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Contact Name
Iklima Ermis
Contact Email
iklimaermis.ismail@tik.pnj.ac.id
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anita.hidayati@tik.pnj.ac.id
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Kota depok,
Jawa barat
INDONESIA
MULTINETICS
ISSN : 24432245     EISSN : 24432334     DOI : -
Core Subject : Science,
Multinetics is a peer-reviewed journal is published twice a year (May and November). Multinetics aims to provide a forum exchange and an interface between researchers and practitioners in any computer and informatics engineering related field. Scopes this journal are Content-Based Multimedia Retrieval, Multimedia Application, Mobile Computing & Applications, The Internet of Things, Information Systems and Technologies, E- Learning & Distance Learning, Infrastructure Systems and Services, E-Business & E-Commerce, Artificial Intelligence, Embedded System, Network & Data Communication, Big Data and Data Mining, Software Engineering, Computer Network and Architecture, Soft Computing and Intelligent System and Networks and Telecommunication Systems
Arjuna Subject : -
Articles 314 Documents
Pengembangan Sistem Informasi Jual Beli Pisang Pada UKM Kampung Cau Padjadjaran Jawa Barat Ardiansah, Irfan; Kastaman, Roni; Harnesa Putri, Selly; Pujianto, Totok; Andrianto Trilaksono, Rafli
MULTINETICS Vol. 8 No. 2 (2022): MULTINETICS Nopember (2022)
Publisher : POLITEKNIK NEGERI JAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32722/multinetics.v8i2.4674

Abstract

Bananas are a popular fruit in Indonesia, where banana plantations can be found from Aceh to Papua, with a total harvest of 105.801 tons in 2019. Kampung Cau Padjadjaran (UKM KCP), with partner farmers in various regions, is one of the SMEs that manage banana farmers in West Java. The issue is that banana purchases and sales between KCP SMEs, consumers, and farmers are still done manually, resulting in a longer transaction process. Based on this, an Android-based application was created to manage KCP SMEs' buy and sell transactions. Customers can use their smartphones to check banana stocks and process transactions by installing this app. The app is built with the Object-Oriented Programming (OOP) method and the Android Studio framework, as well as a Firebase database that uses cloud technology. This application is called MyBanana, and it has several features that assist consumers, farmers, and KCP SMEs in managing data, information, and transactions, such as the Sign-Up and Login process, which provides security for users to make transactions, and the Banana Type List, which informs the type of banana consumed. The availability of banana stocks is updated in real-time by UKM KCP, and the buying and selling transaction process is simple. The black box test results show that the built application has the features expected by KCP SMEs and functions properly.
Rancang Bangun Smart Farming Untuk Observasi Pertumbuhan Tanaman Kangkung Dengan Dukungan Teknologi Sonic Bloom Rezeki, Putri Ayu; Dewanta, Favian; Astuti, Sri
MULTINETICS Vol. 8 No. 1 (2022): MULTINETICS Mei (2022)
Publisher : POLITEKNIK NEGERI JAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32722/multinetics.v8i1.4683

Abstract

Water spinach is one of the popular vegetables in Indonesia because it has fast-growing properties and is relatively fast in harvesting. Currently, some farmers are cultivating water spinach hydroponically because the technique is more efficient. In the growth of kale, farmers usually always look directly at the garden. So to see from a distance, a water spinach growth monitoring test will be carried out using the Internet of Things (IoT) combined with sonic bloom technology taken from dangdut, jazz, and murottal music with a frequency of 4000 Hz. Sonic Bloom is a technology development that utilizes sound waves to accelerate the opening of the leaf mouth (stomata). The parameters for testing the productivity of water spinach were plant height, room temperature, and water temperature. Network performance testing parameters are delay, throughput, and packet loss. The purpose of this study was to compare the results of three types of music that affect water spinach and water spinach without sonic bloom technology and to test the results of network performance. The application of sonic bloom technology was successfully implemented on water spinach with the most influential result being jazz music with a height of 25.47 cm. Very good network performance in this study is testing with delivery every 5 minutes in 30 minutes of observation with a distance of 2 meters with a delay value of 28.34 ms, throughput 71010.70 bps and packet loss of 0%.
ANALISIS PENGGUNAAN ECC PADA SISTEM AUTENTIKASI DI IOT Purwiko, Daniel Perdana Putra; Dewanta, Favian; Afianti, Farah
MULTINETICS Vol. 8 No. 1 (2022): MULTINETICS Mei (2022)
Publisher : POLITEKNIK NEGERI JAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32722/multinetics.v8i1.4701

Abstract

The Internet of Things is a complex system that is widely used in many ways to advance human life. As a result, Internet of Things (IoT) has many security vulnerabilities and requires an authentication system to protect user data. Selecting the authentication type that suits your needs is critical to achieving excellent performance on your Internet of Things (IoT) devices with relatively minimal specifications. Due to this situation, Elliptic Curve Cryptography (ECC) algorithm is one of the recommended algorithms which consumes less resources in the process. This study aims to test and compare the Fiat-Shamir based Elliptic Curve Cryptography (ECC) and Elliptic Curve Diffie-Hellman based Hash Message Authentication Code (ECDH-HMAC) authentication algorithms. Parameters for this test are computation time, delay, program storage, and communication cost of the authentication algorithm. The experimental results show that the Elliptic Curve Diffie-Hellman based Hash Message Authentication Code (ECDH-HMAC) algorithm has the lowest computational time, delay, and program storage usage, and the Fiat-Shamir based Elliptic Curve Cryptography (ECC) algorithm has the lowest communication cost value.
Evaluasi Usability Aplikasi Augmented Reality Morphfun Menggunakan System Usability Scale: Usability Evaluation of Morphfun Augmented Reality Application Using System Usability Scale Raharja, Pradana Ananda; Pramudya, Baihaqi Zuhdi
MULTINETICS Vol. 8 No. 2 (2022): MULTINETICS Nopember (2022)
Publisher : POLITEKNIK NEGERI JAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32722/multinetics.v8i2.4702

Abstract

Learning metamorphosis material that is applied to elementary schools is still conventional and not interactive. Metamorphic material requires a clearer picture of the structure of animals and the process of metamorphosis itself. Before the application is distributed to a wider range of customers, it is necessary to evaluate the application in the form of an android-based metamorphosis learning media application. The purpose of this study was to evaluate the usability of the Morphfun augmented reality application using the System Usability Scale (SUS) method. The evaluation was carried out through questionnaires distributed to 10 respondents consisting of 9 students and 1 teacher for grade 6 at SDN Waru Kidul. The results of the evaluation obtained an average score of 72.25 and received a grade C category with the predicate "Good". Referring to the results of the questionnaire statement 4 with a percentage of 50% of users still need assistance when using the application, it is necessary to improve the application features so that users, especially children, more easily understand when using the application without having to use a companion.
Prediksi Keputusan Juri Pencarian Bakat Berdasarkan Ekspresi Wajah Menggunakan Analis VGG16 dan Fuzzy Fikriansyah, Fakhruddin; Prasasti, Anggunmeka Luhur; Marisa W. Paryasto
MULTINETICS Vol. 8 No. 2 (2022): MULTINETICS Nopember (2022)
Publisher : POLITEKNIK NEGERI JAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32722/multinetics.v8i2.4705

Abstract

Expression is a human communication tool to express feelings. Currently, facial expression recognition technology continues to be developed by research to improve the quality of the technology. With this, existing models will be developed in order to predict human decisions based on facial expressions. This final project uses the modified VGG16 architecture as a facial expression classification model. The datasets used for classification are FER-2013 Modification into five expressions, namely angry, disgust, happy, neutral, and surprised, with a total data of 23910. The classification model is used to read the jury's facial expressions via video in the prediction model. The result of the expression that is read will be calculated using Fuzzy Logic in determining the jury's decision with the result of 'yes' or 'no'. The results of testing the Modified VGG16 Architecture using the best combination of parameters were obtained with epoch 100, batch size 32, learning rate 0.0001, and data split 10% for validation to obtain training accuracy of 93% and validation accuracy of 86%. The model is evaluated by testing data of 10% outside of the training data, obtaining a test accuracy of 85%. The classification report from the evaluation obtained a precision of 84%, a recall of 82%, and an f1-score of 83%. The resulting model has a good performance in classifying facial expressions compared to VGG16. The results of the judge's decision prediction using fuzzy obtained a correct prediction of 20:20 from the number of test samples.
Implementasi Alat Pencacah Daun Bambu Kering sebagai Media Tanam dengan Arduino Uno Marcelita, Faldiena; Novianty, Inna; Sholihah, Walidatush
MULTINETICS Vol. 8 No. 2 (2022): MULTINETICS Nopember (2022)
Publisher : POLITEKNIK NEGERI JAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32722/multinetics.v8i2.4714

Abstract

Dried bamboo leaves were chosen as a planting media for strengthen nutrients and improve soil drainage. Before being processed into fertilizer, the dried bamboo leaves will be chopped first. The problem that exists is that the chopping of dried bamboo leaves is still manually using a knife and scissors so it is quite time consuming and less effective. Making a dry bamboo leaf chopper with Arduino uno to chop dry bamboo leaves with a limit switch sensor so that it can rotate and stop the chopper blade automatically. The process of making this tool uses a method, namely, design to design hardware, software, and casing design, manufacture, namely the implementation of the design, and testing to carry out the testing phase of the tool so that the tool runs according to its purpose. The manufacture of this tool consists of hardware components which include Arduino uno, limit switch, DC motor, BTS7960 motor driver, step down LM2596, and power supply as well as software using Arduino IDE. The result of making a dry bamboo leaf chopper with Arduino uno is that it can chop dry bamboo leaves according to the purpose. This tool can chop up to 50 grams of dry bamboo leaves. Suggestions in making this tool are development by adding automation when the container is full and the tool automatically runs as well as increasing the duration of counting on the tool.
Analisis Perbandingan Block Cipher Simon-Speck, Simeck, Skinny pada Komunikasi Berbasis LoRa Putri, Winda Ezranata; Favian Dewanta; Farah Afianti
MULTINETICS Vol. 8 No. 2 (2022): MULTINETICS Nopember (2022)
Publisher : POLITEKNIK NEGERI JAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32722/multinetics.v8i2.4821

Abstract

Inventions solving problems through the incorporation of technology and social impacts to facilitate human life can be defined as the Internet of Things (IoT). Security and privacy are challenges in various Internet of Things applications given the rapid growth of IoT devices. Meanwhile, IoT devices still do not have sufficient communication security. Communication systems on IoT devices require cryptographic to maintain the security of their communications. The appropriate algorithm to be implemented on IoT devices should be the smallest and fastest lightweight cryptographic algorithm or commonly called Lightweight Cryptography because IoT devices have limited memory and computing power. In this study, the proposed algorithm to be implemented in Long Range or LoRa-based IoT devices is the Simon-Speck, Simeck, and Skinny encryption algorithm. This study discusses the implementation of the Simon-Speck, Simeck, and Skinny algorithms on Long Range-based IoT devices. The parameters compared are the computation time of the encryption and decryption process and the avalanche effect value. In the encryption and decryption process, the Speck algorithm has the fastest computation time. Meanwhile, the highest avalanche effect value is obtained by the Skinny algorithm, which is 50.34%.
PENGEMBANGAN APLIKASI EDUKASI ANIMASI 3D HURUF HIJAIYAH BERBASIS ANDROID Nawassyarif; Esabella, Shinta; Syukur, Muhammad
MULTINETICS Vol. 8 No. 2 (2022): MULTINETICS Nopember (2022)
Publisher : POLITEKNIK NEGERI JAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32722/multinetics.v8i2.4961

Abstract

The utilisation of the proper media is a solution to resolving delays in understanding the subject matter. Together in an all digitalized era, it is the Alpha generation children who need to be educated according to the minimum standards of the expected lessons. Knowing the letters of guidance is the primary step to proficiency in reading the Koran, so it is necessary to provide media products in the form of 3D animation to make it easier for Muslim children to learn the letters of hijaiyah. The basis of the research was found through qualitative methods and the development of this application using the Rapid Application Development or RAD method not as it abbreviates the time but moreover makes the program quality in structured coding because the RAD method has repetition in minimising Debug. In software development, a testing method is used, specifically dark box testing, a test method that can show the functionality of a well-developed UI/UX system in a 3D animation application for learning hijiayah letters. Hijaiyah letter 3D animation technology which is programmed for the Android platform to make it easier to learn hijaiyah letters for Muslim children because 3D animation educational applications learning hijaiyah letters can add insight to Muslim children.
Pemantauan Dan Pengendalian Pintu Air Berbasis Komunikasi Radio Full Duplex Dengan Algoritma Decision Tree Kurniawan, Asep; Hermawan, Indra; Agustin, Maria
MULTINETICS Vol. 9 No. 1 (2023): MULTINETICS Mei (2023)
Publisher : POLITEKNIK NEGERI JAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32722/multinetics.v9i1.5156

Abstract

Provision, management and distribution of water on agricultural land is one of the important factors that affect the quantity and quality of agricultural products. An irrigation canal technology is needed that is able to flow through all agricultural land according to the water needs of each land. Smart irrigation systems can be a solution to this problem. The smart irrigation technology that was previously developed has several limitations such as the length of time data transmission takes to reach the client, sensor devices in the field must take turns sending data and receiving data resulting in data not being sent or not being read properly, besides that the system that has been developed previously depends on to one factor, namely the water level to determine the degree of openness of the floodgates. In this research a fast sensor to cloud communication system is designed using websocket technology. This system is also designed to send and receive data simultaneously using full duplect communication technology. As well as using artificial intelligence with the decision tree algorithm to regulate the openness of the floodgates based on the water requirement for the rice fields, the water level in the irrigation canals and the speed of the water flow. This research produced a prototype of an intelligent irrigation system that can send data to clients with an average time of 417ms, the system is also able to handle 500 clients that are connected directly to the server. The system can also send and receive data simultaneously with a difference in time when data is received at the sensor node or at the central node which can reach 0ms. This prototype also succeeded in making an artificial intelligence system that is accurate, fast and real-life. This artificial intelligence can handle 500 requests simultaneously with an execution time of 544ms.
Gamification Design of Computer Network Virtual Laboratory Using SAGD-VL Framework Sany, Diny Syarifah
MULTINETICS Vol. 9 No. 1 (2023): MULTINETICS Mei (2023)
Publisher : POLITEKNIK NEGERI JAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32722/multinetics.v9i1.5165

Abstract

Building gamification in a virtual laboratory of the computer network will help students to be able to do practicums anywhere and be able to meet the needs of practicum tools and materials. However, researchers have not found a gamification design in a virtual laboratory of the computer network laboratory that can assist developers in building virtual laboratory gamification. Based on these problems, the researcher proposes a gamification design for a virtual laboratory of the computer network using components from the SAGD-VL framework. The SAGD-VL framework is a framework for building games in virtual laboratories. This study does not take all the elements of SAGD-VL but adjusts the results of the analysis from data collection. Technology analysis aims to produce fast and true-to-life virtual laboratory gamification technology designs. This study implements the proposed design in a virtual computer network laboratory to test the proposed design. This study tested the black box, pre-test, and post-test. This test resulted in an average increase in student scores of 32.353 with the highest increase of 60. So that the proposed design of a computer network virtual laboratory gamification using SAGD-VL can help improve students' understanding of practical learning. The questionnaire results in this application being fast in computation and the UI/UX of this application is like the original.

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