Jurnal Online Informatika
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276 research outputs found
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Short Message Service Encoding Using the Rivest-Shamir-Adleman Algorithm
SMS (Short Message Service) is one of the data exchange features in cellphones, including Android smartphones, which are the most widely used smartphone platforms today. However, the security of the SMS is questionable because the message sent must pass through a third party frist, namely SMSC (Short Message Service Center), so that message can be tapped or misused. One of the ways to reduce this risk is to encrypt or keep the original message secret by applying the cryptography algorithm. This research is to develop a system that serves to encrypt and decrypt SMS for Android-based smartphone users. The application is created to encrypt dan decrypt SMS using the Java programming language on Android, that is applied to smartphone integrated with Android Studio and used RSA cryptography algorithm. The application can be used to encrypt and decrypt SMS using the RSA algorithm on the Android-based smartphone. This application can send an SMS with a size of 86 characters and using QR Code to exchange the public key
Detect Malware in Portable Document Format Files (PDF) Using Support Vector Machine and Random Decision Forest
Portable Document Format is a very powerful type of file to spread malware because it is needed by many people, this makes PDF malware not to be taken lightly. PDF files that have been embedded with malware can be Javascript, URL access, media that has been infected with malware, etc. With a variety of preventive measures can help to spread, for example in this study using the classification method between dangerous files or not. Two classification methods that have the highest accuracy value based on previous research are Support Vector Machine and Random Forest. There are 500 datasets consisting of 2 classes, namely malicious and not malicius and 21 malicius PDF features as material for the classification process. Based on the calculation of Confusion Matrix as a comparison of the results of the classification of the two methods, the results show that the Random Forest method has better results than Support Vector Machine even though its value is still not perfect
E-Learning Model to Support Industrial Based Adaptive Learning for Student Vocational High School
Vocational High Schools have an important role in improving the quality of human resources to meet industrial needs. However, the current education system in Vocational Schools especially in Purwakarta, Subang, Karawang, Bekasi (PURWASUKASI) still has disadvantages compared to other countries. The government through the ministry of industry has started vocational education for Vocational Schools in Indonesia. Vocational education conducted to support the creation of qualified human resources that can meet the industrial needs related to labor. The implementation of information technology in the field of education is one of the ways to improve the quality of education, including education in vocational schools. E-learning implementation aims to improve the quality of education. E-learning is often used in the application of adaptive learning in the field of education. In this study, an e-learning system model has been created that has been developed to support industrial based adaptive learning for Vocational High Schools in PURWASUKASI. The system that has been developed has been tested from the functional side of the system and shows that the developed e-learning system is ready to use
Application of the Finite State Machine Algorithm on 2D Platformer Rabbit Games vs Zombies
This research develops Android games by applying the FSM Algorithm (Finite State Machine) for the movement of NPC (Non-Player Character) to produce dynamic movements. The popular and legendary game with the appearance of side scroller is Super Mario Bross and Shovel Knight, the game is the most preferred game of its time to the present, but the game does not apply AI (Artificial Intelligence) so the game seems less challenging. The game is a concept game that is currently rarely used. Based on this, a side scroller-based survival game was created by implementing AI on NPCs on the Android platform. The AI used is the FSM Algorithm which functions to regulate enemy movements. The method used in developing multimedia products of this game uses MDLC (Multimedia Development Life Cycle). Based on the tests that have been carried out, the alpha test results are functionally appropriate and the results of beta testing using UserAcceptence Test (UAT) obtained a value of 86.40% which is declared feasible to use and can be developed. The advantages of this game are the presence of shock elements in the form of landslides, bursts of water, rock rain, and attacks by eagle
Analysis of Backpropagation Algorithm in Predicting the Most Number of Internet Users in the World
The Internet today has become a primary need for its users. According to market research company e-Marketer, there are 25 countries with the largest internet users in the world. Indonesia is in the sixth position with a total of 112.6 million internet users. With the increasing number of internet users are expected to help improve the economy and also education in a country. To be able to increase the number of internet users, especially in Indonesia, it is necessary to predict for the coming years so that the government can provide adequate facilities and pre-facilities in order to balance the growth of internet users and as a precautionary step when there is a decrease in the number of internet users. The data used in this study focus on data on the number of internet users in 25 countries in 2013-2017. The algorithm used is Artificial Neural Network Backpropagation. Data analysis was processed by Artificial Neural Network using Matlab R2011b (7.13). This study uses 5 architectural models. The best network architecture generated is 3-50-1 with an accuracy of 92% and the Mean Squared Error (MSE) is 0.00151674
Android Battle Game Based on Augmented Reality with 2D Object Marker
This research develops the game by applying the Augmented Reality (AR) system in making games. Similar games that have been observed have a weakness where the Augmented Reality characters that appear do not match the marker, there is no calculation of the distance between the marker card as a battle trigger, and no character has raised the urband legend. For this reason, it is necessary to make a similar game by applying the Based Tracking Marker technique by calculating the distance of action between two markers by raising the theme of urband legend Indonesia and foreign legend legend. This research succeeded in making Multimedia battle fighting game products using the Multimedia Development Life Cycle (MDLC) method approach - Luther. Based on the tests that have been carried out, the alpha test results are functionally appropriate and from the beta testing the results of the User Acceptence Test (UAT) functionalities obtained a value of 71% declared feasible to use with the interpretation of "Good" which means this game is feasible and can be developed
The Implementation of QR-Code Technology on Bulak Fish Center Information System
The technology that is currently developing is the use of QR-Code. QR-Code can convey information quickly with the acquisition of fast responses as well. QR-Code can be used on smartphones. Some media and companies widely use the QR-Code in Indonesia. QR-Code is not only used as an application identity but is also used as a means of effective, simple and modern business promotion. Making information systems for Sentra Ikan Bulak Surabaya is done by using QR-Code technology as a means of product promotion in the sales process. Research that has been done can run well and can support and be useful in improving the means of promotion. Traders find it easier to collect data on existing systems. Buyers can access the site and see reviews from other buyers so buyers will feel interested in buying the product
The Advantages from Cloud Computing Application Towards SMME (UMKM)
Small Micro Medium Enterprises (SMME) is one of the business enterprises that has a prime role in the development of economic growth in Indonesia. The SMME also not only reduces the number of jobless but also improve the community’s standard of living. Nonetheless, in this globalization era where the technology reaches its peak in every field, some SMME entrepreneurs have not taken advantage of IT-based business yet. On the other hand, the utilization of IT in the business field has many profitable benefits. This could make the SMME faced trouble and hard to survive in the tight competition with other bigger enterprises that had applied IT in the future. The main reason that SMME entrepreneur has not applied the IT system is that they lack fund. Moreover, cloud computing is a technology that can be used for every SMME entrepreneur without any costs. The advantages of this system utilization are to improve competitiveness, increase its flexibility, reduce costs, and to improve both agility and scalability. This research is based on a literature study that describes research’s aim that is to seek advantages from cloud computing implementation towards SMME in Indonesia so they can compete with international enterprises with a bigger scale. The researcher expects that SMME entrepreneurs in Indonesia can utilize Information technology particularly cloud computing, to support their business.Small Micro Medium Enterprises (SMME) is one of the business enterprises that has a prime role in the development of economic growth in Indonesia. The SMME also not only reduces the number of jobless but also improve the community’s standard of living. Nonetheless, in this globalization era where the technology reaches its peak in every field, some SMME entrepreneurs have not taken advantage of IT-based business yet. On the other hand, the utilization of IT in the business field has many profitable benefits. This could make the SMME faced trouble and hard to survive in the tight competition with other bigger enterprises that had applied IT in the future. The main reason that SMME entrepreneur has not applied the IT system is that they lack fund. Moreover, cloud computing is a technology that can be used for every SMME entrepreneur without any costs. The advantages of this system utilization are to improve competitiveness, increase its flexibility, reduce costs, and to improve both agility and scalability. This research is based on a literature study that describes research’s aim that is to seek advantages from cloud computing implementation towards SMME in Indonesia so they can compete with international enterprises with a bigger scale. The researcher expects that SMME entrepreneurs in Indonesia can utilize Information technology particularly cloud computing, to support their business
Utilization of E-KTP as Home Safety Using Arduino Nano Based on Android
Security is an absolute necessity for every homeowner so that he can create a sense of security and calm when the house is left to travel by the owner of the house. Poor security makes the house a target for theft. Home security currently used still uses conventional methods. E-KTP (Electronic Identity Card) provided by the government to every citizen has a technology in which there is an RFID chip that can be used as a substitute for conventional door locks. In order for the e-KTP to be able to access the home door, an application needs to be made that can be used on android smartphone. The application makes it easy for homeowners in the E-KTP registration process that can be used to open the door. In addition, the application can send notifications to homeowners if the house is entered by thieves via SMS (Short Message Service) and Call / Call through the SIM800L module which is controlled using an Arduino Nano Microcontroller
The process capability model for governance of the Election Organizer Ethics Court system
The capability level assesment for governance of the Election Organizer Ethics Court Information System [SIPEPP] is necessary to ensure strategic planning allignment, value delivery, risk management, resources management and performance measurement. SIPEPP implementation has special problems in optimizing human resources and weak supervision management, so it is important to asess capability levels to provide solutions to these problems. The purpose of this paper is to assess the current and expected capability level conditions, gap analysis and recommendations for SIPEPP good governance. This research method uses the Process Assessment Model (PAM) from Control Objectives for Information and Related Technology (COBIT 5) which consists of stages of initiation, planning the assessment, briefing, data collection, data validation, process attribute level, and result and recommendation. The results of this study indicate the level of optimization of resources and performance monitoring processes are level 2 (Managed Process) which means that the process has been recorded, measured and in accordance with the objectives. The process of managing human resources, assets and operations are at level 1 (Performed Process), meaning that both processes have been applied to SIPEPP governance. Recommendations related human resources are the selection of appropriate human resources by involving management, while related assets require a priority list of implementation systems, and related supervision requires detailed monitoring schedules. This study result can be taken into consideration for improving good governance of SIPEPP implementation