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Journal : Jurnal Nasional Ilmu Komputer

IMPLEMENTASI ALGORITMA STEGANOGRAFI FIRST OF FILE DAN END OF FILE UNTUK PENYISIPAN TEXT DALAM GAMBAR Shabila Fitri Aulia; Siti Sauda
Jurnal Nasional Ilmu Komputer Vol. 1 No. 2 (2020): Jurnal Nasional Ilmu Komputer
Publisher : Training and Research Institute Jeramba Ilmu Sukses (TRI - JIS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47747/jurnalnik.v1i2.156

Abstract

Technological advances have developed rapidly nowadays. These technological advances are also in line with the development of ways of communicating both orally and in writing. In terms of writing, maintaining aspects of data security and confidentiality is very important. Many technologies can be used to secure data such as cryptography and steganography. This research will use the First of File and End of File Steganography Algorithms to secure data. Steganography is the science of hiding messages or data in the media. The First of File and End of File methods are one of the many methods commonly used in the Steganography Algorithm. Generally, the First of File and End of File methods are not much different. The First of File method inserts a message at the beginning of the file, while End Of File inserts a message at the end of the file. This technology can also be applied again for the years to come. This research produces an overview after a review study of the application of the FOF and EOF steganographic algorithms, the speed of steganography and the differences in the image after steganography in terms of image size and pixel. Kemajuan teknologi sudah sangat berkembang dengan pesat pada era sekarang. Kemajuan teknologi ini juga seiring dengan berkembangnya cara berkomunikasi baik secara lisan maupun tulisan. Dalam hal tulisan, menjaga aspek keamanan dan kerahasiaan data sangatlah penting. Banyak teknologi yang bisa dipakai untuk mengamankan data seperti kriptografi dan steganografi. Penelitian ini akan menggunakan Algoritma Steganografi First Of File dan End Of File untuk mengamankan data. Steganografi merupakan ilmu menyembunyikan pesan atau data ke dalam media. Metode First Of File dan End Of File merupakan salah satu dari banyaknya metode yang biasa digunakan pada Algoritma Steganografi.Umumnya,metodeFirst Of File dan End Of File tidak jauh berbeda. Metode First Of File akan menyisipkan pesan diawal file sedangkan End Of File akan menyisipkan pesan di akhir file. Teknologi ini juga dapat diaplikasikan kembali untuk tahun-tahun kedepannya. Penelitian ini menghasilkan gambaran setalah studi review penerapan algoritma steganografi FOF dan EOF , kecepatan steganografi dan juga perbedaan gambar setelah di steganografi dalam hal ukuran dan pixel gambar.
IMPLEMENTASI BASIS DATA TERPUSAT UNTUK PENAGIHAN TUNGGAKAN LISTRIK PADA CV. CAHAYA ABADI Eka Septiawati; Siti Sauda
Jurnal Nasional Ilmu Komputer Vol. 1 No. 3 (2020): Jurnal Nasional Ilmu Komputer
Publisher : Training and Research Institute Jeramba Ilmu Sukses (TRI - JIS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47747/jurnalnik.v1i3.158

Abstract

Each company certainly cannot be separated from technology, which is technology that is expected to assist in doing every job, for example in a centralized database where the data can be accessed simultaneously. CV. Cahaya Abadi is a company or construction engaged in the electricity sector to carry out the problem of billing customer electricity arrears in villages in Sekayu District. Electricity Bill arrears in PT. Muba Electric Power is still a very big problem, namely the total bill reachesRp. 30,911,833,490 for 10 Districts consisting of 20,677 subscribers. Due to the mismatch of the usage records recorded by the meter registering officer every month, the amount of the bill appeared and made customers lazy to pay.So, to overcome these problems, namely by creating a database that will be connected to the scope of the parts in the CV. Eternal Light centrally. So that every job gets the desired results with structured performance. The database development method used for this study uses the methodLife Cycle Database(DBLC). Setiap perusahaan tentunya tidak lepas dari yang namanya teknologi, yaitu teknologi yang diharapkan dapat membantu dalam mengerjakan setiap pekerjaan, contohnya dalam satu basis data terpusat dimana data tersebut bisa diakses secara bersamaan. CV. Cahaya Abadi merupakan salah satu perusahaan atau konstruksi yang bergerak di bidang listrik untuk melakukan masalah penagihan tunggakan listrik pelanggan di desa-desa yang ada di Kecamatan Sekayu. Tunggakan Tagihan Listrik yang ada di PT. Muba Electric Power masih menjadi masalah yang sangat besar, yaitu total tagihan mencapai Rp. 30.911.833.490 untuk 10 Kecamatan yang terdiri dari 20.677 pelanggan. Disebabkan oleh ketidaksesuaian catatan pemakaian yang dicatat oleh petugas pencatat angka meter setiap bulannya sehingga muncul besarnya tagihan dan mengakibatkan pelanggan malas membayar. Jadi, untuk mengatasi permasalahan tersebut, yaitu dengan membuat basis data yang nantinya terhubung dengan ruang lingkup bagian-bagian dalam CV. Cahaya Abadi secara terpusat. Sehingga setiap pekerjaan mendapatkan hasil yang diinginkan dengan kinerja yang terstruktur. Adapun metode pengembangan database yang digunakan untuk penelitian ini menggunakan metode Database Life Cycle (DBLC).
Rancang Dan Bangun Game Edukasi Anak-Anak Berbasis Android Dengan Unity Menggunakan Metode Game Development Life Cycle Raden Muhammad Mirza Prasetyo; Hadi Syaputra; Widya Cholil; Siti Sauda
Jurnal Nasional Ilmu Komputer Vol. 2 No. 2 (2021): Jurnal Nasional Ilmu Komputer
Publisher : Training and Research Institute Jeramba Ilmu Sukses (TRI - JIS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47747/jurnalnik.v2i2.526

Abstract

Technology is growing with the times, relentlessly and constantly moving forward to make new breakthroughs in all aspects of life. The IEA report in the Study of Reading Literacy states that the ability of elementary school children in Indonesia is very low. Of the 31 countries studied, Indonesia was ranked 30th. Based on the explanation of the background above, the researchers formulated the problem in this study, namely how to design and build an Android-based educational game with unity using the Game development life cycle (GDLC). This research was conducted in August 2021 in 9/10 Ulu Village, Plaju District, Palembang with a sample of 10 children. The research method uses Action Research and application development methods use GDLC. The results of testing the game system with blackbox that can be operated smoothly and for the results of testing the feasibility of games with the results of 84.6% in the appropriate category, the results of development with Unity and GDLC succeeded in creating learning media based on android games quite well.