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Pemodelan Proses Pemilihan Rute pada Protokol Babel dengan Activity Diagram dan Transition System Ayu, Vittalis
Media Teknika Vol 12, No 1 (2017)
Publisher : Sanata Dharma University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (365.593 KB) | DOI: 10.24071/mt.v12i1.947

Abstract

Babel Routing Protocol was designed by Juliuz Chrobozcek and its written specification was published in RFC 6126 in April 2014. Babel is one of distance vector routing protocols that has its own distinctive features. Although it sends updates periodically to its neighbours, it also sends triggered updates whenever it detects its neighbour’s changes. The changes can include broken links and new link detections. Babel route selection process is also unique, because there are feasibility condition requirements to ensure that the routing loop does not exist during the routing process. Unified Modelling Language (UML) is a modelling language widely used in software engineering. Its popularity is based on its capability to express and describe different aspects of a software. Activity diagram is one of the UML models to describe the flow activity of a software execution. It answers and explains situations like the different states that the flow can reach and the prerequisite to reach the next states. On the other hand, transition systems describe the transition state of the running software. When a software is executed, we have to keep track of the state of the software. We need to describe how state can jump from one to anotherstate and what requirements to do the transition from one state to another one.It will be helpful inthe debugging process laterwhen some errors occur. However, the transition system can be derived from the activity diagram that has described the software flow. This researchis conducted to give more understanding about the flow of the route selection process in Babel Routing Protocol and describe the flow in the activity diagram and further define it with a transition system.
PELATIHAN PEMBUATAN MEDIA AJAR DAN SIMULASI UJIAN ANBK BERBASIS DARING Vittalis Ayu; Bambang Soelistijanto; Henricus Agung Hernawan; J.B. Budi Darmawan; Bernadeta Wuri Harini; Martanto Martanto
ABDIMAS ALTRUIS: Jurnal Pengabdian Kepada Masyarakat Vol 5, No 1 (2022): April 2022
Publisher : Universitas Sanata Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24071/aa.v5i1.3910

Abstract

The education sector is one of the most impacted areas of the COVID-19 pandemic. Schools, which generally hold offline meetings, now have to transform into online sessions. With this pandemic, the teaching process must be "forced" to be online. The assignment model is usually given in physical mode (questions on paper, done and collected) is no longer relevant because of the limitations of physical meetings. On the other hand, students need an explanation from the teacher directly because they are familiar with the context of offline learning. Judging from the lack of computer ownership, whether owned by students or their parents, the technological literacy of the student and the teacher is required to carry out this teaching and learning process properly. To answer this problem, the Informatics and Electrical Study Program at Sanata Dharma University held training activities for making teaching media for SD Negeri Sawah teachers, who ultimately played an important role in improving teachers' technological literacy in carrying out online learning. In addition, at the school's request, we also held a phase 2 training targeting fourth-graders in preparation for the ANBK, a computer-based national exam they had to pass in the following year, which successfully increased the student's confidence to sit the test. 
Analisis Performansi Epidemic Routing dengan Map Based Movement pada Jaringan Bertoleransi Tunda Vittalis Ayu
Jurnal Teknik Informatika UNIKA Santo Thomas Vol 4 No 1: Tahun 2019
Publisher : LPPM UNIKA Santo Thomas

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (444.262 KB) | DOI: 10.17605/jti.v4i1.507

Abstract

Protokol Epidemic merupakan salah satu protokol pada jaringan bertoleransi tunda yang memungkinkan perangkat yang memiliki koneksi yang singkat dan jeda waktu pertemuan dengan node yang besar dapat saling berkomunikasi. Pada jaringan ini, node dapat bergerak secara random ataupun non-random. Penelitian ini mengevaluasi performansi dari Epidemic pada pergerakan non-random yaitu Map based Movement pada simulator ONE (Opportunistik Network Simulator). Performansi yang diukur adalah jumlah pesan yang di-relay dan jumlah pesan yang berhasil sampai ke tujuan. Dari luaran simulasi diperoleh bahwa peningkatan ukuran buffer akan menambah jumlah pesan yang di-relay dan jumlah pesan yang berhasil sampai ke tujuan. Peningkatan waktu TTL (Time to Live) pesan juga akan meningkatkan jumlah pesan di jaringan namun mengurangi jumlah pesan yang berhasil sampai ke tujuan.
Analisis Kekaburan Cipherteks Hasil Perulangan Enkripsi Vigenere dan Transposisi Columnar Cipher Gregorius Magnus Mega Sanjaya; Bambang Soelistijanto; Vittalis Ayu
Prosiding Seminar Nasional Sains Teknologi dan Inovasi Indonesia (SENASTINDO) Vol 2 (2020): Prosiding Seminar Nasional Sains Teknologi dan Inovasi Indonesia (Senastindo)
Publisher : Akademi Angkatan Udara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (470.506 KB)

Abstract

Keamanan data merupakan hal yang penting. Salah satu hal yang dapat dilakukan untuk menjaga kerahasiaan data menggunakan cipher untuk menyandikan data. Penelitian ini menggabungkan Vigenere dan Transposisi Columnar serta penambahan iterasi pada proses enkripsi. Parameter yang digunakan untuk mengukur kinerja cipher gabungan ini adalah avalanche effect dan rnnning time. Analisis periodicity juga ditambahkan untuk menganalisis pengaruh dari Vigenere dan Transposisi Columnar terhadap persentase kekaburan yang dihasilkan oleh iterasi yang dilakukan terhadap cipher gabungan ini. Hasil penelitian menunjukkan bahwa penggunaan gabungan Vigenere-Transposisi maupun iterasi, keduanya menghasilkan persentase kekaburan yang lebih tinggi dibandingkan hasil enkripsi dengan Vigenere cipher saja. Namun running time untuk iterasi cipher gabungan ini sangat tinggi. Hal ini mengindikasikan beban komputasi yang besar. Pola perulangan yang terjadi pada hasil persentase kekaburan dari Iterasi-Vigenere-Transposisi dipengaruhi oleh perubahan kolom pada Transposisi Columnar cipher. Semakin banyak jumlah kolom pada Transposisi Columnar maka periode perulangannya akan semakin pendek.
Implementation of Group-Based Human Movement Model in Opportunistic Network Vittalis Ayu; Bambang Soelistijanto
Indonesian Journal of Information Systems Vol. 5 No. 1 (2022): August 2022
Publisher : Program Studi Sistem Informasi Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/ijis.v5i1.6164

Abstract

As an instance of a distributed computing system, opportunistic networks facilitate message dissemination in a store-carry-forward manner. In this setting, the mobile devices are communicating in opportunistic contacts as they move across the network areas. However, the movement of these mobile devices is exclusively reliant on the mobility of their human owner, thereby limiting the likelihood of contact. The current state of the art typically simulates human movement based on randomness, which is unsuitable for representing how people move in groups. Therefore, this paper proposes an implementation of a group-based human mobility model to simulate device-to-device communication in opportunistic networks. In this model, individuals are able to move as a set within a group and have the ability to join and leave the group dynamically We built the model in BonnMotion and subsequently implemented it in an opportunistic environment simulator, ONE Simulator. To evaluate the proposed model, we compared them to the random-based model as a benchmark. Subsequently, we assess the impact of the movement model on two major areas of network performance: message delivery performance and resource utilization, such as nodes’ energy consumption. We are concerned about these aspects since the mobile agents have limited resources yet are expected to achieve a high rate of message delivery as well. The simulation results show that our model outperformed the random-based model in terms of the number of successfully delivered messages and average delay. However, the number of message replications and the energy consumption is fairly higher than those of the benchmarks.
Pelatihan Pemrograman Visual dengan Scratch untuk Siswa SD Negeri Sawah Panggang Vittalis Ayu; Bambang Soelitisjanto; Henricus Agung Hernawan; Tjendro
Jurnal Pengabdian Nasional (JPN) Indonesia Vol. 4 No. 2 (2023): Mei
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) AMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jpni.v4i2.197

Abstract

Thinking critically about problems is one of the high goals of education. From a young age, we must learn to think logically about problems and find appropriate solutions to them. As an educational institution, primary school is not only a place where students acquire teaching materials, but also where they develop critical thinking and become accustomed to adapting to the fast-paced development of the world. One of his ways of developing logical thinking, especially in his SD Negeri Sawah, is by teaching his students basic programming skills. This allows students to approach issues in a more structured way. Therefore, Sanata Dharma University Faculty of Science and Engineering, considering the problems of the campus environment, is holding training for students to be able to visually understand the basics of programming as a concern of the academic world. Practice thinking logically. Training presentations are designed like his Scratch games, making students more interested in learning to solve problems. This activity he successfully carried out in two phases. Beginner and advanced classes at Sawah Panggang Primary School will be held offline. Through this activity, some of the students were able to explore more and be more courageous while working on the assignment.
Pelatihan Pemrograman Visual dengan Scratch untuk Siswa SD Negeri Sawah Panggang Vittalis Ayu; Bambang Soelitisjanto; Henricus Agung Hernawan; Tjendro
Jurnal Pengabdian Nasional (JPN) Indonesia Vol. 4 No. 2 (2023): Mei
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jpni.v4i2.197

Abstract

Thinking critically about problems is one of the high goals of education. From a young age, we must learn to think logically about problems and find appropriate solutions to them. As an educational institution, primary school is not only a place where students acquire teaching materials, but also where they develop critical thinking and become accustomed to adapting to the fast-paced development of the world. One of his ways of developing logical thinking, especially in his SD Negeri Sawah, is by teaching his students basic programming skills. This allows students to approach issues in a more structured way. Therefore, Sanata Dharma University Faculty of Science and Engineering, considering the problems of the campus environment, is holding training for students to be able to visually understand the basics of programming as a concern of the academic world. Practice thinking logically. Training presentations are designed like his Scratch games, making students more interested in learning to solve problems. This activity he successfully carried out in two phases. Beginner and advanced classes at Sawah Panggang Primary School will be held offline. Through this activity, some of the students were able to explore more and be more courageous while working on the assignment.