Claim Missing Document
Check
Articles

Found 25 Documents
Search

PENGEMBANGAN UJI DATA DIGITAL PADA WEBSITE DENGAN DIGITAL FORENSICS Kusdinar, Asep Budiman
JURNAL GAUNG INFORMATIKA Vol 10 No 3 (2017): Jurnal Gaung Informatika Vol.10 No 3 Oktober 2017
Publisher : JURNAL GAUNG INFORMATIKA

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (637.544 KB)

Abstract

Testing development of data digital is processing the whole of important information is stored in digital of website. This study in order to give understanding of data digital was a specification stored in website. The using method is a digital forensic. The focus of this methods are used to provide direct identification and understanding of information the data digital will be proved. To smooth the use of testing that included also forensic software. This Developing tested can be hoped to complete information, such as: the action of what is being done at the time of website  attacked, any application that is installed, how the website and network systems configured, How to restore the files that have been missing, and finally, how to collect the returned information is missing. This testing Results was collected for using as occurring data digital legality or illegal, so that key questions such as: who, what, when, how, where and why can be answered scientifically.
PENGEMBANGAN UJI DATA DIGITAL PADA WEBSITE DENGAN DIGITAL FORENSICS Asep Budiman Kusdinar
JURNAL GAUNG INFORMATIKA Vol 10 No 3 (2017): Jurnal Gaung Informatika Vol.10 No 3 Oktober 2017
Publisher : Universitas Sahid Surakarta

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

Abstract

Testing development of data digital is processing the whole of important information is stored in digital of website. This study in order to give understanding of data digital was a specification stored in website. The using method is a digital forensic. The focus of this methods are used to provide direct identification and understanding of information the data digital will be proved. To smooth the use of testing that included also forensic software. This Developing tested can be hoped to complete information, such as: the action of what is being done at the time of website attacked, any application that is installed, how the website and network systems configured, How to restore the files that have been missing, and finally, how to collect the returned information is missing. This testing Results was collected for using as occurring data digital legality or illegal, so that key questions such as: who, what, when, how, where and why can be answered scientifically.
Model Aplikasi Pembelajaran Pengenalan dan Pencegahan Covid-19 Berbasis Game Edukasi Santi Saksenai; Asep Budiman Kusdinar; Winda Apriandari
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Vol 10, No 3: Desember 2021
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (211.932 KB) | DOI: 10.35889/jutisi.v10i3.729

Abstract

Abstrak. Kurangnya pengetahuan mengenai pengenalan dan pencegahal covid 19 pada siswa sekolah dasar yang hanya bersumber dari para orang tua, guru, maupun sosial media, menjadi landasan untuk megembangkan aplikasi pengenalan dan pencegahan covid 19 berbasis Game Edukasi. Pengembangan aplikasi menggunakan metode Multimedia Development Life Cycle melalui enam tahapan yaitu konsep, perancangan, pengumpulan bahan, pembuatan, pengujian, dan distribusi. Pengembangan animasi menggunakan software Adobe Flash dengan Action Script agar objek animasi menjadi lebih hidup, sedangkan efek suara untuk keperluan backsound dibangkitkan melalui aplikasi Adobe Audition. Adapun proses editing vidio menggunakan aplikasi Wondershare filmora X yang cukup ringan namun mempunyai efek-efek vidio yang memadai. Struktur aplikasi mencakup fitur belajar melalui vidio tutorial berbasis animasi dan fitur kuis melalui Game. Hasil pengujian fitur-fitur fungsional pada aplikasi menunjukkan fungsi-fungsi pembelajaran dan fungsi kuis yang terdapat pada aplikasi telah berjalan sesuai dengan kebutuhan yang telah diidentifikasi.Kata kunci: Covid 19, Media Pembelajaran Interaktif, Game Edukasi, Multimedia Development Life CycleAbstract. The lack of knowledge about the introduction and prevention of covid 19 in elementary school students, which only comes from parents, teachers, and social media, is the basis for developing applications for the introduction and prevention of covid 19 based on educational games. Application development using the Multimedia Development Life Cycle method through six stages, namely concept, design, collection of materials, manufacture, testing, and distribution. Animation development using Adobe Flash software with Action Script so that animated objects become more alive, while sound effects for backsound purposes are generated through the Adobe Audition application. The video editing process uses the Wondershare Filmora X application which is quite light but has adequate video effects. The structure of the application includes learning features through animation-based tutorial videos and quiz features through games. The results of testing the functional features on the application show that the learning functions and quiz functions contained in the application have run according to the identified needs.Keywords: Covid 19, Interactive Instructional Media, Educational Games, Multimedia Development Life Cycle
Model Media Animasi Berbasis Multimedia Interaktif Untuk Pembelajaran Sistem Pencernaan pada Manusia Bagi Siswa Sekolah Dasar Zakia Nurul Aini; Asep Budiman Kusdinar; Winda Apriandari
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Vol 10, No 3: Desember 2021
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (582.467 KB) | DOI: 10.35889/jutisi.v10i3.718

Abstract

Abstrak. Pendekatan pembelajaran tradisional menyebabkan materi pembelajaran Sistem Pencernaan Manusia tidak dapat diserap secara maksimal oleh peserta didik Sekolah Dasar Negeri 1 Cibatu. Tujuan penulisan ini adalah mengembangkan media pembelajaran interaktif berbasis animasi untuk mempermudah peserta didik memahami materi pembelajaran Sistem Pencernaan pada tubuh manusia. Penelitian ini menggunakan tahapan metode Multimedia Development Life Cycle (MDLC) dengan enam tahapan utama yaitu: konsep (concept), perancangan (design), pengumpulan bahan (material collecting), pembuatan (assembly), pengujian (testing), dan distribusi (distribution). Media Animasi Interaktif dikembangkan dengan menggunakan tools pengembangan berupa Adobe Flash Profesional CS6 dengan Action Script, Adobe Audition untuk merekam Audio, dan WonderShare Filmora X untuk editing Vidio. Berdasarkan hasil uji penggunaan aplikasi yang melibatkan 31 peserta didik kelas III di SDN 1 Cibatu sebagai responden, terdapat peningkatan pemahaman peserta didik rata-rata sebesar 33% mengenai materi sistem pencernaan manusia setelah mereka menggunakan aplikasi multimedia interaktif tersebut sebagai media bantu pembelajaran.Kata kunci: Multimedia interaktif; Media pembelajaran, Sistem pencernaan manusia; Multimedia Development Life Cycle (MDLC).Abstract. The traditional learning approach causes the Human Digestive System learning material to not be absorbed optimally by the students of the State Elementary School 1 Cibatu. The purpose of this paper is to develop animation-based interactive learning media to make it easier for students to understand the Digestive System learning material in the human body. This study uses the stages of the Multimedia Development Life Cycle (MDLC) method with six main stages, namely: concept, design, material collecting, assembly, testing, and distribution. Interactive Animation Media was developed using development tools in the form of Adobe Flash Professional CS6 with Action Script, Adobe Audition for audio recording, and WonderShare Filmora X for video editing. Based on the results of the application usage test involving 31 third grade students at SDN 1 Cibatu as respondents, there was an average increase in students' understanding of 33% about the human digestive system material after they used the interactive multimedia application as a learning aid.Keywords: interactive multimedia; Learning media, Human digestive system; Multimedia Development Life Cycle (MDLC).
Model Sistem Pakar Untuk Mendiagnosa Kerusakan pada Mesin Motor Karburator Dengan Metode Forward Chaining Alfi Maulana Saputra; Didik Indrayana; Asep Budiman Kusdinar
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi JUTISI Vol. 9, No. 3, Desember 2020
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (244.608 KB) | DOI: 10.35889/jutisi.v9i3.543

Abstract

Abstrak.  Banyak pengguna sepeda motor jenis karburator yang tidak memiliki pengetahuan mengenai kerusakan pada mesin sepeda motor berjenis karburator, sehingga pengguna sepeda motor harus membawanya ke bengkel sepeda motor untuk perawatan. Permasalahan kemudian terjadi ketika sedang tidak berada pada bengkel terdekat, sehingga perlu penangan darurat secara mandiri. Paper ini mengembangkan sebuah model Sistem Pakar yang dapat digunakan untuk mengadopsi pengetahuan seorang montir sepeda motor ke komputer agar komputer dapat memberikan petunjuk dalam menyelesaikan masalah pada kerusakan motor karburator. Sistem menggunakan penalaran berbasis Forward Chaining dalam mendiagnosa kerusakan. Rancangan Sistem yang dikembangkan menyediakan fitur Basis Pengetahuan untuk mendiagnosa kerusakan pada mesin motor berjenis karburator, dan dapat digunakan secara online, sehingga diharapkan dapat diakses kapan saja dan dimana saja. Kata kunci: Sistem Pakar, Runut Maju, Motor Jenis Karburator Abstract.  Many carburetor type motorcycle users do not have knowledge of damage to carburetor-type motorcycle engines, so motorcycle users have to take them to a motorcycle repair shop for maintenance. The problem then occurs when he is not at the nearest workshop, so he needs emergency handlers independently. This paper develops an Expert System model that can be used to adopt the knowledge of a motorcycle mechanic into a computer so that the computer can provide instructions in solving problems with carburetor motor failure. The system uses Forward Chaining-based reasoning in diagnosing damage. The developed system design provides a Knowledge Base feature to diagnose carburetor-type engine malfunctions, and can be used online, so it is hoped that it can be accessed anytime and anywhere. Keywords: Expert System, Forward Trace, Motor Carburetor Type
Penerapan Multimedia Development Life Cycle dalam Pengembangan Media Visualisasi Pembelajaran Interaktif Agung Maulana; Asep Budiman Kusdinar; Asril Adi Sunarto
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi JUTISI Vol. 9, No. 3, Desember 2020
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (629.695 KB) | DOI: 10.35889/jutisi.v9i3.539

Abstract

ABSTRAK. Pada umumnya sistem pembejaran di Perguruan Tinggi saat ini menggunakan media pembelajaran visual yang disalurkan melalui proyektor, sehingga masih kurang efektif untuk memvisualisasikan materi perkuliahan bagi mahasiswa. Di sisi lain, perkembangan Teknologi Informasi memungkinkan penggunaan Multimedia interaktif yang dilengkapi dengan alat pengontrol yang dapat dioperasikan oleh pengguna, sehingga pengguna dapat mengendalikan sistem pembelajaran secara efektif. Paper ini menyajikan konsep penerapan multimedia development life cycle pada aplikasi media pembelajaran interaktif. Metode pengembangan media pembelajaran berbasis Multimedia development life cycle melalui Enam tahap meliputi: konsep, perancangan, pengumpulan materi, pembuatan, pengujian dan distribusi. Hasil uji program melalui uji Blackbox menunjukkan fitur-fitur fungsionalitas telah sesuai dengan kebutuhan pengguna. Kata kunci: Media pembelajaran, Multimedia interaktif, Multimedia development life cycle ABSTRACT.  In general, the current education system in tertiary institutions uses visual learning media that is channeled through a projector, so it is still ineffective in visualizing lecture material for students. On the other hand, the development of Information Technology allows the use of interactive multimedia which is equipped with a controller that can be operated by the user, so that the user can control the learning system effectively. This paper presents the concept of implementing the multimedia development life cycle in interactive learning media applications. Multimedia development life cycle based on learning media development methods through six stages including: concept, design, material gathering, manufacture, testing and distribution. The test results of the program through the Blackbox test show that the functionality features are in accordance with user needs. Keywords: Learning media, Interactive multimedia, Multimedia development life cycle
Game Edukasi Pengenalan Alat Musik Tradisional Menggunakan Metode MDLC Berbasis Android Dinda Joana Laksana; Asep Budiman; Winda Apriandari
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Jutisi Vol. 10, No. 1, April 2021
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (709.634 KB) | DOI: 10.35889/jutisi.v10i1.579

Abstract

Abstrak. Turunnya daya minat belajar pada mata pelajaran Seni Budaya Keterampilan (SBK) dialami oleh beberapa siswa/siswi Sekolah Dasar (SD) di Jawa Barat, kondisi tersebut terjadi karena aktivitas belajar mengajar yang membosankan, hanya melalui media buku, guru, dan papan tulis saja, beberapa program yang dijalankan guru pun dinilai kurang efektif, fasilitas bermain alat musik tradisional pun kurang lengkap, terlebih lagi mereka kurang mengenal alat musik tradisional di daerahnya sendiri. Maka dari itu tujuan utama penelitian ini yaitu membuat sebuah game edukasi berbasis android agar dapat mempermudah siswa/siswi Sekolah Dasar dalam mengenal alat musik tradisional di daerah Jawa Barat, membantu menaikan daya minat belajar, serta menambah daya pola pikir anak. Pengembangan program ini dibantu dengan metode Multimedia Development Life Cycle (MDLC), dan blackbox testing sebagai pengujiannya, dari hasil tersebut dapat memperlihatkan bahwa game edukasi ini berhasil membuat daya minat belajar siswa/siswi Sekolah Dasar semakin meningkat, dan program ini pun bisa digunakan oleh masyarkat. Kata kunci: Game Android, Game Edukasi, Metode MDLC Abstrack. The decline in the power of interest in learning in the subject of Arts and Culture Skills (SBK) was experienced by some elementary school (SD) students in West Java, this condition occurred because of boring teaching and learning activities, only through the media of books, teachers, and blackboards. Some of the programs run by the teachers are considered ineffective, the facilities for playing traditional musical instruments are also incomplete, moreover they are less familiar with traditional musical instruments in their own regions. Therefore, the main objective of this research is to create an android based educational game in order to make it easier for elementary school students to get to know traditional musical instruments in West Java, to help increase interest in learning, and to increase children's thinking patterns. The development of this program is assisted by the Multimedia Development Life Cycle (MDLC) method, and blackbox testing as a test, from these results it can be shown that this educational game has succeeded in increasing the learning interest of elementary school students, and this program can also be used by the community. Keyword: Games Android, Games Education, MDLC Method
Model Peramalan Penerimaan Calon Mahasiswa Menggunakan Metode Regresi Yudha Surya Bhakti; Asep Budiman Kusdinar; Asril Adi Sunarto
Progresif: Jurnal Ilmiah Komputer Vol 16, No 2: Agustus 2020
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (370.267 KB) | DOI: 10.35889/progresif.v16i2.515

Abstract

Abstrak. Perkembangan bidang sains dan teknologi memberikan kemudahan bagi umat manusia diberbagai aspek bidang kehidupan  salah satunya ialah peramalan. Peramalan penerimaan mahasiswa bagi perguruan tinggi swasta akan membantu memaksimalkan sumber daya yang dimiliki dan dipergunakan secara optimal untuk pelayanan, sarana dan prasarana hingga peningkatan sumber daya manusia didalam perguruan tinggi swasta. Metode regresi untuk melihat sejauh mana biaya promosi dalam peningkatan penerimaan mahasiswa ditahun mendatang dikarenkan pembiayaan promosi yang kurang tepat mengakibatkan jumlah penerimaan mahasiswa tidak sesuai harapan. Peramalan ini akan valid ketika menggunakan sebuah model tingkat keakuratan peramalan yang dilakukan. Berdasarkan hasil perhitungan penelitian ini, tingkat keakuratan dengan menggunakan model MAPE (Mean Absolute Percentage Error) sebesar 2,7% selisih antara data aktual dan data peramalan, namun setiap periode tidak semua memiliki nilai keakurtan kecil karena faktor setiap periode data yang berbeda. Kata kunci: Peramalan, Penerimaan Calon Mahasiswa, Metode Regresi, Mean Absolute Percentage Error Abstract. The development of science and technology provides the convenience for mankind in various aspects of the field of life, one of which is forecasting. Forecasting student acceptance for private universities will help maximize the resources owned and used optimally for service, facilities and infrastructure to increase human resources in private universities. The regression method to see the extent to which the cost of the promotion in the improvement of student acceptance in the future is offered less precise promotional financing resulting in the number of admission of students is not as expected. This forecasting will be valid when using a model level of forecasting accuracy done. Based on the results of this research, the level of accuracy using the Mean Absolute Percentage Error (MAPE) model amounted to 2.7% of the difference between the actual data and forecasting data, but each period does not all have a small accuracy value due to the factors of each different data period.Keyword: Forecasting, New Student Admission, Regression Method, Mean Absolute Percentage Error
Model Aplikasi Diagnosis Penyakit Kulit pada Anjing Menggunakan Metode Naïve Bayes Hary Purnomo; Asep Budiman Kusdina; Winda Apriandari
Progresif: Jurnal Ilmiah Komputer Vol 16, No 2: Agustus 2020
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (645.573 KB) | DOI: 10.35889/progresif.v16i2.521

Abstract

Abstrak. Sebagian besar pemilik anjing tidak mengetahui cara yang benar dalam merawat anjing yang sedang sakit, terutama penyakit kulit pada anjing yang dapat menular terhadap manusia, serta dapat menyebabkan kematian pada anjing karena penanganan yang terlambat. Kurang wawasan mengenai cara perawatan dan minimnya dokter hewan dan pakar hewan menyebabkan penangan penyakit menjadi terlambat. Makalah ini menyajikan sebuah sistem aplikasi yang dapat digunakan untuk mendignosis penyakit kulit pada anjing menggunakan Teorema Naïve Bayes, agar pemelihara anjing dapat terbantu menemukan solusi yang tepat terkait penyakit kulit pada anjing dimanapun dan kapanpun. Hasil uji aplikasi menunjukkan tingkat akurasi sebesar 90%.Kata kunci: Diagnosis, Penyakit Kulit, Anjing, Naïve Bayes Classifier  Abstract. Most dog owners do not know the correct way to care for a sick dog, especially a skin disease in dogs that can be transmitted to humans and can cause death to dogs due to late handling. Lack of insight into how to care and the lack of veterinarians and veterinarians causes disease management to be late. This paper presents an application system that can be used to diagnose skin diseases in dogs using the Naïve Bayes Theorem, so that dog breeders can be helped to find the right solution related to skin diseases in dogs anywhere and anytime. The application test results show an accuracy rate of 90%.Keywords: Diagnosis, Skin Diseases, Dogs, Naïve Bayes Classifier
Perangkat Lunak Keamanan Informasi Pada Mobile Menggunakan Metode Stream Dan Generator Cipher Asep Budiman Kusdinar; Mohamad Ridwan
IC-ITECHS Vol 1 (2014): Prosiding IC-ITECHS 2014
Publisher : IC-ITECHS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1760.473 KB)

Abstract

Integration method of stream and generator cipher can used to randomizing message information. Delivery of message information through email or mobile is required a good security and safety system. So can protect message information that be acceptable by receiver carefully and precise. In this article methodologies which will be applied for randomize message information is processing encryption and descryption to apply stream and generator cipher. The software of this can be used to send message information applicable to information in character secret by using key stream and generator cipher as introduction lock of message information. So with existence of this stream and generator cipher is locking authentication message information become safe and is well ensured.