Claim Missing Document
Check
Articles

Found 14 Documents
Search

Kombinasi Arnold Cat Map dan Modifikasi Hill Cipher Menggunakan Kode Bunyi Beep BIOS PHOENIX Elvis Pawan; Kaharuddin Kaharuddin; Dony Arius
SISFOTENIKA Vol 9, No 2 (2019): SISFOTENIKA
Publisher : STMIK PONTIANAK

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (454.257 KB) | DOI: 10.30700/jst.v9i2.485

Abstract

 Safeguarding and securing a secret data is something that must be done either in personal, organizational, corporate or governmental data but not a few do not know how to secure data, especially in a message, so this research is conducted to provide a way to encrypt messages.In this research using a collaboration of the Hill Cipher algorithm and Arnold cat map, used to get maximum encryption results on data or messages. In its application, the Hill cipher algorithm will be modified using a bios phoenix sound code and image. Hill Cipher and Arnold Cat Map algorithms are suitable to be combined because it will produce strong enough encryption because the results of text-based encryption from the Hill Cipher algorithm will be encrypted again using the image-based Arnold Cat Map algorithm.This research resulted in the modification of a Hill Cipher algorithm and Arnold Cat Map in the encryption process and description to improve the security of data and information. Keywords— Hill Cipher, Arnold Cat Map, Cryptography, Steganography
Analisis Sentimen Pada Agen Perjalanan Online Menggunakan Naïve Bayes dan K-Nearest Neighbor Eka Wahyu Sholeha; Selviana Yunita; Rifqi Hammad; Veny Cahya Hardita; Kaharuddin Kaharuddin
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 3 No 4 (2022): February
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v3i4.178

Abstract

Social media has impact for decision maker to get more insights broadly. Including for online travel agent company, where costumer’s interest to use online travel agent for their chosen agent will grows along with the high number of customer’s satisfaction. As a one of the most important point in distribution, company provides a platform that reliable and effective to purchase a trip and share information of their experience through Online travel agent. It is important to know how consumer considerate which one the online travel agent they choose. One of their method is looking at the reviews. Facebook is one of social media that provide numerous reviews through comments sections. The research purposes are twofold, algorithm comparison and reveal the effect of uppercase as well as punctuation mark. The accuracy comparison between Naïve Bayes and K-Nearest Neighbor is provided against the datasets. This research collects the data from user comments on Facebook about the biggest three online travel agents in Indonesia. We classify the comments into three categories which are positive, negative, and neutral. The result of this research is found that K-Nearest Neighbor have slightly higher accuracy than the Naïve Bayes. Moreover, lowercase text without punctuation achieves better accuracy for both of algorithm.
PREDIKSI CUSTOMER CHURN PERUSAHAAN TELEKOMUNIKASI MENGGUNAKAN NAÏVE BAYES DAN K-NEAREST NEIGHBOR Kaharudin Kaharudin; Musthofa Galih Pradana; Kusrini Kusrini
Informasi Interaktif Vol 4, No 3 (2019): Jurnal Informasi Interaktif
Publisher : Universitas Janabadra

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (530.695 KB)

Abstract

For a company it is very vital. Customers are the key to running a business that is run. But in reality there are loyal customers and some are churned out. Churn is defined as the tendency of customers to stop doing business with a company. It is important for companies to be able to identify customers who have a tendency to be churn customers. Then a report is needed to be able to identify and make decisions for management. Prediction method using Naïve Bayes method produces an accuracy of 76% and K-Nearest Neighbor produces information with a K = 1 value of 73%, K = 3 which is 76% and K = 5 by 78% It can be concluded that the K-Nearest Neighbor Method with K = 3 has a better value. The results of customer predictions for a company can be used to take an example for the customer so they will not churn.  Keywords: Prediction, Customer, Churn, Naïve Bayes, Telecomunication, K-Nearest Neighbor.
KLASIFIKASI JENIS REMPAH-REMPAH BERDASARKAN FITUR WARNA RGB DAN TEKSTUR MENGGUNAKAN ALGORITMA K-NEAREST NEIGHBOR Kaharruddin Kaharruddin; Kusrini Kusrini; Emha Taufiq Luthfi
Informasi Interaktif Vol 4, No 1 (2019): Jurnal Informasi Interaktif
Publisher : Universitas Janabadra

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (348.156 KB)

Abstract

 Indonesia is a country famous for its spices wealth, spices have many benefits such as cooking and can also be used as medicine, but nowadays there are many Indonesian people who cannot distinguish each type of spices especially the rhizomes that will be used due to their shape quite similar, even though the selection of the right type of spices in accordance with the needs is very important because the spices used for cooking or medicine have different taste and efficacy, therefore the use of computer technology needs to be used to facilitate and accelerate humans in conducting classifications, this research classifies spices based on RGB and Texture colors using K-Nearest Neighbor Algorithm and distance measurement using Euclidean Distance, from 30 times the test experiment gets the result that the level of truth with K = 1 is 76%, K = 3 is equal to 67% and K = 5 by 63%. From these results it is known that based on GE colors and computer textures can classify spices but with a fairly low accuracy so that further development is needed such as adding form features. Keywords: classification, spices, K-Nearest Neighbor.
PERANCANGAN MOTION GRAPHIC SEBAGAI MEDIA KOMUNIKASI KESEHATAN DAN KESELAMATAN KERJA BAGI PEKERJA OPERASIONAL DI PELABUHAN TELUK BAYUR DI PT SEA ASIH LINES PADANG Yonky Pernando; Kaharuddin Kaharuddin
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol 5, No 2 (2022): June 2022
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v5i2.921

Abstract

Kesehatan dan keselamatan kerja dalam suatu perusahaan sangat penting untuk mencegah kecelakaan kerja yang terjadi, Oleh karena itu, sosialisasi tempat kerja dan keselamatan kerja sangat penting untuk terus berlanjut, namun setiap perusahaan memiliki situasi sendiri, tanpa sarana komunikasi yang tidak efektif. Maka dari itu penelitian ini merancang motion graphic sebagai media untuk media komunikasi.` Motion graphic memiliki keunikan tersendiri karena dibuat dengan menggabungkan ilustrasi dan teks untuk menciptakan sebuah informasi yang mudah dipahami. Hal ini karena informasi lebih mudah disampaikan melalui sarana pendengaran dan visual. Oleh karena itu motion graphic ini agar menjadi media komunikasi yang tepat sasaran dan jelas dari sebelumnya. `Motion -graphic yang -dibuat dalam video bentuk -2D agar media komunikasi di PT. Sea Asih Lines Padang bisa bermanfaat dengan baik. `Motion graphic ini dibuat dengan aplikasi Adobe After Effect serta membuat efek suara dengan menggunakan aplikasi Adobe Premier.
PEMBUATAN GAME PAMERAN VIRTUAL MENGGUNAKAN METODE GAME DEVELOPMENT LIFE CYCLE (GDLC) BERBASIS ANDROID Kaharuddin Kaharuddin; Yonky Pernando; Raymond Erz Saragih; Ihsan Verdian
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol 6, No 2 (2023): June 2023
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v6i2.1309

Abstract

Abstract: The COVID-19 pandemic has more or less changed the process of socializing people in the world, one of which is the increasingly widespread use of technology to be able to communicate remotely, the same thing is felt in the Universal University environment when it is about to hold an exhibition of student works, because this research aims to make a game virtual exhibition so that these activities can be carried out. The creation of this virtual exhibition game uses the Game Development Life Cycle (GDLC) method and this research can help Universal University carry out exhibitions of existing digital works. The use of virtual exhibition games can accommodate exhibitions of student works and the use of the Game Development Life Cycle (GDLC) method for developing virtual exhibition games is quite appropriate because these games can be completed properly and can meet functionality requirements.Keywords: Game; Virtual; Exhibition; GDLC; Android. Abstrak: Pandemi COVID-19 sedikit banyaknya mengubah proses bersosialisasi masyarakat didunia, salah satunya adalah semakin maraknya pemanfaatan teknologi untuk dapat berkomunikasi jarak jauh, hal yang sama dirasakan dilingkungan Universitas Universal ketika akan melakukan pameran karya-karya mahasiswa, oleh karena penelitian ini bertujuan untuk membuat sebuah game pameran virtual agar kegiatan tersebut dapat tetap terlaksanakan. Pembuatan game pameran virtual ini menggunakan metode Game Development Life Cycle (GDLC) dan penelitian ini dapat membantu Universitas Universal melaksanakan pameran karya-karya digital yang ada. Penggunaan game pameran virtual dapat mengakomodir penyelenggaraan pameran karya-karya mahasiswa dan penggunaan metode Game Development Life Cycle (GDLC) untuk pengembangan game pameran virtual ini cukup tepat dikarenakan game ini dapat terselesaikan dengan baik dan dapat memenuhi kebutuhan-kebutuhan fungsionalitas.Kata kunci: Game; Virtual; Pameran; GDLC; Android.
Aplikasi Augmented Reality (AR) Sebagai Media Pembelajaran Sistem Rangka Manusia Kaharuddin Kaharuddin; Yonky Pernando; Marfuah Marfuah; Musliadi KH
Journal of Information System Research (JOSH) Vol 4 No 4 (2023): Juli 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i4.3685

Abstract

Problems in the Indonesian education system have raised serious concerns over the low quality of education. One of the problems that causes low interest in learning is the lack of interest in the learning media used. Therefore, it is important for schools to create learning conditions that are comfortable, interesting, and provide opportunities for students to participate actively. One solution that can be used is the use of computer-based learning media, such as Augmented Reality (AR), which can increase students' interest in learning. In the context of learning Natural Sciences, understanding the anatomy of the human body is an important aspect. The purpose of this research is to develop an Augmented Reality (AR) application using the Game Development Life Cycle (GDLC) method as a learning medium or introduction to the human skeletal system. This application will be equipped with theoretical materials and 3D-based object views that include the names of related bones. With the development of this application, it is expected to create an interesting and interactive learning experience, increase the effectiveness of the learning process, and avoid boredom for students.
RANCANG BANGUN MONITORING DEBIT AIR PDAM RUMAH TANGGA BERBASIS INTERNET OF THINGS (IOT) Roza, Yuni; KH, Musliadi; Pernando, Yonky; Syafrinal, Ilwan; Kaharuddin, Kaharuddin
SKANIKA: Sistem Komputer dan Teknik Informatika Vol 7 No 2 (2024): Jurnal SKANIKA Juli 2024
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/skanika.v7i2.3196

Abstract

Indonesia is an archipelagic country that has a tropical climate. This country is also famous for its wealth in various natural resources, one of which is water. Water is a source of human needs which is important for survival and is used for daily needs such as consumption, bathing, washing and others. As a society, of course you have to pay attention to the quality in the use of water, for this reason the government provides PDAM (Regional Drinking Water Company). In using PDAM facilities, especially in the South Sulawesi area, Mamuju Regency, it is necessary to monitor the amount of usage every month. The meter display is still analog and the amount of tariff or bill that must be paid by the public is not yet listed. The amount of bills that must be paid is the result of recording by PDAM officers who come every month. With this, tools are needed to monitor usage and the amount of bills that will be paid by the Internet of Things (IoT) based community. With this IoT-based control tool, people can see the amount of water used and the tariff they have to pay each month.
PENERAPAN AUGMENTED REALITY DALAM PENGENALAN PERALATAN MANUFAKTUR PADA PRODI TEKNIK INDUSTRI UNIVERSITAS UNIVERSAL Kaharuddin Kaharuddin; Musliadi KH; Kurniawan Hamidi; Ilwan Syafrinal
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 7 No 1 (2024)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v7i1.1040

Abstract

An effective learning process to produce quality education requires supporting facilities such as adequate practicum media, Industrial Engineering Universal University currently has limitations with practicum media, especially in the introduction of industrial engineering manufacturing tools, therefore alternative media such as AR technology are needed. The purpose of this study is to determine the effectiveness of learning and the overall quality of education from the application of AR-based applications. The application of this technology can be developed using the Game Development Life Cycle (GDLC) method through several stages. The development results were randomly tested on 40 respondents by applying three indicator features and five statements used and obtained presentation values ranging from 78% to 81% user satisfaction before the application with strong presentation. While from the results of the analysis carried out on each indicator used, the first stage with the highest percentage is Usability, followed by functional indicators and user interface indicators at the lowest percent.
PADrink - Poultry Automatic Drinking System Innovation Using Arduino KH, Musliadi; Pernando, Yonky; Kaharuddin
JURNAL FASILKOM Vol. 14 No. 2 (2024): Jurnal FASILKOM (teknologi inFormASi dan ILmu KOMputer)
Publisher : Unversitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/jf.v14i2.7238

Abstract

Air merupakan komponen utama pada peternakan unggas, sebab tubuh unggas tersusun setidaknya 60% - 85% air. Unggas tidak dapat bertahan hidup 2-3 hari tanpa air, sehingga peternak harus rutin mengontrol pemberian air minum tersebut. Pengontrolan secara penuh terhadap pemberian air minum pada unggas, tentunya menyita banyak waktu dan peternak tidak dapat mengerjakan aktivitas lainnya. Agar peternak dapat mengerjakan berbagai aktivitas dan kebutuhan air minum unggasnya terpenuhi, maka perlu dilakukan perancangan inovasi pengontrolan pemberian air minum. Untuk mencapai tujuan perancangan inovasi tersebut, maka alur penelitian yang digunakan adalah pendekatan metode prototipe. Pendekatan metode tersebut dibagian atas tiga bagian penting, persiapan, prototipe dan penyerahan. Tahap persiapan dilakukan untuk mengumpulkan data-data yang diperlukan pada pengembangan sistem. Pada tahap prototipe, peneliti mengenalisa, mendesain kosnep awal sistem, melakukan implementasi desain serta melakukan evaluasi terhadap prototipe yang dikembangkan. Penyerahan dan kepada pengguna dan evaluasi dilakukan untuk mengetahui hasil feedback dari pengguna. Hasil penelitian ini menghasilkan sistem inovasi PADrink dengan keunggulanya pada kemampuanya dalam mendeteksi volume air dan menampilkan informasinya melalui LCD. Setelah melakukan serangkaian pengujian, diperoleh akurasi rata-rata persentase keberhasilan PADrink dalam mengontrol air sebesar 75%, di mana sensor ultrasonik yang digunakan sangat mempengaruhi berhasil atau tidaknya proses pengontrolan air yang diteteskan. Dari delapan kali hasil pengukuran, rata-rata tingkat akurasi seleisih ketinggian air dan pembacaan sensor sebesar 1,8 cm. Sedangkan persentase tingkat eror yang diperoleh dari pembacaan sensor hanya 3% yang menandakan bahwa pengukuran secara manual dan dengan menggunakan sensor tidak memiliki perbedaan yang signifikan.