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Irpan Adiputra pardosi
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INDONESIA
Sinkron : Jurnal dan Penelitian Teknik Informatika
ISSN : 2541044X     EISSN : 25412019     DOI : 10.33395/sinkron.v8i3.12656
Core Subject : Science,
Scope of SinkrOns Scientific Discussion 1. Machine Learning 2. Cryptography 3. Steganography 4. Digital Image Processing 5. Networking 6. Security 7. Algorithm and Programming 8. Computer Vision 9. Troubleshooting 10. Internet and E-Commerce 11. Artificial Intelligence 12. Data Mining 13. Artificial Neural Network 14. Fuzzy Logic 15. Robotic
Articles 1,196 Documents
Securing Messages Using AES Algorithm and Blockchain Technology on Mobile Devices Farissi, Al; Pradata, Arya; Miraswan, Kanda
Sinkron : jurnal dan penelitian teknik informatika Vol. 7 No. 2 (2023): Research Article, Volume 7 Issue 2 April, 2023
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v8i2.12381

Abstract

In recent years, there has been a rapid increase in the use of mobile devices and messaging applications for communication, leading to a growing concern about the security of text messages exchanged through these platforms. This study proposes a novel method that uses the AES algorithm and Blockchain to secure text messages in messaging applications on mobile devices. The AES algorithm is selected due to its faster encryption and decryption processes, which are superior to asymmetric cryptography algorithms. On the other hand, Blockchain is chosen for its inherent security properties that only allow data addition and cannot be altered. This study aims to achieve both speed and security to prevent cybercrime in text messages. The Avalanche Effect calculation and Processing Time measurement are used as the analysis methods to evaluate the proposed approach. The results show that the computation time of the message delivery process using Blockchain and AES algorithm has an average total process time of 33.59 milliseconds. Additionally, the testing results of the Avalanche Effect value show that the AES algorithm has a value of 50% for character lengths up to 16 characters and below 50% for character lengths greater than 16 characters. Based on these testing results, the proposed combination of the AES algorithm and Blockchain is an effective method for securing text messages in messaging applications. This method can offer a secure and efficient way of exchanging text messages on mobile devices and can adopt as a standard approach for messaging applications.
Usability Evaluation of Mobile USSD-SMS Interactive Result Checking System for Resource-Constrained Settings (MIRCS) using System Usability Score (SUS). Muhammad, Zainab Tassala; Kawu, Abdullahi Abubakar; Abdullahi, Ibrahim; Bawa, Musa
Sinkron : jurnal dan penelitian teknik informatika Vol. 7 No. 2 (2023): Research Article, Volume 7 Issue 2 April, 2023
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v8i2.12383

Abstract

Mobile phones, especially smartphones have impacted the way we access information related to education. For instance, students are now able to view their results using a smartphone on a browser. However, these result systems that make it possible for students to view their exam results through web browsers or emails on their mobile devices need an internet connection for the process to work as expected. Also, given the indigent nature of most students in developing countries, this creates a digital divide for students that do not own smartphones. With many students coming from rural and often low economic status homes, not many can afford smartphones. Hence, leveraging on the potentials of Unstructured Supplementary Service Data (USSD) and Short Message Service (SMS), a Mobile USSD-SMS Interactive Result Checking System for Resource-Constrained Settings (MIRCS) was developed to provide a device agnostic accessible Result Checking System. This study evaluated MIRCS using System Usability Scale (SUS) to verify the effectiveness from a usability point of view. The result of the evaluation shows that the MIRCS is usable which received grade C (66.21), although it does not meet the acceptable level specified by SUS. Further analysis of the interaction with respondents suggests some areas of improvement to include cost of service, high availability and accuracy.
Implementation of the Naïve Bayes Method to Determine Student Interest in Gaming Laptops Nasution, Rico Fadly; Dar, Muhammad Halmi; Nasution, Fitri Aini
Sinkron : jurnal dan penelitian teknik informatika Vol. 7 No. 3 (2023): Article Research Volume 7 Issue 3, July 2023
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v8i3.12562

Abstract

The development of the times resulted in the development of technology to date. With the existence of technology, many people have used technology to help their daily activities. In this study, the author will discuss the technology that is often used by students to help them with their assignments, namely laptops. Laptop is a technology that has been widely used by students, teachers and the public. Having a laptop can make things easier. Until now, each laptop brand continues to develop their laptop production laptops with good specifications. Until now, almost all laptop brands have made gaming laptops that are actually intended for people-people who play games. But with good specifications, gaming laptops can also be used for daily activities. With an attractive design and good specifications, of course you can attract student and public interest in gaming laptops. Therefore the authors made a study of student interest in gaming laptops. With good design and specifications on gaming laptops, the author aims to classify the number of students who are interested and not interested in gaming laptops. The classification will be carried out using the Naïve Bayes method with the number of sample data used as many as 100 student data in data mining. The classification results obtained were 55 students (55% representation) interested in gaming laptops and 45 students (45% representation) had no interest in gaming laptops. The results show that not all students are interested in gaming laptops, even though they have laptops design and great specs.
E-Archive In Plaju Ulu Village Based On Web Hartati, Eka; Irawan, Ari; Fatmariani, Fatmariani; Yunifa, Wiza
Sinkron : jurnal dan penelitian teknik informatika Vol. 7 No. 3 (2023): Article Research Volume 7 Issue 3, July 2023
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v8i3.12574

Abstract

Abstract:The focus of this research is to design a Web-Based E-Archive in Plaju Ulu Village for services regarding E-Archives.The system development method uses the prototype method, while the system modeling uses Data Flow Diagram. This application testing is done using black box testing, where this testing is used to see done only observe the results of execution through test data and check the functionality of the software.The results of this research produce an e-archive application, and can provide information about any archives in Plaju Ulu Village, Palembang City. The system testing technique used in this study is black box testing, this test obtains input conditions for all functional needs of the program. Based on the test results ranging from admin features, incoming mail data features, outgoing mail data features, personnel data features, incoming mail archive features, outgoing mail archive features, all results are valid or successful. Users of this e-archive application consist of services, kasi, and lurah. .Keywords: E-Archives, Data Flow Diagram, black box testing; application.
F3-INTERIOR E-COMMERCE APPLICATION USING 3D VIEW WEBGL REACT THREE FIBER BASED ON ANDROID Wicaksono, Danang Wahyu; Samsudin
Sinkron : jurnal dan penelitian teknik informatika Vol. 7 No. 3 (2023): Article Research Volume 7 Issue 3, July 2023
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v8i3.12605

Abstract

The development of technology in this era is growing rapidly and has a big effect on the wearer, especially in the world of business. Buying and selling interior furniture manufacturing services is still fairly manual. With the development of information technology, the introduction of interior and exterior furniture can be done using a smartphone or personal computer. People sometimes still experience problems in choosing the right furniture and texture choices. The previous online buying and selling system also lacked the desired texture or color selection, so that orders were still fairly rigid and did not match the wishes of consumers. Based on these problems, this research created an application that can assist consumers in exploring the desired furniture, from setting the color and texture atmosphere. By using WebGl (Web Graphic Library) which makes it easier for consumers to see an overview of interior furniture in the form of a 3D (Three Dimensional) view. but WebGl itself can only be displayed via the website, so the author here will use packages that help React Three Fiber which can render WebGl on Android. The results of this study produce the output of an application that displays 3D on furniture items, which can also change the material texture or color in real-time (real).
Implementation of Continous Delivery using Jenkins And Kubernetes with Docker Local Images Wijayanto, Danur; Arizona Firdonsyah
Sinkron : jurnal dan penelitian teknik informatika Vol. 7 No. 4 (2023): Article Research Volume 7 Issue 4, October 2023
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v8i4.12624

Abstract

The need for software has increased and the development process has also become more complex as technology has developed which resulted application will take a long time to deployed, which can be completed in weeks or even months. One reason is the large number of teams involved in application development, especially the Development Team and Operations Team. These teams can cause the application delivery process to the user's side to be hampered if a conflict occurs, so the term DevOps appears. Support for DevOps continues to be improved, so there is CI/CD (Continuous Integration and Continuous Delivery/Deployment). Banyak penelitian mengenai CI/CD yang sudah dilakukan dan menggunakan tools Jenkins, Kubernetes, dan Docker. Namun penelitian yang sudah ada menggunakan repository DockerHub untuk menyimpan Docker Image This research focuses on the local implementation of the docker image which is then run with Kubernetes Orchestration so it can reduce the platform used by CI/CD. This implementation requires conversion from docker image to Kubernetes Image Cache. The results show that the Continous Delivery implementation using Kubernetes with the Local Docker image is successful and can run well. The results show that the average time required to create a docker image is 649 seconds (10 minutes 49 seconds) and image conversion process which takes an average time of 275 seconds (4 minutes 35 seconds). Research can be developed further by researching techniques to shorten build time, minimize resource utilitation and minimize time conversion from docker images to Kubernetes Image Cache.
Comparison of NB and SVM in Sentiment Analysis of Cyberbullying using Feature Selection Riadi, Selamet; Utami, Ema; Yaqin, Ainul
Sinkron : jurnal dan penelitian teknik informatika Vol. 7 No. 4 (2023): Article Research Volume 7 Issue 4, October 2023
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v8i4.12629

Abstract

In the past few decades, the internet has become an inseparable part of human life. It provides ease of access and permeates almost every aspect of human existence. One of the internet platforms that is widely used by people around the world is social media. Apart from being spoiled with the convenience and efficiency offered by social media to support daily life, it has gained popularity among a wide audience. This has positive implications when utilized effectively, but it cannot be denied that there are negative consequences if not utilized properly. One such consequence is the prevalence of cyberbullying activities on social media. Cyberbullying has become a major concern for the public and social media users, prompting researchers to leverage information technology in developing technologies that can identify the elements of cyberbullying, particularly on social media platforms. Sentiment analysis has been employed by researchers to identify the components of cyberbullying in online platforms. Sentiment analysis involves the application of natural language processing techniques and text analysis to identify and extract subjective information from text. This study aims to compare the Naive Bayes algorithm and the Support Vector Machine algorithm, while utilizing feature selection, specifically chi-square, to enhance the accuracy of both algorithms in classifying Instagram comments. The experimental results indicate that the Multinomial Naive Bayes (MNB) algorithm outperforms the Support Vector Machine (SVM) algorithm, achieving an accuracy of 83.85% without feature selection and 90.77% with feature selection. Meanwhile, SVM achieves an accuracy of 82.31% without feature selection and 90% with feature selection. Evaluation through the confusion matrix and classification report reveals that MNB exhibits better precision and recall rates compared to SVM in identifying bullying and non-bullying classes. The use of feature selection enhances the performance of both algorithms in classifying Instagram comments related to cyberbullying.
Human Age Estimation Through Audio Utilising MFCC and RNN Ken Ken; Quinn, Osfredo; Pardosi, Irpan Adiputra; Chandra, Wenripin
Sinkron : jurnal dan penelitian teknik informatika Vol. 7 No. 3 (2023): Article Research Volume 7 Issue 3, July 2023
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v8i3.12656

Abstract

Age is one of human main attributes. Age is important factor to improve communication experience. Age estimation has been used in several applications to improve user experience. Therefore, an approach is needed to estimate the user age, one of which is through audio. In this study, Mel Frequency Cepstrum Coefficients (MFCC) and Recurrent Neural Network (RNN) will be used to estimate age through audio. MFCC is used to get features from audio data, while RNN is used to estimate age. Dataset used here was taken from corpus of user speech data on the Common Voice website. This study shows that MFCC and RNN methods are able to estimate human age through audio with highest accuracy obtained in SimpleRNN is 0.5647, and 0.7087 in LSTM.
Application of the WP and SAW Methods in the Decision Support System for Recipients of Free Electricity Installation Assistance Sitorus, Ridha Saryani; Hasugian , Abdul Halim
Sinkron : jurnal dan penelitian teknik informatika Vol. 7 No. 3 (2023): Article Research Volume 7 Issue 3, July 2023
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v8i3.12673

Abstract

The main factors causing inequality and poverty in Indonesia are education, welfare, and access to essential systems such as clean water, sterilization, and of course electricity as the main energy supplier in human daily activities. Therefore, to reduce poverty in Indonesia, the main responsibility of the government is to close the gap between groups of people by providing access to various facilities such as electricity. One of the programs initiated by the government to increase access to electricity for the poor is the free electricity installation assistance scheme. However, when providing such assistance, potential recipients must be evaluated or qualified to ensure that aid funds are distributed effectively and efficiently. And in its implementation, problems often occur related to the selection of beneficiaries which are still subjective and less objective. This can have an impact on not being on target and misappropriating aid, so that aid programs do not reach their targets. A decision support system that can help evaluate the eligibility of beneficiaries in a more objective and transparent manner is needed to resolve this issue. One strategy that can be used is the Weighted Product (WP) and Simple Additive Weighting (SAW) methods. In using a combination of the WP method, it can give weight to each criterion in determining the choice of free electricity installation assistance and the SAW method is ablei to determine the data ranking of free electricity installation assistance options. The results of this study can assist in selecting beneficiaries of free electricity installation assistance in an objective and effective way.
Implementation of Data Mining for Data Classification of Visitor Satisfaction Levels Arfi Pratama, Hubban; Yanris, Gomal Juni; Hasibuan, Mila Nirmala Sari
Sinkron : jurnal dan penelitian teknik informatika Vol. 7 No. 3 (2023): Article Research Volume 7 Issue 3, July 2023
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v8i3.12674

Abstract

An amusement park is a location or place that can provide a special attraction to the public. This is because in amusement parks there is lots of entertainment provided. But not all amusement parks are liked by visitors, usually because the location is still not good enough. Therefore the authors make a study of the level of visitor satisfaction. This research was made so that the writer can determine whether or not the number of visitors is satisfied at the amusement park. To conduct this research, the authors used 2 methods with a classification model in data mining. The methods used are the K-Nearest Neighbor (kNN) method and the Naïve Bayes method. Study this is done using 100 visitor data. The classification results obtained from both methods give the same results. The results obtained were 77 satisfied visitor data at amusement parks and 23 dissatisfied visitors at amusement parks. The result of the two methods used is that many visitors are satisfied with the amusement park. The accuracy results obtained are also very good. This means that these two methods are very suitable to be used as a method with a classification model. The conclusion is that the amusement park has beauty and a great location that can give attraction to visitors. With this research it can be a reference that the K-Nearest Neighbor (kNN) method and the Naïve Bayes method are very suitable for carrying out a data classification.

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