Articles
Game Sejarah Presiden Republik Indonesia Berbasis Android dengan Menggunakan Teknik Steganography
Fathiah, Fathiah;
Rahmi, Ely
JOURNAL OF INFORMATICS AND COMPUTER SCIENCE Vol 4, No 2 (2018): Oktober 2018
Publisher : Ubudiyah Indonesia University
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Abstrak- Permainan atau game merupakan salah satu perkembangan teknologi informasi yang sangat pesat saat ini, game merupakan permainan yang dapat menghibur diwaktu luang dan sekaligus dapat dijadikan sebagai media pembelajaran. Game yang akan dibangun pada aplikasi android ini berhubungan dengan Sejarah Presiden Republik Indonesia menggunakan Steganography. Presiden adalah kepala negara, presiden dibantu oleh wakil presiden serta para mentri yang duduk dalam kabinet pemerintahan. Game Sejarah Presiden Republik Indonesia ini dirancang berdasarkan hasil pengamatan dan wawancara mengenai sistem pembelajaran dan minimnya ilmu pengetahuan siswa tentang sejarah presiden republik indonesia, khususnya pelajaran sejarah pada SD Negeri Limpok Aceh Besar. Tujuan pembuatan game Sejarah Presiden Republik Indonesia berbasis android diharapkan dapat mempermudah guru dalam proses mengajar, sebelumnya proses pembelajaran sumber informasinya adalah guru dan bahan bacaan dan membangkitkan semangat belajar siswa tentang sejarah presiden republik indonesia. Pada aplikasi game yang dibangun menggunakan steganography, steganography adalah pesan tersembunyi atau menyembunyikan pesan, baik dalam bentuk gambar maupun dalam bentuk teks. Kata Kunci : Game, Steganography, Presiden RI
Design Archade Animated Game War Based on Flash Jedi
Fathiah, Fathiah;
Saputra, Hendra
JOURNAL OF INFORMATICS AND COMPUTER SCIENCE Vol 2, No 2 (2016): Oktober 2016
Publisher : Ubudiyah Indonesia University
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War games are already familiar to children today, but with the development of today's computer is one device that can provide many benefits to children in increasing dexterity and brain. War game system that has been often done by children at this time it would be nice to be converted into a game system in the form of computer applications in the form of 2-dimensional game that is easy to play. So oelh because it required a game application design that can run on computers that have a small memory and simultaneously increase the agility and brain of children by building Game Animation 2D-based Arcade Adobe Flash. The purpose of this research is to develop Arcade game application that is educational game that prioritizes on the speed of hand skill in collecting value and winning game by using mouse media. Research produces a computer game that supports 2 dimensional graphics and can run on a CPU that has a small memory has been successfully built and game applications that have been built prioritize on the skills of hand speed using mouse media.Keywords: game Arcade, Adobe Flash, 2 Dimensions
PLAGIARISME DETECTION SYSTEM ON THIEF FACULTY OF COMPUTER SCIENCE UNIVERSITY U'BUDIYAH INDONESIA BASED TEXT MINING
TB, Desita Ria Yusian;
Fathiah, Fathiah
JOURNAL OF INFORMATICS AND COMPUTER SCIENCE Vol 2, No 2 (2016): Oktober 2016
Publisher : Ubudiyah Indonesia University
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Plagiarism is the act of intentionally or unintentionally in obtaining or trying to obtain credit or value to scientific work., citing part or all of the work / or scientific work of others who are recognized as scientific works, co without stating the source appropriately and adequately. Problem of plagiarism has become a phenomenom that is being discussed in academic forums. Based on a variety of information about the practice of plagiarism is increasingly disturbing, this study conducted at the Ubudiyah University Indonesia (UUI). This system will implemented the detection system plagiarism that will be creating using a document apllied method of vector space model to analyze similarities in document displayed on the web browser. Input on this system is a document in the form of text format whith the extention test performed on real data that is usig data documents with vector space model algorithm value is above 85% to 100% for high level document. As for a document with a low degree of similarity values below 50%.Keyword : plagiarism, vector space model, similarity
Interactive Animated Design Introduction of Indonesian State Map in Basic School 15 Tibang Banda Aceh Based on Multimedia
Fathiah Fathiah;
Fakhrurrazi Fakhrurrazi
JOURNAL OF INFORMATICS AND COMPUTER SCIENCE Vol 3, No 2 (2017): Oktober 2017
Publisher : Ubudiyah Indonesia University
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DOI: 10.33143/jics.Vol3.Iss2.136
The use of technology will automatically provides convenience in the delivery of information. In this research, the utilization of technology can be done by using animation to help and increase the interest of the students in following the learning process to make it more efficient. This is done because some of the material that is studied sometimes seems boring for the students especially in studying the learning materials of Geography science, even today the students of 15 Tibang Banda Aceh are less interested in studying the map of Indonesia, because the current teacher only gives explanation through the books so as not Interesting and boring, in addition to lack of means and other information media such as pictures and encyclopedias provided at the school. From this problem, the authors conducted research on interactive animation design of the introduction of state map of Indonesia at State Elementary School 15 Tibang Banda Aceh based multimedia. Software used in this research is Adobe Professional CS6, Adobe Photoshop, and Wondershare Filmora. The method used in this study is a qualitative method which is a research method that is more focused with the situation or the phenomena studied. Keywords : map of Indonesia, interactive animation, learning
PERANCANGAN ANIMASI INTERAKTIF PENGENALAN PETA NEGARA INDONESIA PADA SEKOLAH DASAR NEGERI 15 TIBANG BANDA ACEH BERBASIS MULTIMEDIA
Fakhrurrazi Fakhrurrazi;
Fathiah Fathiah
JOURNAL OF INFORMATICS AND COMPUTER SCIENCE Vol 4, No 1 (2018): April 2018
Publisher : Ubudiyah Indonesia University
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DOI: 10.33143/jics.Vol4.Iss1.446
Abstrak-Pemanfaatan teknologi secara otomatis memberi kemudahan dalam penyampaian sebuah informasi. Dalam penelitian ini pemanfaaatan teknologi dapat dilakukan dengan menggunakan animasi untuk membantu dan meningkatkan minat para pelajar dalam mengikuti proses belajar mengajar agar lebih efesien. Hal ini dilakukan karena sebagian materi yang dipelajari terkadang terlihat membosankan bagi para pelajar terutama dalam mempelajari materi pembelajaran ilmu Geografi, bahkan saat ini siswa Negeri 15 Tibang Banda Aceh kurang minat mempelajari peta Indonesia, dikarenakan guru saat ini hanya memberi penjelasan melalui buku-buku sehingga tidak menarik dan membosankan, Selain itu kurangnya sarana dan media informasi lainnya seperti gambar-gambar dan ensiklopedia yang disediakan disekolah tersebut. Dari permasalahan ini maka penulis melakukan penelitian tentang perancangan animasi interaktif pengenalan peta negara Indonesia pada Sekolah Dasar Negeri 15 Tibang Banda Aceh berbasis multimedia. Software yang digunakan dalam penelitian ini adalah Adobe Professional CS6, Adobe Photoshop, dan Wondershare Filmora. Metode yang digunakan dalam penelitian ini adalah metode kualitatif yang merupakan suatu metode penelitian yang lebih difokuskan dengan situasi atau fenomena-fenomena yang diteliti. Kata Kunci : Peta Indonesia, Animasi Interaktif, Pembelajaran
Study on The Use Of Experiment to Improve Software usability
Fathiah Fathiah
JOURNAL OF INFORMATICS AND COMPUTER SCIENCE Vol 1, No 2 (2015): Oktober 2015
Publisher : Ubudiyah Indonesia University
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DOI: 10.33143/jics.Vol1.Iss2.87
The use of experiment is a skill that is essential for practitioners and professionals whose sole purpose is to provide guidance for product developers to improve the ease o the f use of their products. Not that the science of testing is the only ability that must be owned by a professional, but knowledge about this very important. In addition, the use of experiment is a research tool, with its roots in the classical experimental methodologies. The range of tests that can be done fairly large, classic experiments with a large sample size and design of complex test or qualitative studies are very informal with only a single participant. Each testing approaches have different goals, and different time and resource requirements.Keyword: Usability, experiment, testing, research, design, requirement.
AN ANALYSIS ON THE INTERCONNECTION OF INTRANET AND INTERNET NETWORK AT REGIONAL SECRETARIAT OFFICE OF ACEH
M. Murthadha;
Fathiah Fathiah
JOURNAL OF INFORMATICS AND COMPUTER SCIENCE Vol 1, No 1 (2015): April 2015
Publisher : Ubudiyah Indonesia University
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DOI: 10.33143/jics.Vol1.Iss1.29
An internet network analysis is needed to understand the traffic on a network. This paper attempts to analyze some tests to find out the quality of the existing network at Regional Secretariat Office of Aceh. Browsing test and ping test were carried out for local, national, and international domain in order to know how much time does it takes to open a website considering those three servers have different distances. The download and upload speed tests were conducted to know how much times does it takes to download and upload a specific size file. This speed tests were performed using speedtest.net site to compare the bandwidth on Microtic router RB 1100 with unlimited bandwidth and Microtic router CCR 1016 with 10 Mbps bandwidth. The result of that comparison will be found out by three examiners using Laptop and Desktop. We hope that this paper will help all network administrators and further examiners in conducting a more detail analysis on other existing networks. Keywords: Browsing test, Ping test, Download and upload test
A DESIGN OF COMPUTER NETWORK REPORT MONITORING SYSTEM BASED OPEN SOURCE USING CACTI AT BANDA ACEH
Mohd. Iqbal Patra;
Fathiah Fathiah
JOURNAL OF INFORMATICS AND COMPUTER SCIENCE Vol 1, No 1 (2015): April 2015
Publisher : Ubudiyah Indonesia University
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DOI: 10.33143/jics.Vol1.Iss1.30
Cacti as an open source application is a network monitoring system based on protocol SNMP (Simple Network Management Protocol) which allows the network manager to monitor the network traffic of each device. This application uses Linux operating system, MySQL database, SNMP module, and also additional plug-in Cereus Reporting on Cacti graphs for easy printing monitoring report. System testing was conducted on the engine performance monitoring network traffic in the process of monitoring network devices. This study results an implementation of network monitoring system using Linux-based Cacti applications and SNMP that can work well according to the design made. The results of the implementation of this application demonstrates the usage of network bandwidth used and facilitate the monitoring graph report that can be used in evaluating the internet services performance in the office of Population and Civil Registration Banda Aceh. Keywords: Network Monitoring Systems, Cacti, SNMP, Network Traffic, report
TRAFFIC COUNTING STUDI KASUS DI JALAN TEUKU NYAK ARIEF
Fauzan Adhima;
Fathiah Fathiah
JOURNAL OF INFORMATICS AND COMPUTER SCIENCE Vol 5, No 1 (2019): April 2019
Publisher : Ubudiyah Indonesia University
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DOI: 10.33143/jics.Vol5.Iss1.510
Banda Aceh merupakan salah satu kota wisata yang sebagian besar penduduknya bertumpu pada mode transportasi untuk keperluan sehari-hari dari mulai sepeda, sepeda motor, mobil dan angkutan umum. Pertumbuhan populasi penduduk kota Banda aceh meningkat dari tahun ke tahun menyebabkan ketidak seimbangan antara jumlah transportasi yang ada di jalan raya dengan kapasitas ruas jalan yang tersedia. Hal ini menyebabkan berbagai masalah lalu lintas Sehingga diperlukan kegiatan Monitoring arus lalu lintas pada jalan tertentu untuk mengetahui kelancaran arus lalu lintas. maka dari itu munculah ide untuk merancang sebuah sistem traffic counting yang dapat menghitung jumlah arus lalu lintas kendaran Sebagai pedoman untuk dijadikan informasi arus lalu lintas. Sistem ini dibuat dengan menggunakan Microsoft Visual Studio,dan Open Source Computer Vision. Hasil dari pengujian sistem ini dengan menggunakan file video yang sudah direkam pada jalan Teuku Nyak Arief Banda Aceh. Program ini secara keseluruhan menunjukkan keberhasilan lebih dari 80%. Dengan sistem ini diharapkan dapat memudahkan untuk menghitung jumlah kendaraan pada jalan tersebut. Kata Kunci : Jumlah Kendaraan, Arus Lalu Lintas, Microsoft Visual Studio dan Open Source Computer Vision
DESIGNING AND IMPLEMENTING COSTUMER DATA INFORMATION SYSTEM OF SPEEDY SERVICES IN PLASA TELKOM SABANG
Fredy Wardhana;
Fathiah Fathiah
JOURNAL OF INFORMATICS AND COMPUTER SCIENCE Vol 1, No 1 (2015): April 2015
Publisher : Ubudiyah Indonesia University
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DOI: 10.33143/jics.Vol1.Iss1.31
This system is designed for Direct Field Operational Control section (Teknik Oman) of Plasa Telkom Sabang. This system is able to store and easily search costumer data and present it in detail computationally. According to the result of analysis that had been conducted in the Teknik Oman section of Plasa Telkom Sabang, it can be concluded that this information system can facilitate the process of costumer data modification, like adding, editing, erasing, searching and printing all available costumer data. This will helps the officers efficiently solve various problems in the field and thus increases their performance. Keywords: SISKA Application, Teknik Oman, information system, waterfall model