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Academic Document Authentication using Elliptic Curve Digital Signature Algorithm and QR Code Wellem, Theophilus; Nataliani, Yessica; Iriani, Ade
JOIV : International Journal on Informatics Visualization Vol 6, No 3 (2022)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/joiv.6.3.872

Abstract

Paper-based documents or printed documents such as recommendation letters, academic transcripts, and diplomas are prone to forgery. Several methods have been used to protect them, such as watermarking, security holograms, or using paper with specific security features. This paper presents a document authentication system that utilizes QR code and ECDSA as the digital signature algorithm to protect this kind of document from counterfeiting. A digital signature is a well-known technique in modern cryptography used for providing data integrity and authentication. The idea proposed herein is to put a QR code in the printed documents where the QR code includes a digital signature. The signature can later be authenticated using the proposed system by uploading the document for authentication or scanning the document's QR code. The proposed system is particularly developed for digital signature generation and verification of students' final project approval documents as the case study. In traditional settings, the approval form is typically signed directly by the student's advisor dan co-advisor using handwritten signatures. However, using the conventional handwritten signature, the signature on the approval form can be falsified. Therefore, a digital signature generation and verification system is implemented herein to avoid handwritten signature falsification. The advisors can use this system to sign the approval form using a digital signature instead of a handwritten one. The signature is stored in a QR code and is generated using ECDSA with SHA-256 as the hash function. The proposed system is evaluated using documents (i.e., approval forms) with genuine and forged QR codes.  The evaluation results showed that the system could verify the authenticity of the approval forms, which contain genuine QR codes. The approval forms that contained forged QR codes were correctly identified.
Frieze Group in Generating Traditional Cloth Motifs of the East Nusa Tenggara Province Nataliani, Yessica
JTAM (Jurnal Teori dan Aplikasi Matematika) Vol 6, No 3 (2022): July
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jtam.v6i3.8568

Abstract

Ethnomathematics studies the relationship between mathematics and culture. Indonesia has many traditional cultures. One of them is traditional cloth. The traditional cloth from East Nusa Tenggara (NTT) province is called tenun ikat. Since the motif of tenun ikat consists of symmetrical and repeated patterns, it can be generated using Frieze groups. The Frieze groups are the plane symmetry groups of patterns whose subgroups of translations are isomorphic to Z. There are seven groups in the Frieze groups, i.e., F_1, F_2, F_3, F_4, F_5, F_6, and F_7. Translation, reflection, rotation, and glide reflection are the transformation used in the Frieze groups. In this paper, Frieze groups are used to generate digital tenun ikat motifs from the basic pattern. Since one piece of original tenun ikat may consist of some basic patterns, the basic patterns are identified first, and then each of them is generated into the desired pattern, according to the suitable Frieze groups. Furthermore, a GUI Matlab program is developed to generate the Frieze groups. Three motifs of tenun ikat are presented to demonstrate the implementation of Frieze groups. With the Frieze group, users can generate other patterns from a basic pattern, so users can generate new motifs of tenun ikat without leaving the cultural characteristics of NTT province. 
PENGENALAN GAME EDUKASI BAGI SISWA TK KRISTEN 1 SATYA WACANA SALATIGA USIA 5-6 TAHUN Anton Hermawan; Nataliani, Yessica; Hindriyanto Dwi Purnomo; Christianto, Erwien; Atik Setyanti, Angela; Yulia, Hanita; Krismiyati; Juliastomo Gundo, Adriyanto; Wellem, Theophilus; Hendry
Jurnal DIMASTIK Vol. 3 No. 2 (2025): Juli
Publisher : Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/dimastik.v3i2.12302

Abstract

Kemajuan teknologi informasi dan komunikasi menuntut adanya adaptasi dalam dunia pendidikan, termasuk pada jenjang pendidikan anak usia dini. Pengenalan teknologi sejak dini menjadi langkah strategis dalam membentuk kesiapan anak menghadapi era digital. Kegiatan pengabdian ini bertujuan untuk mengenalkan teknologi, khususnya komputer, kepada siswa Taman Kanak-kanak (TK) melalui game edukasi berbasis online. Kegiatan dilaksanakan secara luring di TK Kristen 1 Satya Wacana, Salatiga, dengan melibatkan siswa berusia 5–6 tahun. Metode pelatihan dilakukan dalam beberapa sesi, mencakup pengenalan bagian-bagian komputer, penggunaan mouse, serta pelatihan melalui game edukasi seperti pengenalan huruf, angka, bentuk geometri, dan jenis-jenis kendaraan. Hasil evaluasi menunjukkan bahwa siswa menunjukkan antusiasme tinggi selama pelatihan, serta mulai mengenal komputer sebagai media pembelajaran alternatif selain perangkat yang biasa digunakan di rumah seperti handphone dan tablet. Kegiatan ini membuktikan bahwa pendekatan belajar sambil bermain dengan teknologi dapat meningkatkan minat belajar dan keterampilan dasar siswa dalam menggunakan komputer.
Feature-reduction Fuzzy c-means Clustering for Basketball Players Positioning Nataliani, Yessica
JOIV : International Journal on Informatics Visualization Vol 5, No 4 (2021)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30630/joiv.5.4.651

Abstract

One of the best-known clustering methods is the fuzzy c-means clustering algorithm, besides k-means and hierarchical clustering. Since FCM treats all data features as equally important, it may obtain a poor clustering result. To solve the problem, feature selection with feature weighting is needed. Besides feature selection by assigning feature weights, there is also feature selection by assigning feature weights and eliminating the unrelated feature(s). THE Feature-reduction FCM (FRFCM) clustering algorithm can improve the FCM clustering result by weighting the features and discarding the unrelated feature(s) during the clustering process. Basketball is one of the famous sports, both international and national. There are five players in basketball, each with a different position. A player can generally be in guard, forward, or center position. Those three general positions need different characteristics of players’ physical conditions. In this paper, FRFCM is used to select the related physical feature(s) for basketball players, consisting of height, weight, age, and body mass index. to determine the basketball players’ position. The result shows that FRFCM can be applied to determine the basketball players’ position, where the most related physical feature is the player’s height. FRFCM gets one incorrect player’s position, so the error rate is 0.0435. As a comparison, FCM gets five incorrect player’s positions, with an error rate of 0.2174. This method can help the coach decide the basketball new player’s position.