cover
Contact Name
Tengku Mohd Diansyah
Contact Email
unhar.lppm@gmail.com
Phone
+6281361000256
Journal Mail Official
unhar.lppm@gmail.com
Editorial Address
Jl kelapa VII no2
Location
Kota medan,
Sumatera utara
INDONESIA
Prosiding Snastikom
ISSN : -     EISSN : 29641950     DOI : -
Core Subject : Science,
seminar Nasional Teknologi Informasi dan Komunikasi yang diselangarakan oleh Program Studi Teknik Informatika Universitas Harapan Medan merupakan agenda kegiatan tahunan sebagai sarana pengembangan ilmu pengetahuan dibidang teknologi informasi dan komunikasi untuk mahasiswa, akademisi maupun praktisi. Diharapkan dengan adanya penyelenggaraan SNASTIKOM ini dapat membantu dalam perkembangan ilmu pengetahuan di Indonesia.
Articles 143 Documents
Teknik Penyembunyian Pesan Pada Citra Digital Menggunakan Metode Kombinasi RC4 Dan Steganografi LSB Berbasis VB sarmi Ningsih; Siti sundari; khairunnisa
SNASTIKOM Vol. 1 No. 01 (2022): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2022
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

The rapid development of technology, makes most people follow the existing developments. Technological developments have made it easy for people to access various things, including messages. There are several risks that can hinder the sending of long-distance messages, including we cannot know whether the message sent reaches the person we are going to. It is possible that the messages we send have been read by unauthorized persons. Therefore, security is needed for a system so that messages sent are not easily stolen by others. One way to secure a system requires a combination of cryptographic methods, namely RC4 (Rivest Code 4) and steganography, namely LSB (Least Significant Bit). The system designed is used to secure information from a message by encrypting it using the RC4 algorithm which is then inserted into the image file using the LSB method. The system designed has two main functions, namely the encryption function for encoding messages and steganography on the image. The second function is the decryption function which aims to extract the image so that the hidden message can be understood.
Analisis Performa Owncloud Dan Pydio Pada Aplikasi Layanan Cloud Storage Vinsensius Elman Mendrofa; Tommy; Risko Liza
SNASTIKOM Vol. 1 No. 01 (2022): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2022
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

The comparison analysis of owncloud and pydio performance refers to testing the performance of open sourcecloud storage service applications by identifying the use of resource consumption and technical use of the networkbetween the two cloud services as a benchmark for users and can be used as a basis for selecting cloud storageapplications that meet the criteria for save data. Performance comparison testing is done by uploading a file to acloud service, then resource usage will be monitored using netdata, and for technical network usage it will bemonitored using wireshark. For the results of testing the performance of owncloud and pydio services, in terms ofresource usage and consumption, owncloud is lighter than pydio. On the technical use of the network both havethe same level of criteria. However, for the user interface, pydio has an attractive appearance and is easy to use.
Rancang Bangun Prototype Sistem Keamanan Rumah Dan Monitoring Peralatan Listrik Dengan Sms Gateway Dan Validasi Telepon Fiqi Arfian; Ade Zulkarnain Hasibuan; sayuti rahman
SNASTIKOM Vol. 1 No. 01 (2022): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2022
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

Advanced technology has many benefits for its users. One way to protect the home by utilizing home securitysystem technology. Fire and theft are major problems that must be considered in home security. Several factorsfor the occurrence of fires and theft in the house are due to the negligence of the owner of the house itself and thedelay in handling and prevention. Incidents like this can result in material losses and even fatalities. Therefore,the purpose of this research is to create a tool that can monitor security and home electrical equipment at anytime by using Arduino as a medium of information that will be sent via short SMS messages and phone calls. Thisdevice can also control home electrical appliances remotely automatically with SMS commands. The test resultsshow that this system can provide accurate information to homeowners and can monitor security and homeelectrical equipment.
Implementasi Algoritma Multiplicative Random Number Generation (MRNG) Dalam Menemukan Objek Pada Game Berbasis Android Muhammad Fauzy; Tommy; Imran Lubis
SNASTIKOM Vol. 1 No. 01 (2022): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2022
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

Games are a form of entertainment enjoyed by all age groups of children, adults and the elderly. This researchwill build a game to find a simple game object that is played by disassembling an object or image. Randomizedimages require an algorithm so that it can be applied to games, Game finds the process of playing randomizedobjects using the algorithm used in this study, namely Multiplicative Random Number Generation (MRNG) whichis an algorithm to be able to sequentially or sequence numbers as the results of calculations with a computerwhose distribution is known so that the numbers appear randomly and are used continuously. The result of thisresearch is an android-based game in which there is an object-finding game that utilizes Multiplicative RandomNumber Generation (MRNG). In this study, it was developed using Unity 3D software and utilizing the assets ofUnity 3D software with a visual code text editor, in modeling the flow diagrams in this study using a unifiedmodeling language. The purpose of this research is to produce games that can hone thinking skills and build gamesto find objects. using multiplicative random number generation algorithm. This game can be played by all peoplein training memory and thinking skills, this game is equipped with a time feature.
Implementasi Algoritma Alpha Beta Pada Aplikasi Pembelajaran Untuk Anak Usia Dini Berbasis Android Angga Rahma Zagitha Siregar; Siti sundari; Sumi Khairani
SNASTIKOM Vol. 1 No. 01 (2022): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2022
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

The use of media in the learning process is one of the efforts to create more meaningful and quality learning. Learning media serves as a tool to convey learning messages. Learning media must be packaged as attractively as possible so that early childhood can be interested in learning an introduction to material and the learning process only uses conventional media such as blackboards, textbooks. This kind of learning is less interactive, as a result, early childhood does not understand the material well and affects their learning outcomes. This research will build a learning game for word, letter and image recognition, this game is aimed at children aged 1-10 years and this game was developed using Unity 3D software and the use of flow diagrams of a unified modeling language to maximize the workflow of the number recognition game. , letters and images. The purpose of this research is to produce an application that can be used for android based children
ANALISIS PENGARUH CITRA GELAP TERHADAP KINERJA METODE HIGH BOOST FILTERING DAN ADAPTIVE HISTOGRAM EQUALIZATION Muhammad Fitra Hanafiah; Rismayanti; Yessi Fitri Annisah Lubis
SNASTIKOM Vol. 1 No. 01 (2022): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2022
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

The Images taken with a digital camera at night with minimal lighting will produce a dark image and it is difficultto recognize objects in it. The image results obtained appear black and the details in the image are not clearlyvisible. In such conditions, it is necessary to improve the image (image enhancement) which aims to get the imagedisplay with a better form of visualization. This study aims to examine the effect of dark images on the performanceof the High boost Filtering method and the Adaptive Histogram Equalization method in improving image quality,especially the types of dark images taken from smartphone cameras at night so that they can provide solutions inthe form of applications and information on how to improve image quality on dark images so that detailed imageinformation can be seen visually. The test results using three dark images in bitmap format (*.bmp) taken from asmartphone camera at night with different lighting affect the performance of the High boost Filtering and AdaptiveHistogram Equalization in improving image quality, meaning that it gets darker. Image object then the result isalso not good and vice versa. The best results use the High boost Filtering method. The High boost Filteringmethods produces an image histogram that is evenly distributed so that detailed image information can be seenvisually.
Aplikasi 2 Dimensi Pengenalan Negara Benua Asia Tenggara Untuk Sekolah Dasar Dengan Metode MDLC Irfan Hadi; Putri Harliana; Khairunnisa
SNASTIKOM Vol. 1 No. 01 (2022): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2022
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

The development of information and communication technology today, makes the learning process can be doneanywhere and anytime, for example, android-based learning. With the existence of android-based learning media,it can generate student learning motivation and allow students to learn independently according to their abilitieswherever and whenever. The development of interactive learning media requires software development methods,one of the development methods that can be used is the Multimedia Development Life Cycle (MDLC) method. Thewriter intends to build a interactive learning media to stimulate the children basic knowledge that includes theintroduction of state as a teacher’s tool in delivery the materials. This i nteractive learning media consist of text,images, audio and 2D animation that designed as attracive as possible to increase the children curiosity so thatthe materials delivery becomes easier and enjoyable.This application is built using Adobe Photoshop, AdobeIllustrator and Unity 3D software. While for designing system writer use Unified Modelling Language (UML).The purpose of this study is to simplify and increase the desire to learn for elementary school children wherelearning will be made with a fun and attractive appearance. The final result of this research is the creation of aninteractive multimdia-based color recognition application for elementry school education as a subitute for theclassical learning method into a more effective learning method.
Perbandingan Metode MFEP dan SAW Dalam Menentukan Wisata Kuliner Terbaik Di Kota Medan Rahelya br Marpaung
SNASTIKOM Vol. 1 No. 01 (2022): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2022
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

Culinary Tourism is one of the prides of the city of Medan because it has a wide variety of culinary available. Culinary tourism is now one of the activities that must be done by tourists when visiting a Medan city. However, the lack of information about culinary tourism destinations to be visited, especially in the city of Medan, is one of the problems for tourists in determining the criteria for culinary tourism that is suitable for tourists such as spots, food, facilities, rides and distances. In solving these problems we need a system that can provide information about culinary tourism destinations. Decision support system is one system that can be implemented into these problems. With a decision support system, it can assist tourists in determining the culinary tourism destinations to be visited based on the required criteria. The decision system uses the MFEP and SAW methods as well as the application of the application using Visual Basic Net 2010 software using a sql server database. By using the desktop-based application of Visual Basic Net 2010 and a decision system using the MFEP and SAW methods, the author will develop a system that can assist tourists in determining culinary tourism destinations based on the wishes of tourists with various predetermined aspects.
Evaluasi Usability Website JOOX dengan Metode Website Analysis and Measurement Inventory (WAMMI) Mirza Ilhami; Sudarto; Sophya Hadini Marpaung
SNASTIKOM Vol. 1 No. 01 (2022): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2022
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

Website is one of the important components that can be used to support the marketing activities of products and services of an organization or company. However, in developing a website there are many aspects that need to be considered, one of which is the usability aspect. The purpose of this project is to evaluate the usability of the Joox Website. Research on this project uses the Website Analysis and Measurement Inventory (WAMMI) method to evaluate the website. The components of WAMMI are Attractiveness (Attractiveness), Controllability (Control), Efficiency (Efficiency), Helpfulness (Useful) and Learnability (Easy to learn). The results of this project indicate that based on the WAMMI questionnaire, the Joox website has a good usability level.
Pemanfaatan AR Sebagai Media Pembelajaran Pengenalan Jenis Tanaman Air Pelajaran IPA SMPN 13 Medan Dara Adistia Ayuna; khairunnisa; Siti Sundari
SNASTIKOM Vol. 1 No. 01 (2022): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2022
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

Learning media is one of the methods used for success in the teaching and learning process. Utilization of learningmedia can be more effective with more interaction between teachers and students. The learning method for thestudents of SMP Negeri 13 Medan still uses learning media such as books and explanations from the teacher afterit is recorded by the students. Learning media is always evolving following existing technology, one of which isinteractive learning media using technology such as animation and audio-visual. The purpose of this study was todevelop learning media at SMP Negeri 13 Medan by making interactive learning media applications. Thisinteractive learning media uses Augmented Reality technology, Augmented reality is a technology that combinestwo-dimensional and or three-dimensional virtual objects into a real three-dimensional environment and thenprojects these virtual objects in real time. The application development method uses the Multimedia DevelopmentLife Cycle (MDLC) method. MDLC is a method for designing and developing media applications that combineimages, sound, video, animation, and other media. The results of the research based on the questionnaire weregiven to students who had used interactive media applications by giving opinions about the applications used.

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