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Distributed cyber defense framework based on federated learning for attack detection in defense infrastructure Hondor Saragih; Hoga Saragih; Jonson Manurung; Rochedi Idul Adha; Frainskoy Rio Naibaho
Journal of Intelligent Decision Support System (IDSS) Vol 9 No 1 (2026): March: Intelligent Decision Support System (IDSS)
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/idss.v9i1.346

Abstract

Cyber threats targeting defense infrastructure have escalated in complexity, rendering centralized intrusion detection systems insufficient due to their inability to guarantee data privacy across distributed military nodes. This study proposes a distributed cyber defense framework that employs federated learning to enable collaborative model training without transmitting raw network traffic beyond individual nodes. The framework integrates an adaptive aggregation strategy combining FedAvg and FedProx, a hybrid deep learning architecture consisting of convolutional neural networks and long short term memory networks, an autoencoder module for unsupervised anomaly detection, a Byzantine robust aggregation mechanism, and post hoc explainability through SHAP and LIME. Experiments were conducted on CIC IDS 2017, CIC IDS 2018, UNSW NB15, and a synthetically generated military network traffic dataset. The proposed framework attained a peak accuracy of 98.74% and an F1 score of 98.12% on CIC IDS 2017, consistently outperforming five baseline methods by up to 5.29 percentage points in F1 score. Future work will investigate differential privacy integration and model compression for deployment on resource constrained tactical edge devices.
Peningkatan Literasi Digital melalui Program Edukasi Bijak Bermedia Sosial bagi Siswa Kelas XII SMA Negeri 1 Plered Jonson Manurung; Eryan Ahmad Firdaus; Muhammad Azhar Prabukusumo; Rochedi Idul Adha; Cloudio Egi Primsa Ginting
Jurnal Pengabdian Masyarakat Nauli Vol. 5 No. 1 (2026): Agustus, Jurnal Pengabdian Masyarakat Nauli
Publisher : Marcha Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/nauli.v5i1.385

Abstract

Perkembangan media sosial telah memberikan berbagai kemudahan dalam memperoleh informasi, berkomunikasi, dan berinteraksi, namun juga memunculkan berbagai risiko seperti penyebaran hoaks, cyberbullying, penipuan digital, serta penyalahgunaan data pribadi. Remaja, khususnya siswa sekolah menengah atas, merupakan salah satu kelompok pengguna media sosial yang membutuhkan pemahaman mengenai literasi digital agar mampu memanfaatkan media sosial secara bijaksana dan bertanggung jawab. Kegiatan Pengabdian kepada Masyarakat (PkM) ini bertujuan meningkatkan pengetahuan dan kesadaran siswa kelas XII SMA Negeri 1 Plered mengenai penggunaan media sosial yang aman, etis, dan produktif. Metode pelaksanaan menggunakan pendekatan partisipatif yang meliputi observasi kebutuhan, penyampaian materi, diskusi interaktif, studi kasus, sesi tanya jawab, serta evaluasi melalui pre-test dan post-test. Materi yang diberikan mencakup etika bermedia sosial, pengenalan hoaks dan disinformasi, pencegahan cyberbullying, keamanan data pribadi, serta pentingnya menjaga jejak digital (digital footprint). Hasil kegiatan menunjukkan adanya peningkatan pemahaman peserta terhadap seluruh materi yang disampaikan, yang ditunjukkan oleh meningkatnya nilai post-test dibandingkan pre-test. Selain itu, peserta menunjukkan antusiasme yang tinggi selama kegiatan berlangsung dan memberikan respons positif terhadap metode pembelajaran yang diterapkan. Kegiatan ini membuktikan bahwa edukasi literasi digital melalui pendekatan interaktif efektif dalam meningkatkan pengetahuan dan kesadaran siswa mengenai penggunaan media sosial secara bijaksana, kritis, aman, dan bertanggung jawab. Program serupa diharapkan dapat dilaksanakan secara berkelanjutan sebagai upaya memperkuat budaya literasi digital di lingkungan sekolah.
Implementation of gaming In the cloud through construct engine applications on heroku infrastructure Khaerul Imam Phatoni; Rochedi Idul Adha; Jonson Manurung; M Azhar Prabukusumo; Rizqullah Aryaputra Piliang; Muhammad Sulthan Nasyira
Jurnal Mandiri IT Vol. 14 No. 3 (2026): Jan: Computer Science and Field
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mandiri.v14i3.478

Abstract

This study presents a performance analysis of real-time multiplayer gaming through web-based game engines deployed on cloud Platform-as-a-Service infrastructure, specifically examining Construct 3 integration with Heroku's managed deployment platform. A multiplayer Pong game was developed to evaluate the viability of browser-based gaming architectures for real-time applications, utilizing WebSocket communication protocols, room-based session management, and hybrid client-server prediction models. The implementation demonstrates five architectural components: secure WebSocket connection establishment, 60 frames-per-second server-side game state synchronization, minimal cloud deployment configuration, scalable room management supporting multiple concurrent sessions, and responsive input handling with client-side prediction. Performance evaluation with ten concurrent game instances revealed exceptional resource efficiency, consuming maximum 34 megabytes memory with dyno load averages of 0.01, validating JavaScript-based server implementations for real-time gaming applications. The results indicate that web-based game engines can achieve performance characteristics traditionally associated with dedicated server architectures while maintaining significant advantages in development velocity, deployment simplicity, and operational efficiency. The study contributes evidence supporting the democratization of multiplayer game development through accessible web technologies, demonstrating that traditional barriers between browser-based and native gaming applications are diminishing as platform capabilities mature. These findings establish benchmarks for web-based multiplayer gaming performance and provide foundation for future research in cloud-based game development paradigms.