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Journal : Jurnal Nasional Teknologi Informasi dan Aplikasinya

Memanfaatkan Motion Sensor untuk Pencegahan Pencurian Barang Subhan, Rafly Shaquille; Rahayuda, I Gede Surya
Jurnal Nasional Teknologi Informasi dan Aplikasnya Vol 2 No 1 (2023): JNATIA Vol. 2, No. 1, November 2023
Publisher : Informatics Study Program, Faculty of Mathematics and Natural Sciences, Udayana University

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

Abstract

In response to escalating security concerns, this research investigates the potential of motion sensors as a cutting-edge technology for theft prevention. The study employs experimental and quantitative methods to evaluate the efficacy of motion sensors in diverse settings, focusing on the prevention of helmet theft, a significant issue in various regions. Utilizing Packet Tracer simulation, the implementation of motion sensors is explored, emphasizing factors such as placement, sensitivity settings, and effective monitoring. The findings demonstrate a substantial reduction in theft incidents, attributing this success to the swift detection of suspicious movements and prompt alerts to authorities. The research underscores the importance of proper usage and maintenance in maximizing the anti-theft capabilities of motion sensors. By simulating the implementation through Packet Tracer, the study not only leverages conceptual and theoretical aspects but also provides practical testing replicable and analyzable through simulations. The research aims to contribute valuable insights into the application of motion sensor technology for preventing helmet theft and encourages the widespread adoption of quality helmets for enhanced safety. Keywords: Motion Sensors, Theft Prevention, Security Technology, Helmet Theft, Experimental Evaluation.
Simulasi Smarthome Menggunakan Cisco Packet Tracer Fath, Ahmad Royyan; Surya Rahayuda, I Gede
Jurnal Nasional Teknologi Informasi dan Aplikasnya Vol 2 No 4 (2024): JNATIA Vol. 2, No. 4, Agustus 2024
Publisher : Informatics Study Program, Faculty of Mathematics and Natural Sciences, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/JNATIA.2024.v02.i04.p07

Abstract

The rapid development of technology has led to many changes in all fields. One field that has undergone changes is the industrial field. Nowadays, industries are competing to design electronic devices that can be communicated through the internet.through the internet network. The industrial sector utilizes the concept of the Internet of Things (IoT). IoT itself is used in the benefits of communication between tools and monitoring. Based on that, this research aims to create a smart home design using the Cisco Packet Tracer simulator.cisco packet tracer simulator. This research consists of two stages including: smart home design and testing with the cisco packet tracer simulator. home and testing with Cisco Packet Tracer simulator. Researchers made a design smart home with 3 main components, namely doors, fans and monitoring cameras. The three Each of these components has a different protocol. The results of the test show that the smart home protocol designed can run well in accordance with the predetermined rules. with the rules that have been determined. Keyword: Cisco Packet Tracer, IoT, Protocol
Pengembangan Algoritma Caesar Cipher dalam Game-Based Learning untuk Pendidikan Kriptografi pada Anak Kesuma, Arya Dharma; Rahayuda, I Gede Surya
Jurnal Nasional Teknologi Informasi dan Aplikasnya Vol 2 No 3 (2024): JNATIA Vol. 2, No. 3, Mei 2024
Publisher : Informatics Study Program, Faculty of Mathematics and Natural Sciences, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/JNATIA.2024.v02.i03.p11

Abstract

The decline in children's interest in learning caused by easy access to games is the main reason I designed game-based learning. As time goes by, the way of presenting learning material must also be changed to make it more interesting, interactive and can attract children's interest in learning. Games- Based learning is one way to answer this problem, with learning materials that are packaged attractively, it is hoped that it can increase children's interest in learning. In this game plan, it will introduce the world of IT to children, especially the world of cyber security. One of the concepts raised is cryptography. The algorithm used in this cryptography is the Caesar cipher because it is easy to understand and suitable for children. With a game design that is like a mystery and interactive, it is hoped that it can increase children's interest in learning and introduce cyber security. Keywords: Game-Based Learning, Caesar Cipher, Cryptography
Integrasi Chatbot Berbasis GPT Terhadap Website E-Commerce (Studi Kasus Toko JSA) Teguh Pramana, Made Putra; Rahayuda, I Gede Surya
Jurnal Nasional Teknologi Informasi dan Aplikasnya Vol 1 No 3 (2023): JNATIA Vol. 1, No. 3, Mei 2023
Publisher : Informatics Study Program, Faculty of Mathematics and Natural Sciences, Udayana University

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Abstract

A website is a series of sites with related hyperlinks that individuals, organizations, companies, or government made. E-commerce websites are websites that have features for transaction through online services. Toko Jsa Emas Perak is one of the companies that want to develop its company's presence on the internet using e-commerce websites. Uniqueness is important to have an edge between online competition. By implementing a chatbot system in the e-commerce website, it can increase the effect on each user in interaction. the propose of this research is to implement a chatbot service in the toko jsa website. Keywords: blackbox,e-commerce websites,chatbot, GPT