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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 526 Documents
Comparison of Acquisition Software for Digital Forensics Purposes Faiz, Muhammad Nur; Prabowo, Wahyu Adi
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.
Indonesian Dataset Expansion of Microsoft Research Video Description Corpus and Its Similarity Analysis Rahutomo, Faisal; Hafidh Ayatullah, Ahmad
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 3, No 4, November 2018
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (719.162 KB) | DOI: 10.22219/kinetik.v3i4.680

Abstract

This paper describes the academic base of an openly Indonesian dataset in Mendeley Data with DOI: 10.17632/d7vx5cc92y.1 [1]. The dataset is an Indonesian language expansion of Microsoft research video description corpus, an open dataset contains about 120 thousand sentences. The dataset is a useful resource because the sentences are a set of roughly parallel descriptions of more than 2,000 video snippets of 35 languages. Both paraphrase and bilingual relation are available but Indonesian description is not available in the dataset. Therefore, this paper describes the research effort to expand the dataset for the Indonesian language. The research collected 43,753 description texts of 1,959 short videos, parallel with Microsoft’s dataset. Adding more value to the dataset, similarity metrics calculations of the texts were done. The metrics were Cosine, Jaccard, euclidian, and Manhattan with average results were 0.22, 0.33, 2.38, and 6.08 respectively.
An Enhancement of Data Hiding Imperceptibility using Slantlet Transform (SLT) Sinaga, Daurat; Rachmawanto, Eko Hari; Sari, Christy Atika; Setiadi, De Rosal Ignatius Moses; Setiyanto, Noor Ageng
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.
Gamification And GDLC (Game Development Life Cycle) Application For Designing The Sumbawa Folklore Game ”The Legend Of Tanjung Menangis (Crying Cape)” Husniah, Lailatul; Pratama, Bayu Fajar; Wibowo, Hardianto
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 3, No 4, November 2018
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (679.726 KB) | DOI: 10.22219/kinetik.v3i4.721

Abstract

Sumbawa is popularly known as one of the regions in Indonesia, having a well- known folklore among the Sumbawa people, entitled the legend of Tanjung Menangis (Crying Cape). However, Tanjung Menangis is commonly recognized for its beauty than the stories contained. Therefore, a research is carried out by developing a game that is employed as a tool to introduce the story of Tanjung Menangis Legend as effort to preserve the original story of the mainland Sumbawa. The media game is chosen due to its favoured technology by children and adolescent as the target users of this research. This study applies Game Development Life Cycle (GDLC) method in the development stage which consists of several stages includinng: pre-production, production, testing, and post-production by adding an element of gamification. The game is tested on students at Labangka Elementary School in Sumbawa district in an age range of 10-15 years. After playing the game, the majority of respondents states that students gain knowledge about the Legend of Tanjung Menangis as reported from the results of the t- test with a probability value of 7.369x10-41, which is far below the value of α = 0.05. This result means that there was an increase in user knowledge of application. The test results also showed that all respondents agreed that the game of The Legend of Tanjung Menangis was used as one of the media used to introduce the story of the original Sumbawa people. In addition, the testing results as conducted with playtesting and gameflow test achieved good grades, with a range of values 4.5-4.81 of the seven elements tested, including: Concentration, Challenge, Player Skills, Control, Clear Goals, Feedback, and Immersion.
Research Management in Virtual Organization between Higher Education and Industry for Developing Lecture’s Knowledge Achlison, Unang; 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.
An Election Energy Threshold Based Multi-Hop Routing Protocol in a Grid-Clustered Wireless Sensor Network Dadah, Funom Samuel; Ore-Ofe, Ajayi; Usman, Aliyu D; Mshelia, Y A; Babatunde, M O
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 3, No 4, November 2018
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (400.619 KB) | DOI: 10.22219/kinetik.v3i4.661

Abstract

Owing to the limited energy of sensor nodes (SNs) in a wireless sensor network (WSN), it is important to reduce and balance the energy consumption of the SNs in order to extend the WSN lifetime. Clustering mechanism is a highly efficient and effective mechanism for minimizing the amount of energy that SNs consume during the transmission of data packets. In this paper, an election energy threshold based multi-hop routing protocol (mEEMRP) is presented. In order to minimize energy consumption, this routing protocol uses grid clustering, where the network field is divided into grid clusters. SNs in each grid cluster select a cluster head (CH) based on a weight factor that takes the node location, node’s residual energy (RE) as well as the node’s distance from the base station into consideration. An energy efficient multi-hop routing algorithm is adopted during the transmission of data packets from the cluster heads (CHs) to the base station (BS). This multi-hop routing algorithm uses an election energy threshold value, T­nhCH that takes into consideration the RE of CHs as well as the distance between CHs. Simulation results show a 1.77% and 10.65% improvement in terms of network lifetime for two network field scenarios over Energy Efficient Multi-hop Routing Protocol (EEMRP).
Game Development to Introduce Indonesian Traditional Weapons using MDA Framework Husniah, Lailatul; Fannani, Firdaus; Kholimi, Ali Sofyan; Kristanto, Andika Eko
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%).
Keystroke Dynamic Authentication Using Combined MHR (Mean of Horner’s Rules) and Standard Deviation Chandranegara, Didih Rizki; Sumadi, Fauzi Dwi Setiawan
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.
DBscan Algorithm and Decision Tree to Automate Trip Purpose Detection Hidayah, Lailatul; Wulandari, Catur
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 3, No 4, November 2018
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (449.762 KB) | DOI: 10.22219/kinetik.v3i4.672

Abstract

One of transportation research topic is detecting trip purpose. Given a collection of GPS mobility records, researchers endeavored to infer useful information such as trip, travel mode, and trip purpose. Obtaining these attributes will help researcher in transportation modelling.  This work proposed an approach in defining a trip or a trip segmentation which is a part of trip purpose problem as well as inferring the trip purpose. By Utilizing Dbscan clustering algorithm, decision tree, and some useful features, we are able to detect the trips and their purposes as well as building the model to automate the trip derivation.
Controller Based Proxy for Handling NDP in OpenFlow Network Sumadi, Fauzi Dwi Setiawan; Chandranegara, Didih Rizki
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.

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