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IMPLEMENTASI DHCP SNOOPING TRUST DAN LIMIT RATE DENGAN METODE ACTION RESEARCH Puspasari, Ledyana; Rasmila, Rasmila
SEMHAVOK Vol 1 No 1 (2019): November 2019
Publisher : Fakultas Vokasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (826.88 KB)

Abstract

SMK Negeri 1 Rantau Alai berada di Kabupaten Ogan Ilir, Propinsi Sumatera Selatan. Pada SMK (Sekolah Menengah Kejuruan) ini terdapat 2 jurusan yaitu TKJ (Teknik Komputer dan Jaringan) dan RPL (Rekayasa Perangkat Lunak). SMK Negeri 1 Rantau Alai telah memiliki LAN (Local Area Network) yang terhubung dengan internet. Terdapat dua permasalahan pada LAN SMK Negeri 1 Rantau Alai ini, yaitu IP address user yang dapat berubah menjadi IP fake dan kelebihan jumlah user yang terhubung pada LAN SMK Negeri 1 Alai menyebabkan koneksi internet user menjadi lambat. Oleh karena itu, pada penelitian ini dilakukan konfigurasi DHCP Snooping Trust dan DHCP Snooping Limit Rate maka dibutuhkan perangkat Mikrotik routerboard serta switch. DHCP Snooping Trust berguna untuk mengembalikan IP fake menjadi IP address semula dan DHCP Snooping Limit Rate dapat membatasi jumlah user yang terhubung ke LAN SMK Negeri 1 Rantau Alai. Dapat dilihat dari hasil pengujian, bahwa IP Fake yang sengaja diubah akan kembali ke IP address semula setelah konfigurasi DHCP Snooping trust. Selain itu, pada pengujian DHCP Snooping Limit Rate dengan batasan 4 user, terlihat bahwa user ke-5 tidak dapat terhubung ke LAN SMK Negeri 1 Rantau Alai.
REDESAIN JARINGAN KOMPUTER PADA KANTOR PEMERINTAHAN KOTA PRABUMULIH Khadapi, Muhammad; Rasmila, Rasmila
SEMHAVOK Vol 2 No 1 (2020): Mei 2020
Publisher : Fakultas Vokasi

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Abstract

Kantor Pemerintah Kota Prabumulih merupakan kantor yang mengurus semua data yang ada pada pemerintahan Kota Prabumulih. Pada kantor tersebut juga terdapat jaringan komputer yang dimana saat ini jaringan komputer memegang peranan penting dalam pendistribusian data yang ada dalam ruang lingkup kantor tersebut, akan tetapi dalam sebuah jaringan terdapat desain atau topologi jaringan dimana topologi ini berfungsi untuk mengatur dan membuat pendistribusian jaringan internet maupun data menjadi lebih akurat dan teratur. Dalam permasalah ini desain jaringan atau topologi jaringan yang digunakan oleh Kantor Pemerintah Kota Prabumulih sudah berjalan cukup lama yang dirancang pada tahun 2007 dan 2008 baru berfungsi sampai tahun 2018 ini juga sudah terdapat permasalah yang terjadi yang bersangkutan dengan desain jaringan tersebut. Maka dari itu diperlukan redesign (redesain) jaringan komputer pada kantor tersebut, penulis juga melakukan penelitian pengembangan dengan menggunakan metode Top-Down Design, yang diharapkan metode ini dapat menjadi pemecahan dari permasalahan yang terjadi pada topologi atau desain jaringan yang ada pada Kantor Pemerintah Kota Prabumulih untuk kedepannya.
Perancangan Augmented Reality Sebagai Media Pembelajaran Anak Andryani, Ria; Adryansyah, M. Rizqi Hidayah; Dasmen, Rahmat Novrianda; Rasmila, Rasmila
DoubleClick: Journal of Computer and Information Technology Vol 8, No 1 (2024): Edisi Agustus 2024
Publisher : Universitas PGRI Madiun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25273/doubleclick.v8i1.16290

Abstract

Augmented Reality (AR) adalah teknologi yang mempertunjukkan dunia nyata dengan objek maya dengan cara menggabungkan objek maya dua dimensi maupun tiga dimensi kedalam sebuah lingkungan nyata tiga dimensi lalu diproyeksikan secara real time. Augmented Reality (AR) dapat dimanfaatkan untuk perancangan aplikasi sebagai media pembelajaran anak. Dengan penggunaan AR ini tentunya akan memberikan suasana interaktif dan real-time sehingga meningkatkan minat dan ketertarikan anak untuk belajar. Maka dari itu peneliti melakukan Perancangan Augmneted Reality Sebagai Media Pembelajaran Anak. Untuk terlaksannya penelitian ini, peneliti menggunakan metode Multimedia Development Life Cycle (MDLC). Serta, dengan menggunaka beberapa alat dan berupa Hardware Laptop/Komputer dan Smartphone dengan software seperti Vuforia, Photoshop, WAV, Figma dan Unity 3D. Dengan hasil penelitian berupa aplikasi yang memanfaatkan Augmented Reality Sebagai Media Pembelajaran Anak mengenai pengenalan objek sekitar.
DESAIN DAN IMPLEMENTASI UI/UX KURSUS PROGRAMMING ONLINE DENGAN PENDEKATAN ERGONOMI BERBASIS MOBILE Rasmila, Rasmila; Sutabri, Tata; Adila, Nia
J-Icon : Jurnal Komputer dan Informatika Vol 11 No 2 (2023): Oktober 2023
Publisher : Universitas Nusa Cendana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35508/jicon.v11i2.12288

Abstract

The development of the higher education sector and the large number of unemployment rates in Indonesia require that students and alumni of each institution have the expertise they have mastered with UI (User Interface) / UX (User Experience) technology-based design and implementation that will always make everything effective and efficient. on products or applications that have become a trend to be carried out at this time. Simply put, the UI/UX discipline has the goal of building something that makes a system more user friendly so it can function properly which makes a product more valuable. With so many students and alumni from several agencies, namely in the field of information technology education, this provides a great opportunity to be more able to innovate with various new technologies such as mobile-based learning applications and online courses. This research aims to focus on the discipline of user ergonomics, namely how the behavior and habits of users such as the pattern of the user's fingers when using the application and provide attractive visual colors, the location of buttons that are easy to reach, typefaces that are easy to read and easy to understand. as well as providing convenience for users of these applications, so as to see and assess the design and implementation of UI/UX applications for online programming courses, so that designs can be evaluated and can strengthen opportunities to implement better applications for users, especially students and alumni of higher education institutions in the field information Technology. The method to be used is UCD (User Centered Design) which consists of 4 stages, namely, Specify Understand Context of Use, Specify User Requirements, Design Solutions, and Evaluate Against Requirements and the method for implementing applications uses the waterfall model. The results of this study show how the design and implementation of a mobile-based online programming course application is named "Alumni" according to user needs
Analisis User Experience pada Aplikasi Diary Sumsel menggunakan Metode Heuristic Evaluation Nuryadi, Muhammad; Rasmila, Rasmila
J-Icon : Jurnal Komputer dan Informatika Vol 12 No 1 (2024): Maret 2024
Publisher : Universitas Nusa Cendana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35508/jicon.v12i1.12578

Abstract

The application is a mobile application that has great potential to help users record and manage their daily notes. However, a good user experience (UX) is critical in ensuring the success and acceptance of the application. This research aims to carry out UX analysis on the application using the Heuristic Evaluation method. The Heuristic Evaluation method is used to identify potential UX problems by comparing the application with a set of pre-established design principles (heuristics). The research results show a number of findings related to the navigation, consistency, responsiveness and accessibility aspects of the Diary Sumsel application. The results of this research found a low level of improvement analysis after tracing it according to the evaluation that had been carried out. Then UX from the results of this analysis is more than enough to make users feel comfortable in becoming a membership or user list of the Diary Sumsel application in terms of several features that can be utilized in it. This research makes an important contribution in understanding and improving the UX of the Diary Sumsel application, which in turn can increase the acceptability and value of this application for users. By improving the UX, it is hoped that this application can provide greater benefits and better meet user needs.
ANALISIS PENDEKATAN UI/UX PERANCANGAN APLIKASI ANDROID PADA TOKO JHON Rasmila, Rasmila; Mardiyansya, Yogi; Udariyansyah, Devi; Sauda, Siti
J-Icon : Jurnal Komputer dan Informatika Vol 11 No 2 (2023): Oktober 2023
Publisher : Universitas Nusa Cendana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35508/jicon.v11i2.12597

Abstract

Jhon's Shop is a shop that sells various kinds of necessities for other smaller shops. Along with its development, Toko Jhon wants to add digital marketing methods to its products. The aim of this research is to design a user interface and user experience (UI/UX) for the Toko Jhon mobile application by applying the user-centered design method with four stages namely, specifying the context of use, specifying user requirements, designing solutions, and evaluating against requirements with heuristic evaluations to carry out the evaluation. User interface and user experience are important factors to ensure that users are comfortable when using the application. In the Design Solutions Stage, the author carries out low-fidelity and high-fidelity designs with the help of the Figma application. After the design is formed, an evaluation is carried out using heuristics, assisted by an evaluator. The results of calculations using the heuristic evaluation method showed that 18 statements were included in the Good and Very Good qualifications, and there were 2 statements included in the Fairly Good and Not Good qualifications, which were found in the Heuristics Help and Documentation aspect with recommendations for improvement namely, adding a help button and a contact admin feature. After improvements have been made, the UI/UX design is ready to be implemented in the application prototype.
The Enhancing User Experience for Mother and Children Services at Sungai Duren Health Center in Muara Enim, Indonesia Rasmila, Rasmila; Akbar, Muhammad Fharid
PIKSEL : Penelitian Ilmu Komputer Sistem Embedded and Logic Vol. 12 No. 1 (2024): March 2024
Publisher : LPPM Universitas Islam 45 Bekasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33558/piksel.v12i1.8131

Abstract

In the present digital age, it is imperative for us to harness the advancements in technology, particularly in the healthcare sector. The initial step in a medical consultation involves health screening. Traditional health screening relies on interviews and paper documentation. However, over time, the use of paper can lead to data accumulation and potential loss. This research focuses on the creation of a user-friendly mobile application for Mother and Child Health Services, utilizing the Design Sprint method. The Sungai Duren Health Center in Muara Enim Regency, Indonesia, currently lacks essential technology for disseminating information about Mother and Children Health Services. Implementing supporting technology is crucial for enhancing service quality for health center participants. The anticipated benefits extend to academia, writers, and the users of the application.
Implementation of Digital Forensics Photorec in Recovering Lost Files on External Storage Dasmen, Rahmat Novrianda; Triwulanda, Asti; Rasmila, Rasmila; Kurniawan, Dedi; Julia, Julia
PIKSEL : Penelitian Ilmu Komputer Sistem Embedded and Logic Vol. 12 No. 1 (2024): March 2024
Publisher : LPPM Universitas Islam 45 Bekasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33558/piksel.v12i1.9444

Abstract

Portable data storage devices, such as flash drives, are one of the most widely used data storage media today. It has a fairly large storage capacity and is easy to carry around. However, flash drives are also prone to damage, such as lost or deleted files. Damage to files on a pen drive can be caused by various factors, such as user error, viruses, or physical damage. File damage caused by user error, such as accidental deletion of files, can be easily repaired using file recovery software. One of the popular file recovery software is Photorec, which is an open-source software that can be used to recover various types of files, including photos, videos, documents, and other files. Photorec uses the file carving method to recover lost or deleted files. The file carving method is a file recovery method that works by looking for intact blocks of data within the storage media. These intact data blocks are then identified as specific files. This research aims to determine the effectiveness of Photorec in recovering lost files on a flash disk. This research uses an experimental method by simulating file corruption on a flash disk in Bina Darma University. File damage is done by accidentally deleting files. The results show that Photorec can recover lost files on flash drives with a high success rate. Photorec can recover lost files intact, including photos, videos, documents, and other files.
Website Security Analysis of SIDESPIN Application Using Vulnerability Scanning Techniques Rasmila, Rasmila; Herawan, Rafi
PIKSEL : Penelitian Ilmu Komputer Sistem Embedded and Logic Vol. 12 No. 2 (2024): September 2024
Publisher : LPPM Universitas Islam 45 Bekasi

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Abstract

In the era of globalization, quick and easy access to information is essential, especially through the Internet. Websites have become one of the main media for delivering information globally. Although it provided extensive benefits, the use of websites also brings security risks. Errors in coding and configuration can lead to vulnerabilities that can be exploited by irresponsible parties. This research aims to conduct a security analysis on the SIDESPIN website, owned by the Directorate of Innovation and Business Incubator of Bina Darma University. By applying vulnerability scanning techniques, this research identifies vulnerabilities, analyzes findings, and provides recommendations for improvement. In stages such as scoping, footprinting, vulnerability scanning, vulnerability analysis, and reporting, this research uses tools such as OWASP ZAP, Nikto, and Nessus. The result is a vulnerability analysis along with recommendations that can serve as guidelines to improve the security of the SIDESPIN website
Designing a Service Provision Website Using the Design Thinking Method Rasmila, Rasmila; Dilla Nafasari
PIKSEL : Penelitian Ilmu Komputer Sistem Embedded and Logic Vol. 12 No. 2 (2024): September 2024
Publisher : LPPM Universitas Islam 45 Bekasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33558/piksel.v12i2.9972

Abstract

Berkarya Abdi Sejahtera is a company that operates in the field of Outsourcing services such as Administration, Data Input, Operator, Warehouse, Labor, Security, Office Boy/Grill, Driver, Technician, Mechanic, and others. One way to increase company development is by using the website. Websites are increasing rapidly along with the number of websites that are used as a tool to promote companies to make them better known. Based on previous research conducted regarding Thrifdoor Business Website Design Using the Design Thinking Approach Method, it states that the creation process uses the Design Thinking method. The aim of this research is to create a website design by innovating using the Design Thinking method. and it is hoped that the design of this website will make it easier for companies to introduce their company. Observation is a process of observing and then recording systematically, logically, objectively and rationally regarding various phenomena in real situations, as well as artificial situations. The author collects and reviews data obtained by direct review and monitoring. Interviews are conducted to obtain data and information in the form of questions and answers from people who are directly involved with the system that is the object of research. Interviews will be conducted with members of PT Berkarya Abdi Sejahtera at the design stage. The 5 stages of design thinking: empathize, define, ideate, prototype, and test.