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Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control
ISSN : 25032259     EISSN : 25032267     DOI : -
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control was published by Universitas Muhammadiyah Malang. journal is open access journal in the field of Informatics and Electrical Engineering. This journal is available for researchers who want to improve their knowledge in those particular areas and intended to spread the knowledge as the result of studies. KINETIK journal is a scientific research journal for Informatics and Electrical Engineering. It is open for anyone who desire to develop knowledge based on qualified research in any field. Submitted papers are evaluated by anonymous referees by double-blind peer review for contribution, originality, relevance, and presentation. The Editor shall inform you of the results of the review as soon as possible, hopefully within 4 - 8 weeks. The research article submitted to this online journal will be peer-reviewed at least 2 (two) reviewers. The accepted research articles will be available online following the journal peer-reviewing process.
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Articles 22 Documents
Search results for , issue "Vol 4, No 1, February 2019" : 22 Documents clear
Front and Back Matter V4i1 Waskito, Adhitya Dio
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 4, No 1, February 2019
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1291.058 KB) | DOI: 10.22219/kinetik.v4i1.750

Abstract

An Enhancement of Data Hiding Imperceptibility using Slantlet Transform (SLT) Daurat Sinaga; Eko Hari Rachmawanto; Christy Atika Sari; De Rosal Ignatius Moses Setiadi; Noor Ageng Setiyanto
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 4, No 1, February 2019
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (877.058 KB) | DOI: 10.22219/kinetik.v4i1.702

Abstract

This study proposes a hybrid technique in securing image data that will be applied in telemedicine in future. Based on the web-based ENT diagnosis system using Virtual Hospital Server (VHS), patients are able to submit their physiological signals and multimedia data through the internet. In telemedicine system, image data need more secure to protect data patients in web. Cryptography and steganography are techniques that can be used to secure image data implementation. In this study, steganography method has been applied using hybrid between Discrete Cosine Transform (DCT) and Slantlet Transform (SLT) technique. DCT is calculated on blocks of independent pixels, a coding error causes discontinuity between blocks resulting in annoying blocking artifact. While SLT applies on entire image and offers better energy compaction compare to DCT without any blocking artifact. Furthermore, SLT splits component into numerous frequency bands called sub bands or octave bands. It is known that SLT is a better than DWT based scheme and better time localization. Weakness of DCT is eliminated by SLT that employ an improved version of the usual Discrete Wavelet Transform (DWT). Some comparison of technique is included in this study to show the capability of the hybrid SLT and DCT. Experimental results show that optimum imperceptibility is achieved.
Comparison of Acquisition Software for Digital Forensics Purposes Muhammad Nur Faiz; Wahyu Adi Prabowo
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 4, No 1, February 2019
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (409.756 KB) | DOI: 10.22219/kinetik.v4i1.687

Abstract

Digital Forensics, a term that is increasingly popular with internet needs and increasing cybercrime activity. Cybercrime is a criminal activity with digital media as a tool for committing crimes. The process for uncovering cybercrime is called digital forensics. The initial stage in digital forensics is an acquisition. The acquisition phase is very important because it will affect the level of difficulty and ease in investigating cybercrime. Software acquisition will affect the abandoned artefacts and even overwrite important evidence by the software, therefore investigators must use the best software for the acquisition stage. This study shows the difference in software for the acquisition of the best Random Access Memory (RAM) such as processing time, memory usage, registry key, DLL. This research presents five acquisition software such as FTK Imager, Belkasoft RAM Capturer, Memoryze, DumpIt, Magnet RAM Capturer. Results of this study showed that FTK Imager left about 10 times more artefacts than DumpIt and Memoryze. Magnet RAM Capture the most artefacts, 4 times more than Belkasot RAM Capturer. Software acquisition with many artefacts, namely Capture RAM Magnet and FTK Imager, while for the fastest time is DumpIt and Capture RAM Magnet for software that takes a long time.
Game Development to Introduce Indonesian Traditional Weapons using MDA Framework Lailatul Husniah; Firdaus Fannani; Ali Sofyan Kholimi; Andika Eko Kristanto
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 4, No 1, February 2019
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (692.589 KB) | DOI: 10.22219/kinetik.v4i1.713

Abstract

It is unfortunate that more and more youths are less concerned and are not interested in acquainting and studying Indonesian traditional culture, especially concerning on traditional Indonesian weapons. This fact is noticed from data as collected from several bookstores including online bookstores which the number of books on traditional weapons originating from abroad as published in Indonesia has a significant comparison compared to books on traditional weapons from Indonesia, in a stagerring 1:7 comparisson. Therefore, it is necessary to develop a media that can generate interest in couriosly learning about Indonesian culture, especially when introducing traditional Indonesian weapons. This research was conducted to develop a media in the form of android games that can be applied for the introduction of Indonesian culture, especially traditional weapons. The employed method of game development is the MDA Framework. Evaluation was carried out by using the Playtesting Evaluation and Gameflow methods. The evaluation results related to the concentration of players during game playing presents that the game has given a lot of encouragement to players to play games in several aspects of: game graphics, game sound, game stories, gameplay, simple interfaces, and completion of missions and main objectives regarding traditional Indonesian weapons, trigerring the player interest in playing this game and to maintain their focus throughout the game. In overal, the evaluation results using playtesting evaluation and Gameflow test depicts that a rating above average with an overall rating of 3.61 (72.18%) and the game Mystical Weapon of Nusantara can be accommodated as a medium for the introduction of traditional Indonesian weapons as indicated by the probability of a t-test of 1,169x10-19 which is far below the value of α = 0.05. Thus, it is concluded that there is an improvement in user knowledge, as well as the value of respondent answer showing above the average, which is 3.83 (76.67%).
Research Management in Virtual Organization between Higher Education and Industry for Developing Lecture’s Knowledge Unang Achlison; Mufadhol Mufadhol
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 4, No 1, February 2019
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (383.083 KB) | DOI: 10.22219/kinetik.v4i1.660

Abstract

Lecturers adapt to technology rises because the industries have improved business practices and implemented process changes to become more sustainable. The technological innovations can be generated by research projects that can yield useful innovations in industry. Lecture’s research in higher education becomes a fundamental need that must be managed sustainability. The policy and strategy in research between higher education and industry will enhance the quality and sustainability of higher education. The concept of research management in virtual organization adopted from a triangular model that related to higher education, industry, and government. The relationship can serve as a model that can adapt technology in industries and develope lecture’s knowledge. The research management in virtual organization used in this research is employing direct observation for problem identification and assigning the Internet service requirement and the availability of hardware and software resources. Developing lecture’s knowledge by considering polytechnic’s lecture becomes the main objective. The implementation of research management in virtual organization allows (1) industry’publish project themes, (2) lecturers can download the project themes as idea, and (3) lecturers submit proposal documents. The data survey are processed with the correlation, scale reliability, and validity analysis by using SPSS 16.0. Based on data survey result, the all indicators of lectiure’s knowledge development have positive values and significant correlations.
Controller Based Proxy for Handling NDP in OpenFlow Network Fauzi Dwi Setiawan Sumadi; Didih Rizki Chandranegara
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 4, No 1, February 2019
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (416.116 KB) | DOI: 10.22219/kinetik.v4i1.720

Abstract

A significant method should be deployed in OpenFlow environment for reducing the complexity during the implementation of IPv6 neighbor discovery protocol (NDP) in multicast manner. This paper was performed for deploying reactive-based application in controller’s northbound layer for handling as well as cutting the Neighbor solicitation packet’s journey. The application had a capability for storing each of the incoming Neighbor Solicitation (NS) and Neighbor Advertisement (NA) packet information. Therefore, the controller could reply the NS packet directly by using OFPT_PACKET_OUT message that contained the NA packet extracted from the reactive application. The experiment’s result showed that the proposed approach could reduce the NS response time up to 71% than the normal result produced by the traditional/learning switch application.
Keystroke Dynamic Authentication Using Combined MHR (Mean of Horner’s Rules) and Standard Deviation Didih Rizki Chandranegara; Fauzi Dwi Setiawan Sumadi
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 4, No 1, February 2019
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (319.671 KB) | DOI: 10.22219/kinetik.v4i1.719

Abstract

Keystroke Dynamic Authentication used a behavior to authenticate the user and one of biometric authentication. The behavior used a typing speed a character on the keyboard and every user had a unique behavior in typing. To improve classification between user and attacker of Keystroke Dynamic Authentication in this research, we proposed a combination of MHR (Mean of Horner’s Rules) and standard deviation. The results of this research showed that our proposed method gave a high accuracy (93.872%) than the previous method (75.388% and 75.156%). This research gave an opportunity to implemented in real login system because our method gave the best results with False Acceptance Rate (FAR) is 0.113. The user can be used as a simple password and ignore a worrying about an account hacking in the system.
Front and Back Matter V4i1 Adhitya Dio Waskito
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 4, No 1, February 2019
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1390.476 KB) | DOI: 10.22219/kinetik.v4i1.750

Abstract

Encryption of Text Message on Audio Steganography Using Combination Vigenere Cipher and LSB (Least Significant Bit) Ibnu Utomo Wahyu Mulyono; Ajib Susanto; Tiara Anggraeny; Christy Atika Sari
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 4, No 1, February 2019
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (475.723 KB) | DOI: 10.22219/kinetik.v4i1.701

Abstract

 The growing information technology is very rapidly, the more evolving crime techniques to find information that is confidential. The Internet is one of the main media in disseminating information. The use of security on the internet still needs to be developed. Based on these problems, the type of research undertaken in the writing of this final task is the type of experimental research by developing methods that have been done by previous researchers to hide secret data that is inserted into the audio * .wav so that the security and confidentiality of data can be guaranteed. data security can be done with various methods, including cryptography and steganography. Cryptography is a technique for encrypting messages and steganography is a message concealment technique. This insertion type uses binary ASCII character code. In the cryptographic process, using the Vigenere Cipher algorithm and in the steganography, process using the algorithm (LSB) Least Significant Bits. The merger of the two techniques resulted in a better new digital image security system and increased the value of MSE, PSNR and Execution time. Then the test results in the evaluation using BER and histogram analysis. Good audio quality has a minimum value of 30 dB PSNR. In the embedding process using combinations of vigenere and LSB methods, Audio 15 is the best audio compared to other audio. Audio 15 has a smaller MSE (0.001656) value and a larger PSNR (124.138499) value than any other audio when embeded messages *.txt file with character 4096.
A Modified Real-Time Fault-Tolerant Task Allocation Scheme for Wireless Sensor Networks Francis Franklin Marshall; M B Mu'azu; I J Umoh; A T Salawudeen; B O Sadiq; D E Ikpe
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 4, No 1, February 2019
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (587.063 KB) | DOI: 10.22219/kinetik.v4i1.659

Abstract

In WSNs, the sensor nodes are at risk of failure and malicious attacks (selective forwarding). This may have a profound negative effect when you consider real-time WSNs, making them challenging to deploy. When there is a delay in tasks allocation execution processes in real-time WSNs because of sensor nodes failures, this will cause disastrous consequences if the systems are safety-critical, e.g. aircraft, nuclear power plant, forest fire detection, battlefield monitoring, thus the need to developed a real-time system that is fault-tolerable. This paper developed a modified real-time fault-tolerant task allocation scheme (mRFTAS) for WSNs (wireless sensor networks), using active replication techniques. mRFTAS and RFTAS performance were compared using time of execution of the task, network lifetime and reliability cost. The mRFTAS performance showed an improvement over that of RFTAS when it comes to reducing the time it takes for task execution by 45.56% and reliability cost of 7.99% while prolonging the network lifetime by 36.35%.

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