Suyoto Suyoto
Universitas Atma Jaya Yogyakarta

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Image forgery detection using error level analysis and deep learning Ida Bagus Kresna Sudiatmika; Fathur Rahman; Trisno Trisno; Suyoto Suyoto
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 17, No 2: April 2019
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v17i2.8976

Abstract

Many images are spread in the virtual world of social media. With the many editing software that allows so there is no doubt that many forgery images. By forensic the image using Error Level Analysis to find out the compression ratio between the original image and the fake image, because the original image compression and fake images are different. In addition to knowing whether the image is genuine or fake can analyze the metadata of the image, but the possibility of metadata can be changed. In this case the authors apply Deep Learning to recognize images of manipulations through the dataset of a fake image and original images via Error Level Analysis on each image and supporting parameters for error rate analysis. The result of our experiment is that we get the best accuracy of training 92.2% and 88.46% validation by going through 100 epoch.
Design Mobile App for Increase the Visitor Museum using Gamification Method Novian Adi Prasetyo; Suyoto Suyoto
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 16, No 6: December 2018
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v16i6.10384

Abstract

The museum's tourism object currently has a low visitor level compared to other tourism objects, even though the museum's function is very important as an enhancer of people's cultural knowledge. Judging from the small level of visitors, it cannot be separated from the effects of the promotion carried out by the museum. From the surveys that have been conducted, museum promotion uses social media more directly to the public, banners, radio, television, blogs and internet social media. In this study, an application that serves to promote museums using gamification methods was designed, this method was chosen because of the many existing promotional techniques, there is still little promotion using game content, therefore the gamification method is expected to encourage the motivation of users to visit the museum. This application will provide convenience to the museum management to promote the museum with media game content without having to spend large development and maintenance costs.
Factors Influencing the Adoption of E-Tilang; Empirical Evidence from the UTAUT Model Eva Yumami; Djoko Budiyanto Setyohadi; Suyoto Suyoto
Indonesia Journal on Computing (Indo-JC) Vol. 3 No. 1 (2018): Maret, 2018
Publisher : School of Computing, Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21108/INDOJC.2018.3.1.207

Abstract

Mid-Year 2017 The National Police of the Republic of Indonesia publishes E-tilang technology innovation. E-tilang is a mobile app that is used online by traffic police to take action against traffic violators on the highway. E-tilang aims to improve service to the public and reduce the misuse fines of traffic violations. This research factor influences acceptance and use of e-ticket by using UTAUT model. This research was conducted in Bengkulu area with 152 traffic policemen. The findings of this study indicate that performance expectancy, effort expectancy, and social influences positively affect the use of E-tilang. Facilitating conditions has no significant effect on the intention of using E-tilang. The results of this study are important steps to improve e-tilang services.
Analysis of Consumer Confidence on Mobile Commerce in Indonesia Andhika Prabawati; I Putu Widyana; Suyoto Suyoto
Proceeding of the Electrical Engineering Computer Science and Informatics Vol 5: EECSI 2018
Publisher : IAES Indonesia Section

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (294.026 KB) | DOI: 10.11591/eecsi.v5.1606

Abstract

The rapid development of mobile-based information technology, can change an existing business process. Such as loss of distributors in a single chain of business processes. Mobile Commerce industry is getting a good condition to grow. With the decrease in Mobile communication costs, more and more people are using mobile computing devices that can connect to the Internet. There are several m-Commerce applications in Indonesia, namely Lazada, Tokopedia, Buka Lapak, Shoppee and etc. The existence of these applications in Indonesia traders switch to online stores. This study takes three examples of m-Commerce applications in Indonesia with the top three criteria in terms of the best reviews and the highest number of reviews. The results of the sampling application is Lazada, Tokopedia and Buka Lapak. The process of collecting data taken will be analyzed to know about the level of consumer confidence in an m-Commerce application. This is evidenced by a collection of examples of online stores that exist in m-Commerce applications that inform ratings, discount information and existing features. The results obtained from this research is, consumer confidence can be seen from the review feedback that exist in each - each m-Commerce. Many discounts and low prices have no effect on consumer buying interest in the online store. The researcher's suggestion is to reward the most traded buyers with points that can be redeemed for certain goods, discounted goods or subsidized postage.
Investigation of E-Health Acceptance Factor Ni Wayan Purnawati; Djoko Budiyanto Setyohadi; Suyoto Suyoto
JURNAL INFOTEL Vol 10 No 2 (2018): May 2018
Publisher : LPPM INSTITUT TEKNOLOGI TELKOM PURWOKERTO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/infotel.v10i2.360

Abstract

The E-Health is used to support information technology to maximize the tasks and medical services in the hospital. However, the hospital’s management still have some issues due to E-Health implementation, particularly in the interaction with the system. This study identifies significant factors affecting the implementation of E-Health. Testing a model has been done, to identify factors affecting E-Health acceptance. Quantitative Research methods has been done is implemented in this research, by conducting a survey of 150 respondents on health practitioners in the District Hospital of Gunung Mas Province of Central Kalimantan. Random Sampling Method has been done is performed by doctors, nurses, medical record officers, and midwives. Meanwhile, model testing has been done with Structural Equation Model (SEM) analysis technique. The results of this study show that computer self-efficacy factor is the most powerful factor influencing user's opinion about perceived ease of use and perceived the usefulness of E-Health (significant p <0.05), followed by compatibility, top management support, information quality, system quality, facilitating condition, service quality, complexity, and adaptability. Hospital management needs to work together as a team effort to medical practitioners to apply E-Health in hospitals. Supports and awareness from various parties, such as government, IT support, and resources are expected to help implement E-Health in rural areas. The result of this study could be a decision in taking steps to implement E-Health in the future, in order to improve services of people in rural areas.