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Contact Name
Andri Nofiar
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INDONESIA
Neptunus: Jurnal Ilmu Komputer dan Teknologi Informasi
ISSN : 30318998     EISSN : 3031898X     DOI : 10.61132
Core Subject : Science,
hasil-hasil penelitian di bidang Ilmu Komputer Dan Teknologi Informasi. Neptunus : Jurnal Ilmu Komputer Dan Teknologi Informasi berkomitmen untuk memuat artikel berbahasa Indonesia yang berkualitas dan dapat menjadi rujukan utama para peneliti dalam bidang Ilmu Komputer Dan Teknologi Informasi.
Articles 179 Documents
Implementasi Website Deteksi Phishing Link Menggunakan SSL Validation dan URL Scoring Rusma Riansyah; Dimas Aqila Aptanta; Hafiz Aryanda; Muhammad Farhan; Ibnu Rusydi
Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi Vol. 4 No. 1 (2026): Februari: Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi
Publisher : Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/neptunus.v4i1.1439

Abstract

The rapid expansion of internet usage has led to a significant increase in cybersecurity threats, particularly phishing attacks delivered through malicious links. Phishing links are designed to imitate legitimate websites in order to deceive users and steal sensitive information. This study presents the implementation of a phishing link detection website based on SSL validation and URL scoring mechanisms. The proposed system integrates heuristic-based URL analysis with real-time SSL certificate validation obtained through the SSL handshake process. Digital certificates are verified using RSA-based digital signature verification issued by trusted Certificate Authorities (CAs). In addition, the SHA-256 hash algorithm is employed to generate certificate fingerprints and URL hashes to ensure data integrity and uniqueness. The system also evaluates HTTPS usage, domain and certificate consistency, certificate validity period, and RSA public key strength. All validation results are processed using a URL scoring system to generate a security score ranging from 0 to 100, which classifies links into safe, suspicious, or dangerous categories. Experimental results demonstrate that the proposed website is capable of effectively identifying phishing indicators and providing transparent cryptographic evidence in real time. This approach can assist users in making informed decisions and improving protection against phishing threats in web environments.
Lengan Robot Pemilah Barang Berdasarkan Warna Menggunakan Sensor TCS 3200 Rifki Wahyudi; Khairunnisa Ramadhani; Lucky Armanda; M. Anggi Anugrah
Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi Vol. 4 No. 1 (2026): Februari: Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi
Publisher : Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/neptunus.v4i1.1474

Abstract

The development of automation and robotics technology has driven innovation in various industrial fields, particularly in automatic sorting systems. Manual sorting processes often lead to inefficiencies and human errors, creating the need for an automatic, fast, and accurate system. This research employs a qualitative method which includes experimentation, testing, and system documentation. The system is designed as a robotic arm for sorting objects based on color, utilizing a TCS3200 color sensor and an ESP32 microcontroller. An ultrasonic sensor detects the presence of objects, while the sorting results are displayed through a real-time web monitoring system. The test results show that the prototype successfully sorts four primary colors (red, green, blue, and yellow) with a high level of accuracy. This research is expected to serve as a reference for the development of automation systems and robotics learning tools in both educational and industrial applications. In addition, this research also contributes to the development of technology that can increase efficiency and accuracy in industrial production processes and provide more environmentally friendly solutions by reducing the need for manual labor.
Implementasi GDScript dalam Pengembangan Game Interaktif Berbasis Multimedia pada Godot Engine Suryo Sudiro; Christian Damar Satria; Agung Nugroho; Muhammad Nurfauzi Sahono
Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi Vol. 4 No. 1 (2026): Februari: Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi
Publisher : Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/neptunus.v4i1.1476

Abstract

The development of multimedia-based interactive games requires a system capable of effectively managing game logic, character behavior, and the integration of visual and animation elements. This study aims to implement GDScript in the development of a 2D RPG game using the Godot Engine. The research method was carried out through the design of scene and node structures, the implementation of game logic using GDScript, and the application of Finite State Machine (FSM) to regulate enemy behavior. GDScript is used to control character movement, animation systems, and interactions between players and objects in the game. The implementation of FSM allows enemies to have dynamic behavior through state settings such as idle and wander. Functional testing results show that the game system can run according to the design and is capable of producing responsive interactions. In addition, the use of modular architecture in the Godot Engine facilitates system development and maintenance. Based on the research results, the Godot Engine and GDScript are considered effective for developing multimedia-based interactive games.
Pengaruh TO-BE pada Perancangan Sistem Informasi Riva Fani; Chris Jhon Simanungkalit; Muhamad Shandy; Naufal Naufal; Muhamad Alfryan; Ikhsan Ikhsan; Arimbi Arimbi; Carlos Carlos; Oktaviana Bangun; Tafaawo Larosa
Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi Vol. 4 No. 1 (2026): Februari: Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi
Publisher : Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/neptunus.v4i1.1478

Abstract

Effective information system design requires a clear and comprehensive understanding of the desired ideal system conditions in order to support organizational objectives. The TO-BE approach is a business process modeling method that describes future system conditions as a conceptual and strategic basis for improving existing AS-IS conditions. This study aims to analyze the effect of implementing the TO-BE approach in information system design on the clarity of system requirements, overall process efficiency, and the quality of system design outcomes. The research method used is descriptive-analytical research with a qualitative approach, employing data collection techniques such as literature review, direct observation, and in-depth analysis of system design documents. The results show that implementing the TO-BE approach in information system design provides a more structured and systematic overview of business processes, minimizes mismatches between system functionality and user needs, and improves the effectiveness and efficiency of business processes. Furthermore, the TO-BE approach assists system developers and analysts in designing system solutions that are aligned with organizational goals, operational requirements, and user expectations. Thus, implementing the TO-BE approach positively impacts the overall quality of information system design and is recommended as a critical and essential step in information system development initiatives.
Rancang Bangun Website SMP Swasta Karya Bhakti Medan Maulana Firjatullah; Muhammad Risky Akbar; Ahmad Taufik Al Afkari Siahaan
Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi Vol. 4 No. 1 (2026): Februari: Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi
Publisher : Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/neptunus.v4i1.1484

Abstract

In today's digital landscape, rapid and accurate access to information has become a fundamental requirement for educational institutions. Previously, SMP Swasta Karya Bhakti Medan relied heavily on conventional methods for disseminating information, such as verbal communication or limited printed media. This situation frequently resulted in delays in delivering news to guardians and limited the promotional reach to the broader community. Addressing these issues, this internship project focuses on the design and development of a school profile website as a solution for information digitalization. The system development process involved several stages, including field data collection, user-friendly interface design, and the coding implementation phase. The website is designed to host essential information, ranging from the institutional profile, vision and mission, and facilities, to student activity documentation. To ensure optimal accessibility, the site is hosted using the Netlify service, allowing for continuous online access. The final outcome of this project is a responsive and easily accessible digital information portal. The presence of this website is expected to enhance the school's image and facilitate parents and prospective students in obtaining valid information regarding SMP Swasta Karya Bhakti Medan without distance or time constraints.
Rancang Bangun Sistem Monitoring Laboratorium Komputer Berbasis IoT Iqbal Firdaus; Maisarah Maisarah; Novia Urfiyati; Yeni Agus Nurhuda; Gusti Aditya Aromatica Firdaus
Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi Vol. 4 No. 1 (2026): Februari: Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi
Publisher : Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/neptunus.v4i1.1502

Abstract

The computer laboratory is an essential facility in higher education that requires efficient management of usage and environmental conditions to support the teaching and learning process. However, laboratory management at the Kalimantan Business and Technology Institute is still carried out manually, including scheduling, room condition monitoring, and report creation, which is prone to errors and time-consuming. This study aims to develop an Internet of Things (IoT)-based laboratory monitoring system prototype to improve the effectiveness of computer laboratory management. The approach used is Research and Development (R&D) with a prototype development model, allowing for design adjustments based on user feedback iteratively. Data were collected through observations, interviews, and document studies related to laboratory conditions and analyzed to determine the main system features, such as temperature and humidity monitoring, scheduling, and report generation. The results of the study show that the developed prototype can structure the laboratory workflow, provide real-time monitoring, facilitate schedule management, and simplify report preparation. This prototype is expected to serve as a foundation for developing a more comprehensive application, improving data accuracy, time efficiency, and the quality of laboratory management.
Pengaruh Media Pembelajaran Berbasis IT terhadap Peningkatan Prestasi Akademik Asep Sapaatullah
Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi Vol. 4 No. 1 (2026): Februari: Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi
Publisher : Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/neptunus.v4i1.1507

Abstract

This study aims to analyze the effect of information technology (IT)-based learning media on improving students' academic performance. With the advancement of digital technology, the use of IT-based media such as interactive presentations, educational videos, Learning Management Systems (LMS), and online quiz applications has become part of modern teaching strategies. This study uses a quantitative approach with a quasi-experimental method. The subjects of the study were secondary school students divided into experimental and control groups. The instruments used include learning achievement tests to measure academic performance and observation sheets to assess the implementation of IT media usage. Data were analyzed using t-tests and simple regression analysis. The results show a significant difference in academic performance between students who used IT-based learning media and those who used conventional methods. The experimental group showed a higher average score compared to the control group. These findings indicate that the use of IT-based learning media, when planned and implemented systematically, can improve students' motivation, engagement, and understanding of learning materials. Therefore, the integration of information technology into the learning process is recommended as an innovative strategy to enhance the quality of education.
Evaluasi Kepuasan Pengguna terhadap User Interface Sistem Informasi Akademik Menggunakan Metode End User Computing Satisfaction (EUCS) di Universitas Esa Unggul Muhammad Rizkie; Qori Halimatul Hidayah
Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi Vol. 4 No. 1 (2026): Februari: Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi
Publisher : Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/neptunus.v4i1.1508

Abstract

This study aims to evaluate the level of user satisfaction with the user interface of the Academic Information System (SIAKAD) at Esa Unggul University using the End User Computing Satisfaction (EUCS) method. This method assesses user satisfaction based on five key dimensions: content, accuracy, format, ease of use, and timeliness. The study employed a quantitative descriptive approach by distributing questionnaires to active Esa Unggul University students as primary system users. The collected data were analyzed using SPSS software to test validity, reliability, and the relationships between variables that influence user satisfaction with the SIAKAD interface. The results show that, in general, users are quite satisfied with the SIAKAD interface, particularly in the ease of use and accuracy dimensions, which obtained the highest scores. This indicates that usability and information accuracy are the dominant factors in creating a positive user experience. However, the timeliness and content dimensions still require further improvement, as they were rated as less optimal in providing fast and comprehensive information. These findings highlight the importance of an intuitive, efficient, and informative interface design in enhancing user satisfaction. This research is expected to serve as a reference for Esa Unggul University in developing and improving its Academic Information System to become more effective, efficient, and user-friendly. Evaluating user satisfaction through the EUCS approach provides valuable insights for system developers to refine the interface, improve information quality, and enhance system responsiveness. Thus, the results of this study are expected to contribute to improving academic service quality and supporting the digitalization of education at Esa Unggul University.
Simulasi Management Akses Pengguna Internet Sekolah Menggunakan Firewall Filter Rule dan Bandwidth Management Queue Tree Alvin Bachtiar; Agus Prihanto
Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi Vol. 4 No. 1 (2026): Februari: Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi
Publisher : Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/neptunus.v4i1.1509

Abstract

The increasing integration of internet technology in educational institutions requires structured network governance to ensure that digital resources support academic activities effectively. Unrestricted access to online platforms often leads to non-academic usage such as online gaming and social media engagement during instructional hours, which may reduce learning concentration and degrade network performance. This research develops and evaluates a network access control simulation using a MikroTik RouterBoard RB951Ui-2HnD device. The system applies firewall filtering mechanisms, hotspot-based authentication, and bandwidth allocation strategies through Simple Queue configuration. Network segmentation is implemented to differentiate teacher and student access privileges. The study adopts a Research and Development (R&D) approach to design, configure, test, and evaluate the proposed system. Testing results indicate that the firewall configuration successfully restricts access to selected online games (Mobile Legends, Clash of Clans, Roblox) and social media platforms (YouTube, TikTok, Shopee, Instagram, Telegram). Furthermore, bandwidth management demonstrates effective traffic prioritization, ensuring more stable allocation for teacher accounts in accordance with configured maximum limits. The findings confirm that structured firewall and bandwidth policies can improve network discipline, enhance performance stability, and support a controlled digital learning environment in schools.

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