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The Effectiveness of Veyon Application Implementation in Client & Server Based Computer Labs Muhammad Iskandarsyah; Rozali Toyib; Yulia Darnita; Agung Kharisma Hidayah
Jurnal Komputer, Informasi dan Teknologi Vol. 3 No. 2 (2023): Desember
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v3i2.1285

Abstract

Almost all government and non-government institutions already use computers and all media and work tools. But with a computer all these conveniences can also interfere with someone at work. For example, a student is following a practicum lesson but the student is instead busy with social media and games, so the learning process is not conveyed in the practicum activity.Monitoring computer activity carried out using the Client & Server method so that administrators will find it easier to monitor client computers connected to a computer network. In this application there is also a forced exit feature so that the client computer cannot carry out related processes outside of learning.After testing this application, it can be concluded that this application can monitor activities from client computers with a percentage of 80% so that network administrators can monitor processes and applications running on client computers. For testing the communication process between server computers and client computers using several computer network media, it was successful with a percentage of 80%.
Analysis of Mental Ray Rendering Techniques in 3D Animation Film Analisis Teknik Rendering Mental Ray Pada Film Animasi 3D Bony Triwahyuda; Erwin Dwika Putra; Agung Kharisma Hidayah; Harry Witriyono
Jurnal Komputer, Informasi dan Teknologi Vol. 3 No. 2 (2023): Desember
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v3i2.1473

Abstract

Rendering is the final stage of the modeling or animation process. It is during this rendering that the polygons that make up a model will be computed on the computer to form an image. Along with the times, there are many rendering provider applications for 3D animation, one of which is Mental Ray. The formulation of the research problem is How long does it take to render a 3D animated film using mental ray and analyze the size of the rendered using mental ray? The development model in this study uses the Multimedia Development Life Cycle (MDLC) development which is the Luther version of the development method. Data collection by taking two finished or ready-to-rendering 3D films. The results show that the average length of time needed to render of The Little Human animation is 8.3 minutes, while the animated film Go Alex is 8.8 minutes. While the average size of the 12 rendered scenes of The Little Human animation is 17.3 mb and the animated film Go Alex is 17.8 Mb. Computer specifications will affect the performance of the rendering engine itself. This test only uses one type of computer, so to really test the performance of the rendering engine, a similar test is needed using several different types of computers and sepsis. When using the Autodesk Maya 2019 application, it is recommended to use incrementalSave to find out every step of the changes made, because it is to remember the steps to be taken if you forget and anticipate unexpected things such as blackouts.
Comparative Analysis Of K Means And K Medoids Algorithms In Determining Social Assistance In Padang Sidimpuan City, North Sumatra Fadel Muhammad Siregar; Ujang Juhardi; Muntahanah Muntahanah; Agung Kharisma Hidayah
Jurnal Komputer, Informasi dan Teknologi Vol. 4 No. 1 (2024): June
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v4i1.1795

Abstract

The government's efforts to tackle poverty are by issuing several programs that can help meet people's needs. However, in practice, it is not uncommon for the distribution of aid or other government programs to not be on target, because there are no clear procedures and calculations in determining which people are entitled to receive aid. Therefore, it is necessary to have a calculation mechanism that involves data on the demographic characteristics of the community using clustering. In this clustering process, there are 2 algorithms that are often used, namely K-medoid and K-means. The research aims to classify which communities are a priority for receiving assistance and which are not a priority. In order to get more accurate results, this research also tested the two clustering algorithms to get the best algorithm and the best number of clusters based on the dataset owned by looking at the Davies Bouldin Index (DBI). This research concluded that with the data set the best algorithm was K-medoids and the number of clusters was 2 with a DBI value of 1.332. Then, in the results of the clustering carried out from a total of 1031 data analyzed, it was found that 396 residents were eligible or made priority for receiving assistance and 635 residents who were not yet included in the priority list for receiving assistance.
Coloring Practice Learning Media Application In Early Childhood Using Live Coloring Technique Nadia Berliana; Yulia Darmi; Agung Kharisma Hidayah; Ardi Wijaya
Jurnal Komputer, Informasi dan Teknologi Vol. 5 No. 2 (2025): Desember
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v5i2.2898

Abstract

Rapid technological advancements have had several negative effects on young children, as the majority of children now prefer playing with gadgets to studying. Childhood, from 0 to 8 years old, is considered a time for educational services. Drawing and coloring are common activities for learning and are a part of children's lives. Therefore, it is necessary to develop a learning pattern for children that combines two things they enjoy: coloring and gadget technology so that children can play with gadgets and learn what they enjoy at the same time. In this study, a learning application for coloring 3D objects was created using the Live Coloring Technique with Android -based Augmented Reality technology. The reason is because Android is a very popular and widely used operating system, making it easier to install and use the application
Perbandingan Metode Naive Bayes dan Bayesian Regularization Neural Network Untuk Klasifikasi Jenis Penyakit Diabetes Mellitus Filda Rahayu; Erwin Dwika Putra; Yuza Reswan; Agung Kharisma Hidayah
Jurnal Komputer, Informasi dan Teknologi Vol. 5 No. 2 (2025): Desember
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v5i2.2985

Abstract

Diabetes Mellitus is associated with long-term damage, dysfunction, and failure of various organs, especially the eyes, kidneys, nerves, heart, and blood vessels. Naive Bayes is a classification method that can predict the probability of a class, thus generating decisions based on learning data. The Naive Bayes method is used to classify Diabetes Mellitus. To predict a disease using a data mining approach, symptoms accompanied by clinical data are required. Therefore, the problem is formulated how the Naive Bayes method compares with Bayesian regularization neural networks for classifying types of Diabetes Mellitus. With the RapidMiner tool, it becomes educational information in providing information on Diabetes Mellitus based on Type 1 Diabetes, Type 2 Diabetes, and Gestational Diabetes
Analisis Kepuasan Pengguna Canva Dan Gamma Dikalangan Mahasiswa Menggunakan Metode System Usability Scale (SUS) Helen Anggraini; RG. Guntur Alam; Agung Kharisma Hidayah
JSAI (Journal Scientific and Applied Informatics) Vol 8 No 2 (2025): Juni
Publisher : Fakultas Teknik Universitas Muhammadiyah Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36085/jsai.v8i2.8214

Abstract

Canva and Gamma are web-based graphic design platforms widely used by students to create brochure, presentations, and social media content in a simple and efficient way. The purpose of this study is to evaluate user satisfaction. with both applications using the System Usability Scale (SUS) method. The study involved 100 students from Universitas Muhammadiyah Bengkulu who had used both platforms. The results indicate that Canva achieved a SUS score of 80.2, categorized as Excellent, while Gamma received an average score of 72.4, categorized as OK. These findings suggest that although both applications demonstrate good usability, Canva is perceived to be superior in terms of ease of use, feature integration, and learning curve. The outcomes of this study can serve as a reference for’s developers with educational institutions on selecting or developing design tools that are more responsive to user needs.
Visualisasi SD N 47 Kota Bengkulu Berbasis 3D Dengan Menggunakan Teknik Chrome Key Dan Sketchup Saputra, Ade; Sunardi, Dandi; Wijaya, Ardi; Hidayah, Agung Kharismah
Jurnal Media Infotama Vol 19 No 1 (2023): April
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmi.v19i1.3684

Abstract

Profile video is an electronic medium to convey information that is very effective in introducing a school. Through this visual media, all information can be easily digested by all circles of society. State Elementary School 47 Bengkulu City, Mem needs promotional media to the community to increase the admission of new students. Based on this, then to do the promotion, a profile video of Sekolah Dasar Negeri 47 bengkulu city was made. In making this video, Sketchup software and enscape are used to make it easier to create profile videos. The purpose of the research is to make a 3D animated video as a promotional medium at Sekolah Dasar Negeri 47 Bengkulu City. Research methods through multimedia system development models using Luther Sutopo's Multimedia Development Life Cycle (MDLC). The research was carried out as a promotional medium through 3D animated videos using the sketchup application. The respondent's due diligence test received a response of 87.5%, which means that the video profile that was made is liked by the general public.
Ekstraksi informasi leksikal bahasa Kerinci dari kamus dwibahasa untuk klasifikasi Part-of-Speech otomatis Agung Kharisma Hidayah; Dandi Sunardi; Sri Handayani
AITI Vol 23 No 2 (2026)
Publisher : Fakultas Teknologi Informasi Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24246/aiti.v23i2.334-347

Abstract

Bahasa Kerinci merupakan salah satu bahasa daerah di Indonesia yang tergolong low-resource language, sehingga ketersediaan sumber daya linguistik digital sangat terbatas. Penelitian ini bertujuan untuk mengekstraksi informasi leksikal dari kamus dwibahasa Indonesia–Kerinci dan melakukan klasifikasi kelas kata (Part-of-Speech/POS) secara otomatis menggunakan pendekatan berbasis aturan (rule-based). Proses penelitian dimulai dengan mengonversi kamus dwibahasa Indonesia–Kerinci ke dalam format dataset terstruktur yang memuat lema, padanan kata, serta informasi linguistik terkait. Selanjutnya, dilakukan klasifikasi kelas kata secara otomatis menggunakan pendekatan rule-based dengan memanfaatkan padanan bahasa Indonesia sebagai acuan untuk menentukan POS pada lema bahasa Kerinci. Hasil penelitian menghasilkan dataset digital terstruktur beserta label POS otomatis yang dapat dijadikan sumber daya awal untuk pemrosesan bahasa alami (Natural Language Processing/NLP) dalam bahasa Kerinci. Kontribusi utama penelitian ini adalah menyediakan sumber daya linguistik digital awal untuk bahasa daerah yang masih minim data, serta menawarkan strategi klasifikasi POS berbasis leksikal yang sederhana dan dapat direplikasi pada bahasa daerah lain.
Deteksi Dini Indikasi Risiko Keamanan Siber pada Game Online Berdasarkan Ulasan Pengguna Menggunakan Naive Bayes jely estianti; RG Guntur Alam; Agung Kharisma Hidayah
Cyber Security dan Forensik Digital Vol. 9 No. 1 (2026): Edisi Mei 2026
Publisher : Fakultas Sains dan Teknologi UIN Sunan Kalijaga Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14421/csecurity.2026.9.1.6034

Abstract

Game online merupakan platform digital yang mengelola data sensitif pengguna, termasuk informasi akun, data pribadi, dan transaksi digital, sehingga rentan terhadap berbagai ancaman keamanan siber. Sebagian besar penelitian sebelumnya memanfaatkan ulasan pengguna untuk analisis sentimen dan kualitas layanan, sementara pemanfaatannya sebagai indikator dini risiko keamanan siber masih terbatas. Penelitian ini bertujuan mengidentifikasi indikasi risiko keamanan siber pada game online berdasarkan ulasan pengguna sebagai bentuk user-reported cybersecurity signals. Sebanyak 3.069 ulasan pengguna Mobile Legends diproses melalui tahapan text mining (case folding, tokenizing, stopword removal, dan stemming), direpresentasikan menggunakan pembobotan TF-IDF, dan diklasifikasikan dengan algoritma Naïve Bayes. Kategori risiko meliputi Account Security Risk, Data Privacy Risk, Phishing & Fraud Risk, Malware Risk, serta Non-Security Issue. Evaluasi menggunakan skenario pembagian data 80:20 menunjukkan akurasi keseluruhan sebesar 76,5% berdasarkan confusion matrix, dengan variasi performa antar kategori. F1-score tertinggi diperoleh pada kategori Non-Security Issue (0,92), sedangkan Malware Risk terendah (0,67) akibat ambiguitas linguistik dalam narasi pengguna. Temuan ini menunjukkan bahwa ulasan pengguna berpotensi dimanfaatkan sebagai mekanisme deteksi dini berbasis komunitas. Secara teoretis, penelitian ini memperkenalkan pendekatan community-based cyber risk identification sebagai bentuk komplementer terhadap mekanisme deteksi teknis dalam manajemen risiko keamanan siber pada platform digital.  Kata kunci: keamanan siber, game online, text mining, naïve bayes, deteksi dini risiko  ---------------------------------------------------------------------- Early Detection of Cybersecurity Risk Indications in Online Games Based on User Reviews Using Naive Bayes Online games are digital platforms that manage sensitive user data, including account information, personal data, and digital transactions, making them vulnerable to various cybersecurity threats. Most previous studies have utilized user reviews for sentiment analysis and service quality evaluation, while their use as early indicators of cybersecurity risk remains limited. This study aims to identify indications of cybersecurity risks in online games based on user reviews as user-reported cybersecurity signals. A total of 3,069 user reviews of Mobile Legends were processed using text mining techniques, including case folding, tokenizing, stopword removal, and stemming. The textual data were represented using TF-IDF weighting and classified using the Naïve Bayes algorithm. The risk categories included Account Security Risk, Data Privacy Risk, Phishing & Fraud Risk, Malware Risk, and Non-Security Issue. Evaluation using an 80:20 data split scenario resulted in an overall accuracy of 76.5% based on the confusion matrix, with performance variations across categories. The highest F1-score was achieved in the Non-Security Issue category (0.92), while the Malware Risk category showed the lowest performance (0.67) due to linguistic ambiguity in user narratives. These findings indicate that user reviews have the potential to serve as a community-based early detection mechanism for cybersecurity risks. Theoretically, this study introduces a community-based cyber risk identification approach as a complementary mechanism to technical detection systems in cybersecurity risk management for digital platforms. Keywords: cybersecurity; online games, text mining, naïve bayes, early risk detection
Co-Authors -, Rozali Toyib Abdullah, Dedy Ade saputra Ade Viola Gustina Adinda, Fitri Aditian, Fraz Admira, Siti Alam, RG.Guntur Aminudin, Rahmad Andika Kurniawan Andilala Anggara , Yozi Anggi Josetio Prayoga Anisa Nur Amalah Apridiansyah, Yovi Ar. Walad Mahfuzi Ari Pitriyo Ari Satrio Wibowo Arif Tri Novian Belo Sungkowo Bony Triwahyuda Bryan Febriansyah Cahyo Prihantoro cantika Chandra Kusuma Johan2 Checario, Devano Dandi Sunardi Darnita , Yulia Darnita, Yulia Dedy Abdullah Deslianti, Dwita Deslianti, Dwita Diana Diana Diana Diana Eka Sahputra Eko Saputra Fadel Muhammad Siregar farid, farid achmadi Febriansyah, Bryan Filda Rahayu Fitri Adinda Gunawan Gunawan Gunawan Gunawan Gunawan Guntur Alam Guntur Alam, RG Hadi, Bintang Handayani, Sri Haris Munandar Haris Munandar Harry Witriyono Harry Witriyono Harry Witriyono Witriyono Hary Witriyono Helen Anggraini Hendri Wibowo, Sastya Hendri, Sastya Hendro eka purnama Hennie Lestyaningsih Hidayah, Aditia Hidayat, Wahid Iklas Iradat Sanjaya Imanullah, Muhammad Irawan, Raditya Frandika Iskandarsyah, Muhammad jely estianti Juhardi, Ujang Khairullah Khairullah khairullah Koko Saputra Koko Saputra Legi Sarwanto Lestari, Putri Dwi Mahfuzhi, A.R Walad Mahfuzy, AR. Walad marhalim, marhalim Muhammad Fikri Hayqal Muhammad Imanullah Muhammad Imanullah Muhammad Iskandarsyah Muntahanah Muntahanah Muntahanah Muntahanah, Muntahanah Nadia Berliana Novian, Arif Tri Nur Ade Wijaya Nurmansyah Oki, M. Oktavia, Niken Onsardi, Onsardi Pahrizal, Pahrizal Pane, Ali Sutan pebriano, pigo Putra , Erwin Dwika Putra, Erwin Dwika Putra, Muhammad Ardiansah Putri Rahma Della Rajes, Achmad Ramzi, Reja Muhamad Ratnawili Regi Saputra Ridho Afriansyah Rifqo, Muhammad Husni Riozi, M Fakhrur Ririn Apriza Rojali Toyib Rozali Toyib Sahputra, Eka Sandhy Fernandez Santika, Bima Sapitri, Tari Juita Saputra, Regi Sarwanto, Legi Sastya H. Wibowo Sastya Hendri Wibowo Siregar, Fadel Muhammad Sonita, Anisya Sri Handayani Sri Handayani Sulastri, Eni Surya Ade Saputera Syaldanis Syam Tari Juita Sapitri Toyib , Rozali Toyib, Rozali Tri Putra, Bagus Tri Rahayu Triwahyuda, Bony ujang juhardi Ulit, Icuk Gempa Venny Arisi Vioneka, Ranti Wibada Alsupana, Bima Wibowo, Ari Satrio Wibowo, Sastya H. Wijaya, Ardi Wijaya, Nur Ade Witriyono, Harry Yetman Erwadi Yoga Saputra Yonaldo Putra Yosa, Ari Yozi Anggara Yulia Darmi Yulinda, Ade Tiara Yuza Reswan