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Journal : Jurnal Computer Science and Information Technology (CoSciTech)

Kombinasi algoritma kriptografi vigenere cipher dengan metode zig-zag dalam pengamanan pesan teks Faris Apriliano Eka Fardianto Faris; Febi Yanto Febi; Iwan Iskandar Iwan; Pizaini Pizaini
Computer Science and Information Technology Vol 4 No 1 (2023): Jurnal Computer Science and Information Technology (CoSciTech)
Publisher : Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/coscitech.v4i1.4787

Abstract

The rapid development of technology makes it easier to get information quickly and easily. Some information is public and some are confidential. Confidential information certainly requires security in maintaining confidentiality by parties not interested in the information. There are many forms of personal information, one of which is information in the form of text. Providing security to text messages can be done with cryptographic techniques. Cryptographic techniques work by encrypting the original message (plaintext) into text that is difficult to understand (ciphertext), which usually contains no meaning. This research uses classical cryptography where the encryption technique uses the decryption key used the same as the encryption key at the time of encoding. This research uses vigenere cipher and zigzag cipher cryptographic algorithms. Vigenere cipher algorithm is a cryptographic technique that uses a word or sentence with the length of the key adjusting to the plaintext. In comparison, zigzag ciphers use transposition techniques from columns and rows. The use of two cryptographic algorithms at once is intended to provide super security, encryption with layered keys and cryptanalysts will be difficult in cracking the information that has been encoded. Testing is carried out by performing mathematical calculations from vigenere and zigzag algorithms first which are used as a basis for implementation into text encoding simulation systems. On the system that has been created gives the same result as mathematical calculations. In ciphertext cracking tests using the Boxentrix system cannot return plaintext in the absence of a predefined key. While in performance testing the time depends on the number of characters used, the more the number of characters, the encryption and decryption time also increases.
Peringkas teks otomatis pada artikel berbahasa indonesia menggunakan metode maximum marginal relevance Idhafi, Zaky; Agustian, Surya; Yanto, Febi; Safaat H, Nazruddin
Computer Science and Information Technology Vol 4 No 3 (2023): Jurnal Computer Science and Information Technology (CoSciTech)
Publisher : Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/coscitech.v4i3.6311

Abstract

Automated text summarization is a method for retrieving the essence of one or more text documents. Automatic Text Summarizer is needed for a faster and more efficient process of reading, searching, and understanding information. This study proposes the Maximum Marginal Relevance method to carry out the text summarization process automatically. The method was developed and tested on each of the 150 Indonesian article documents. The summary is generated from the similarity score between sentences calculated using cosine similarity. MMR's performance in producing summaries was evaluated using ROUGE (Recall-Oriented Understudy for Gisting Evaluation), which compares them to gold-generated summaries. Test results for a compression rate of 50% gave F1 scores on ROUGE-1, ROUGE-2, and ROUGE-L at 71.86%, 64.18%, and 71.56%, respectively. In comparison, the test results with a compression rate of 30% produced F1-scores for ROUGE-1, ROUGE-2, and ROUGE-L, respectively 62.95%, 53.61%, and 62.47%. Compared to previous studies, this study produced better scores.
Model game edukasi pembelajaran bahasa arab berbasis android untuk anak-anak Sandy Ilham Hakim Syasri; Nazruddin Safaat H; Muhammad Irsyad; Febi Yanto
Computer Science and Information Technology Vol 4 No 3 (2023): Jurnal Computer Science and Information Technology (CoSciTech)
Publisher : Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/coscitech.v4i3.6428

Abstract

In the era of globalization, understanding Arabic is becoming increasingly important, and starting language learning early provides an invaluable competitive advantage. Games as learning media can increase students' motivation and interest in learning. This educational game is designed in an interesting way, such as quiz and puzzle and this game is built based on android with high flexibility allowing children to learn anytime and anywhere, using devices such as smartphones and tablets. With the approach of playing while learning, children are believed to be able to understand Arabic without feeling burdened. The development of this game uses the MDLC (Multimedia Development Life Cycle) method with 6 stages including concept, design, material collecting, assembly, testing, distribution, and testing the effectiveness of the game by running tests using black box and User Acceptance Test (UAT) and using Unity software in building games that can be run on android smartphones. The results of Black box Testing obtained test results from the learning mode function, play mode, settings and all buttons in the game run well without any errors. From the results of UAT testing by giving the game to 13 respondents and getting a score of 90% with a very good category which means that the Android-based Arabic Language Introduction Game is feasible as a new learning media innovation and can increase children's interest.
Perancangan user interface pada game edukasi bahasa arab menggunakan metode design thinking Fajri Fahreza Azeta; Nazruddin Safaat H; Muhammad Irsyad; Febi Yanto
Computer Science and Information Technology Vol 4 No 3 (2023): Jurnal Computer Science and Information Technology (CoSciTech)
Publisher : Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/coscitech.v4i3.6432

Abstract

Technology is developing rapidly, providing convenient access to information, and sparking interest in technological developments. The growth of technology influences children's learning. The integration of technology creates new and exciting learning experiences, especially in early childhood education. The use of smartphones as innovative learning media offers interactivity and attraction. In game development, attention to the User Interface (UI) is crucial to ensure a suitable gaming experience that supports the overall game experience. The research methodology used in conducting this research is the "Design Thinking" method, this method uses a process of combining designer thinking and techniques to meet the need to find a way out and look for alternative solutions. Sampling was carried out deliberately from respondents who had criteria that were in accordance with the research. The samples used in this research were children who were introduced to Arabic. After asking questions from respondents consisting of 16 people from general public backgrounds, students and university students representing the results of the System Usability Scale calculation, there were interpretation results of the average SUS Score, namely 76.09375. So the User Interface design prototype of "Arabic Educational Game" is included in the Good scale. Based on the results of the research, it is concluded that the User Interface has completed the design of the Design Thinking method with the Arabic Educational game to make it more interesting and easier to use, so that it can meet needs and provide interesting gaming experience for users.
Pengaruh Agregasi Data pada Klasifikasi Sentimen untuk Dataset Terbatas Menggunakan SGD Classifier Fauzan Ray T; Surya Agustian; Febi Yanto; Pizaini
Computer Science and Information Technology Vol 5 No 3 (2024): Jurnal Computer Science and Information Technology (CoSciTech)
Publisher : Universitas Muhammadiyah Riau

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

Abstract

Social media, especially Twitter or X, is a rich source of data for sentiment analysis. However, dataset limitation is a major challenge in utilizing machine learning, especially to produce fast and accurate sentiment analysis. This research applies data aggregation techniques to expand the training dataset and tests various preprocessing steps, such as cleaning, case folding, normalization, stemming, and lexicon-based methods. The classification method used is Stochastic Gradient Descent Classifier with text representation using Fast Text language model to generate word embedding. Lexicon-based preprocessing, particularly for emoji and emoticon handling, shows significant impact when data is added, as it is able to capture additional emotion and context that is often overlooked in conventional text analysis. Experimental results show that data addition and preprocessing optimization improved F1 Score from a baseline of 40% to 52.13%, surpassing the organizer which reached 51.28%. These findings emphasize the importance of data aggregation, preprocessing optimization, and parameter tuning using grid search in improving model performance on text sentiment classification with limited datasets.
Co-Authors Abdul Haris Abdussalam Al Masykur Adha, Martin Afiana Nabilla Zulfa Afriyanti, Liza Afroni, Hallend Agustina, Auliyah Alfitra Salam Alwis Nazir Andri Andri Aprilia, Risma Arif Mudi Priyatno Ariq At-Thariq Putra Baehaqi citra ainul mardhia putri Dafwen Toresa Dea Ropija Sari Destri Putri Yani Dewi, Nurika Dicky Abimanyu Dimas Ferarizki Dwitama, Raja Zaidaan Putera Dzaky Abdillah Salafy Edriyansyah Eka Pandu Cynthia Eka Pandu Cynthia Eka Pandu Cynthia, Eka Pandu Elin Haerani Elvia Budianita Fadhilah Syafria Fajar Febriyadi Fajri Fahreza Azeta Faris Apriliano Eka Fardianto Faris Fauzan Ray T Fauziyyah, Laila Nurul Fitra Kurnia Fitri Insani Fitri Insani Gusman, Deddy Gusti, Gogor Putra Hafi Puja Gusti, Siska Kurnia Hallend Afroni Hanif, Wan Muhammad Harni, Yulia Hatta, M Ilham Hidayat, Rizki Ichsan Permana Putra Idhafi, Zaky Iis Afrianty Iis Afrianty Ikhsan Hidayat Ikhwanul Akhmad DLY Illahi, Ridho Iqbal Salim Thalib Irma Welly, Irma Irsyad , Muhammad Isnan Mellian Ramadhan Iwan Iskandar Iwan Jannata, Nanda Jasril Jasril Jasril Jasril Jasril Jasril Jeki Dwi Arisandi Kurniansyah, Juliandi Lestari Handayani Lestari Handayani Lisnawita Lisnawita M Fikry M Ikhsan Maulana M. Afdal M. Fadil Martias Masaugi, Fathan Fanrita Mazdavilaya, T Kaisyarendika Morina Lisa Pura Muhammad Affandes Muhammad Fahri Muhammad Fikry Muhammad Fikry Muhammad Fikry Muhammad Haiqal Dani Muhammad Irsyad Muhammad Irsyad Muhammad Irsyad Mustasaruddin Mustasaruddin Nabyl Alfahrez Ramadhan Amril Nadila Handayani Putri Nazruddin Safaat H Nazruddin Safaat H Negara, Benny Sukma Niken Aisyah Maharani Herwanza Nining Erlina Novriyanto Novriyanto Nurika Dewi Okta Silvia M Permata, Rizkiya Indah Pizaini Pizaini Prananda, Alga Pratama, Dandi Irwayunda Putra, Wahyu Eka Putri Ayuni, Desy Putri Zahwa Rahma Shinta Rahmad Abdillah Rahman, Muhammad Taufikur Rahmat Al Hafiz Raja Joko Musridho Reski Mai Candra Reski Mai Candra Reski Mai Candra Rometdo Muzawi, Rometdo Roni Setyawan RR. Ella Evrita Hestiandari Sandy Ilham Hakim Syasri Sarah Lasniari Sarah Lasniari Shahira, Fayza Siti Ramadhani Sofiyah, Wan Sugandi, Hatami Karsa Surya Agustian Suwanto Sanjaya Syafria, Fadhillah Ulfah Adzkia Wang, Shir Li Wijaya, Andy Huang Wirdiani, Putri Syakira Yenggi Putra Dinata Yuli Novita Sari, Yuli Novita Yusra Yusra Yusra Yusra Yusra Yusra Yusra Yusra Yusra, Yusra