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Jurnal Informatika Global
ISSN : 2302500X     EISSN : 24773786     DOI : -
Core Subject : Science,
Journal of global informatics publish articles on architectures from various perspectives, covering both literary and fieldwork studies. The journal, serving as a forum for the study of informatics, system information, computer system, informatics management, supports focused studies of particular themes & interdisciplinary studies in relation to the subject. It has become a medium of exchange of ideas and research findings from various traditions of learning that have interacted in the scholarly manner as well become an effort to disseminate on computer research to the International community.
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Articles 10 Documents
Search results for , issue "Vol 7, No 1" : 10 Documents clear
SIMULASI EKSPLORASI WEB MENGGUNAKA NW3AF DAN WEB GOAT SERTA ALTERNATIF PENCEGAHANNYA Ahmad Sanmorino
Jurnal Informatika Global Vol 7, No 1
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (839.665 KB) | DOI: 10.36982/jiig.v7i1.146

Abstract

Exploration web is the means used to obtain information on a web page specifically related to security issues. In this research, exploratory simulation tool W3AF danWebGoat.W3AF web use is short for Web Application Attack and Audit Framework. The objective of this application is as a framework to find the weakness of web applications. While Web Goat is a web page that is targeted for exploration on the environment localhost. Simulation gives positive results of various web pages of information targeted exploration. Among the security loopholes that can be used as roads by the cracker to commit an illegal act. Alternative solutions provided in order to close the security gap, so as to minimize the risk r a crime that may occur.Key words : web exploration, W3AF, webgoat
SISTEM PENDUKUNG KEPUTUSAN PEMBERIAN BEASISWA DI POLITEKNIK NEGERI SRIWIJAYA MENGGUNAKAN METODE FUZZY LOGIC TSUKAMOTO Suryati Suryati; M. Ricky Hikmawan; Rendra Gustriansyah
Jurnal Informatika Global Vol 7, No 1
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (727.447 KB) | DOI: 10.36982/jiig.v7i1.151

Abstract

Sriwijaya State Polytechnic Joint Government and Private Parties have had the scholarship program to students who beprestasi and can not afford. Therefore scholarship should be awarded to eligible recipients and deserve to get it. However, in the selection of the scholarship will certainly experience difficulties because of the large number of scholarship applicants and the criteria used to determine the grantee's decision as expected and acceptance of the scholarship has a maximum limit of quotas. It required a study that aims to take into account all criteria decision support to help accelerate and simplify the decision making process. In the selection of the scholarship recipients to take a little longer and less efficient. Besides it takes a long time in the electoral process and the establishment of scholarships also there are opportunities to make the wrong decisions because the process is subjectivity. Therefore made a decision support system that can perform calculations on all the criteria for the selection of scholarship recipients at State Polytechnic of Sriwijaya. The method used in the decision making is the scholarship selection Tsukamoto fuzzy logic method, this method selected because it is able to select the best alternative from a number of alternatives, in this case the alternative meant that students are eligible to receive scholarships based on certain criteria.Keywords: DSS, Fuzzy Logic, Tsukamoto, Scholarships
PENGEMBANGAN PERANGKAT LUNAK PENYEMBUNYIAN PESAN TERENKRIPSI MENGGUNAKAN ALGORITMA MARS PADA CITRA DIGITAL DENGAN METODE ADAPTIF Dewi Sartika
Jurnal Informatika Global Vol 7, No 1
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (495.312 KB) | DOI: 10.36982/jiig.v7i1.142

Abstract

Steganography and cryptography are security method of secret message from third party who curious to see it. Steganography secures the message by hiding it on digital media. While for cryptography, it secures the message by coding it so the message will be understandable only by the message sender and the receiver. In this research, the secret text message shall be encrypted first by using MARS cryptography algorithm, then it’ll be embedded on bitmap extended grayscale image digital media with adaptive steganography method. Adaptive steganography method consisted of three phases: capacity assessment, minimum error replacement (MER) and false contouring. While MARS cryptography algorithm also has three phases: forward mixing, cryptographic core and backward mixing. After being implemented into the program, the resulted stego-images were assessed subjectively by sharing questionnaires, where out of 33 respondents 72% said that before and after embedded, the images don’t have any differences from its brightness, 48% from its noise, and 67% couldn’t choose which one stego-image is. The objective assessment was done by calculating the value of Root Mean Square Error (RMSE) and Peak Signal to Noise Rational (PSNR), where out of 8 tested stego-images had low RMSE and the PSNR were above 30dB. From both assessment, it’s concluded that the resulted stego-images had good quality (no changement significantly). Keywords : Cryptography, Steganography, MARS algorithm, adaptive method
PENGEMBANGAN MODEL KESIAPAN KNOWLEDGE MANAGEMENT UNTUK PERGURUAN TINGGI SWASTA Faradillah Faradillah
Jurnal Informatika Global Vol 7, No 1
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (356.362 KB) | DOI: 10.36982/jiig.v7i1.147

Abstract

Private colleges as a form of business engaged in the education course are expected to have good management to knowledge. How knowledge is captured, documented, processed, shared and reused as a knowledge management process is a key business process at a private college. Surely a company can survive and thrive when the business processes running smoothly. It is the basis of this paper was compiled. By identifying the factors that influence the adoption of knowledge management in organizations, this paper tries to develop these factors into an indicator Builder knowledge management framework for private colleges through a literature review. The knowledge management framework is expected to be used as a reference that helps private-college readiness as a strategy the application of knowledge management in the company as one of the effort to avoid the failure of adoption. Key words:Knowledege management, private framework, KM
PERBANDINGAN TINGKAT AKURASI JENIS CITRA KEABUAN , HSV, DAN L*a*b* PADA IDENTIFIKASI JENIS BUAH PIR Mulia Octavia; Jesslyn K; Gasim Gasim
Jurnal Informatika Global Vol 7, No 1
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (320.13 KB) | DOI: 10.36982/jiig.v7i1.143

Abstract

Image processing has been commonly used in automatic object identification. These are some methods that can be used for automatic object identification, such as LVQ, K-NN, SVM, and Neural Network. This research specifically bring out the topic about the level accuracy comparison in identification of pear variety using grayscale, HSV, and L*a*b* images in aim to get the best image type for pear image identification using neural network. The feature are gray level co-occurrence matrix feature (energy, entropy, homogeneity, and contrast) from canny edge detection’s image and also color feature. Based on image examination result, grayscale reached its best accuracy for 90% on MSE 1e-10 with 10 hidden layer neurons, HSV reached its best accuracy for 100% on MSE 1e-5 with 20 hidden layer neurons, L*a*b* reached its best accuracy for 100% on MSE 1e-5 with 15 hidden layer neurons. HSV and L*a*b* give the better accuracy for pear variety image identification than grayscale.Keyword:Image Processing, Pear, Neural Network, Identification, Gray Level Co-occurrence Matrix, Canny, Color.
PENGGUNAAN MIKROKONTORLER ATMEGA 8535 SEBAGAI KONTROL CAS AKI DIGITAL Zulkifli Zulkifli
Jurnal Informatika Global Vol 7, No 1
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (373.286 KB) | DOI: 10.36982/jiig.v7i1.148

Abstract

The development of technology and science in the field of microcontroller progress rapidly growth and many of the utilized to assist in human life. This development was marked by a growing number of tools created with microcontroller based digital technology to replace the work of the equipment manual. This is due to the use of the microcontroller can ease the work and has a fairly high level of precision, as well as assisted with the use of LCD (Liquid Crystal Display) as a display that will show the results of the pengecasan tool in running, the microcontroller used in this circuit is the ATMEGA 8535 Key words : Mkirokontroler, ATMEGA 3585, LCD
PERANCANGAN SISTEM INFORMASI GEOGRAFIS PERTANIAN DAN PERKEBUNAN DI KABUPATEN MUARA ENIM BERBASIS WEB Baibul Tujni
Jurnal Informatika Global Vol 7, No 1
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (351.803 KB) | DOI: 10.36982/jiig.v7i1.144

Abstract

One computer-based technology to support agriculture and plantation area planning is a Geographic Information System (GIS) where the system is able to create a model which gives an overview, description and estimate of a factual conditions. Geographical potential of a region is very important for the development of the region, there are several potential areas, namely agriculture, and plantation, This potential will grow annually in accordance with the development on the local area, with the development of this region will generate the competitiveness of each respective region / areas in order to support the realization of development. Potential agricultural areas and plantation Muara Enim district will develop well managed properly, so it will contribute to regional economic revenue increases. To be able to know information comparison Muara Enim regency administration area required a geographic information system to determine the spread of plantations and agricultural potential that can be realized through the technology of web-based geographic information system.Keyword: Information Systems Geogrfis, plantation and agriculture, ArcGIS
APLIKASI GAME EDUKASI PENGENALAN BAHASA INGGRIS BERBASIS ANDROID UNTUK ANAK USIA DINI John Roni Coyanda; Irawan Irawan; Juhaini Alie
Jurnal Informatika Global Vol 7, No 1
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (603.203 KB) | DOI: 10.36982/jiig.v7i1.149

Abstract

Global technological progress requires English as a second language to be learned after Indonesian. Introduces English to children from an early age will facilitate the process of adapting itself to the advancement of information technology which requires knowledge of the English language in the future. Introduce English language in early childhood is not easy, at this time the child is more likely to want to play than the study. The most appropriate way to introduce English to young children is through an interactive game with the look and sound that contain words, numbers, and objects in the English language. Research took the example of the introduction of English language in early childhood in TAMAN KANAK-KANAK ANNISA. Recognition method used was still manually, use English textbooks and teaching aids in the form of images and text. Methods of data collection research are done by direct observation to study sites and interviews to the principal, teachers, and parents. Educational game application designed and constructed using analysis method waterfall, as well as applied to the smartphone and tablet android devices. The research concludes that very educational game to help teachers and parents as teaching media to introduce the English language. Results of the study suggest that applications can be continuously developed to achieve better results.Key words : Educational Game, English Language, Learning 
RANCANG BANGUNG APLIKASI ENKRIPSI DENGAN MENGGUNAKAN METODE RSA BERBASIS WEB Ricky Maulana Fajri
Jurnal Informatika Global Vol 7, No 1
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (353.571 KB) | DOI: 10.36982/jiig.v7i1.145

Abstract

The use of the internet has boost up the interaction of the data and information. The internet has made the transfer of information become faster and reliable. However, there are many malicious applications which consider would violate the information. Therefore, there is a need for a network security to make sure the security on the internet. Network security has three main goals, namely confidentiality, integrity and availability.  There are several techniques of an encryption, they are symmetric and asymmetric encryption. In symmetric encryption the key used to encrypt and decrypt a message is similar, while the key used in asymmetric encryption is different. There are many encryption types which are used in today life for example DES (Data encryption Standard), Triple DES and RSA. In this paper an application of encryption will be created. It will be created using PHP programming language and several stages of encryption for instance calculating the hash value using SHA-1, encrypt Hash value using RSA.  Finally, the decryption process will be explored to make the encrypted message readable to the user.Keyword: Encryption, RSA, SHA-, Hash.
APLIKASI GAME CAK INGKLING BERBASIS ANDROID Terttiaavini Terttiaavini; Ari Kaspriyanto; Hartini Hartini
Jurnal Informatika Global Vol 7, No 1
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (653.894 KB) | DOI: 10.36982/jiig.v7i1.150

Abstract

Game has been the one thing that is in our daily lives. Formerly only used as a means of entertainment games alone, but now the game has become wide functions, such as games can be used as a learning tool, a business area, and competed as one of the sport by professionals. Game development platform can also be viewed directly by the public, at first only games played on computer and console but has now entered the era of mobile game android and Windows Phone. A distinct advantage is the portability of mobile game play, that player can play games anywhere they want as long as they have mobile devices capable of running mobile games.Game developed a modification of the traditional game smack ingkling aimed at children aged 6-13 years , This game has 3 levels where each level the player will be given about the question. The design of this game uses the android operating system. In addition, this game was built using a programming language actionscrpit contained in Adobe Flash CS6. In the development of this game using MDLC (Multimedia Development Life Cycle) with five stages that have been made that concept, design, material colecting, assembly, and testing. Design and manufacture of this game is aimed at preserving the traditional game smack ingkling to be a trend back in the era of smartphones today.Keywords: Traditional games, hopscotch, MDLC, Android.

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