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Teknologi Augmented Reality Sebagai Media Pembelajaran Dalam Pengenalan Buah-Buahan (Kasus Paud Hidayatul Burhan) Maelani, Yeyen; Irawan, Agung Susilo Yuda; Suharso, Aries
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 5, No 2 (2021): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/j-sakti.v5i2.387

Abstract

Paud Hidayatul Burhan is an Early Childhood Education which is located in Pasirtanjung Village, Lemahabang District, Karawang Regency. Currently, teachers are demanded to be creative in providing education to their students with various methods such as the rationalization of plant themes for fruits and so on. Due to the lack of educational facilities for this use of media, it is necessary to use technology to attract children's interest and motivation to learn. In this case, the fruit learning media still uses conventional methods such as books to see its shape in 2D. The method used in the application of augmented reality in this study is markerless, so that the black and white square markers are replaced by pictorial markers presented in the Augmented Reality Book (AR Book) containing strawberries, lemons and cherries. From the results of alpha testing, the application made can function properly. From the results of the marker test, the application can display 3D objects at a marker distance of 5 cm - 60 cm, with a marker tilt angle of 30 ° - 60 ° and the marker is blocked by other objects up to 75%. From the results of the questionnaire calculation using the Likert's Sumated Rating (LSR) method, a score of 85 was obtained, so the assessment range was very positive, which means that the application can be implemented properly. And also the calculations carried out by the author in the evaluation of students showed that Ho was rejected because there was no significant effect on children's understanding, while H1 was accepted because of a significant influence on children's understanding.
Analisi Data Transaksi Penjualan Menggunakan Algoritma Apriori Untuk Menentukan Paket Promosi Refarasi Mobil R, Aria Renalda; Irawan, Agung Susilo Yuda; Suharso, Aries
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 5, No 2 (2021): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/j-sakti.v5i2.388

Abstract

Rizal Motor Workshop is a business in the field of services and sales of auto parts. More and more workshops are growing rapidly at this time, making Rizal Motor Workshop making a better marketing strategy than other workshops. With a promotional package it will attract the attention of consumers who were previously not interested in shopping to become very interested because of the available promotional packages. To determine the promotional package at the Rizal Motor Workshop to be more efficient and on target, the author uses one way to look at the items most frequently purchased by consumers. The purpose of this study is to analyze sales transaction data to be used as a promotional package based on the buying patterns of consumers. The method used in this study uses the Knowledge Discovery in Database (KDD) method which consists of stages of data selection, data cleaning, data transformation, data mining, and evaluation. The algorithm in this study uses the Apriori Algorithm which looks at the itemset formed, in this study using 4 itemsets with a minimum support of 60% and a minimum confidence of 90%. For the results obtained are associations between products or connectedness of goods, in this study the confidence value obtained was 98.182% which is the best confidence value contained in the 3 itemse.
Akuisisi Bukti Digital Dan Deteksi Keaslian Citra Pada Whatsapp Menggunakan Metode NIST Dan ELA Putra, Ikhwan Wiratama; Suharso, Aries; Rozikin, Chaerur
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 5, No 2 (2021): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/j-sakti.v5i2.370

Abstract

The growth of technology in the last 3 years has been very rapid, as is the growth of smartphone use. This growth is directly proportional to the crime cases that occur, especially in Indonesia. There were a total of 12,835 case complaints from 2018 to 2020, and the most cases were online fraud cases with 7,560 reports related to fraud on cyber patrol sites. One of the crimes that often occurs is online fraud cases using fictitious transfer receipts. This crime was committed using one of the short messaging applications, namely Whatsapp. After the crime was successfully carried out, the perpetrator then deleted the evidence in the form of the conversation along with a photo of the proof of the transfer using one of the features on WhatsApp. Therefore, this study aims to obtain or acquire evidence on the Whatsapp application using the NIST (National Institute of Standards and Technology) method and applying the ELA (Error Level Analysis) technique to analyze evidence in the form of images obtained to strengthen the evidence in court. In facilitating the investigation process, a forensic tool is needed. The forensic tools used in this research are Magnet Axiom and ForensicallyBeta. The final result obtained is that Magnet Axiom managed to find some evidence, including conversation messages, victim contacts, call history, profile photos of the perpetrators, and pictures. With the help of ForensicallyBeta tools, the obtained receipt image can be analyzed and identified that there has been a modification to the receipt.
Teknologi Augmented Reality Sebagai Media Pembelajaran Dalam Pengenalan Buah-Buahan (Kasus Paud Hidayatul Burhan) Maelani, Yeyen; Irawan, Agung Susilo Yuda; Suharso, Aries
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 5, No 2 (2021): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/j-sakti.v5i2.387

Abstract

Paud Hidayatul Burhan is an Early Childhood Education which is located in Pasirtanjung Village, Lemahabang District, Karawang Regency. Currently, teachers are demanded to be creative in providing education to their students with various methods such as the rationalization of plant themes for fruits and so on. Due to the lack of educational facilities for this use of media, it is necessary to use technology to attract children's interest and motivation to learn. In this case, the fruit learning media still uses conventional methods such as books to see its shape in 2D. The method used in the application of augmented reality in this study is markerless, so that the black and white square markers are replaced by pictorial markers presented in the Augmented Reality Book (AR Book) containing strawberries, lemons and cherries. From the results of alpha testing, the application made can function properly. From the results of the marker test, the application can display 3D objects at a marker distance of 5 cm - 60 cm, with a marker tilt angle of 30 ° - 60 ° and the marker is blocked by other objects up to 75%. From the results of the questionnaire calculation using the Likert's Sumated Rating (LSR) method, a score of 85 was obtained, so the assessment range was very positive, which means that the application can be implemented properly. And also the calculations carried out by the author in the evaluation of students showed that Ho was rejected because there was no significant effect on children's understanding, while H1 was accepted because of a significant influence on children's understanding.
Analisi Data Transaksi Penjualan Menggunakan Algoritma Apriori Untuk Menentukan Paket Promosi Refarasi Mobil R, Aria Renalda; Irawan, Agung Susilo Yuda; Suharso, Aries
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 5, No 2 (2021): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/j-sakti.v5i2.388

Abstract

Rizal Motor Workshop is a business in the field of services and sales of auto parts. More and more workshops are growing rapidly at this time, making Rizal Motor Workshop making a better marketing strategy than other workshops. With a promotional package it will attract the attention of consumers who were previously not interested in shopping to become very interested because of the available promotional packages. To determine the promotional package at the Rizal Motor Workshop to be more efficient and on target, the author uses one way to look at the items most frequently purchased by consumers. The purpose of this study is to analyze sales transaction data to be used as a promotional package based on the buying patterns of consumers. The method used in this study uses the Knowledge Discovery in Database (KDD) method which consists of stages of data selection, data cleaning, data transformation, data mining, and evaluation. The algorithm in this study uses the Apriori Algorithm which looks at the itemset formed, in this study using 4 itemsets with a minimum support of 60% and a minimum confidence of 90%. For the results obtained are associations between products or connectedness of goods, in this study the confidence value obtained was 98.182% which is the best confidence value contained in the 3 itemse.
Implementasi Augmented Reality Pengenalan Hewan, Buah dan Kendaraan Untuk Pendidikan Usia Dini Riyanto Riyanto; Aries Suharso
Jurnal Teknik Informatika dan Sistem Informasi Vol 8 No 2 (2022): JuTISI
Publisher : Maranatha University Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/jutisi.v8i2.4821

Abstract

As a result of the implementation of social distancing rules, the education sector is forced to implement the Distance Learning system or study from home which sometimes makes students feel bored in its implementation. Therefore, an alternative learning media is needed to overcome this boredom. One method that can be used is learning through applications with the addition of augmented reality technology. The purpose of this study was to design an interactive learning media for early childhood based on augmented reality technology and to determine the impact of its use. This type of research is action research, while the software development method used is the waterfall model. This app is designed using Unity 3D and Vuforia SDK. The results of the calculation of the questionnaire, obtained a value of 98.6% which means the application is included in the very effective criteria according to the Likert Scale. And from the results of the paired t-test of application users before and after using the application, it was concluded that there were differences in the assessment of learning outcomes before and after using augmented reality-based basic learning applications for early childhood.
PERBANDINGAN ANALISIS MANAJEMENT BANDWIDTH MENGGUNAKAN METODE SIMPLE QUEUE DAN QUEUE TREE PADA LAWANG CAFÉ KARAWANG Santosa, Muhammad Rafi; Purwantoro, Purwantoro; Suharso, Aries
Jurnal Informatika dan Teknik Elektro Terapan Vol. 12 No. 3 (2024)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jitet.v12i3.4961

Abstract

Karena meningkatnya penggunanya dan perkembangan pesat teknologi informasi saat ini, internet menjadi sangat dibutuhkan. Akibatnya, diperlukan penyediaan layanan internet yang sangat efektif. Jaringan komputer nirkabel juga dikenal sebagai jaringan lokal nirkabel atau WLAN adalah salah satu teknologi jaringan komputer yang paling populer saat ini. Teknologi ini memungkinkan pengembangan dan implementasi jaringan komputer dengan lebih cepat dan memungkinkan pengguna memanfaatkan teknologi jaringan komputer tanpa kabel. Metode manajemen bandwidth adalah cara untuk mengatur pemakaian bandwidth secara merata, meskipun banyak pengguna jaringan. Salah satu metode manajemen bandwidth adalah metode simple queue dan queue tree, yang memiliki pengaturan untuk mengatur bandwidth dan dapat meningkatkan ukuran bandwidth untuk setiap client. Metode penelitian ini menggunakan metodologi kualitatif. Hasil penelitian menunjukkan bahwa perbandingan queue tree dan metode queue simple mana yang paling ideal untuk digunakan dalam manajemen bandwidth Lawang Cafe.
Systematic Literature Review Penggunaan Metodologi Pengembangan Sistem Informasi Waterfall, Agile, dan Hybrid Haniva, Diandara Tresya; Ramadhan, Jadid Alif; Suharso, Aries
JIEET (Journal of Information Engineering and Educational Technology) Vol. 7 No. 1 (2023)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jieet.v7n1.p36-42

Abstract

Abstrak— Pemilihan metodologi pengembangan sistem informasi adalah suatu hal penting yang perlu dilakukan sebelum membangun sebuah sistem. Pemilihan metodologi ini seringkali disesuaikan dengan lingkungan proyek yang kita hadapi, namun terkadang kita masih kebingungan dalam memilih metodologi apa yang sebaiknya digunakan agar sistem yang dirancang dapat memiliki kinerja yang baik dan efisien. Hingga saat ini, metode Waterfall merupakan yang paling populer digunakan, namun metode pengembangan tersebut bersifat kaku dan kurang cocok digunakan bagi lingkungan proyek dengan jangka waktu yang singkat. Sehingga, penelitian ini bertujuan untuk membandingkan penggunaan metodologi pengembangan sistem informasi yakni Waterfall yang dikenal sistematis, Agile yang dikenal tangkas, dan Hybrid yang merupakan gabungan dari kedua metode tersebut dalam pengembangan suatu sistem informasi, serta mengkaji lingkungan seperti apa yang cocok digunakan untuk ketiga model tersebut. Penelitian ini berupa Systematic Literature Review dengan sumber data yang dipakai pada penelitian ini didapatkan dengan bantuan perangkat lunak Publish and Perish 8. Lalu, didapatkan hasil bahwa metode Waterfall cocok digunakan untuk lingkungan proyek dengan skala yang tidak terlalu besar, metode Agile cocok digunakan untuk lingkungan proyek yang memiliki jangka waktu singkat, dan metode Hybrid bisa digunakan apabila membutuhkan keunggulan dari kedua metode yakni Waterfall dan Agile. Kata Kunci— Systematic Literature Review, Waterfall, Agile, Hybrid, Software Development Life Cycle
Enhancing IT/OT Security Posture Against Erlang/OTP SSH Exploits Through Threat Campaign Assessment Nabila Latifa Tullaili; Ridwan Satrio Hadikusuma; Aries Suharso
EPIC Journal of Electrical Power Instrumentation and Control Vol 8 No 1 (2025): EPIC
Publisher : Universitas Pamulang, Prodi teknik Elektro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/epic.v8i1.58567

Abstract

The convergence of Information Technology (IT) and Operational Technology (OT) infrastructures exposes organizations to new risks, particularly when facing critical vulnerabilities. This research evaluates the security posture of IT/OT environments against CVE-2025-32433, a severe vulnerability in Erlang/OTP’s SSH daemon that allows unauthenticated remote code execution. The assessment was conducted in a real environment using the Keysight Threat Simulator, where simulated threats were injected from the darkcloud, passed through a Palo Alto Networks firewall, and targeted a host system (Windows Server 2016) with Keysight Agent version 25.7.3-1751647889 and ATI version 25.5.4181.502994. This campaign involving seven malware scenarios using remote hosts and DNS callbacks. The results showed 43 prevention outcomes, 0 detection events, and 9 security recommendations. While the firewall prevented part of the attacks, the detection capability at the host level failed entirely, indicating potential blind spots in monitoring and response.The study concludes that proactive threat simulation is essential for identifying prevention gaps and detection weaknesses in converged IT/OT networks. Recommendations include strengthening host-based detection, improving IT/OT segmentation, and enhancing monitoring of DNS traffic to mitigate exploitation risks.
Penerapan Metode Finite State Machine pada Pengembangan Game Edukasi Pengolahan Sampah Maulana, Ruziq; Suharso, Aries; Rizal, Adhi
IJAI (Indonesian Journal of Applied Informatics) Vol 5, No 2 (2021)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijai.v5i2.44772

Abstract

AbstrakSaat ini banyak orang yang tidak memiliki kesadaran akan kebersihan lingkungannya sendiri dan masih banyak yang membuang sampah sembarangan, yang akan menyebabkan pencemaran dan kerusakan lingkungan. Untuk meningkatkan kesadaran seseorang dalam hal sampah maka perlu adanya sebuah edukasi mengenai pengolahan sampah. Edukasi yang terbaik adalah edukasi yang dilakukan sejak dini, sehingga edukasi yang dilakukan akan tersimpan sampai tua nanti. Agar meningkatkan minat belajar anak-anak usia dini maka perlu adanya media yang menyenangkan bagi anak salah satunya menggunakan video game. Dalam pembuatan video game banyak metode yang dapat digunakan salah satunya adalah metode Finite State Machine. Tujuan dari penelitian ini iyalah bagaimana membuat game pengolahan sampah dengan menerapkan metode finite state machine dan mengukur tingkat penerimaan anak terhadap game yang dibuat. Metodologi yang digunakan dalam penelitian ini yaitu Multimedia Development Life Cycle (MDLC) dengan tools yang digunakan dalam membangun aplikasi yaitu Unity. Aplikasi ini berhasil memuat game pengolahan sampah dengan menerapkan metode Finite State Machine yang diimplementasikan pada NPC dan enemy. Implementasi uji coba aplikasi ini menggunakan pengujian usabilitas di mana hasil rata-rata yang didapatkan adalah 89,69%.============AbstractRecently, many people do not have awareness of their own environmental cleanliness and still do littering that causes pollution & environmental damage. To increase people awareness of waste problem, education of waste disposal need to be given. The best education is best given from early childhood so that the lesson will be remain until they are grown up. Fun media is needed to be given to improve children interest to learn, one of them is using video game. In making video game, many methods can be used, one of which is the Finite State Machine method. The purpose of this research is how to make a waste disposal video game by applying the finite state machine method and measuring the level of children's acceptance of the game. The methodology used in this research is the Multimedia Development Life Cycle (MDLC) with Unity as a tool to build the application. This application successfully loads the waste disposal game by applying the Finite State Machine method, which is implemented on NPCs and enemy. The trial implementation of the application uses a usability test where the average result obtained is 89.69%.