Claim Missing Document
Check
Articles

Found 8 Documents
Search
Journal : Teknomatika: Jurnal Informatika dan Komputer

PERANCANGAN FUNGSI TERBILANG GENERIK MENGGUNAKAN TEKNIK REKURSI Choerun Asnawi; Chanief Budi Setiawan
Jurnal Teknomatika Vol 3 No 1 (2010): TEKNOMATIKA
Publisher : Fakultas Teknik dan Teknologi Informasi, Universitas Jenderal Achmad Yani Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Angka telah menjadi bagian yang penting dalam kegiatan manusia. Dalam keadaan tertentu, seringkali diperlukan penyebutan nilai dari suatu angka, misal dalam transaksi keuangan. Penyebutan nilai angka mengikuti aturan tertentu sesuai bahasa yang digunakan, dengan beberapa pengecualian untuk sejumlah angka tertentu. Untuk keperluan penyebutan nilai angka ini, sebuah fungsi dalam bahasa pemrograman dapat didefinisikan. Algoritma rekursif digunakan dalam fungsi ini, untuk mendapatkan hasil penyebutan angka yang teratur sesuai posisi digit masing-masing.
Membangun Aplikasi Augmented Reality Berbasis Android di Museum Sudirman Magelang Yuda Nurhusna; Chanief Budi Setiawan; Netania Indi Kusumaningtyas
Jurnal Teknomatika Vol 13 No 2 (2020): TEKNOMATIKA
Publisher : Fakultas Teknik dan Teknologi Informasi, Universitas Jenderal Achmad Yani Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30989/teknomatika.v13i2.1094

Abstract

A museum is an institution intended for the general public. One of them is the Sudirman Museum, which is located at Magelang City, Central Java. This museum contains relics of General Sudirman that were used during his war. Each museum has different rules in terms of the interaction between visitors and objects on display in the museum. Sudirman Museum is one of the museums that do not allow not to touch objects directly and display information incomplete on each item in the collection. This study aims to overcome the limitations of interaction between museum visitors and objects on display in the museum. This study develops a mobile application based on an operating system based on Augmented Reality that can add to the attraction of the Sudirman museum for visitors so that it is expected to attract visitors to the museum. The results of this research are in the form of an Android application that simulates the contents of the museum and its information through a 2D display on a cellphone screen. In this way, visitors are expected to experience the experience of being in the museum through Augmented Reality. This Augmented Reality-based Android application is designed using the waterfall method and is made using the Unity3D, Vuforia SDK, and Blender applications
Analisis Forensik Digital Pada Komentar Youtube Live Menggunakan Sentiment Analysis Uning Kristiana; Alfirna Rizqi Lahitani; Chanief Budi Setiawan; Nafisa Alfi Sa'diya
Jurnal Teknomatika Vol 15 No 1 (2022): TEKNOMATIKA
Publisher : Fakultas Teknik dan Teknologi Informasi, Universitas Jenderal Achmad Yani Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30989/teknomatika.v15i1.1115

Abstract

The development of increasingly sophisticated technology can have a positive influence on various aspects of our daily lives. From the survey results of the Indonesian Internet Services Association (APJII) in the second quarter of 2019-2020, it shows that Internet users of the operator spend more time watching online videos. Youtube video content watching is open to the public and all ages can freely watch it. However, the content and comments are not necessarily suitable for audiences of all ages to read. Of course, Youtube video content can also affect behavior, especially minors.The purpose of this research is to conduct digital forensic analysis on Youtube Live Comments using sentiment analysis.The research method used applies the NIST SP 800-86 method, namely Collection, Examination, Analysis, and Reporting. Sentiment analysis resulted in 0.01 in the comments on the two videos tested, namely the PUBG and Free Fire video games. Sentiment analysis resulted in 0.01 in the comments on the two videos tested, namely the PUBG and Free Fire video games.
Analisis Kesadaran Cyber Security di Kalangan Pengguna Layanan Keuangan Digital Indonesia Maulida Farahanita; Chanief Budi Setiawan; Rama Sahtyawan; Nurul Fatimah
Jurnal Teknomatika Vol 15 No 1 (2022): TEKNOMATIKA
Publisher : Fakultas Teknik dan Teknologi Informasi, Universitas Jenderal Achmad Yani Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30989/teknomatika.v15i1.1119

Abstract

The rapid development of information technology has led most people to choose to use digital banking and financial services to carry out various financial transactions. The most common crimes that occur are in the banking industry, including hacking (hacking of digital services), skimming (copying data information from digital service users), defacing (replacing or modifying digital service pages), phishing (deception of digital service users), BEC (business email compromise), and social engineering (social engineering to digital service users). To measure the level of cyber security awareness among users of digital financial services in Indonesia using the AHP method. This research is a quantitative study by distributing online questionnaires, then analyzed using the AHP method to find out which criteria have the highest or lowest scores. The largest weight of these criteria is knowledge of 0.5009, then sequentially is attitude of 0.3307, and behavior of 0.173. Digital financial service users already have insight or knowledge regarding how to maintain the security of their personal data, but it is still lacking in its application, so it is necessary to conduct in-depth re-education regarding the big risks given by carelessly maintaining privacy data. On the Attitude criteria; users still save PIN/passwords in smartphone notes, install applications outside the Play Store or App Store, rarely update the operating system on their smartphones, and leave their smartphones to other people or public places. On the Behavior criteria; users still use the same PIN/password on different accounts.
Sistem Pendukung Keputusan Gizi dan Penentuan Stunting Berbasis Web di Posyandu Mutiara Rifky Nur Febryan; Arief Ikhwan Wicaksono; Chanief Budi Setiawan; Nurul Fatimah
Jurnal Teknomatika Vol 14 No 1 (2021): TEKNOMATIKA
Publisher : Fakultas Teknik dan Teknologi Informasi, Universitas Jenderal Achmad Yani Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30989/teknomatika.v14i1.1121

Abstract

Posyandu is the activity base in the field of health for the community, with the Posyandu is expected to community conscious will Healt sice early, because of the activities of Posyandu many involving various parties, especially on helath early is a todder. This Posyandu is regulated and supervised by the Puskesmas in order to maximize activities in the field of Healt between RT and RW. In the case of these many activities are still relying on the recording is manually and a lot of data that is not structured. There is also a wighing activity for toddlers who still use the manual method, namely checking the Card Towards Health (KMS) book. The study is intended to create a system supporting decision that can be used by Kader Posyandu in doing the reporting activities of the weighing toddlers and provides a place virtual namely the facility to upload data that is used to store the data Softcopy which can be downloaded back. This system also provides alternative features for determining nutrition and stunting. The result of the study of this form of system support decisions thet help Kader Posyandu in doing the repoting activities of the weighing toddlers and announcements weighing toddlers. The Nutrition Decision Support System and Stunting Determination at the Posyandu Mutiara was designed using the Naïve Bayes Classification method and was made using the PYTHON programming language by utilizing the Flask Framework, Bootstrap Framework, and MySQL as a database.
Analisis Quality of Service (QOS) pada Akses Game Online Menggunakan Standar Tiphon Bambang Nakulo; Chanief Budi Setiawan; Rama Sahtyawan; M. Abu Amar Al Badawi
Jurnal Teknomatika Vol 15 No 1 (2022): TEKNOMATIKA
Publisher : Fakultas Teknik dan Teknologi Informasi, Universitas Jenderal Achmad Yani Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30989/teknomatika.v15i1.1130

Abstract

The quality of internet service plays a crucial role in online gaming experiences. This study focuses on assessing the quality of internet services provided by 6 cellular cards in Indonesia using the TIPHON standard. The objective is to determine the suitability of these services for online gaming on a website. Data packets generated during online gaming sessions were captured using the Wireshark application in three different locations. The captured data was processed using the TIPHON standard formula to evaluate the quality of internet service provided by the 6 cellular cards. The analysis of the captured data revealed that three cellular cards, namely Telkomsel, XL, and Tri, demonstrated good performance in terms of providing a quality online gaming experience. The results were consistent across the three tested locations. Based on the TIPHON standard, the evaluation of 6 cellular cards in three different locations indicated that three of them (Telkomsel, XL, and Tri) offer suitable internet service for playing online games on the website.
ANALISIS KOMPARATIF UX DESIGN PADA PLATFORM EDUKASI ONLINE Hendry Agus Setiawan; Muhammad Rifqi Ma’arif; Chanief Budi Setiawan; Fajar Syahruddin
Jurnal Teknomatika Vol 13 No 1 (2020): TEKNOMATIKA
Publisher : Fakultas Teknik dan Teknologi Informasi, Universitas Jenderal Achmad Yani Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30989/teknomatika.v13i1.1138

Abstract

User experience is the result of what the user feels and thinks when using a product or service, and makes the user experience subjective, therefore the user experience (user experience) can be tested in conjunction with other tests to get an objective assessment of the user when can be done directly with the product. This study will discuss the user experience using the User Experience Questionnaire and Focus Group Discussion methods. The process to be carried out is by using the Brainly and Quora applications obtained from the UEQ and FGD test questionnaires through interviews and data interviews from questionnaires. Based on the results of this study, the results of the analysis and comparisons with UEQ and FGD were obtained. The first test objectively used direct testing to respondents using the UEQ questionnaire which has 6 scales, namely: attractiveness, efficiency, perspective, dependability, stimulation and novelty, which are given to 11 respondents. Second, subjective testing using Focus Group Discussion for perceptions and more detailed user problems with interviews. From the second test conducted, it can be denied that the Brainly application is superior to Quora.
Analisis Kerentanan Menggunakan Vulnerability Assessment pada Situs Web Perguruan Tinggi Danang Prihanto; Adkhan Sholeh; Chanief Budi Setiawan; M. Abu Amar Al Badawi
Jurnal Teknomatika Vol 16 No 2 (2023): TEKNOMATIKA
Publisher : Fakultas Teknik dan Teknologi Informasi, Universitas Jenderal Achmad Yani Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30989/teknomatika.v16i2.1248

Abstract

Abstrak - Di Indonesia, terdapat beberapa fenomena yang menunjukkan rendahnya tingkat keamanan digital. Pada tahun 2021, terdapat 5.940 kasus web defacement dari beberapa sektor yang menjadi sasaran. Salah satunya dari sektor akademik, yaitu perguruan tinggi dengan total 2.217 kasus, menjadikannya sektor dengan kasus terbanyak. Oleh karena itu, peneliti melakukan pemindaian pada ketiga website FTTI. Penelitian dilakukan dengan tujuan dapat menganalisis dan mengetahui tingkat keamanan serta bentuk-bentuk kerentanan pada website FTTI di Universitas Jenderal Achmad Yani Yogyakarta, yaitu ftti.unjaya.ac.id, elearning.ftti.unjaya.ac.id, dan app.ftti.unjaya.ac.id. Dengan hasil yang diperoleh dari analisis, peneliti harus melaporkan kepada Kepala Pusat Sistem Informasi (PUSI) FTTI. Menggunakan metode vulnerability assessment dengan beberapa alat seperti Nmap, Nessus, dan WPScan. Pada metode ini terdapat beberapa tahapan, seperti persiapan (instalasi alat dan pengumpulan data yang diperlukan), mengidentifikasi kerentanan, dan analisis. Hasil penelitian ini menunjukkan bahwa dari ketiga website, terdapat berbagai tingkat kerentanan seperti Critcal, High, Medium, Low, dan Info. Pada website ftti.unjaya.ac.id yang menggunakan WordPress, tidak terdapat kerentanan yang parah setelah dilakukan pemindaian menggunakan ketiga alat yang digunakan. Sementara itu, pada elearning.ftti.unjaya.ac.id dan app.ftti.unjaya.ac.id, menunjukkan hasil penilaian VPR Top Threats bahwa keduanya berada pada tingkat Medium. Pada ketiga website yang telah dipindai, ditemukan bahwa ftti.unjaya.ac.id adalah website dengan tingkat kerentanan paling aman. Menurut hasil pemindaian, website elearning.ftti.unjaya.ac.id maupun app.ftti.unjaya.ac.id memiliki beberapa kerentanan dengan tingkat risiko High bahkan Critical.