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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.
Analisis Pesan Visual Bahaya Virus Covid-19 Dalam Film Animasi “ Larva” Hasbullah Hasbullah; Andi Sofyan Anas; Anak Agung Gde Agung Indrawan; Tomi Tri Sujaka
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 3 No 3 (2021): November
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v3i3.167

Abstract

The COVID-19 pandemic has paralyzed all activities and economies in almost all land areas of the world. The paralysis of community activities in various places disturbs creative ideas emerging through visual communication media, one of which is the animation of Larva from South Korea. The problem to be raised in this paper is about how the form of visual messages conveyed through Larva animation. The purpose of this article is for the audience to understand the message that is hidden behind the Larva animation. The method used in this paper is qualitative with observation data collection techniques or direct observation of Larva animation videos and literature study. Data analysis techniques, namely, reduction, presentation, and drawing conclusions based on the semiotic theory of Raland Barthes. The results presented in this paper lead to a visual message that displays the shape at the denotative level of the covid-19 virus in red to purple plus the effect of a dirty brown color that attacks larvae that are eating without implementing health protocols so that the Larva cough and spread the virus a group of larvae. which is enjoying food and immediately dies, then attacks the two red and yellow Larva. However, they apply health protocols such as washing hands using hand sanitizer and wearing masks. Connotatively, this visual message illustrates the importance of implementing health protocols during this COVID-19 period.
A* Pathfinding Applications in Two-Dimensional AI Video Games Tomi Tri Sujaka; Kurniadin Abd Latif; Sirojul Hadi; Hasbullah Hasbullah; Rifqy Hammad
INAJEEE (Indonesian Journal of Electrical and Electronics Engineering) Vol. 5 No. 1 (2022)
Publisher : Department of Electrical Engineering, Faculty of Engineering, Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/inajeee.v5n1.p25-29

Abstract

A widely varieties of game genre already exist in the world, one of them is a platform game-type, this type of game in which players are required to jump between the Platform, through various Obstacle, so that players can survive and continue the game to the next level. This type of games have a wide variety of game mechanics such as jumping higher with the help of an object such as trampoline, beat or slay the enemy AI (Artifical Intelligent enemy) using a weapon or Environment that exist in the game, The Development of the game with fast phase  in-gamemovement speed hence the player reflect will be tested, this game is 2D based, which will be made using Unity and the assets that available at Unity Store and some are creator made.
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.
Introducing Children of Environmental Issue in Sekotong Timur Through Project Based Learning Puspita Dewi; Riyana Rizki Yuliatin; Sirojul Hadi; Wahyu Kamil Syarifaturrahman; Kurniadin Abd Latif; Tomi Tri Sujaka; Muhammad Eka Putra Ramandha; Fatimatuzzahra Fatimatuzzahra
Mitra Mahajana: Jurnal Pengabdian Masyarakat Vol. 3 No. 2 (2022): Volume 3 Nomor 2 Tahun 2022
Publisher : LPPM Universitas Flores

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37478/mahajana.v3i2.1834

Abstract

Nowadays, the environmental issue is one of the biggest problems worldwide. It is because the climate change deteriorates from time to time; the earth becomes warmer, and pollution polluted the environment. Humans have a pivotal role in changing the earth because they damage the ecosystem by using numerous plastics, throw many of rubbish, and cutting plenty of trees. As a result, climate change and global warming become worse. Consequently, all stakeholders need to take the responsibility to protect the earth. Some groups blame the government; however; environmental issues are the government’s responsibility and all society’s matters, including academicians. This community service activity was conducted in one of the remote areas in Bunbeleng village, East Sekotong district, East Lombok. The Project was held by Relawan Saling Jaga Indonesia (Relasi) funded by Direct Aid Program (DAP) Australian Consulate-General, Bali Indonesia coordinated by Isyatul Mardiah. This project was conducted based on Project-based Learning (PBL). There are five stages in implementing this project: planning the project, monitoring the project, presenting the project, and evaluating the project. The environment topics were elaborated in this community through the PBL. After the program, the students have more knowledge in reducing, recycling, and reusing plastics and green programs with planting trees. The students were very enthusiastic and motivated. The collection of the project was exhibited isn the classroom.
Penerapan E-Commerce dalam memasarkan produk UMKM Fitri Mutiara Lombok Husain; Sirojul Hadi; Muhammad Haris Nasri; Tomi Tri Sujaka; Lilik Widyawati; Bambang Krismono Triwijoyo; Christopher Michael Lauw
TRIDARMA: Pengabdian Kepada Masyarakat (PkM) Vol. 5 No. 2 (2022): Nopember: Pengabdian Kepada Masyarakat (PkM)
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/abdimas.v5i2.3350

Abstract

Perkembangan teknolgi infromasi saat ini yang serba digitalisasi mendorong UMKM Fitri Mutiara Lombok dalam memasarkan produk UMKM nya secara online. Menurunnya penjualan secara langsung yang salah satu disebabkan terjadinya pandemic covid 19 mendorong pengabdi dalam membantu UMKM untuk memasarkan secara online. Kegiatan ini dilakukan bertujuan untuk membantu UMKM Fitri Lombok dalam memasarkan penjualan mutiaranya secara online atau e-Comers agar dapat meningkatkan penjualan. PKM ini menghasilkan sebuah aplikasi pengjuan online atau disebut juga dengan e-comers. Dengan e-comers yang telah di bangun dapat membantu UMKM Fitri Mutiara Lombok dalam meningkatkan produktifitas dalam hal penjualan yang biasanya dilakukan secara ofline tetapi juga bias secara online
Implementasi Rangkaian LED dan DC Water Pump pada Miniatur Taman sebagai Media Belejar untuk Siswa Difabel Sirojul Hadi; Anthony Anggrawan; M Najmul Fadli; Kurniadin Abd Latif; Muhammad Zulfikri; Tomi Trisujaka; Rini Anggriani
ADMA : Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol 4 No 1 (2023): ADMA: Jurnal Pengabdian dan Pemberdayaan Masyarakat
Publisher : LPPM Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/adma.v4i1.2935

Abstract

Students with disabilities are special students who have equal opportunities to be independent and able to develop themselves. Through learning and increasing creativity and innovation, students with disabilities will be able to compete and contribute to progress and development of self-ability in the community environment. The rapid development of technology requires children to learn from an early age. The first step to foster children's interest in learning about technology is to create technology-based learning media. Therefore community service is carried out with the aim that students with disabilities can learn about technology and can create a work that is used as a medium for learning about technology. The PkM method used is the experimental method. The result of the PkM that has been implemented is that students can enthusiastically learn about technology such as making led circuits and water pump circuits. Six deaf students were able to successfully make LED circuits and water pump circuits for a miniature garden.