cover
Contact Name
Firmansyah
Contact Email
f.firman@unizar.ac.id
Phone
+6281802628765
Journal Mail Official
sakira@unizar.ac.id
Editorial Address
Jalan Unizar No.20 Turide Sandubaya Mataram, 83233. Nusa Tenggara Barat.
Location
Kota mataram,
Nusa tenggara barat
INDONESIA
Secure And Knowledge-Intelligent Research in Cybersecurity And Multimedia (SAKIRA)
ISSN : -     EISSN : 3046773X     DOI : -
The Journal of Secure And Knowledge-Intelligent Research in Cybersecurity And Multimedia (SAKIRA) is a leading peer-reviewed publication dedicated to advancing the fields of cybersecurity and multimedia through innovative research and knowledge-intelligent approaches. SAKIRA serves as a platform for researchers, academics, and industry practitioners to exchange ideas, present findings, and address emerging challenges in the increasingly interconnected realms of cybersecurity and multimedia. SAKIRA welcomes submissions spanning a wide range of topics, including but not limited to: Cyber threat intelligence Network security and cryptography Multimedia data encryption and authentication Secure multimedia communication systems Machine learning and AI for cybersecurity Multimedia forensics and steganography Privacy-preserving techniques in multimedia Cyber-physical systems security Blockchain and distributed ledger technologies in cybersecurity Secure multimedia content delivery over networks The journal employs a rigorous peer-review process to ensure the quality and integrity of published research. SAKIRA is committed to promoting interdisciplinary research that bridges the gap between cybersecurity and multimedia, fostering collaboration among researchers from diverse backgrounds
Articles 52 Documents
Comparative Analysis: Adobe Illustrator vs. Canva for Graphic Design Projects Emgirinata, Lalu Amarin; Al Abtad Purma, M Raga; Amir Husen, M. Hasan
Secure And Knowledge-Intelligent Research in Cybersecurity And Multimedia (SAKIRA) Vol. 2 No. 2 (2024): Optimizing Multimedia for Education, Design, and Tourism in the Digital Era
Publisher : Universitas Islam Al-Azhar Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36679/s4kira.v2i2.20

Abstract

This article discusses the comparison between two popular multimedia software tools, Adobe Illustrator and Canva, in terms of functionality, ease of use, and utility across various graphic design projects. Adobe Illustrator is renowned as a professional vector design tool with advanced features, while Canva offers a more user-friendly approach with a wide range of templates and ready-to-use design elements. Through this comparative analysis, the article aims to provide insights into the strengths and weaknesses of each software to help users select the tool best suited to their needs. In this digital era, graphic design has become increasingly important for various purposes—personal, business, and professional. Graphic design helps effectively convey information and capture the audience's attention. Two popular multimedia software tools for graphic design are Adobe Illustrator and Canva. Each has its advantages and drawbacks, and choosing the right software depends on the user's needs and skill level.
The Digital Era and Teens: Analyzing the Influence of Multimedia on Social Media Maulidina, Alisia; Maulani , Widya; Purnomo, Hendri
Secure And Knowledge-Intelligent Research in Cybersecurity And Multimedia (SAKIRA) Vol. 2 No. 2 (2024): Optimizing Multimedia for Education, Design, and Tourism in the Digital Era
Publisher : Universitas Islam Al-Azhar Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36679/s4kira.v2i2.21

Abstract

In this era of globalization technology is more advanced, it can’t be denied the presence of the internet more needed in everyday life, both in socialization, education, business, etc. We can’t be denied that social media have a big influence in our life. Someone who initially small can be great with social media, or otherwise. For the community particularly among teenagers, social media have to make opium user gone days without opening a social media. While in a fact, teenagers in school trying to find his identity with his feers hang out together with friends .This research aims to understand the influence of social media explained about what course the influence of social media for teenagers in century it has since then to know what course the influence on teen behavior caused by the current social media During the research, researchers used a method of the qualitative study because want to learn about a fact; symptoms and events the influence of social media against teen behavior in the field just as there are in the context of space and time as well as environmental situation teenagers naturally. Researchers wanting the results of research in the form of the data that is even more complex on the phenomena that is difficult expressed by a method of quantitative and do not need processing data is statistics. The result of the qualitative study required researchers is in the form of deep information about the influence of social media for teenagers itself.
Designing a Multimedia-Based Tourism Information System for Tetebatu Village Using the Design Thinking Approach Arfin, Ahmad; Saputra, Wahyu; Firmansyah, Firmansyah
Secure And Knowledge-Intelligent Research in Cybersecurity And Multimedia (SAKIRA) Vol. 2 No. 2 (2024): Optimizing Multimedia for Education, Design, and Tourism in the Digital Era
Publisher : Universitas Islam Al-Azhar Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36679/s4kira.v2i2.22

Abstract

One of the communities in the East Lombok area that has a lot of tourism potential is Tetebatu Village. Unfortunately, lack of awareness and promotion has hindered the full realization of this potential. A tourism information system application is needed that can provide accurate and comprehensive information and marketing to tourists to overcome these problems. The user interface and user experience of the Jepara Regency tourism information system application were created using the design thinking process in this research. This approach was chosen because it allows users to be involved in the design process, resulting in a product tailored to the user's needs and preferences. Research findings show that the Tetebatu Village tourism information system application was created with an intuitive and adaptable user interface. Apart from that, this application has a number of features that can facilitate tourists' access to information and promotions related to tourism in Tetebatu Village.
Application of Data Recovery Tools in Flash Drive Forensic Data Acquisition Muhammad Immawan Aulia; Panggah Widiandana; Latifah Iriani; Muhammad Fauzan Gustafi; Muhammad Azam Hasani
Secure And Knowledge-Intelligent Research in Cybersecurity And Multimedia (SAKIRA) Vol. 2 No. 1 (2024): Multimedia Integration and computer networks in the Development of Modern Infor
Publisher : Universitas Islam Al-Azhar Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36679/s4kira.v2i1.17

Abstract

In this fast-paced digital era, flash drives have become one of the most popular storage methods. At times, flashdrive data can be lost, and losing this data can have significant consequences both professionally and personally. In this study, an example of data recovery from an inaccessible flashdrive after being forcibly removed during the data transfer process is discussed. Static forensic methods and the Disk Drill application succeeded in finding 7626 files from unallocated partitions with a total size of 17.3 GB. The digital evidence that has been recovered is 49 files which are presented in the form of files with various extensions, such as images, audio, documents and archives. Advanced data recovery tool capabilities enable recovery of various types of files, which increases the chances of rescuing lost data.  
Optimizing Lecture Schedules with the Scheduling Information System (SIWAL) Widiandana, Panggah; Surya, Rizky Andhika; Aulia, Muhammad Immawan; Sakmar , Moeng; Hartinah , Siti; Aly, Muflih Hilmy
Secure And Knowledge-Intelligent Research in Cybersecurity And Multimedia (SAKIRA) Vol. 2 No. 1 (2024): Multimedia Integration and computer networks in the Development of Modern Infor
Publisher : Universitas Islam Al-Azhar Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36679/s4kira.v2i1.18

Abstract

The development and implementation of a Scheduling Information System (SIWAL) is designed to optimize academic scheduling and class management at a university. SIWAL aims to address inefficiencies in the manual scheduling process by providing functionality for course scheduling, lecturer assignment, and classroom allocation management. This system serves three main stakeholders: lecturers, students, and academic administrators. Lecturers can view their teaching schedules, request schedule changes, and access classroom information. Students have easy access to their lecture schedules, including class locations and lecturer details. Academic administrators use SIWAL to generate and manage academic schedules, resolve schedule conflicts, and analyze classroom use and faculty workload. The implementation involves software development using appropriate programming languages and frameworks, database design, system integration, rigorous testing (including black box testing methods), and user training. The successful implementation of SIWAL has increased operational efficiency from 10% to 90%, improved the quality of services for lecturers and students, and supported better decision-making for academic management. Future development could focus on further integration of SIWAL with other university systems and improvements to the user interface to ensure continued use and effectiveness in academic scheduling.
Development of an Android-Based Multimedia Learning Application for Human Body Organs to Enhance Middle School Education Dedi Jayanta, Ida Ketut; Setiaji, Bayu; Mustopa, Ali
Secure And Knowledge-Intelligent Research in Cybersecurity And Multimedia (SAKIRA) Vol. 2 No. 2 (2024): Optimizing Multimedia for Education, Design, and Tourism in the Digital Era
Publisher : Universitas Islam Al-Azhar Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36679/s4kira.v2i2.43

Abstract

In the traditional learning methods where teachers relied on teaching aids like books, some students still struggled to understand the material being taught. This was particularly evident in lessons about human body organs. To create a learning process that is effective, efficient, and aligned with the advancements of modern technology, traditional methods alone are no longer sufficient. A more interactive and engaging learning model is crucial to foster enjoyable and accessible learning experiences. To address this, an Android-Based Multimedia Application for learning about human body organs was developed. This application aims to facilitate the teaching and learning process, especially for middle school students. Through the app, students can access various learning materials such as the respiratory system, digestive system, musculoskeletal system, excretory system, and circulatory system, complemented by images and animations. Additionally, the app includes practice exercises that help students assess their understanding of the material. By leveraging technology, particularly Android and multimedia, the learning process becomes more enjoyable and engaging. The combination of animations, sound, and text enhances the overall learning experience. Students can now access educational materials anytime and anywhere using their Android devices.
The Role of Blockchain in Digital Content Copyright Kurniawan, Alfin; Elya, Elya; Wibisana, Bayu
Secure And Knowledge-Intelligent Research in Cybersecurity And Multimedia (SAKIRA) Vol. 3 No. 01 (2025): The Role of Digital Technology in Enhancing Education, Security, and Business
Publisher : Universitas Islam Al-Azhar Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36679/s4kira.v3i1.24

Abstract

The rapid advancement of digital technology has significantly transformed content distribution and consumption patterns while simultaneously increasing the vulnerability to digital copyright infringement. This article explores the application of blockchain technology as a strategic solution for protecting digital content copyright, particularly in the Indonesian context. Utilizing a literature review method, the study investigates key blockchain features transparency, decentralization, immutability, and smart contract automation that enhance the integrity and security of intellectual property rights management. Blockchain enables the permanent and tamper-proof recording of content ownership and creation timestamps, while also facilitating automated royalty distribution without third-party intervention. These capabilities make blockchain an efficient mechanism for copyright verification and real-time rights tracking. However, blockchain adoption in Indonesia still faces significant challenges, including limited digital literacy among creative industry actors, inadequate technological infrastructure, and the absence of clear legal frameworks supporting its implementation in the field of intellectual property rights. The study also highlights initial initiatives across various sectors, such as education, music, and digital art, where blockchain has been employed to secure content through NFTs and decentralized copyright registration platforms. Findings emphasize the need for multi-sector collaboration, the establishment of supportive regulations, and technological education to ensure the successful implementation of blockchain-based copyright systems. Overall, blockchain has the potential to serve as a transformative pillar in developing a fairer, more transparent, and sustainable copyright protection ecosystem in the digital era.
Social Media Digital Strategy for Coffee Business at Cafeteria Universitas Islam Al-Azhar Tamimi, Muhammad Khairul; Pirdaus, Yasman; Amir Husen, M. Hasan
Secure And Knowledge-Intelligent Research in Cybersecurity And Multimedia (SAKIRA) Vol. 3 No. 01 (2025): The Role of Digital Technology in Enhancing Education, Security, and Business
Publisher : Universitas Islam Al-Azhar Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36679/s4kira.v3i1.25

Abstract

Marketing is one of the important elements in the development of micro, small, and medium enterprises (MSMEs). In practice, marketing strategies can be implemented through various media such as social media, promotional videos, and websites. These strategies play a role in expanding consumer reach and increasing product competitiveness in the market. One example of the application of this marketing strategy is at Café Taria Unizar, a culinary business unit located in the Al-Azhar Islamic University (Unizar) environment, which provides various kinds of food and drinks for students. The products sold at Café Taria Unizar include meatballs, soto, bread, snacks, and various drinks. In addition, this cafe also collaborates with tenants or supplier partners who provide goods such as rice, tofu, and other foods. Currently, product marketing at Café Taria uses social media Instagram, TikTok, Facebook, etc. as a means of promotion. Café Taria Unizar was officially established on August 10, 2024 and has great opportunities to grow through the implementation of more innovative and structured digital marketing strategies. Implementing the right marketing strategy can be the key to increasing the number of customers and strengthening Café Taria Unizar as a productive and sustainable business unit in the campus environment..
UI/UX Design of Academic Applications and Libraries at Universitas Islam Al-Azhar Based on Mobile App Damar Giri Prada; Alfarizi, M. Juniar; Aryandani, Aisyah
Secure And Knowledge-Intelligent Research in Cybersecurity And Multimedia (SAKIRA) Vol. 3 No. 01 (2025): The Role of Digital Technology in Enhancing Education, Security, and Business
Publisher : Universitas Islam Al-Azhar Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36679/s4kira.v3i1.26

Abstract

The development of academic applications that integrate digital libraries and academic information systems is becoming increasingly important in higher education institutions. This study aims to design the User Interface and User Experience Design of a mobile-based application for Al-Azhar Islamic University that combines these two systems using the Design Thinking method. Through the stages of empathize, define, ideate, prototype, and test, user-centered insights are collected and translated into a functional and visually appealing prototype using Figma, Figma is used because of its advantages for simultaneous design. The survey results showed that most students had difficulty accessing academic materials and navigating existing platforms. The final prototype integrates academic and library functions with a consistent and user-friendly interface that aligns with the university's visual identity. The results show that the prototype meets user expectations in terms of clarity, usability, and shows potential for improving and developing academics. This study takes a new approach to integrating academic information systems and digital libraries into one mobile application through collaborative UI/UX design.
Utilizing Game Based Applications for Teaching Historical Content Syahr, Khaeru Alfi; Pratama, Yusuf Hendra; Firdaus, Asno Azzawagama
Secure And Knowledge-Intelligent Research in Cybersecurity And Multimedia (SAKIRA) Vol. 3 No. 01 (2025): The Role of Digital Technology in Enhancing Education, Security, and Business
Publisher : Universitas Islam Al-Azhar Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36679/s4kira.v3i1.27

Abstract

This research investigates the integration of game-based applications as an instructional medium for conveying historical content within educational contexts. With the rapid advancement of digital technologies, interactive learning platforms such as educational games are becoming increasingly prominent in classroom environments to foster deeper student engagement and understanding. History, which is traditionally regarded as a static and memorization-heavy subject, is being reimagined through the use of interactive digital media that incorporates visual storytelling, narrative design, and dynamic challenges, thereby offering a more experiential learning process. Employing a qualitative descriptive methodology, the study synthesizes insights from literature reviews and participatory observations of various game-based educational tools centered on Indonesian historical themes. Among the platforms examined are Wordwall, Android-based applications focusing on the Indonesian independence movement, and narrative-driven games introducing national heroes and ancient kingdoms. The findings reveal that these digital interventions not only enhance learner motivation but also contribute to improved cognitive retention and active classroom participation. The implementation of Wordwall in high school settings, for example, demonstrates measurable benefits in engagement through gamified quiz formats. Despite these advantages, notable barriers persist. Limited access to necessary technological infrastructure and the need to ensure historical accuracy in digital content remain critical issues. Consequently, interdisciplinary collaboration particularly involving historians, educators, and game developers is crucial to maintaining the pedagogical and factual integrity of these tools. In summary, the utilization of educational games represents a transformative approach to history instruction. By blending technology with pedagogy, such applications enable educators to deliver historical narratives in a manner that is not only academically rigorous but also engaging and meaningful for today’s digital-native learners.