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Forensic Whatsapp Investigation Analysis on Bluestack Simulator Device Using Live Forensic Method With ACPO Standard Kurniadin Abd. Latif; Rifqi Hammad; Tomi Tri Sujaka; Khairan Marzuki; Andi Sofyan Anas
IJISTECH (International Journal of Information System and Technology) Vol 5, No 3 (2021): October
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v5i3.148

Abstract

This study aims to conduct a forensic analysis of the WhatsApp application on the Bluestacks android simulator device. BlueStacks App Player is designed to allow Android apps to run on PCs running Microsoft Windows and Apple's macOS. In this study, the scenario was carried out using two devices as Whatsapp communication media. The first device is a laptop device that uses the Bluestacks android simulator with the SM-G955F device type, and the second is a smartphone device as opposed to communication. This study uses the ACPO standard which consists of several stages such as Plan, Capture, Analysis, Present. Pada tahap Capture, teknik yang digunakan dalam melakukan  pencarian bukti pada aplikasi BlueStacks adalah live forensik. Hasil penelitian ini menunjukan bahwa analisis forensik pada perangkat android simulator Bluestacks dapat dilakukan sesuai prosedur ACPO. From the procedure carried out, information related to communication on the WhatsApp application was obtained. The source of this information is obtained from the WhatsApp database file msgstore.db.crypt12 which has been decrypted using the SQLite Browser application with a combination of the WhatsApp Key file contained in the cloned digital evidence. From the results of the decryption that has been carried out, then an explanation is carried out through the WhatsApp viewer application to make it easier to understand from the display side.
OTOMASI MANAJEMEN VLAN INTERVLAN DAN DHCP SERVER PADA CISCO MENGGUNAKAN ANSIBLE Khairan marzuki; Mia Mubiatma; Raisul Azhar
Jurnal Informatika dan Rekayasa Elektronik Vol. 4 No. 2 (2021): JIRE NOVEMBER 2021
Publisher : LPPM STMIK Lombok

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36595/jire.v4i2.461

Abstract

Menurut Gartner (2018) terdapat 71 persen jaringan yang masih dikendalikan secara manual dimana salah satunya melalui Command Line Interface (CLI). Konfigurasi yang dilakukan secara manual akan memunculkan beragam permasalahan seperti sering terjadinya human error, dan waktu yang di butuhkan untuk konfigurasi tersebut cenderung lebih lama. Termasuk ketika melakukan konfigurasi Virtual Local Area Network (VLAN), InterVLAN dan Dynamic Host Configuration Protocol (DHCP) Server pada perangkat router maupun switch. Permasalahan lain yang muncul adalah lamanya waktu yang dibutuhkan ketika melakukan konfigurasi pada perangkat switch dan router dalam skala besar secara manual dan dilakukan secara satu persatu serta memiliki konfigurasi yang identic sehingga dilakukan secara berulang. Untuk itu diperlukan solusi sehingga proses pembuatan Vlan InterVlan dan Dhcp Server dapat dilakukan dengan cepat dan meminimalkan terjadinya kesalahan. Penerapan sistem otomasi menggunakan ansible dapat mengefisienkan proses tersebut yang dilakukan secara manual. Metodologi penelitian yang digunakan pada penelitian ini yaitu metode waterfall. Tahapan yang digunakan yaitu tahap analisa kebutuhan, desain sistem, penulisan kode program, pengujian program. Hasil dari penelitian ini berupa sistem yang dapat mengotomasi pembuatan create Vlan interVlan, Delete Vlan InterVlan, Show Vlan InterVlan, Mengatur PortNumbership, Mengaktifkan Trunk, menonaktifkan Trunk, Create Dhcp Server, Delete Dhcp Server, Show Dhcp Server pada perangkat router dan switch. Adapun kesimpulan dari penelitian ini adalah ansible playbook berhasil digunakan untuk mengotomasi dan dapat mempercepat proses pembuatan kesembilan scenario pada 1 switch 4 switch dan 1 router dan 4 router.Menurut Gartner (2018) terdapat 71 persen jaringan yang masih dikendalikan secara manual dimana salah satunya melalui Command Line Interface (CLI). Konfigurasi yang dilakukan secara manual akan memunculkan beragam permasalahan seperti sering terjadinya human error, dan waktu yang di butuhkan untuk konfigurasi tersebut cenderung lebih lama. Termasuk ketika melakukan konfigurasi Virtual Local Area Network (VLAN), InterVLAN dan Dynamic Host Configuration Protocol (DHCP) Server pada perangkat router maupun switch. Permasalahan lain yang muncul adalah lamanya waktu yang dibutuhkan ketika melakukan konfigurasi pada perangkat switch dan router dalam skala besar secara manual dan dilakukan secara satu persatu serta memiliki konfigurasi yang identic sehingga dilakukan secara berulang. Untuk itu diperlukan solusi sehingga proses pembuatan Vlan InterVlan dan Dhcp Server dapat dilakukan dengan cepat dan meminimalkan terjadinya kesalahan. Penerapan sistem otomasi menggunakan ansible dapat mengefisienkan proses tersebut yang dilakukan secara manual. Metodologi penelitian yang digunakan pada penelitian ini yaitu metode waterfall. Tahapan yang digunakan yaitu tahap analisa kebutuhan, desain sistem, penulisan kode program, pengujian program. Hasil dari penelitian ini berupa sistem yang dapat mengotomasi pembuatan create Vlan interVlan, Delete Vlan InterVlan, Show Vlan InterVlan, Mengatur PortNumbership, Mengaktifkan Trunk, menonaktifkan Trunk, Create Dhcp Server, Delete Dhcp Server, Show Dhcp Server pada perangkat router dan switch. Adapun kesimpulan dari penelitian ini adalah ansible playbook berhasil digunakan untuk mengotomasi dan dapat mempercepat proses pembuatan kesembilan scenario pada 1 switch 4 switch dan 1 router dan 4 router.
Pengenalan Teknologi Sensor Cahaya Untuk Meningkatkan Minat Belajar Siswa Sekolah Dasar Sirojul Hadi; Siti Soraya; Puspita Dewi; Khairan Marzuki; Lalu Ganda Rady Putra; Regina Pricilia Yunika
ADMA : Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol 1 No 1 (2020)
Publisher : LPPM Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (395.787 KB) | DOI: 10.30812/adma.v1i1.818

Abstract

Education is an effort to build a better human civilization and eliminate human suffering caused by ignorance and underdevelopment in science and technology. In this research, a workshop was held to introduce light sensor technology to enhance elementary students' interest in learning about technology. This research was conducted at SDN 3 Mataram. The research was carried out by dividing 40 participants into 5 groups with each group guided by one mentor. Each group will be guided by a mentor to practice making light sensor technology until the light sensor circuit to turn on the lights can function properly. To find out students' interest in learning is done by making a questionnaire before and after doing the practice. The results obtained from the questionnaire that there is no significant difference between the understanding at the pre test and post test
Pemberdayaan Pengrajin Perak Melalui Market Place sebagai Media Penjualan Online di Desa Ungga,Kabupaten Lombok Tengah Khairan Marzuki; Apriani Apriani; Ni Gusti Ayu Dasriani
ADMA : Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol 1 No 2 (2021): ADMA: Jurnal Pengabdian dan Pemberdayaan Masyarakat
Publisher : LPPM Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1013.415 KB) | DOI: 10.30812/adma.v1i2.1023

Abstract

The impact of the industrial revolution era 4.0 has been switched from a traditional system to a digital. Therefore, craftsmen also must follow the changing of this era to sell their handicrafts that previously used a traditional sales system where buyers have to go to the counter/gallery selling silver, especially the silver handicrafts in the village of Lombok, Central Lombok. The output of this community service is that craftsmen have an online shop as a medium for selling the silver handicrafts in Ungga. This online shop can be accessed by residents all over the world anytime and anywhere in making an online store uses the word press content management system because it probably solves the problem to increase the product sales.
Evaluasi Penerapan Teknologi Informasi E-Learning Pada Kampus Swasta Menggunakan Cobit 4.1 khairan Marzuki; Apriani Apriani; lalu zazuli azhar mardedi
Jurnal Bumigora Information Technology (BITe) Vol 1 No 2 (2019)
Publisher : Prodi Ilmu Komputer Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (212.714 KB) | DOI: 10.30812/bite.v1i2.598

Abstract

An online learning system (e-learning) at private tertiary institutions is built to facilitate lecturers and students in the teaching and learning process. Through the e-learning learning information system students can download course material, send assignments, work on daily and semester exam questions, find out the value of assignments and examinations. Bumigora University has been implementing e-learning since 2017. Thus to determine the usefulness and feasibility of applying the application must be evaluated in accordance with the vision and mission of the institution. In this study the evaluation of the application of e-learning will use the COBIT 4.1 framework with the domain monitoring evaluation. The results of this study determine the level of maturity of the application of e-learning applications today (as-is) and the expected maturity (to-be).
Network Rancang Bangun Jaringan Komputer LAN Berdasarkan Perbandingan Kinerja Routing Protokol EIGRP dan Routing Protokol OSPF Lalu Zazuli Azhar Mardedi; Khairan Marzuki
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol 18 No 2 (2019)
Publisher : LPPM Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (569.729 KB) | DOI: 10.30812/matrik.v18i2.372

Abstract

Nowadays computer networks are growing rapidly and internet usage is increasing everyday. The need to design an internet network cannot be separated from the routing protocol which functions to integrate all computers with the highest flexibility. Routing is one part that provides effective performance in the network. In comparing the performance of EIGRP and OSPF routing protocols, the implementation of EIGRP and OSPF must be implemented when building a network, so administrators easily know the difference in the performance values of the two routing protocols. The discussion in this study is to compare the performance of the EIGRP routing protocol and OSPF routing protocol that is on the network using the hybird topology. Overcoming problems with high-scale network access, we will analyze and compare performance between EIGRP routing protocol and OSPF routing protocol. In obtaining the value and to verify the results of the implementation, the simulation software uses a Packet Tracer simulator.
Implementation of Configuration Management Virtual Private Server Using Ansible I Putu Hariyadi; Khairan Marzuki
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol 19 No 2 (2020)
Publisher : LPPM Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (651.015 KB) | DOI: 10.30812/matrik.v19i2.724

Abstract

Virtualization technology has been applied to universities with computer study programs to support practicum in Network Management courses. Each user gets a Virtual Private Server (VPS) with container technology. VPS system that is prepared manually requires a long time, especially when the number of users is increasing. The activity repeats every semester so it becomes ineffective and inefficient. Application of automation using Ansible can help to manage VPS objects in the Promox Virtual Environment (PVE) Cluster dynamically. Network Development Life Cycle (NDLC) was used as a method in this study. The design of the VPS management automation system created supports the grouping of container, user and permission resource management for users. The design is implemented in Ansible Playbook. The test results show the average time of making VPS objects per student with an automation system 2 (two) times faster, that is 26.25 seconds compared to the old system which takes 2 minutes 15 seconds. Besides that, the Playbook that was created succeeded in automating the start and stop containers per group of students based on the practicum schedule dynamically so as to maintain the availability of services from the PVE Cluster.
Segmentasi Lokasi Promosi Penerimaan Mahasiswa Baru Menggunakan Metode RFM dan K-Means Clustering Dyah Susilowati; Hairani Hairani; Indah Puji Lestari; Khairan Marzuki; Lalu Zazuli Azhar Mardedi
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol 21 No 2 (2022)
Publisher : LPPM Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (282.401 KB) | DOI: 10.30812/matrik.v21i2.1542

Abstract

Persaingan penerimaan mahasiswa baru antar kampus swasta sangat ketat untuk menarik calon mahasiswa sehingga membutuhkan strategi. Strategi Universitas Bumigora adalah mengirimkan tim promosi ke sekolah-sekolah di pulau Lombok maupun pulau sumbawa. Permasalahan pihak panitia Penerimaan Mahasiswa Baru selama ini adalah tidak melakukan segmentasi sekolah yang menjadi skala prioritas untuk dikunjungi agar efektif dan efisien. Tujuan penelitian ini adalah melakukan segmentasi tingkat potensial sekolah sebagai strategi untuk memilih lokasi promosi penerimaan mahasiswa baru Universitas Bumigora menggunakan analisis model RFM dan metode K-means. Tahapan penelitian terdiri dari persiapan data penerimaan mahasiswa baru tahun 2019 dan 2020, pra-pengolahan data, penerapan model Recency (R), Frequency (F), dan Monetary (M)implementasi metode K-means, dan analisa hasil. Hasil penelitian ini adalah terbentuk 3 klaster tingkat potensial sekolah yang dapat dijadikan skala prioritas untuk lokasi promosi penerimaan mahasiswa baru Universitas Bumigora yaitu kurang potensial, potensial, dan sangat potensial. Klaster sangat potensial (C2) terdapat 28 sekolah, klaster potensial (C3) terdapat 90 sekolah, dan klaster kurang potensial (C1) terdapat 152 sekolah.
Audit Tata Kelola Teknologi Informasi Menggunakan Framework Cobit 4.1 Khairul Imtihan; Muhamad Rodi; Maulana Ashari; Mohamad Taufan Asri Zaen; Khairan Marzuki
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol 21 No 2 (2022)
Publisher : LPPM Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (273.91 KB) | DOI: 10.30812/matrik.v21i2.1569

Abstract

Penerapaan teknologi informasi pada sebuah organisasi atau dalam proses bisnis suatu instansi adalah aset yang sangat berharga, dimana peranan teknologi informasi mampu mengubah kinerja para pekerja atau karyawan. Penerapan teknologi informasi yang signifikan ini tentu harus diimbangi dengan pengaturan dan pengelolaan yang tepat, sehingga kerugian-kerugian yang mungkin akan terjadi dapat dihindari atau diminimalisir semaksimal mungkin maka di perlukan audit. Proses audit bertujuan untuk menilai kinerja teknologi informasi pada Dinas Kependudukan dan Pencatatan Sipil Lombok Tengah menggunakan Framework COBIT 4.1 yang terdiri dari 5 tahapan yakni identifikasi business goals, identifikasi information technology (IT) goald, identifikasi information technology (IT) process, identifikasi control objectives, dan perhitungan maturity level. Hasil proses audit berupa rekomendasi dan perbaikan teknologi informasi. Berdasarkan hasil audit didapatkan hasil penerapan information technology governance, rata-rata 3. Pada maturity level ini, secara keseluruhan proses penerapan IT governance berada pada skala 3, yaitu defined prosess, merupakan tahap dimana selurus proses telah didokumentasikan melalui pelatihan serta dilaksanakan sesuai dengan metode pengembangan sistem terkomputerisasi yang baik, namun belum ada evaluasi terhadap sistem tersebut sehingga mungkin akan terjadi penyimpangan, terdapat 12 information technology process berada pada level defined prosess dan 2 berada pada level repeatable.
Forensic Whatsapp Investigation Analysis on Bluestack Simulator Device Using Live Forensic Method With ACPO Standard Kurniadin Abd. Latif; Rifqi Hammad; Tomi Tri Sujaka; Khairan Marzuki; Andi Sofyan Anas
IJISTECH (International Journal of Information System and Technology) Vol 5, No 3 (2021): October
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (751.201 KB) | DOI: 10.30645/ijistech.v5i3.148

Abstract

This study aims to conduct a forensic analysis of the WhatsApp application on the Bluestacks android simulator device. BlueStacks App Player is designed to allow Android apps to run on PCs running Microsoft Windows and Apple's macOS. In this study, the scenario was carried out using two devices as Whatsapp communication media. The first device is a laptop device that uses the Bluestacks android simulator with the SM-G955F device type, and the second is a smartphone device as opposed to communication. This study uses the ACPO standard which consists of several stages such as Plan, Capture, Analysis, Present. Pada tahap Capture, teknik yang digunakan dalam melakukan  pencarian bukti pada aplikasi BlueStacks adalah live forensik. Hasil penelitian ini menunjukan bahwa analisis forensik pada perangkat android simulator Bluestacks dapat dilakukan sesuai prosedur ACPO. From the procedure carried out, information related to communication on the WhatsApp application was obtained. The source of this information is obtained from the WhatsApp database file msgstore.db.crypt12 which has been decrypted using the SQLite Browser application with a combination of the WhatsApp Key file contained in the cloned digital evidence. From the results of the decryption that has been carried out, then an explanation is carried out through the WhatsApp viewer application to make it easier to understand from the display side.