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Journal : Jurnal Informatika

ONLINE MILIS ANALISIS Bayu Kusuma Wijaya; Budi Susanto; Willy Sudiarto Raharjo
Jurnal Informatika Vol 4, No 2 (2008): Jurnal Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (8735.809 KB) | DOI: 10.21460/inf.2008.42.63

Abstract

Mailing list atau milis adalah sarana komunikasi melalui emaildimana tiap anggotanyabisa belangganan dan berpartisipasi didalamnya. Setiap kali ada thead atau reply makaemail tersebut akan dikirim semua anggota milis. Anggota milis yang menerima surattersebut dapat mereply, mengirim thread topik baru ataupun hanya sekedar membaca saja.Dalam suatu milis lalu lintas informasinya bergantung pada seberapa aktif anggotaanggotamilis tersebut. Keaktifan anggota suatu milis sebenarnya dapat diukur dengan caramelihat seberapa sering anggota milis tersebut membuat thread atau mereply email daripara anggota milis lainnya. Hal ini dapat dilakukan dengan menganalisis email yang datangdari group milis kita. Untuk itu aplikasi yang dibuat harus dapat menganalisis tingkatkeaktifan suatu group milis dan para anggotanya secara otomatis.
PROGRAM VIDEO CALL BERBASIS PEER TO PEER MENGGUNAKAN PROTOKOL RTMFP Nathaniel Gunawan; Gani Indriyanta; Willy Sudiarto Raharjo
Jurnal Informatika Vol 11, No 1 (2015): Jurnal Teknologi Komputer dan Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (4576.918 KB) | DOI: 10.21460/inf.2015.111.425

Abstract

The rapid development of information technology-based communication to encourage the development of video conferencing applications to a variety of media platforms. One of the media that is easily accessible is a web application development based RIA (Rich Internet Application). In this study developed a flash-based video conferencing application to utilize the net class group in ActionScript 3.0 and multimedia protocols RTMFP (Real Time Media Flow Protocol). Streaming video delivery technology requires codecs to be able to transmit video and audio. To find out which one is suitable codec in the development of this application, the analysis is done where appropriate codec for video conferencing on the public network access in terms of the quality of the resulting. The conclusion of the implementation and analysis of three types of audio codecs and codec, is that the codec h.264 and h.264 base profile play a video codec that is suitable for public networks because it produces little noise when there is a lot of movement when compared to the Sorenson video codec.
PROGRAM BANTU PERENCANAAN DAN PENGENDALIAN PERSEDIAAN BAHAN BAKU PADA PROSES PRODUKSI TONER Idha Kristiana; Lucia Krisnawati; Willy Sudiarto Raharjo
Jurnal Informatika Vol 4, No 2 (2008): Jurnal Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (5447.824 KB) | DOI: 10.21460/inf.2008.42.52

Abstract

Salah satu faktor yang mempengaruhi optimalisasi produksi adalah denganadanya pengelolaan persediaan bahan baku yang terkendali, sehingga diperlukanadanya suatu perencanaan untuk mendapatkan hasil produksi yang optimal. Olehkarena itu, peneliti manawarkan suatu penyelesaian dalam bentuk program bantu yangmenerapkan metode material requirement planning (MRP), quantity discount, dan Lofsizingtechnique dengan studi kasus PT. Digitone. Penerapan metode diatas terbuktidapat memaksimalkan proses produksi, mencegah tumpukan bahan baku digudang,mengurangi keterlambatan produksi, memenuhi kebutuhan konsumen secaramaksimal, serta meminimalkan biaya produksi. Hasil uji coba menunjukkan bahwa Loffor Lot merupakan Lot-sizing technique yang paling tepat untuk diimplementasikanbersama Material Requirement Planning dan menghasilkan total cost paling rendah.EOQ Lot-sizing technique dan Quantity Discount dalam kondisi tertentu dapatmenghasilkan totat cosf paling rendah, dengan demikian program bantu dapatmenghasilkan keputusan yang tepat dalam proses produksitoner.
IMPLEMENTASI STEGANOGRAFI DENGAN METODE END OF FILE PADA TEKS YANG TERENKRIPSI MENGGUNAKAN BLOCK CIPHER RIVEST CODE-6 KE DALAM CITRA Andrew Chandra; Willy Sudiarto Raharjo; Junius Karel Tampubolon
Jurnal Informatika Vol 11, No 1 (2015): Jurnal Teknologi Komputer dan Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (10165.31 KB) | DOI: 10.21460/inf.2015.111.420

Abstract

Datas or informations are very important assets nowdays, that is why we have to keep it safe so it will not fall into one who is do not have rights. There are several methods to maintain the confidentiality of datas/informations, which are cryptography and steganography. By using cryptographic Rivest Code-6 algorithm then the datas/informations is converted into a form that cannot be undestood, and then steganographic End of File algorithm the datas/informations is inserted into another media so that ordinaary people do not know the existence of the datas/informations. The results of this research tell that by using both algorithms the secret datas/informations can be hidden and read back properly. In addition there will be increase in file size reservoirs, where the increase in dependent on the size of the secret datas/informations and file size of the reservoir, while the length of the key to be isnerted into reservoir will remain  at 16 bytes.
IMPLEMENTASI PERMAINAN FLOW PADA PEMBANGUNAN SISTEM CAPTCHA Indra Setiawan; Willy Sudiarto Raharjo; Budi Susanto
Jurnal Informatika Vol 11, No 2 (2015): Jurnal Teknologi Komputer dan Informatika
Publisher : Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (312.241 KB) | DOI: 10.21460/inf.2015.112.448

Abstract

The basic challenge in designing an obfuscating CAPTCHAs is to make them easy enough that users are not dissuaded from attempting a solution, yet still too difficult to solve using available image-based computer vision algorithms. CAPTCHA has been widely used in many web applications and there has been so many research on CAPTCHA. Current technology enables computer to easily solve image-based CAPTCHA with high probability, so we propose another type of CAPTCHA-based authenticaton that can not be solved by utilizing Optical Character Recognition but still easy to use for new users. We implemented the new model of CAPTCHA using FLOW game. We found that the success rate of this new system is 92.025%, completion time is 6.3614s, and 81,67% of users are able to solve it in less than 10s.