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Journal : TEKNIK INFORMATIKA

MOBILE BANKING SYSTEM DEVELOPMENT USING NEAR FIELD COMMUNICATION TECHNOLOGY WITH ANDROID-BASED OPERATING SYSTEM Fadillah, Bisri Nursa; Khairani, Dewi; Rozi, Nurul Faizah
JURNAL TEKNIK INFORMATIKA Vol 13, No 1 (2020): JURNAL TEKNIK INFORMATIKA
Publisher : Department of Informatics, Universitas Islam Negeri Syarif Hidayatullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (505.913 KB) | DOI: 10.15408/jti.v13i1.15731

Abstract

Development of information technology (IT) is used to support business sector, including banking. One of them, banking uses IT to improve the quality of service in the form of internet banking and mobile banking. Therefor, the research focused on development of mobile banking system using Near Field Communication (NFC) technology as client authentication and security system. Features on mobile banking system are checking balance information, mutation, electricity bill, a fellow bank transfer and transfers between Bank that has been working with ATM Bersama, as well as payment of electricity bills. System development using JAVA programming language with Android Studio tools, to access server using PHP with MySQL as database management, IdWebHost as hosting services, as well as data output using JSON format. Data collection method is done with interview stage and literature study. Researcher uses system development methods of Rapid Application Development (RAD), while testing using unit testing and user acceptance testing. Result of the study is secure mobile banking system utilizing Near Field Communication technology, PIN, and AES encryption.                                                             
Analisa dan Perbandingan Bukti Forensik Aplikasi Media Sosial Facebook dan Twitter pada Smartphone Android Wisnu Ari Mukti; Siti Ummi Masruroh; Dewi Khairani
JURNAL TEKNIK INFORMATIKA Vol 10, No 1 (2017): Jurnal Teknik Informatika
Publisher : Department of Informatics, Universitas Islam Negeri Syarif Hidayatullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (433.191 KB) | DOI: 10.15408/jti.v10i1.6820

Abstract

ABSTRAK Perkembangan teknologi internet dan smartphone yang semakin pesat diikuti pula oleh meningkatnya pengguna media sosial yang mengakses menggunakan smartphone khususnya Android. Salah satu permasalahan yang tak luput dari media sosial adalah tindak kejahatan dunia maya yang memanfaatkan media sosial. Karena pada dasarnya tidak ada kejahatan yang tidak meninggalkan jejak. Penelitian ini dilakukan untuk menemukan dan membandingkan bukti-bukti forensik tersebut pada aplikasi media sosial Facebook dan Twitter yang diakses pada smartphone Android. Facebook dan Twitter dipilih karena memiliki beberapa fitur yang mirip. Pada penelitian ini, metode simulasi digunakan dalam penelitian dengan menjalankan 11 skenario diantaranya adalah pengembalian file yang dihapus, pencarian bukti forensik berupa nama akun, lokasi, nomor telpon, tanggal lahir, photo profile, cover photo, posting berupa teks, posting berupa gambar, isi private message berupa teks dan isi private message berupa gambar. Hasil dari penelitian ini menunjukkan bahwa semua bukti forensik pada aplikasi media sosial Facebook berhasil ditemukan semua. Sedangkan pada aplikasi media sosial Twitter hanya berhasil ditemukan berupa nama akun, data lokasi, photo profile, cover photo, posting berupa teks dan posting berupa gambar.  ABSTRACT The development of internet technology and smartphones are increasing rapidly followed by increasing social media users who access using a smartphone, especially Android. One of the problems that did not escape from social media is cyber crime acts that utilize social media. Because basically no crime does not leave a trace. This study was conducted to find and compare the forensic evidence on social media applications Facebook and Twitter are accessed on Android smartphones. Facebook and Twitter are selected for having some similar features. In this study, the simulation method used in the research by running 11 scenarios such as the return of deleted files, the search for forensic evidence in the form of account name, location, phone number, birth date, photo profile, photo cover, text posts, Private message in the form of text and private message content in the form of picture. The results of this study indicate that all forensic evidence on Facebook social media applications found all. While in the social media application Twitter only managed to be found in the form of account name, location data, photo profile, photo cover, text posts and post images. How to Cite : Mukti, W.A. Masruroh, S.U. Khairani, D. (2017). Analisa dan Perbandingan Bukti Forensik Aplikasi Media Sosial Facebook dan Twitter pada Smartphone Android. Jurnal Teknik Informatika, 10(1), 73-84. doi:10.15408/jti.v10i1.6820Permalink/DOI: http://dx.doi.org/10.15408/jti.v10i1.6820
MOBILE BANKING SYSTEM DEVELOPMENT USING NEAR FIELD COMMUNICATION TECHNOLOGY WITH ANDROID-BASED OPERATING SYSTEM Bisri Nursa Fadillah; Dewi Khairani; Nurul Faizah Rozi
JURNAL TEKNIK INFORMATIKA Vol 13, No 1 (2020): JURNAL TEKNIK INFORMATIKA
Publisher : Department of Informatics, Universitas Islam Negeri Syarif Hidayatullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (505.913 KB) | DOI: 10.15408/jti.v13i1.15731

Abstract

Development of information technology (IT) is used to support business sector, including banking. One of them, banking uses IT to improve the quality of service in the form of internet banking and mobile banking. Therefor, the research focused on development of mobile banking system using Near Field Communication (NFC) technology as client authentication and security system. Features on mobile banking system are checking balance information, mutation, electricity bill, a fellow bank transfer and transfers between Bank that has been working with ATM Bersama, as well as payment of electricity bills. System development using JAVA programming language with Android Studio tools, to access server using PHP with MySQL as database management, IdWebHost as hosting services, as well as data output using JSON format. Data collection method is done with interview stage and literature study. Researcher uses system development methods of Rapid Application Development (RAD), while testing using unit testing and user acceptance testing. Result of the study is secure mobile banking system utilizing Near Field Communication technology, PIN, and AES encryption.                                                             
Selection of Home Wifi Internet: Machine Learning Implementation With Decision Tree C4.5 Algorithm Method Dewi Khairani; Muhammad Ammaridho Romdhan Siregar; Siti Ummi Masruroh; Miftakhul Nuuril Azizah
JURNAL TEKNIK INFORMATIKA Vol 15, No 2 (2022): JURNAL TEKNIK INFORMATIKA
Publisher : Department of Informatics, Universitas Islam Negeri Syarif Hidayatullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15408/jti.v15i2.27741

Abstract

The multiple bandwidths that internet service providers offer make it difficult for people to choose, especially for regular people unfamiliar with the internet; therefore, most people choose because the price is reasonable. Numerous users also lament the difficulty and slow internet usage. The issue is then concentrated on internet service providers, who are thought to be poor at offering services. The quantity of bandwidth consumed, which does not correspond to the user’s needs, is one factor contributing to slow internet. As a result, the appropriate bandwidth must be chosen based on the requirements of each user. Compared to other algorithms, the C4.5 decision tree method can deliver the best and correct decision, according to the current literature. As a result, this project will develop a web application based on the C4.5 decision tree algorithm that can assist in determining bandwidth and internet following community needs. Using this C4.5 Decision Tree, decisions are based on patterns identified in previously collected data. Predictions about various forms of internet use in the neighborhood may subsequently be produced from these patterns. Based on the calculation, the accuracy obtained is 0.54, or a percentage of 54%. The black box testing indicated that the bandwidth determination application was functioning correctly
Enhancing Speech-to-Text and Translation Capabilities for Developing Arabic Learning Games: Integration of Whisper OpenAI Model and Google API Translate Dewi Khairani; Tabah Rosyadi; Arini Arini; Imam Luthfi Rahmatullah; Fauzan Farhan Antoro
JURNAL TEKNIK INFORMATIKA Vol 17, No 2: JURNAL TEKNIK INFORMATIKA
Publisher : Department of Informatics, Universitas Islam Negeri Syarif Hidayatullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15408/jti.v17i2.41240

Abstract

This study tackles language barriers in computer-mediated communication by developing an application that integrates OpenAI’s Whisper ASR model and Google Translate machine translation to enable real-time, continuous speech transcription and translation and the processing of video and audio files. The application was developed using the Experimental method, incorporating standards for testing and evaluation. The integration expanded language coverage to 133 languages and improved translation accuracy. Efficiency was enhanced through the use of greedy parameters and the Faster Whisper model. Usability evaluations, based on questionnaires, revealed that the application is efficient, effective, and user-friendly, though minor issues in user satisfaction were noted. Overall, the Speech Translate application shows potential in facilitating transcription and translation for video content, especially for language learners and individuals with disabilities. Additionally, this study introduces an Arabic learning game incorporating an Artificial Neural Network using the CNN algorithm. Focusing on the “Speaking” skill, the game applies to voice and image extraction techniques, achieving a high accuracy rate of 95.52%. This game offers an engaging and interactive method for learning Arabic, a language often considered challenging. The incorporation of Artificial Neural Network technology enhances the effectiveness of the learning game, providing users with a unique and innovative language learning experience. By combining voice and image extraction techniques, the game offers a comprehensive approach to enjoyably improving Arabic speaking skills.
Use Case Point Activity-Based Costing and Adjusted Function Point for Software Cost Estimation Ahmad Fauzan Haryono; Andria Farhan; Dewi Khairani; Supardi Razak; Fitri Mintarsih
JURNAL TEKNIK INFORMATIKA Vol. 18 No. 2: JURNAL TEKNIK INFORMATIKA
Publisher : Department of Informatics, Universitas Islam Negeri Syarif Hidayatullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15408/jti.v18i2.46669

Abstract

Effective software development planning is vital across various industries, and inadequate planning can lead to project failures. A key part of this planning is accurately estimating effort and costs, which is crucial for staying within budget and meeting deadlines. This research compares two methods – Use Case Point Activity Based Costing (with 21 complexity factors) and Adjusted Function Point (with 16 complexity factors) – for estimating costs versus actual values. The analysis reveals that the Use Case Point method had a 23.52% deviation from actual costs, while the Adjusted Function Point method had a 33.35% deviation. These findings provide essential reference points during software project planning, ensuring estimates closely align with actual values based on project-specific attributes. This deviation underscores the importance of precision and selecting appropriate methodologies tailored to each project’s unique characteristics. Ultimately, this research equips businesses and project managers with a robust financial prudence framework and enhances the likelihood of project success.
Implementation of IoT Technology on MySmartTrash Waste Bank Application Viva Arifin; Siti Ummi Masruroh; Rizka Amalia Putri; Fitri Mintarsih; Nenny Anggraini; Nurhayati; Dewi Khairani
JURNAL TEKNIK INFORMATIKA Vol. 18 No. 2: JURNAL TEKNIK INFORMATIKA
Publisher : Department of Informatics, Universitas Islam Negeri Syarif Hidayatullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15408/jti.v18i2.46673

Abstract

The effectiveness of Waste Bank in addressing national waste management challenges is limited by inherent shortcomings. Conventional processes, which heavily rely on manual labor and record-keeping, often face logistical challenges and inefficiencies that limit the effectiveness of waste banks. This paper presents the MySmartTrash application, a solution that integrates IoT technology to enhance waste management practices through a smart waste bank system. By utilizing IoT-enabled sensors, the application allows users to monitor waste levels in real time, thereby optimizing waste collection processes and promoting effective waste segregation. This study employed IoT Design Methodology and Prototyping. Through a SWOT analysis of existing waste management applications, the research identifies strengths and opportunities for enhancing waste management systems. Usability testing also highlighted the significance of various features. This study offers insights for future research into IoT applications in environmental sustainability and waste management systems.
Enhancing Speech-to-Text and Translation Capabilities for Developing Arabic Learning Games: Integration of Whisper OpenAI Model and Google API Translate Khairani, Dewi; Rosyadi, Tabah; Arini, Arini; Rahmatullah, Imam Luthfi; Antoro, Fauzan Farhan
JURNAL TEKNIK INFORMATIKA Vol. 17 No. 2: JURNAL TEKNIK INFORMATIKA
Publisher : Department of Informatics, Universitas Islam Negeri Syarif Hidayatullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15408/jti.v17i2.41240

Abstract

This study tackles language barriers in computer-mediated communication by developing an application that integrates OpenAI’s Whisper ASR model and Google Translate machine translation to enable real-time, continuous speech transcription and translation and the processing of video and audio files. The application was developed using the Experimental method, incorporating standards for testing and evaluation. The integration expanded language coverage to 133 languages and improved translation accuracy. Efficiency was enhanced through the use of greedy parameters and the Faster Whisper model. Usability evaluations, based on questionnaires, revealed that the application is efficient, effective, and user-friendly, though minor issues in user satisfaction were noted. Overall, the Speech Translate application shows potential in facilitating transcription and translation for video content, especially for language learners and individuals with disabilities. Additionally, this study introduces an Arabic learning game incorporating an Artificial Neural Network using the CNN algorithm. Focusing on the “Speaking” skill, the game applies to voice and image extraction techniques, achieving a high accuracy rate of 95.52%. This game offers an engaging and interactive method for learning Arabic, a language often considered challenging. The incorporation of Artificial Neural Network technology enhances the effectiveness of the learning game, providing users with a unique and innovative language learning experience. By combining voice and image extraction techniques, the game offers a comprehensive approach to enjoyably improving Arabic speaking skills.