Therefore, the purpose of this paper is to show how effective business context are conducted by the assistance of discourse linguistics related to business. It is obvious that there is a need to concentrate on the cultural meaning relating to the websites’ form and content in the e-commerce context. Research also showed that there is lack of research pertaining to language role and its impact on limitation of websites and blogs. In reviewing literature, according to Forrester Research, most Chinese on-line consumers are convenient with websites involving content in language own use. Further studies and recommendations are presented accordingly.


2016 ◽  
Vol 2 (2) ◽  
Author(s):  
Dwi Broto Bagus Setiawan

Information technology development is very fast in the last decade was veryinfluential on various aspects of life in the world in general and Indonesia in particular.Especially offices that have access to large data processing, because the data processing is nolonger possible to use the manual method because it is less effective and efficient. Likewise withGondomanan District, Yogyakarta are still using simple applications such as excel in the sensethat less rapidly. For that create an information system that could facilitate performancekepependudukan Gondomanan District, Yogyakarta. With the use of information systems, it is possible the optimization of the work and service functions to achieve good services as needed,including the optimization of the system in the handling of population, especially in theinformation system that could facilitate performance kepependudukan Gondomanan District,Yogyakarta. Then produced an information system that is easy, interactive, fast, and useful. Thesystem uses the Apache server, PHP programming language and MySQL database


Author(s):  
Fjodor Ruzic

This chapter is on cultural aspects of information-communications systems embedded into new media environment and invisible e-technologies, and on a new age of social responsibility for information technology professionals. Besides the key issues in information technology development that create smart environment and ambient intelligence, the chapter also discusses digital e-culture and the new media role in cultural heritage. From the viewpoint of information technology, the current information-communications systems converge with media. This convergence is about tools-services-content triangle. Thus, we are confronted with a new form of media mostly presented with the term digital, reshaping not only media industry but also a cultural milieu of an entire nation on a regional and global basis. The discussion follows on the World Library idea that is rebuilding with new form of World Memory (World Brain), the shift from visible culture domination to the domination of invisible culture in the world of e-technologies predominance. From this scenario, information technology professionals coping with information systems projects, e-services development, and e-content design have more cultural responsibility than in the past when they worked within closer and inner cultural horizons and when their misuse of technologies had no influence on culture as a whole.


Author(s):  
Fachrul Kurniawan

<p><em>Information technology is</em><em> evolving so fast these days, like all science also changes following the pace of information technology development, and this is simply due to the development of information technology continue to be done by making use of all existing science. In the world of Islam is often made ​​use of information technology and one of them is used to preach. Today the world of preaching often use information technology to facilitate direct communication between the congregation and resource persons. Not to mention the use of interactive multimedia to further his message. This mission can we find a model like ESQ (Emotional Spiritual Quotient), which is the dominant technology. Data on the use of information technology as a medium of propagation is also seen seen from pegguna Islamic features that can be accessed via the internet, the statistics (Effective Measure) internet users in Indonesia reached 39.1 million (8 world ranking) if taken alone the percentage of 50% to access Islamic features of the 20 million people who use information technology as a medium of preaching both corporately and individually. And utilization of information technology in the world of </em><em>preaching</em><em> </em><em>will increase</em><em> when there are moments like the Ramadan month.</em></p> <p><em> </em></p> <br /><em></em>


2009 ◽  
pp. 2324-2340
Author(s):  
Fjodor Ruzic

This chapter is on cultural aspects of information- communications systems embedded into new media environment and invisible e-technologies, and on a new age of social responsibility for information technology professionals. Besides the key issues in information technology development that create smart environment and ambient intelligence, the chapter also discusses digital e-culture and the new media role in cultural heritage. From the viewpoint of information technology, the current information-communications systems converge with media. This convergence is about tools-services-content triangle. Thus, we are confronted with a new form of media mostly presented with the term digital, reshaping not only media industry but also a cultural milieu of an entire nation on a regional and global basis. The discussion follows on the World Library idea that is rebuilding with new form of World Memory (World Brain), the shift from visible culture domination to the domination of invisible culture in the world of e-technologies predominance. From this scenario, information technology professionals coping with information systems projects, e-services development, and e-content design have more cultural responsibility than in the past when they worked within closer and inner cultural horizons and when their misuse of technologies had no influence on culture as a whole.


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