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Student Attendance System Using Fingerprint and Raspberry Pi with Notification Muhammad Rasya; Atthariq Atthariq; Muhammad Nasir; Taufik Taufik
Jurnal Teknologi Rekayasa Informasi dan Komputer Vol 8, No 1 (2025): JURNAL TRIK - POLITEKNIK NEGERI LHOKSEUMAWE
Publisher : Politeknik Negeri Lhokseumawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30811/jtrik.v8i1.7425

Abstract

Fingerprint is an application designed to meet the needs of fast data using fingerprint verification. A fingerprint attendance machine is a type of biometric attendance machine that uses the student attendance/attendance method by detecting fingerprints. This fingerprint attendance is designed with a Fingerprint Sensor, LCD, and notification components. The purpose of this final project is to design an attendance device with fingerprints and a web database as a means of attendance. This system uses a Raspberry Pi as the controller. The study used fingerprints that had previously been verified in the database. In testing this attendance system, there are four tests, namely LCD testing, which is based on the results of the LCD only displaying all forms of data as a display that is by the registered database, fingerprint testing, and 10 times fingerprint testing of 20 people can produce a read. 97.7% of this value can be attributed to the average success rate of the fingerprint. web testing based on the results that have been tested on the Selenium IDE tool with successful output and no errors, the web is available 2 seconds after the fingerprint The data will be stored directly in the web database. Application testing, based on the results of application testing, namely, after fingerprint data enters the web database and immediately notifies the parents' Gmail account of the information from the application that the student has taken attendance, and the parents can see the attendance data or informationfrom the student.
Implementation of Fuzzy Logic in NPCs for Online Multiplayer Games Using Photon Muhammad Haris; Mursyidah Mursyidah; Atthariq Atthariq
Jurnal Teknologi Rekayasa Informasi dan Komputer Vol 8, No 2 (2025): JURNAL TRIK - POLITEKNIK NEGERI LHOKSEUMAWE
Publisher : Politeknik Negeri Lhokseumawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30811/jtrik.v8i1.7435

Abstract

This thesis discusses the implementation of fuzzy logic techniques in managing the behavior of non-playable characters (NPC) in a game with online multiplayer features that utilize the Photon platform. Games with online multiplayer modes have become very popular, but managing NPC behavior in a multiplayer context is often a complex challenge, requiring high adaptability to changes in the environment and player behavior. This research describes the process of implementing fuzzy logic on NPCs to improve interactivity and player experience. in multiplayer online games. There are three main components in this study: the NPC behavior model, the selection of relevant environmental variables, and the design of fuzzy rules for decision making. In addition, this thesis also describes the integration of Photon technology as a multiplayer platform, which allows players to interact in real-time in the game.The experimental and evaluation results show that the use of fuzzy logic in managing NPC behavior in multiplayer online games can increase the level of realism in player interactions with NPC characters. This makes a positive contribution to the player's gaming experience and results in a more challenging and exciting gameplay in an online multiplayer context. This research provides valuable insights into the use of fuzzy logic in online multiplayer games as well as the integration of Photon as an effective multiplayer platform.
Implementasi Intrusion Detection System Menggunakan Suricata Pada Jaringan Komputer Muhammad Zaini; Atthariq Atthariq; Anwar Anwar
Jurnal Teknologi Rekayasa Informasi dan Komputer Vol 8, No 2 (2025): JURNAL TRIK - POLITEKNIK NEGERI LHOKSEUMAWE
Publisher : Politeknik Negeri Lhokseumawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30811/jtrik.v8i2.7440

Abstract

Dalam era konektivitas jaringan yang semakin meluas, keamanan informasi dan sistem komputer menjadi hal yang sangat penting. Serangan penyusupan (intrusion) menjadi ancaman serius terhadap integritas dan ketersediaan sistem komputer yang terhubung ke jaringan, seperti yang dialami oleh Warnet Warpess.net. Dalam konteks ini, penelitian ini bertujuan untuk meningkatkan keamanan jaringan komputer dengan menerapkan Intrusion Detection System (IDS) berbasis open-source Suricata. Metode penelitian yang digunakan adalah penetration test, yang melibatkan simulasi serangan jaringan untuk mengidentifikasi kerentanan jaringan. Penelitian ini menggunakan alat Hping3 untuk melakukan serangan pada alamat IP server, sementara IDS Suricata digunakan untuk mendeteksi serangan tersebut. Hasil penelitian menunjukkan bahwa Suricata mampu mendeteksi jenis serangan Denial of Service (DoS), seperti ping flood, syn flood, dan random source, sementara serangan pemindaian port tidak terdeteksi. Serangan SYN Flood adalah yang paling sering terdeteksi, dengan jumlah paket serangan yang signifikan. Penggunaan IDS memungkinkan administrator untuk mengidentifikasi port dan protokol yang disusupi oleh penyerang.