Jeremy Jonathan
Universitas Budi Luhur

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Implementasi Kriptografi Dengan Menggunakan Algoritma 3Des dan Algoritma RC4 Serta Kompresi Huffman Untuk Keamanan File Ikhsan Rahdiana; Jeremy Jonathan
Jurnal Ticom: Technology of Information and Communication Vol 10 No 3 (2022): Jurnal Ticom: Technology of Information and Communication
Publisher : Asosiasi Pendidikan Tinggi Informatika dan Komputer Provinsi DKI Jakarta

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Abstract — Problems that occur with the development of technology allow the occurrence of data theft in the company PT. Timas Suplindo, in the form of important data such as tender proposals, financial transactions and design designs for projects addressed to clients that should not be known by unauthorized parties. So it is necessary to apply cryptography at the time of sending data files to maintain the confidentiality of the information data. By using a cryptographic algorithm that is applied to the encryption and decryption process, it uses the 3DES algorithm, the RC4 algorithm and the Huffman compression method. And made with a simple and easy to use interface. The results achieved in this study are an implementation that will facilitate the sending of files in the form of .docx and .pdf in a confidential manner that is not easily known by unauthorized persons, so that the files are kept confidential.. KeyWords — Cryptography, 3DES Algorithm, RC4 Algorithm, Huffman Compression.
Implementasi Website e-Commerce Berbasis CMS (Content Management System) pada Toko Olahraga XYZ Jeremy Jonathan; Ikhsan Rahdiana; Firdha Aprilyani
Jurnal Sistem Informasi Vol 12 No 01 (2023): JSI PERIODE FEBRUARI 2023
Publisher : LPPM STMIK ANTAR BANGSA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51998/jsi.v12i01.512

Abstract

Abstract— Technological developments require businesses to be able to prioritize fast service, increase productivity, and convenience and create superior products. By selling and buying products via the internet, it will make it easier for people to access e-commerce websites effectively and efficiently and increase store sales. The problems that occur in Sports Stores XYZ are that there is no system to inform product details, product prices, product sizes, and product stock so that customers run out of items they want to buy, lack of maximum sales promotion, no reports for the best-selling products, lack of maximum results in searching sales report data. This research method builds and designs E-commerce with a WordPress content management system (CMS), develops a B2C (Business-to-Customer) E-commerce model, discusses making product catalogs, ordering products, product transactions, and confirming payments, payment is done by transfer between banks and then the shop will validate if the buyer has confirmed the payment. This research resulted in the availability of product catalog, cart, and checkout features on the E-commerce system, the coupon feature and the sales report feature, and best-selling products. Keywords — E-commerce, Internet, CMS, Wordpress, B2C.
Pelatihan Pembuatan Game Menggunakan Microsoft Powerpoint Sebagai Upaya Meningkatkan Kreativitas Dibidang TIK Jeremy Jonathan; Ratna Kusumawardani
Jurnal Pengabdian kepada Masyarakat TEKNO (JAM-TEKNO) Vol 3 No 1 (2022): Juni 2022
Publisher : Ikatan Ahli Informatika Indonesia

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Di era globalisasi ini teknologi informasi dan komunikasi mengalami perkembangan yang sangat pesat sehingga penggunaan teknologi komputer menjadi sangat penting disetiap bidang kehidupan, salah satunya di bidang pendidikan. Berbagai macam pemanfaatan komputer bertujuan agar proses pembelajaran terlaksana lebih optimal, interaktif, efektif dan efisien sehingga mutu pendidikan dapat lebih meningkat. Salah satu media yang digunakan dalam pembelajaran dan diyakini dapat lebih menggairahkan animo siswa adalah dengan memanfaatkan Microsoft Power Point dalam membuat sebuah permainan guna membuat proses pembelajaran menjadi lebih menarik, menyenangkan tanpa membuat siswa jenuh dalam proses pembelajaran tersebut dan mengasah kreativitas siswa. Penggunaan Microsoft Power Point sebagai media untuk membuat permainan menerapkan pendekatan scientific. Pendekatan scientific adalah sebuah konsep untuk mewadahi, menguatkan, menginspirasi dan melatari pemikiran mengenai bagaimana metode pembelajaran diterapkan berdasarkan teori tertentu. Hal ini bertujuan agar siswa dapat meningkatkan kemampuan intelek, dapat menyelesaikan sebuah masalah secara sistematik, melatih siswa dalam mengomunikasikan ide-ide, meningkatkan kreativitas dan keterampilan siswa sehingga siap menghadapi perkembangan zaman di masa depan.