Ngurah Suryantara, I Gusti
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REKONSTRUKSI DAN INVESTIGASI DIGITAL FORENSIK PADA APLIKASI WHATSAPP DENGAN METODE NIST : KASUS PELECEHAN SEKSUAL Ginting, Jusia Amanda; Setiawan, Harry; Andry, Johannes Fernandes; Ngurah Suryantara, I Gusti
Infotech: Journal of Technology Information Vol 10, No 1 (2024): JUNI
Publisher : ISTEK WIDURI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37365/jti.v10i1.249

Abstract

The rapid advancement of technology, especially during the pandemic, has drastically changed the way we conduct activities, with the majority now being carried out online through smart devices such as smartphones. However, along with this progress comes new challenges in the form of cybercrime, increasingly known as cybercrime. Cybercrime on mobile platforms, known as mobile cybercrime, encompasses various activities such as fraud, spreading hoaxes, pornography, and sexual harassment. This research aims to examine the effectiveness of cybercrime investigation methods, particularly in cases of sexual harassment, with a focus on the WhatsApp platform. The method used is the National Institute of Standards Technology (NIST), implemented using appropriate tools to support this research. The testing process involves four main stages: data collection, examination, analysis, and reporting. This includes steps such as securing the device, acquiring data, and analyzing it using software such as FTK Imager and WhatsApp Viewer. The test results show that most deleted messages can be recovered, although messages deleted using the "unsent" feature cannot be recovered due to WhatsApp policy. Of the total 11 messages in the case conversation, 55% were successfully recovered while 45% were not. These findings highlight the importance of mobile forensic methods in investigating cybercrime, while also indicating that policies and platform features such as WhatsApp can affect the success of investigations. ABSTRAKPerkembangan teknologi yang pesat, terutama selama pandemi, telah mengubah cara kita beraktivitas secara drastis, dengan mayoritas kegiatan dilakukan secara online melalui perangkat pintar seperti smartphone. Namun, dengan kemajuan ini juga muncul tantangan baru dalam bentuk kejahatan cyber, yang semakin dikenal sebagai cybercrime. Cybercrime di platform mobile, dikenal sebagai mobile cybercrime, meliputi berbagai aktivitas seperti penipuan, penyebaran hoaks, pornografi, dan pelecehan seksual. Penelitian ini bertujuan untuk menguji efektivitas metode investigasi cybercrime, terutama dalam kasus pelecehan seksual, dengan fokus pada platform WhatsApp. Metode yang digunakan adalah National Institute of Standards Technology (NIST), yang diterapkan dengan menggunakan alat yang sesuai untuk mendukung penelitian ini. Proses pengujian melibatkan empat tahap utama: pengumpulan data, pemeriksaan, analisis, dan pelaporan. Ini melibatkan langkah-langkah seperti mengamankan perangkat, mengakuisisi data, dan menganalisis menggunakan perangkat lunak seperti FTK Imager dan WhatsApp Viewer. Hasil pengujian menunjukkan bahwa sebagian besar pesan yang dihapus dapat dipulihkan, meskipun pesan yang dihapus menggunakan fitur "unsent" gagal dipulihkan karena kebijakan WhatsApp. Dari total 11 pesan dalam percakapan kasus, 55% berhasil dipulihkan sementara 45% tidak berhasil. Temuan ini menyoroti pentingnya metode forensik mobile dalam menyelidiki kejahatan cyber, sementara juga menunjukkan bahwa kebijakan dan fitur-fitur platform seperti WhatsApp dapat mempengaruhi keberhasilan investigasi.
PENGEMBANGAN APLIKASI OPERASIONAL RESTORAN DENGAN FRAMEWORK SCRUM (STUDI KASUS: RESTORAN PT.XYZ) Ngurah Suryantara, I Gusti; Michael, Michael; Andry, Johanes Fernandes; Ginting, Jusia Amanda
Infotech: Journal of Technology Information Vol 9, No 2 (2023): NOVEMBER
Publisher : ISTEK WIDURI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37365/jti.v9i2.168

Abstract

In software development, it is necessary to plan carefully, so that the software developed is in accordance with user needs. Software development without good planning will result in a patchwork of software development. To avoid the patchwork of software development, a software development framework is required. The research "Developing Restaurant Operational Applications With Scrum Framework (Case Study: PT.XYZ Restaurant)" aims to develop restaurant operational software at PT. XYZ. The software development framework used in software development uses the Scrum framework. The Scrum framework is a variant of the Agile framework. Agile has a dynamic way of working (iterative and incremental). The Scrum framework has a product backlog, then the product backlog is divided into several sprints. One sprint will be run in one iteration, so that each end of a product sprint that meets the definition of “Done” must be achieved. The use of the Scrum framework emphasizes communication and collaboration between various stakeholders. The result of this research is a software that helps restaurant operations at PT. XYZ starting from master files, transactions files, to reports files. By using the Scrum framework in application development, the application development life cycle is created. Software development can be done by implementing an enterprise architecture that already belongs to a company. Data architecture, application architecture, and technology architecture as the basis for application development in the enterprise
PENGEMBANGAN ARSITEKTUR ENTERPRISE PADA DEPARTEMEN FINANCE (STUDI KASUS: DEALER MOBIL PT.XYZ) Ngurah Suryantara, I Gusti; Ginting, Jusia Amanda; Sulaiman, Dewi Candani
Infotech: Journal of Technology Information Vol 8, No 1 (2022): JUNI
Publisher : ISTEK WIDURI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37365/jti.v8i1.124

Abstract

Along with advances in technological developments, the development of making applications in a enterpriseis also experiencing development. This is in line with the increasingly complex business developments today. For this reason, careful planning is needed to invest in IT / IS (Information Technology / Information Systems) in a enterprise. The failure of IT/IS investment in a enterprise is one of the factors due to not having an IT/IS investment roadmap in a enterprise in the form of Enterprise Architecture. To get maximum results from an IT/IS investment in a enterprise, it is necessary to develop Enterprise Architecture. Enterprise architecture is a blueprint for a enterprise in achieving the enterprise's vision and mission supported by the implementation of IT/IS. So the selection of an Enterprise Architecture development framework is very important, one of the frameworks that can be used in the development of Enterprise Architecture such as the Zachman Framework. The Zachman Framework uses a 6-row and 6-column matrix to generate a blueprint. With the existence of the Enterprise Architecture blueprint, the enterprise can then use it for a roadmap for the development of applications needed by the enterprise, so that IT/IS technology investment in the enterprise can help the enterprise's business processes to achieve the vision and mission.
PENYUSUNAN ENTERPRISE ARCHITECTURE PLANNING DALAM PENGEMBANGAN METAVERSE PADA INSTITUSI JAKARTA UTARA Amanda Ginting, Jusia; Ngurah Suryantara, I Gusti; Sakti Lee, Francka
JATI (Jurnal Mahasiswa Teknik Informatika) Vol. 9 No. 2 (2025): JATI Vol. 9 No. 2
Publisher : Institut Teknologi Nasional Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36040/jati.v9i2.13270

Abstract

Metaverse merupakan dunia virtual tiga dimensi yang menawarkan pengalaman interaktif melalui avatar digital. Dalam konteks pendidikan, metaverse dapat meningkatkan pengalaman belajar kolaboratif dan keterlibatan mahasiswa. Penelitian ini bertujuan untuk mengembangkan arsitektur metaverse pada Institusi Jakarta Utara menggunakan kerangka kerja Enterprise Architecture Planning (EAP). Pendekatan EAP mencakup berbagai aspek, seperti visi dan strategi, arsitektur bisnis, arsitektur informasi, arsitektur aplikasi, arsitektur teknologi, serta manajemen proyek dan tata kelola. Hasil penelitian menunjukkan bahwa penerapan EAP dapat menciptakan lingkungan belajar yang inovatif dan berkelanjutan. Penggunaan metaverse di Institusi Jakarta Utara berhasil memfasilitasi pembelajaran yang lebih efektif dan fleksibel, memungkinkan partisipasi mahasiswa dalam simulasi interaktif, laboratorium virtual, dan kolaborasi proyek tanpa batasan geografis. Faktor kunci keberhasilan ini meliputi resolusi visual yang tinggi, kecepatan frame yang stabil, serta desain lingkungan virtual yang intuitif dan ergonomis. Implementasi ini juga berhasil mengurangi ketidaknyamanan fisik dan motion sickness yang sering dialami pengguna dalam lingkungan virtual. Kesimpulannya, arsitektur metaverse berbasis EAP memberikan kontribusi signifikan terhadap peningkatan kualitas pendidikan di Institusi Jakarta Utara, dengan menyediakan platform pembelajaran yang dinamis dan relevan dengan kebutuhan era digital.