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MENCEGAH SERANGAN DDOS (DISTRIBUTED DENIAL OF SERVICE) TERHADAP EMAIL SERVER Mangapul Siahaan
Science Tech: Jurnal Ilmu Pengetahuan dan Teknologi Vol 7 No 2 (2021): Agustus
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/st.vol7.no2.a9656

Abstract

An email service provider or email server is a very important application for a company. With the development of information technology and internet crime, there is a possibility of attacks on the email server resulting in dense email server traffic, thus slowing the performance of the email server and disrupting the service to email server users. One of the attacks that occurred was a DDOS (Distributed Denial of Service) attack where the attack paralyzed server performance by sending many packets from various sources of IP addresses to one target. One of the DDoS attacks on the email server is to disable the SMTP, IMAP, POP3 protocols. Prevention of this attack can be done with Fail2ban which can detect unusual activity and perform an automatic block. In this study using the NDLC method, starting from analysis, design, simulation, and implementation. The results obtained by implementing fail2ban to prevent DDoS attacks on email servers can reduce incoming spam by up to 21%.
Penerapan Artificial Intelligence (AI) Terhadap Seorang Penyandang Disabilitas Tunanetra Mangapul Siahaan; Christopher Harsana Jasa; Kevin Anderson; Melissa Valentino Rosiana; Satria Lim; Wahyu Yudianto
Journal of Information System and Technology (JOINT) Vol 1 No 2 (2020): Journal of Information System and Technology (JOINT)
Publisher : Program Sarjana Sistem Informasi, Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/joint.v1i2.4322

Abstract

For a person with visual disabilities, in modern times it is not an obstacle for them to study in order to get good and highest possible insights, therefore an Artificial Intelligence is created or it can be called (Artificial Intelligence). Artificial Intelligence can be said as robots that mimic human behavior, the purpose of Artificial Intelligence is to facilitate an activity or work for humans. One example is (Speech Recognition). Speech Recognition is a process that identifies the sound that comes from the pronunciation of a spoken word, Speech Recognition is a system that can recognize voices from humans and then translate it into data that can be captured by a computer system. Blindness is a general term used for the condition of a human who experiences disturbances or obstacles in the sense of sight. With this Speech Recognition, can make it easier for a person with visual disabilities to do daily activities better.
Immersive Learning Experience pada Pembelajaran Daring dengan Penggunaan Virtual Reality Mangapul Siahaan; Katherine Oktaviani; Julia Julia
Jurnal Teknik Informatika UNIKA Santo Thomas Vol 6 No. 1 : Tahun 2021
Publisher : LPPM UNIKA Santo Thomas

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (329.626 KB) | DOI: 10.54367/jtiust.v6i1.1052

Abstract

Penelitian ini dilakukan untuk menganalisa dan menggagas model pembelajaran yang berpotensi meningkatkan efektivitas pembelajaran daring dengan cara meningkatkan student engagement dan motivasi belajar melalui penerapan Virtual Reality dan Gamification in Learning. Analisa dilakukan dengan metode meta-analisis jurnal dimana tim penulis melakukan penelusuran terhadap berbagai sumber artikel dan jurnal untuk menggagas suatu model pembelajaran menarik untuk diterapkan dalam pembelajaran jarak jauh. Melalui penelitian, ditemukan bahwa model pembelajaran daring yang saat ini digunakan belum efektif serta berisiko menurunkan student engagement dan motivasi belajar. Dengan keunikannya dalam menjaring student engagement, teknologi Virtual Reality dan gamification in learning dapat dipertimbangkan sebagai pelengkap, media, dan metode untuk pembelajaran daring
Perancangan Enterprise Architecture Sistem Informasi Menggunakan Framework TOGAF ADM 9.2 PT. XYZ Mangapul Siahaan
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol 10, No 1 (2021): MARCH
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v10i1.1087

Abstract

PT.XYZ is a gas oil manufacturing company, which produces offshore oil and gas drilling equipment. In supporting its business processes, this company uses a separate module application which causes data flow to be interrupted and results in the company experiencing delays in managing data and getting information on time. Based on the analysis of the problem, the researcher will design an integrated enterprise information system architecture for sales, finance, raw material procurement, production, project plan, and inventory. The method used is the TOGAF ADM 9.2 framework which consists of four phases, namely the vision architecture, business architecture, information system architecture, and technology architecture phases. This enterprise architecture design produces a blueprint as a guideline or framework in the development of information systems at PT. XYZ. The overall result of this research is to produce an enterprise architecture information system design
Immersive Learning Experience pada Pembelajaran Daring dengan Penggunaan Virtual Reality Mangapul Siahaan; Katherine Oktaviani; Julia Julia
Jurnal Teknik Informatika UNIKA Santo Thomas Vol 6 No. 1 : Tahun 2021
Publisher : LPPM UNIKA Santo Thomas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54367/jtiust.v6i1.1052

Abstract

Penelitian ini dilakukan untuk menganalisa dan menggagas model pembelajaran yang berpotensi meningkatkan efektivitas pembelajaran daring dengan cara meningkatkan student engagement dan motivasi belajar melalui penerapan Virtual Reality dan Gamification in Learning. Analisa dilakukan dengan metode meta-analisis jurnal dimana tim penulis melakukan penelusuran terhadap berbagai sumber artikel dan jurnal untuk menggagas suatu model pembelajaran menarik untuk diterapkan dalam pembelajaran jarak jauh. Melalui penelitian, ditemukan bahwa model pembelajaran daring yang saat ini digunakan belum efektif serta berisiko menurunkan student engagement dan motivasi belajar. Dengan keunikannya dalam menjaring student engagement, teknologi Virtual Reality dan gamification in learning dapat dipertimbangkan sebagai pelengkap, media, dan metode untuk pembelajaran daring
Analisis Penerimaan Aplikasi Transportasi Online di Kepulauan Riau Menggunakan Metode Technology Acceptance Model Mangapul Siahaan; Kelvin Kurniawan
Journal of Applied Informatics and Computing Vol 6 No 1 (2022): July 2022
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jaic.v6i1.3509

Abstract

Traffic density in the Riau Islands area is increasing day by day. Population density that has exceeded this threshold causes congestion on the road which causes losses to people who are carrying out activities. As e-commerce grows rapidly, it becomes a push for e-commerce applications that develop in line with the community's need for online application-based services that operate on smartphones. The application of online application-based transportation services that are growing rapidly. One of the factors of this online application-based transportation service innovation is the growing number of internet services offered by internet service providers and more and more internet users, so that the internet becomes a necessity and lifestyle for the community. This research is a development of previous research in examining the factors that influence public acceptance of online transportation applications using the UTAUT2 research model; the current study uses the Technology Acceptance Model research model. This questionnaire was distributed to 400 respondents to the residents of the Riau Islands using Amos and SPSS. The results of the analysis of transportation application online acceptance in Riau Kepulauan using Technology Acceptance Model were seen from the construct of behavioral intention use to attitude toward using is 100%, actual system use to behavioral intention to use is 94.7%, perceived usefulness to perceived ease of use is 80.3%, attitude toward using to perceived usefulness is 47.6% whereas behavioral intention use to perceived usefulness is not effected as positive.
Comparative Analysis Study of Front-End JavaScript Frameworks Performance Using Lighthouse Tool Mangapul Siahaan; Vincent Octarian Vianto
Jurnal Mantik Vol. 6 No. 3 (2022): November: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mantik.v6i3.3131

Abstract

JavaScript is one of the most widely known and widely used programs. The most common determining factor when choosing the proper framework for a job. Through a comparative analysis of several JavaScript frameworks like React, Angular, Vue, Svelte, and SolidJS, this research aimed at understanding how web applications perform. As part of this research and to compare JavaScript Framework, system development used SDLC Waterfall for each framework to build Weather App. According to the performance testing results, The FCP value of the five frameworks has a score of fewer than 1,8 seconds. The SI value of the five frameworks is less than 3.4 seconds. The LCP value of the five frameworks is less than 4 seconds. The TTI value of the five frameworks is less than 3.8 seconds The TTI value of the five frameworks is less than 3.8 seconds. Based on the results of the analysis and testing conducted in this research using Google Lighthouse, Vue delivers the best performance when implementing the Weather App.
Perancangan dan Implementasi Sistem Manajemen Sekolah di SMA Katolik Yos Sudarso Batam Menggunakan Metode Scrum Ricky Hartanto; Mangapul Siahaan
National Conference for Community Service Project (NaCosPro) Vol 4 No 1 (2022): The 4th National Conference of Community Service Project 2022
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/nacospro.v4i1.7099

Abstract

SMA Katolik Yos Sudarso Batam adalah sekolah menengah atas di Batam provinsi Kepulauan Riau yang berdiri sejak tahun 1977. SMA Katolik Yos Sudarso saat ini belum memiliki sistem untuk menyimpan dan mengorganisir data-data murid, guru, dan karyawan. Oleh karena itu, Universitas Internasional Batam menjalin hubungan kerja sama dengan SMA Katolik Yos Sudarso untuk merencanakan dan mengembangkan sistem manajemen sekolah. Metode pengembangan website ini menggunakan framework Scrum dengan melakukan wawancara dengan Kepala Sekolah SMA Katolik Yos Sudarso. Sistem disusun menggunakan bahasa pemograman PHP, XAMPP, ReactJS, dan Laravel. Penelitian menunjukkan sistem manajemen sekolah yang telah dikembangkan dapat membantu sekolah untuk menyimpan data dengan aman.
Perancangan Dan Implementasi Website Absensi Siswa Dan Guru Di Smk Mutistudi High School Menggunakan Framework Scrum Vincent Octarian Vianto; Mangapul Siahaan
National Conference for Community Service Project (NaCosPro) Vol 4 No 1 (2022): The 4th National Conference of Community Service Project 2022
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/nacospro.v4i1.7182

Abstract

SMK Multistudi High School adalah salah satu sekolah menengah kejuruan yang ada di Kota Batam yang didirikan pada tahun 2007. SMK Multistudi High School masih menggunakan masih menggunakan desktop app secara offline dalam merekapitulasi data absensi siswa dan juga belum adanya absensi untuk guru di setiap jadwal masing-masing. Kegiatan ini bertujuan untuk merancang dan mengimplementasikan website absensi siswa dan guru agar memeprmudah mengolah data absensi. Teknik pengumpulan data dilakukan dengan wawancara kepada Bapak Dedi Aviadi, S.Pd. selaku Ketua Program Keahlian Pengembang Perangkat Lunak dan Gim di SMK Multistudi High School dan observasi. Metode pengembangan website ini adalah Agile Scrum. Website absensi siswa dan guru dirancang menggunakan ReactJs, ExpressJS, dan MySQL. Hasil dari kegiatan ini adalah berupa website yang memiliki tiga tampilan untuk dipakai secara terpisah yaitu admin, guru dan siswa.
Perencanaan Desain Ulang Website SMKN 2 Batam Muhammad Sulton Maulana; Mangapul Siahaan
National Conference for Community Service Project (NaCosPro) Vol 4 No 1 (2022): The 4th National Conference of Community Service Project 2022
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/nacospro.v4i1.7116

Abstract

SMK Negeri 2 Batam adalah sekolah negeri yang berdiri sejak tahun 2006 dengan akreditasi A yang terletak di kota Batam, Jalan Pemuda 5, Legenda Malaka. Salah satu ciri kemajuan suatu bangsa dapat dinilai dari kualitas pendidikannya. Karena pendidikan memegang peranan yang sangat penting dalam memberikan kesan kepada generasi penerus bangsa. Saat ini bahasa Inggris merupakan salah satu bahasa asing yang wajib dipelajari setiap orang, karena bahasa Inggris merupakan bahasa internasional yang digunakan sebagai bahasa komunikasi antar negara. Pada proses perancangan luaran, penulis membuat sebuah lintas waktu yang menggunakan pengumpulan informasi melalui website lama SMK Negeri 2 Batam, perbincangan dengan Ibu Devi serta pemilahan data yang akan digunakan nantinya untuk diinput ke media pembelajaran SMK Negeri 2 Batam. Setelah melakukan implementasi media pembelajaran dalam bentuk video animasi, terdapat peningkatan minat siswa/i SMK Negeri 2 Batam.