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Penerapan Metode Best First Search Pada Permainan Tic Tac Toe Hutahaean, Harvei Desmon
MEANS (Media Informasi Analisa dan Sistem) Volume 2 Nomor 1
Publisher : LPPM UNIKA Santo Thomas Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (368.893 KB) | DOI: 10.54367/means.v2i1.14

Abstract

Search is the process of finding solutions in a problem until a solution or goal is found, or a movement in the state-space to search for trajectories from initial-state to goal-state. In a TIC TAC Toe game the process of finding a space situation is not enough to automate problem-solving behavior, in each of these situations there are only a limited number of choices that a player can make. The problems that will be faced can be solved by searching from the choices available, supported by the usual way of resolving. Best First Search works by searching for a directed graph which each node represents a point in a problem space.
Perancangan Kios Buku Online Dengan Menerapkan Algoritma MD5 Dalam Pengamanan Record Login Lahagu, Amin Setiawan; Hutahaean, Harvei Desmon
MEANS (Media Informasi Analisa dan Sistem) Volume 2 Nomor 1
Publisher : LPPM UNIKA Santo Thomas Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (444.808 KB) | DOI: 10.54367/means.v2i1.19

Abstract

Online book stall is one form of e-commerce in cyberspace, all the time the sale and purchase transactions of books can be done at any time, but along with the development of online transactions, data controls should also be improved. To avoid data from damage caused by irresponsible people, it is necessary to secure data by applying cryptography to the data. In modern times there are many methods or algorithms that can be used to protect and control data from various attacks, but each of these algorithms certainly has its own weaknesses and strengths. The need for long-distance transactions and the importance of data security caused developers to continue to develop cryptography. MD5 algorithm is a one-way hash function that is often used in cryptography, especially in web-based transactions. The MD5 algorithm encodes data in a constant form of 32 bits. All processes from sales and purchase transactions in online bookstores will be safe and durable when the bookstore database is designed in such a way. The book stall database records are encoded with the MD5 algorithm, especially for logging records as a gateway for hackers or hackers to infiltrate. All transactions in the online book kiosk system are detected by the database, the resilience of the database from all attacks is the control of the system from all kinds of damage.
Aplikasi Pembelajaran Kriptograpi berbasis Mobile menggunakan Computer Assisted Instruction Hutahaean, Harvei Desmon; Hasugian, Paska Marto
MEANS (Media Informasi Analisa dan Sistem) Volume 4 Nomor 1
Publisher : LPPM UNIKA Santo Thomas Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (372.303 KB) | DOI: 10.54367/means.v4i1.310

Abstract

The source of science is still dominated by books, although with the internet students get information with diverse scientific fields, but actually the information comes from material in the book. To be able to master a material from a book, students must first be able to read and understand well. Nowadays software is growing very rapidly. The world of education has also used software to create interactive learning application methods with multimedia concepts. This can help overcome, the level of difficulty experienced by students, in order to be able to attract student learning interest, so that it can automatically improve the learning process to be more active and effective. Actually this method has been widely used and has good benefits in learning. As for the achievements of this study to assist students in learning and understanding the learning of data security techniques, this is a solution in several learning problems, namely an explanation that is too fast, a conducive atmosphere, time, learning media and student interest.
Pengukuran Daya Keluaran DSSC Terhadap Ketebalan Titanium Dioksida Berbasis Internet of Things S, Muhammad Aulia Rahman; Waluyo, Bakti Dwi; Hutahaean, Harvei Desmon
MEANS (Media Informasi Analisa dan Sistem) Volume 5 Nomor 2
Publisher : LPPM UNIKA Santo Thomas Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (656.793 KB) | DOI: 10.54367/means.v5i2.982

Abstract

Topography and geographical conditions in Indonesia are very supportive in the effort to use solar energy as a producer of electrical energy. In this research, Dye Sensitized Solar Cell (DSSC) was fabricated using the doctor blading deposition method for coating TiO2 onto the substrate. The research focused on the effect of varying TiO2 thickness. TiO2 as an electron jumping pathway and binders for dye molecules, dye to absorb photons which will help generate electricity. the iodide / triiodide redox pair as electrolyte, and carbon as the counter electrode on the DSSC. TiO2, organic dyes, electrolytes, and counter electrodes are arranged and combined with a layered structure as a donor-acceptor layer. In testing the output power measurement using the Internet of Things, where testing cells at a thickness of 292 micrometers using a 7 watt LED lamp produces the maximum power reaches 4429.8 x 10-9 W.
Implementasi Algoritma Merkle-Hellman Knapsack dalam Penyandian Record Database Rahmadani, Reni; Hutahaean, Harvei Desmon; Sari, Ressy Dwitias
MEANS (Media Informasi Analisa dan Sistem) Volume 5 Nomor 2
Publisher : LPPM UNIKA Santo Thomas Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (915.713 KB) | DOI: 10.54367/means.v5i2.983

Abstract

A lot of data is misused without the data owner being aware of it. Software developers must ensure the security user data on their system. Due to the size of the market that houses data, the security of record databases must be of great concern. Cryptographic systems or data encryption can be used for data security. The Merkle-Hellman Knapsack algorithm is included in public-key cryptography because it uses different keys for the encryption and decryption processes. This algorithm belongs to the NP-complete algorithm which cannot be solved in polynomial order time. This algorithm has stages of key generation, encryption, and decryption. The results of this study secure database records from theft by storing records in the form of ciphertext/password. Ciphertext generated by algorithmic encryption has a larger size than plaintext.
Teknologi Identifikasi Objek Berbasis Drone Menggunakan Algoritma Sift Citra Digital Hutahaean, Harvei Desmon; Waluyo, Bakti Dwi; Rais, Muhammad Amin
Jurnal Teknik Informatika UNIKA Santo Thomas Vol 4 No 2: Tahun 2019
Publisher : LPPM UNIKA Santo Thomas

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (405.469 KB) | DOI: 10.17605/jti.v4i2.590

Abstract

Indonesia merupakan negara kepulauan yang secara geografis berada pada jalur khatulistiwa dengan morfologi yang beraneka ragam dari daratan sampai perguruan tinggi. Kekayaan alam Indonesia dengan luas wilayahnya, merupakan sumber yang harus dijaga kelestariannya. Hanya saja terkadang semakin berkembangnya negara Indoesia, semakin banyak dibuat pembangunan, perubahan dan sebagainya sehingga manusia sendiri sering menanggung akibatnya, salah satunya bencana.Penggunaan Teknologi dalam mendeteksi suatu objek sangat popular pada saat ini mulai dari kebutuhan dalam mendeteksi objek seperti wajah, sidik jari dan sejenisnya menjadi awal dalam pengembangan aplikasi olah citra digital yang lebih efisien dan modern. Dalam kajian ini membahas tentang bagaimana sebuah Drone (DSAR) yang dilengkapi dengan teknologi identifikasi objek dengan menggunakan sebuah algoritma SIFT pada citra digital dalam membantu petugas Tim SAR (Search and Rescue) mengidentifikasi objek dan gambar melalui sebuah Drone pada sebuah area yang mengalami suatu bencana atau kecelakaan, yang kemudian dikirimkan ke Komputer untuk diproses. Dengan ini Tim akan mudah dalam melakukan Pemetaan Objek dan dapat mengkordinatkan lokasi yang akan di Cari dan di Evakuasi.
Peningkatan Produktivitas Usaha Keripik Melalui Pelatihan dan Pendampingan Teknologi Tepat Guna di Desa Sampali Kecamatan Percut Sei Tuan Rahman Sembiring, Muhammad Aulia; Hutahaean, Harvei Desmon; Lubis, Lia Maharani; Dani Solihin, Muhammad; Isnaini, Muhammad
Jurnal Pengabdian kepada Masyarakat Nusantara Vol. 4 No. 4 (2023): Jurnal Pengabdian kepada Masyarakat Nusantara (JPkMN)
Publisher : Lembaga Dongan Dosen

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

Abstract

Peningkatan Produktivitas Usaha Keripik merupakan tujuan utama dari upaya pelatihan dan pendampingan teknologi tepat guna yang diterapkan di Desa Sampali, Kecamatan Percut Sei Tuan. Penelitian ini bertujuan untuk meningkatkan kualitas dan kuantitas produksi keripik dengan memanfaatkan teknologi yang sesuai dan efektif. Melalui serangkaian pelatihan dan pendampingan, para pelaku usaha keripik di Desa Sampali akan diberikan pengetahuan dan keterampilan dalam penerapan teknologi tepat guna, termasuk metode pengolahan yang efisien, penggunaan peralatan modern, dan pengelolaan produksi yang berkelanjutan. Dengan pendekatan ini, diharapkan produktivitas usaha keripik di Desa Sampali akan meningkat, memberikan dampak positif bagi perekonomian lokal, serta memperkuat kerja sama antara masyarakat desa dan pihak-pihak terkait dalam pengembangan usaha keripik yang berkelanjutan.
TRAINER PENGATURAN MOTOR LISTRIK UNTUK PRAKTIKUM PENGGUNAAN DAN PENGATURAN MOTOR LISTRIK Isnaini, Muhammad; Dewy, Mega Silfia; Solihin, Muhammad Dani; Hutahaean, Harvei Desmon
JURNAL TEKNOLOGI INFORMASI & KOMUNIKASI DALAM PENDIDIKAN Vol. 10 No. 2 (2023): Desember - Jurnal Teknologi Informasi dan Komunikasi dalam Pendidikan
Publisher : Pascasarjana Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jtikp.v10i2.54006

Abstract

Abstrak : Penelitian ini bertujuan untuk mengembangkan multimedia pembelajaran interaktif pada matakuliah penggunaan dan pengaturan motor listrik. Pengembangan media interaktif ini bertujuan untuk menyediakan alternatif media pembelajaran yang dapat memfasilitasi mahasiswa untuk belajar secara aktif, kreatif dan mandiri tanpa adanya keterbatasan ruang, waktu ataupun adanya pendidik. Penelitian ini menggunakan model pengembangan ADDIE yang terdiri dari 5 tahapan utama yaitu: (1) Analisis, (2) Perancangan, (3) Pengembangan dan (4) Implementasi dan (5) Evaluasi. Rancangan desain multimedia pembelajaran interaktif dibuat dengan menggunakan software Adobe Flash. Dalam penelitian ini, teknis analisis data yang digunakan yaitu teknik analisis deskriptif yaitu mendeskripsikan tingkat validitas produk yang dihasilkan. Berdasarkan hasil keseluruhan validasi ahli materi memperoleh rata-rata sebesar 4,73, maka hasil validasi terhadap produk multimedia pembelajaran interaktif dari para ahli materi tersebut dikategorikan sangat baik. Hasil keseluruhan validasi ahli media memperoleh rata-rata sebesar 4,75, maka hasil validasi terhadap produk multimedia pembelajaran interaktif dari para ahli media tersebut dikategorikan sangat baik. Kata Kunci: Multimedia Pembelajaran Interaktif, Motor Listrik, Model ADDIE   Abstract: This study aims to develop interactive multimedia learning in the course of using and regulating electric motors. The development of interactive media aims to provide alternative learning media that can facilitate students to learn actively, creatively and independently without any limitations of space, time or the presence of educators. This study uses the ADDIE development model which consists of 5 main stages, namely: (1) Analysis, (2) Design, (3) Development and (4) Implementation and (5) Evaluation. The interactive learning multimedia design design is made using Adobe Flash software. In this study, the technical data analysis used is a descriptive analysis technique, which describes the level of validity of the product produced. Based on the overall validation results of material experts obtained an average of 4.73, the validation results of interactive learning multimedia products from these material experts are categorized as very good. The overall validation results of media experts obtained an average of 4.75, so the validation results of interactive learning multimedia products from these media experts are categorized as very good. Keywords: Interactive Learning Multimedia, Electric Motor, ADDIE Model
Application of Learning Media in Improving Higher Order Thinking Skills in Electronics Teaching Materials Silitonga, Marsangkap; Solihin, Muhammad Dani; Isnaini, Muhammad; Hutahaean, Harvei Desmon
Jurnal Penelitian Pendidikan IPA Vol 10 No 2 (2024): February
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i2.6256

Abstract

This research aims to create a learning multimedia application that can be used by students in learning. The method used is development research from Jan Van De Akker with formative evaluation from Martin Tessmer. The research stage consists of four stages, namely the preliminary research stage, prototype, summative evaluation, and systematic reflection and documentation. Based on user assessment, the learning multimedia is practical to use with a practicality level of 83% and is included in the good category. The effectiveness of multimedia at the summative evaluation stage is based on the post-test results. The results of the student posttest stated that 9 out of 12 students scored ≥75, meaning that 75% of the participants passed and this multimedia is effective. The results showed that the learning multimedia application can improve the higher-order thinking skills of students.
Development of Geometry Transformation Learning Media by Utilizing Mobile Technology Simarmata, Janner; Solihin, Muhammad Dani; Hutahaean, Harvei Desmon; Isnaini, Muhammad
Jurnal Penelitian Pendidikan IPA Vol 10 No SpecialIssue (2024): Science Education, Ecotourism, Health Science
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10iSpecialIssue.7913

Abstract

This study is dedicated to the creation of geometry transformation learning media through the utilization of Mobile-Based App Inventor and a subsequent comprehensive evaluation of its influence on student academic performance. The research adopts a meticulously structured Research and Development (R&D) methodology, encompassing critical stages such as analysis, design, development, implementation, and evaluation. The culmination of this research journey unveils compelling evidence that underscores the transformative potential of the developed learning media. Through quantitative and qualitative assessments, this study unearths a significant enhancement in students' grasp of the intricate concepts inherent to geometry transformation. The outcomes of this research illuminate the pivotal role of technology, particularly the Mobile-Based App Inventor, in shaping contemporary pedagogical landscapes. The learning media serves as a testament to the symbiotic relationship between innovation and education, offering an engaging and effective resource to empower students in their quest for mathematical proficiency and analytical prowess.