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Journal : Jurnal Buana Informatika

Aplikasi Pengecekan Dokumen Digital Tugas Mahasiswa Berbasis Website Latius Hermawan; Maria Bellaniar Ismiati
Jurnal Buana Informatika Vol. 11 No. 2: Vol 11, No 2 (2020): Jurnal Buana Informatika Volume 11 - Nomor 2 - Okober 2020
Publisher : Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/jbi.v11i2.3706

Abstract

Abstract. Website-Based Application for Checking Students’ Digital Assignment. Nowadays, technology is not only about computers as it has advanced to smartphones and other things. In UKMC, technology has certainly helped the job. However, in this university, there is no application for checking the plagiarism of the students’ digital assignments, whereas plagiarism is sometimes done by students when working on assignments from online sources. Students’ assignments can be easily done by doing copy and paste without mentioning its reference because students tend to think practically when working on assignments. Plagiarism is strictly prohibited in education because it is not permitted. Therefore, a plagiarism detection application should be created. It applies a string-matching algorithm in text documents to search the common words between documents. By applying the string-matching method in document that match with other documents, an output that will provide information on how similar the text documents are can be generated. After testing, it is obtained that this application can help lecturers and students to reduce the level of plagiarism.Keywords: Application, Plagiarism, Digital, Assignment Abstrak. Sekarang teknologi tidak hanya tentang computer karena kemajuannya telah merambah pada smartphone, dan hal- hal lainnya. Di UKMC, teknologi yang digunakan sudah sangat membantu pekerjaan. Namun di universitas ini, belum ada aplikasi yang dapat memeriksa plagiarisme dari tugas digital mahasiswa padahal plagiarisme terkadang dilakukan oleh mahasiswa saat mengerjakan tugas dari sumber online. Tugas mahasiswa dapat dengan mudah dibuat dengan cara copy-paste tanpa menyebutkan referensi, karena siswa cenderung berpikir praktis ketika mengerjakan tugas. Plagiarisme sangat dilarang dalam pendidikan karena tidak diizinkan. Oleh karena itu aplikasi pendeteksi plagiarisme perlu dibuat. Aplikasi ini menerapkan algoritma pencocokan string dalam dokumen teks untuk mencari kata-kata umum antar dokumen. Dengan metode pencocokan string pada dokumen yang cocok dengan beberapa dokumen lainnya dapat dihasilkan suatu keluaran yang akan memberikan informasi seberapa dekat antar dokumen teks tersebut. Setelah dilakukan pengujian, didapat hasil bahwa aplikasi ini dapat membantu dosen dan mahasiswa untuk mengurangi tingkat plagiarisme.Kata Kunci: aplikasi, plagiarisme, tugas kuliah.
Penerapan Augmented reality Berbasis Minimax Algorithm pada Game Papan Cerdas Latius Hermawan; Maria Bellaniar Ismiati
Jurnal Buana Informatika Vol. 13 No. 1 (2022): Jurnal Buana Informatika, Volume 13, Nomor 1, April 2022
Publisher : Universitas Atma Jaya Yogyakarta

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Abstract

Abstract. Application of Augmented reality Based on Minimax-Alpha Beta Pruning Algorithm on Smart Board Games. Augmented reality technology is growing very rapidly making game production more innovative and attractive. The implementation of this technology also has the potential for traditional board games which are starting to be replaced by computer-based digital games. The method used in the digital board is Minimax which is zero-sum based where one point of the opponent's victory will reduce the player's one point. This method underlies the way of thinking to get critical steps in several types of games being played. Minimax will result in a lower probability of defeat and increase the probability of winning. The results obtained are that Minimax which was developed with Alpha Beta Pruning to make opponents think like humans so that artificial intelligence in it is suitable to be applied. The test results also give a 63% win for the AI (Artificial Intelligence) used, so the game becomes challenging.Keywords: Game, augmented reality, Minimax, Board Abstrak. Teknologi Augmented reality yang berkembang sangat pesat membuat produksi game lebih inovatif dan atraktif. Implementasi teknologi tersebut juga berpotensi untuk permainan papan tradisional yang mulai tergantikan oleh permainan digital berbasis komputer. Metode yang digunakan dalam digital board adalah Minimax yang berbasis zero-sum dimana satu poin kemenangan lawan akan mengurangi satu poin pemain. Metode ini mendasari cara berfikir untuk mendapatkan langkah-langkah kritis dalam beberapa jenis game yang dimainkan. Minimax akan menghasilkan kemungkinan kekalahan yang sedikit dan memperbanyak kemungkinan kemenangan. Hasil yang didapatkan yaitu Minimax yang dikembangkan bersama Alpha Beta Pruning mampu membuat lawan berfikir layaknya manusia sehingga kecerdasan buatan didalamnya cocok untuk diterapkan. Hasil pengujian juga memberikan hasil 63% kemenangan bagi AI (Artificial Intelligence) yang digunakan, sehingga permainan menjadi menantang. Kata Kunci: Game, augmented reality, Minimax, papan
Penerapan Algoritma Pathfinding A* dalam Game Dual Legacy berbasis Android Felix Octavian; Latius Hermawan
Jurnal Buana Informatika Vol. 14 No. 01 (2023): Jurnal Buana Informatika, Volume 14, Nomor 1, April 2023
Publisher : Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/jbi.v14i01.6928

Abstract

A* Pathfinding Algorithm Implementation in Dual Legacy Game based on Android. Games have 2 characters, the player, and the NPC (Non-Playable Character) which cannot be controlled by the player,so the NPC movements are easy to predict. A Star (A*) algorithm is a pathfinding algorithm or finding a way to a destination, in this case searching for the closest path to the player and avoiding obstacles. The enemy NPC is tasked with chasing the player, and the enemy NPC must reduce the player's health. A* algorithm calculatesthe distance of one of the paths and then calculatesthe distance of the other paths. The algorithm will choose the shortest path when all paths have been completed. Research focuses on the NPC's task of finding the shortest route. The A* in the “Dual Legacy” 2D Side-Scrolling RPG game based on Android is expected with this algorithm NPC can search for and chase players/players via the nearest path. The conclusion is that the A Star Algorithm has been successfully implemented, the NPC approaches the player through the shortest distance by avoiding obstacles.Keywords: A Star (A*) algorithm, NPC, game, Android, 2D side-scrolling RPG Penerapan Algoritma Pathfinding A* dalam Game Dual Legacy berbasis Android. Game biasanya terdapat 2 karakter yaitu player dan NPC (Non-Playable Character) yang tidak bisa dikendalikan oleh player sehingga pergerakan karakter NPC mudah ditebak. Algoritma A Star (A*) merupakan algoritma pathfinding atau mencari jalan ke tujuan, dalam kasus ini mencari jalan terdekat ke player dan menghindari rintangan yang ada. NPC musuh ini bertugas untuk mengejar player dan NPC musuhharus mengurangi darah player. Algoritma A* menghitung jarak satu jalur, menyimpannya, lalu menghitung jarak jalur lainnya. Setelah semua jalur dihitung, algoritma A* memilih jalur terpendek . Penelitian berfokus pada tugas NPC untuk pencarian rute terdekat. Menerapkan algoritma pathfinding A* pada NPC game Dual Legacy 2D Side-Scrolling RPG berbasis Android diharapkan dengan algoritma tersebut NPC dapat mencari dan mengejar pemain / player melalui jalan terdekat. Kesimpulan perancangan ini adalah algoritma A Star berhasil diimplementasikan, NPC mendekati player melalui jarak terdekat dengan menghindari halangan yang ada.Kata Kunci: algoritma A Star (A*), NPC, game, Android, 2D side-scrolling RPG
Malicious JavaScript Detection using Obfuscation Analysis and String Reconstruction Techniques Alamsyah, Alfin Gusti; Hermawan, Latius
Jurnal Buana Informatika Vol. 16 No. 01 (2025): Jurnal Buana Informatika, Volume 16, Nomor 01, April 2025
Publisher : Universitas Atma Jaya Yogyakarta

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Abstract

Detecting malicious JavaScript remains a persistent challenge in cybersecurity, particularly as obfuscation techniques become more sophisticated. This study presents a dual-model detection framework that separates the analysis of obfuscation from malicious behavior to enhance precision. The first model detects obfuscated scripts using 20 features, including entropy, string ratios, and syntax. The second model classifies malicious code based on 92 features, incorporating outputs from the first model and semantically meaningful strings reconstructed using a novel technique called atomic search. Both models utilize the random forest algorithm and are trained on balanced datasets of labeled JavaScript samples. Experimental results demonstrate high performance, with the obfuscation model achieving 99.1% accuracy and the malicious detection model reaching 99.52%. The proposed approach provides a scalable and effective solution for detecting hidden threats in modern web environments by clearly addressing obfuscation and incorporating semantic reconstruction.
Malicious JavaScript Detection using Obfuscation Analysis and String Reconstruction Techniques Alamsyah, Alfin Gusti; Hermawan, Latius
Jurnal Buana Informatika Vol. 16 No. 01 (2025): Jurnal Buana Informatika, Volume 16, Nomor 01, April 2025
Publisher : Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Detecting malicious JavaScript remains a persistent challenge in cybersecurity, particularly as obfuscation techniques become more sophisticated. This study presents a dual-model detection framework that separates the analysis of obfuscation from malicious behavior to enhance precision. The first model detects obfuscated scripts using 20 features, including entropy, string ratios, and syntax. The second model classifies malicious code based on 92 features, incorporating outputs from the first model and semantically meaningful strings reconstructed using a novel technique called atomic search. Both models utilize the random forest algorithm and are trained on balanced datasets of labeled JavaScript samples. Experimental results demonstrate high performance, with the obfuscation model achieving 99.1% accuracy and the malicious detection model reaching 99.52%. The proposed approach provides a scalable and effective solution for detecting hidden threats in modern web environments by clearly addressing obfuscation and incorporating semantic reconstruction.