Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control
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.
Articles
11 Documents
Search results for
, issue
"Vol 4, No 4, November 2019"
:
11 Documents
clear
Mitigating Coordinated Call Attacks On VoIP Networks Using Hidden Markov Model
Nakorji, Usman Haruna;
Adedokun, E A;
Umoh, I J;
Shettima, Abdullazeez
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 4, No 4, November 2019
Publisher : Universitas Muhammadiyah Malang
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (418.402 KB)
|
DOI: 10.22219/kinetik.v4i4.797
Abstract This paper presents a 2-tier scheme for mitigating coordinated call attacks on VoIP networks. Call interaction pattern was considered using talk and salient periods in a VoIP call conversation. At the first-tier, Short Term Energy algorithm was used for call interaction feature extraction and at the second-tier Hidden Markov Model was used for caller legitimacy recognition. Data of VoIP call conversations were collated and analyzed to extract distinctive features in VoIP call interaction pattern to ascertain the legitimacy of a caller against coordinated call attacker. The performance metrics that was used are; False Error Rate (FER), Specificity, Detection Accuracy and Throughput. Several experiments were conducted to see how effective the mitigating scheme is, as the scheme acts as a proxy server to Session Initiation Protocol (SIP) server. The experiments show that; when the VoIP server is under coordinated call attack without a mitigating scheme only 15.2% of legitimate VoIP users had access to the VoIP network and out of which about half of the legitimate users had their calls dropped before completion, while with the 2-tier mitigating scheme, when the VoIP server is under coordinated call attacks over 90.3% legitimate VoIP callers had their calls through to completion
Comparison Analysis Of Social Influence Marketing For Mobile Payment Using Support Vector Machine
Prihono, Oman Fikriyan;
Sari, Puspita Kencana
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 4, No 4, November 2019
Publisher : Universitas Muhammadiyah Malang
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (242.953 KB)
|
DOI: 10.22219/kinetik.v4i4.921
There are many digital-based financial services today, one of them is mobile payment service. Users can deposit money and make online transaction with their smartphone through mobile application. Five mobile payment service providers with the most users in Indonesia, according to Dailysocial are GOPAY, OVO, LinkAja, DANA, and PayTren. This study uses sentiment analysis to classify user’s opinion into positive and negative classes. The classification method used is Support Vector Machine. This study utilizes three metrics, namely Net Sentiment, Share of Voice, and Social Influence Marketing Score. Those metrics are useful for knowing reputation, reach, and influence of brands in social media. The findings in this study indicate that GOPAY, OVO, DANA, and PayTren have a positive dominant sentiment, while LinkAja has a negative dominant sentiment. The brand with the biggest influence and reaches in the mobile payment industry is GOPAY. While the highest reputation brand is PayTren. The implication of this research is to encourage mobile payment providers to be able to monitor their brand conditions among their competitors by utilizing social network analysis method.
Point Clipping Algorithm on Employee Presence Application for Geolocation of Employee Position
Rahmatulloh, Alam;
Rianto, Rianto;
Shihab, Muhammad Quraish
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 4, No 4, November 2019
Publisher : Universitas Muhammadiyah Malang
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (796.302 KB)
|
DOI: 10.22219/kinetik.v4i4.796
In organizations, companies or agencies such as the Office of Communication and Information Technology, presence has become one of the critical things in assessing the performance of workers/employees. There are several ways to do attendance, where one of them can facilitate the present process with digital tools/machines such as smartphones that utilize the GPS feature to run APIs such as Google Geolocation on Android. Also, a system is needed that can manage the results of the present process, such as web-based applications that can also be accessed through either a computer or smartphone. Therefore, the need to build a presence application both in the presence and in management that can help agencies such as Office of Communication and Information (Diskominfo) to handle internal processes, especially in the management of its employees. In this study, the application in the construction of its application is used Point Clipping algorithm as a tool for the present process that can take advantage of the GPS feature. Based on the results of the tests conducted, the accuracy value of the incoming and returning attendance process was obtained in the location area with an average of each side of the area of approximately 11.21 meters at the entry point and 18.05 meters at the presence of going home outside the office, where the location area boundary outside the specified office which is around 15 meters and the time test is obtained the time delay value in the attendance process with an average of each side of the area of about 9.6 seconds at the incoming attendance and 8.3 seconds at the home attendance.
Genetic Algorithm for Teaching Distribution based on Lecturers’ Expertise
Pambudi, Rizki Agung;
Lubis, Wahyuni;
Saputra, Firhad Rinaldi;
Maulidina, Hanif Prasetyo;
Wijayaningrum, Vivi Nur
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 4, No 4, November 2019
Publisher : Universitas Muhammadiyah Malang
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (424.228 KB)
|
DOI: 10.22219/kinetik.v4i4.859
The teaching distribution for lecturers based on their expertise is very important in the teaching and learning process. Lecturers who teach a course that is in accordance with their interests and abilities will make it easier for them to deliver material in class. In addition, students will also be easier to accept the material presented. However, in reality, the teaching distribution is often not in accordance with the expertise of the lecturer so that the lecturers are not optimal in providing material to their students. This problem can be solved using optimization methods such as the genetic algorithm. This study offers a solution for teaching distribution that focuses on the interest of each lecturer by considering the order of priorities. The optimal parameters of the test results are crossover rate (cr) = 0.6, mutation rate (mr) = 0.4, number of generations = 40, and population size = 15. Genetic algorithm is proven to be able to produce teaching distribution solutions with a relatively high fitness value at 4903.3.
Data Pattern Of Computer Maintenance Management System With Eclat Algorithm
Sukmana, Farid;
Rozi, Fahrur
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 4, No 4, November 2019
Publisher : Universitas Muhammadiyah Malang
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.22219/kinetik.v4i4.792
Decision support system, basically used to help choosing some solution for stakeholde to take the best decision in manufacturer. In manufacturer company using Enterprise Resource System (ERP) that has Work Oder (WO) modul as request maintenance from user. But many of data from WO still didn’t use to help decision making and only as warehouse data about infrastructure maintenance from last time. Because that, author use that data to help technician to take decision making by using association rule as pattern processing. This is because WO has unique pattern that has problem (p), symptom (s), and root cause (r). Previous research (Sukmana, Rozi, 2017) was proved if association rule can use to help people to take decison making, it is just involved two variable, that is symptom (s), root cause (r) and using apriori algorithm as association rule. And focussing in this research is using that three variable and eclat algorithm as association rule methode. Result of this research has purpose to take the best pattern when using eclat algorithm.
Live Forensics Analysis of Line App on Proprietary Operating System
Riadi, Imam;
Sunardi, Sunardi;
Rauli, Muhamad Ermansyah
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 4, No 4, November 2019
Publisher : Universitas Muhammadiyah Malang
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (421.473 KB)
|
DOI: 10.22219/kinetik.v4i4.850
The development of computer technology is increasing rapidly. This has positive and negative effects. One of the negative effects that occurred was the use of Line applications to conduct online shop fraud. Line is one of the instant messenger applications that can be used on computers, especially on Windows 8.1 operating system computers. Applications that run on the computer leave traces of data on Random Access Memory (RAM). Data left in RAM can be obtained using digital forensic techniques, namely live forensics which is used when the computer is running and connected to the internet. This study aims to find digital evidence regarding cases of online shop fraud using the National Institute of Standards and Technology (NIST) method. Digital evidence can be obtained using forensic tools, namely RamCapturer, FTK Imager and Winhex. RamCapturer is used to acquire data in RAM, FTK Imager is used for imaging and Winhex is used to analyze data that has been taken. The results obtained in this study were conversational recordings consisting of conversation time, conversation content and conversation status which could be digital evidence in uncovering the online shop fraud crime that occurred.
The Effect of Stemming and Removal of Stopwords on the Accuracy of Sentiment Analysis on Indonesian-language Texts
Aditya Wiha Pradana;
Mardhiya Hayaty
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 4, No 4, November 2019
Publisher : Universitas Muhammadiyah Malang
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (317.101 KB)
|
DOI: 10.22219/kinetik.v4i4.912
Preprocessing is an essential task for sentiment analysis since textual information carries a lot of noisy and unstructured data. Both stemming and stopword removal are pretty popular preprocessing techniques for text classification. However, the prior research gives different results concerning the influence of both methods toward accuracy on sentiment classification. Therefore, this paper conducts further investigations about the effect of stemming and stopword removal on Indonesian language sentiment analysis. Furthermore, we propose four preprocessing conditions which are with using both stemming and stopword removal, without using stemming, without using stopword removal, and without using both. Support Vector Machine was used for the classification algorithm and TF-IDF as a weighting scheme. The result was evaluated using confusion matrix and k-fold cross-validation methods. The experiments result show that all accuracy did not improve and tends to decrease when performing stemming or stopword removal scenarios. This work concludes that the application of stemming and stopword removal technique does not significantly affect the accuracy of sentiment analysis in Indonesian text documents.
Front and Back Matter V4i4
Waskito, Adhitya Dio
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 4, No 4, November 2019
Publisher : Universitas Muhammadiyah Malang
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (1432.463 KB)
|
DOI: 10.22219/kinetik.v4i4.1029
Educational Media Design for Learning Basic Programming in Branching Control Structure Material Using Problem-Posing Learning Model
Syahidi, Aulia Akhrian;
Tolle, Herman;
Supianto, Ahmad Afif;
Hirashima, Tsukasa
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 4, No 4, November 2019
Publisher : Universitas Muhammadiyah Malang
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (63.172 KB)
|
DOI: 10.22219/kinetik.v4i4.803
Basic programming is one subject that tends to be difficult for students to learn. Along with the development of technology, several researchers have provided solutions to solve this problem, by developing educational games, educational media, interactive learning media, and other auxiliary media. However, on average they have not used or adhered to the syntax of various existing learning models. This study focuses on designing educational media that uses the problem-posing learning model to study the material of branching control structures in basic programming learning which is recommended as a learning medium for vocational high school students. Educational media named TOLSYASUPI-EduMed. We use the highest type of research and development (R&D), the level 4 that we adopted to be adapted into a number of steps that are in line with the needs of this research area. Observation techniques are used as a form of generative research which is a type of user experience research, to explore information before designing a product/application. The side that we highlight here is how the form of educational media design by following the syntax of the problem-posing learning model. Then do an A/B testing which is assessed by experts to choose the best design with results that are type B designs with a percentage of 90.9%. We also state the analysis of the functional aspects of educational media to strengthen the validity of this design idea.
Flood Warning and Monitoring System Utilizing Internet of Things Technology
Mohd Sabre, Mohamad Syafiq;
Abdullah, Shahrum Shah;
Faruq, Amrul
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 4, No 4, November 2019
Publisher : Universitas Muhammadiyah Malang
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (656.948 KB)
|
DOI: 10.22219/kinetik.v4i4.898
Flooding is one of the major disasters occurring in various parts of the world including Malaysia. To reduce the effect of the disaster, a flood warning and monitoring are needed to give an early warning to the victims at certain place with high prone to flood. By implementing Internet of Thing technology into the system, it could help the victim to get an accurate status of flood in real-time condition. This paper is develop a real-time flood monitoring and early warning system using wireless sensor node at a high prone area of flood. This system is based on NodeMCU based technology integrated using Blynk application. The wireless sensor node can help the victims by detecting the water levels and rain intensity while giving an early warning when a flood or heavy rain occurs. Basically, the sensor node consists of ultrasonic sensor and rain sensor controlled by NodeMCU as the microcontroller of the system which placed at the identified flood area. Buzzer and LED started to trigger and alert the victim when the flood had reached certain level of hazard. Data detected from the sensors are sent to the Blynk application via wireless connection. Victim will get to know the current status of flood and rain by viewing the interface and receiving push notification that available in Blynk application via IOS or Android smartphones. The flood level’s data sent to the email could help various organizations for further improvement of the system and flood forecasting purposes. After a test had been conducted, it was found that this prototype can monitor, detect and give warning with notification to the victim earlier before the occurrence of floods.