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Journal : Snastikom

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

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (391.282 KB)

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.
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

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1103.545 KB)

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.
Game Edukasi Dalam Pembelajaran Seni Rupa Memanfaatkan Metode Scramble Berbasis Android Reka Purnama Sari; Fera Damayanti; khairunnisa
SNASTIKOM Vol. 1 No. 01 (2022): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2022
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The progress of Fine Arts Learning is one type or field of education recommended by the curriculum, in the finearts curriculum there are several main lessons or pictures. In this study, there were problems in learning art,previously in learning art it was still boring by working on predetermined images, therefore it is necessary tohave an entertaining learning method that can be applied to developing technology, one of the learning methodsthat can increase student activity is the Scramble method. Scramble is an inspiring picture stacking game to addactivity. The resulting Scramble method is a simple game about randomizing images using the Android-basedscramble method. The application was built using C# programming and Unity 3D software.