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PENGEMBANGAN APLIKASI PENGAMAN BERKAS MENGGUNAKAN ALGORITMA BLOWFISH Adrian, Aldo; Permana, Silvester Dian Handy
SISFO Vol 7 No 1 (2017)
Publisher : Department of Information Systems, Institut Teknologi Sepuluh Nopember

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Abstract

Ponsel mampu memberikan keleluasaan dalam mengakses informasi kepada penggunanya. Ponsel dengan sistem operasi Android sedang menguasai pasar dengan peminatan terbanyak tetapi memiliki keamanan yang rendah. Celah keamanan yang ditemukan pada ponsel dengan sistem operasi Android adalah kerentannya terhadap malware dan ancaman lain seperti penyadapan. Oleh karena isu keamanan yang terdapat pada ponsel dengan sistem operasi Android, maka penelitian ini dibuat dengan tujuan menciptakan suatu aplikasi yang dapat mengamankan segala informasi dalam bentuk berkas yang tersimpan dalam ponsel pengguna. Aplikasi ini memanfaatkan algoritma Blowfish yang populer dengan keandalan dan kecepatan dalam proses pengamanannya. Aplikasi ini berjalan di ponsel dengan sistem operasi Android versi Kitkat dan mampu mengamankan segala format berkas sehingga meminimalisir isu keamanan Android.
Sistem Penunjang Keputusan Pemilihan Sekolah Menengah Kejuruan Teknik Komputer Dan Jaringan Yang Terfavorit Dengan Menggunakan Multi-Criteria Decision Making ., Faisal; Permana, Silvester Dian Handy
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 2, No 1 (2015)
Publisher : Fakultas Ilmu Komputer

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Abstract

Abstrak Sistem pendukung keputusan (SPK) adalah sebuah sistem yang dapat membantu seseorang dalam mengambil keputusan dari berbagai jenis pilihan yang dilakukan secara akurat dan sesuai dengan sasaran yang diinginkan. Banyak permasalahan yang dapat diselesaikan dengan menggunakan sistem pendukung keputusan. Dalam makalah ini sistem pendukung keputusan digunakan untuk membantu para lulusan siswa-siswi Sekolah Menengah Pertama (SMP) dalam menentukan pilihan masuk atau melanjutkan sekolahnya ke sebuah Sekolah Menengah Kejuruan Teknik Komputer Dan Jaringan (SMK TKJ) yang favorit dari beberapa pilihan sekolah yang ada yang ingin mereka pilih sebagai lanjutan tahapan pendidikan berikutnya. Metode yang digunakan dalam penelitian ini yaitu menggunakan metode Multi-Criteria Decision Making (MCDM) dan Analytical Hierarchy Process (AHP), karena metode yang paling banyak digunakan dalam memecahkan permasalahan yang bersifat multi kriteria, seperti memecahkan masalah sistem pendukung keputusan dalam menentukan pemilihan masuk ke Sekolah Menengah Kejuruan Teknik Komputer Dan Jaringan (SMK TKJ) yang favorit. Hasil akhir dari penelitian ini yaitu nilai bobot 44,8% dari jawaban reponden memilih SMK TI 2, nilai bobot 29,3% dari jawaban reponden memilih SMK TI 1 dan nilai bobot 25,9% dari jawaban reponden memilih SMK TI 3 sebagai pilihan sekolah mereka. Kata kunci: Sistem pendukung keputusan, Pemilihan SMK TKJ, Multi-Criteria Decision System, Analytical Hierarchy Process Abstract Decision support system (DSS) is systems that can help a person to make decisions on the various types of options are done accurately and in accordance with the desired goals. Many problems can be solved by using decision support systems. In this research the decision support system is used to help the Junior High School (SMP) graduate students in determining the choice to enter or continue their education to a favorite Vocational High School of Computer Engineering and Networks (SMK TKJ) that anyone wants they select as an advanced stage subsequent education. The method used in this research is using Multi-Criteria Decision Making (MCDM) and Analytical Hierarchy Process (AHP), because it is the most widely used method in solving the problems that are multi-criteria, such as decision support systems to solve problems in determining the election into the favorite Vocational High School of Computer Engineering and Networks (SMK TKJ). The end result of this research is 44.8% weighted value of the respondents answers is chose the SMK TI 2, 29.3% weight value of the respondents answers is chose the SMK TI 1 and 25,9% weight value of the respondents answers is chose the SMK TI 3 as their favorite school. Keywords: Decision support system, Election SMK TKJ, Multi-Criteria Decision System, Analytical Hierarchy Process
Analisa Dan Perancangan Aplikasi Point Of Sale (POS) Untuk Mendukung Manajemen Hubungan Pelanggan Permana, Silvester Dian Handy; ., Faisal
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 2, No 1 (2015)
Publisher : Fakultas Ilmu Komputer

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Abstract

Abstrak Perkembangan dunia bisnis mendorong perusahaan untuk selalu berusaha meningkatkan kualitas produk dan pelayanan kepada konsumen. Layanan pembelian barang dapat dilakuan secara elektronik dan juga dapat dilakukan secara online atau electronic commerce. Penerapan solusi bisnis tersebut merupakan komitmen dalam meningkatkan keunggulan kompetitif pelanggan korporatnya dalam hal efisiensi, efektivitas, kinerja, serta pengembangan bisnis. Adapun tujuan dari penelitian ini yaitu melakukan analisis dan perancangan aplikasi point of sale (POS) untuk mendukung sistem layanan pembelian yang dapat membantu para pengusaha kecil dan menengah dalam pengelolaan data. Pembuatan aplikasi POS ini dimulai dari pengumpulan seluruh data-data yang dibutuhkan dengan menggunakan metode observasi dan wawancara, perancangan model aplikasi dengan pendekatan diagram berbasis obyek dengan alat bantu perancangan aplikasi berupa diagram alir / flowchart dan Unified Modeling Language (UML) hingga diimplementasikannya aplikasi POS ini. Dengan diterapkannya aplikasi point of sales (POS) ini dapat membantu tugas-tugas pihak-pihak terkait atau seluruh stake-holder yang berhubungan langsung dengan aplikasi POS ini. Kata kunci: Manajemen hubungan pelanggan, point of sales, electronic commerce, Unified Modeling Language Abstract The development of the business prompted the company to always strive to improve the quality of products and services to consumers. The service can purchase goods was done electronically and can also be done online or electronic commerce. Implementation of business solutions is a commitment to improve its corporate customers a competitive advantage in terms of efficiency, effectiveness, performance, and business development. The research purpose is to analyze and design the application point of sale (POS) system to support the purchase of services that can help small and medium entrepreneurs in data management. The application point of sale (POS) system develop is started from collecting all the data required by using observation and interviews method,  the application model design using object-oriented diagram approach, the design tools using flowchart and Unified Modeling Language (UML) till the implementation of this POS application. The implementation of the application point of sales (POS) can help tasks related parties or all of the stakeholders that are directly related to this POS application. Keywords: Customer relation management, point of sales, electronic commerce, Unified Modeling Language
Analisa dan Perbandingan Kinerja Routing Protocol OSPF dan EIGRP dalam Simulasi GNS3 Loka, Gede Andika; Permana, Silvester Dian Handy; Bintoro, Ketut Bayu Yogha
JISA(Jurnal Informatika dan Sains) Vol 1, No 1 (2018): JISA(Jurnal Informatika dan Sains)
Publisher : Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jisa.v1i1.300

Abstract

Router is the network equipment for route the packet from one network segment to another in a bigscale network. Router can route packet because there is a routing table in router configuration. Routing table is anaddress list of source and destination address where the packet will be routed. There are two methods of routing tableconfiguration, static routing and dynamic routing. Static routing is a routing table configuration method where all ofrouting table content is configured manually, usually for a small scale of network. Dynamic network is a routing tableconfiguration method by the router automatically, usually for a big scale of network. A dynamic routing is built fromthe routing information collected by the routing algorithm. There are two routing algorithm, link-state and distancevector algorithm. This simulation will be built in GNS3 simulation software. Goal of this research is to compare theperformance between that two algorithm from two routing protocol that using each of those two algorithm. Thecomparison will be running between OSPF routing protocol on the link state routing protocol and EIGRP on thedistance vector routing protocol side. The result of this analysis and comparison of those two routing protocol isexpected to be a reference of choosing better routing protocol in building a network
Comparative Analysis of Pathfinding Algorithms A *, Dijkstra, and BFS on Maze Runner Game Handy Permana, Silvester Dian; Yogha Bintoro, Ketut Bayu; Arifitama, Budi; Syahputra, Ade
IJISTECH (International Journal of Information System & Technology) Vol 1, No 2 (2018): May
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (205.803 KB) | DOI: 10.30645/ijistech.v1i2.7

Abstract

Maze Runner game is a game that requires pathfinding algorithm to get to the destination with the shortest path. This algorithm is used in an NPC that will move from start node to destination node. However, the use of incorrect algorithms can affect the length of the computing process to find the shortest path. The longer the computing process, the longer the players have to wait. This study compared pathfinding algorithms A *, Dijkstra, and Breadth First Search (BFS) in the Maze Runner game. Comparison process of these algorithms was conducted by replacing the algorithm in the game by measuring the process time, the length of the path, and the numbers of block played in the existing computing process. The results of this study recommend which algorithm is suitable to be applied in Maze Runner Game.
Pembangunan Aplikasi Game Android Pengenalan Pola Warna Pada Paud Posdaya Permana, Silvester Dian Handy
JURNAL INFOTEL Vol 7 No 2 (2015): November 2015
Publisher : LPPM INSTITUT TEKNOLOGI TELKOM PURWOKERTO

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (420.85 KB) | DOI: 10.20895/infotel.v7i2.38

Abstract

Pendidikan anak usia dini (PAUD) adalah jenjang pendidikan sebelum jenjang pendidikan dasar yang merupakan suatu upaya pembinaan yang ditujukan bagi anak berusia dua sampai dengan usia enam tahun. Salah satu aspek dalam kecerdasan yang harus dikembangkan oleh anak usia dini adalah warna. Mereka harus mengenal berbagai jenis warna yang ada. Hal ini harus dilatih untuk mempersiapkan anak usia dini masuk ke jenjang pendidikan selanjutnya. Selain itu, pengenalan warna untuk anak usia dini juga dapat mendeteksi dan mengidentifikasi buta warna pada anak. Hal ini sangatlah penting untuk kelanjutan kehidupan anak dan pendidikan yang akan orang tua berikan kepada anak. Dalam penelitian ini akan dibuat pengenalan pola warna dalam bentuk permainan ponsel dimana saat ini banyak orang tua sudah menggunakan ponsel pintar dalam kehidupan sehari-hari sehingga kita dapat memanfaatkan ponsel pintar tersebut untuk pendidikan. Pengembangan aplikasi ini menggunakan android studio. Pengembangan aplikasi ini menggunakan metode Systems Development Life Cycle. Aplikasi yang dihasilkan adalah program game yang dapat dipasang dalam ponsel pintar khususnya Android. Seluruh fungsionalitas dalam aplikasi ini sudah diuji dan dapat memenuhi harapan dari peneliti untuk mengemas pendidikan dalam game. Pengemasan pendidikan dalam rupa game juga akan menambah daya tertarik anak untuk mempelajari sesuatu yang baru.
Game Developer Readiness Index in Indonesia Permana, Silvester Dian Handy
IJTB (International Journal of Technology And Business) Vol 2 No 1 (2018): IJTB|International Journal of Technology And Business
Publisher : LPPM of STIMIK ESQ

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Abstract

Indonesia is the fourth largest country in the world. The population has reached more than 260 million in 2017 and will increase by 1.49% annually. From the entire population there in Indonesia, 100 million People already enjoy internet services. The games apply the freemium method which means, players who spend some funds for their account will get more facilities than those who do not pay. 2.5 million People in Indonesia use their money to buy facilities in the game although the games played by them are mostly created by foreign countries. This is a new form of colonization in which we give some money to other countries. In response, Indonesia should be able to make their own games so that People here can become a technopreneur who gets revenue from it. People can make their own game developer company, a container for the games they are going to make. This research analyzes game developers in Indonesia level of readiness in making their own game. This research will involve a variety of new game developers in Indonesia. This research use questionnaire to get data from game developers. The researcher used modified E-Readiness Methodology from Hartman Sifonis in analyzing the level of readiness of game making in Jakarta. This methodology divides the analysis into 4 factors which are Leadership, Governance, Competencies, and Technology. This methodology was modified by adding marketing factors. The result from this research shows that the game making level of readiness in Indonesia is at the e-savvy level (3 from the scales of 5). This shows that People in Indonesia already have adequate infrastructure and technology but, not yet supported by government policy. Besides that, game developers ask to be given a guide to managing their company. The result of this analysis is used as a reference for the development of game making by the society in the future.
Proses Clipping pada Map Game Online RPG menggunakan Algoritma Cohen-Sutherland permana, silvester dian handy
JISA(Jurnal Informatika dan Sains) Vol 1, No 1 (2018): JISA(Jurnal Informatika dan Sains)
Publisher : Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jisa.v1i1.301

Abstract

Nowadays, online games is the media for interaction with another people in the world. In this game, players are presented in the virtual world. This virtual world displayed on a graph of realism that have various shapes fact as houses, roads, walls, fences, etc. Players in this online game will also be given an avatar of the identity and the realization of the players in the virtual world. Virtual world in the online RPG game certainly require a lot of graphics realism in the viewport windows virtual but certainly not to display the virtual world as a whole. This is because the views of the players who became avatar certainly made equal to the real-world view of the player. In presenting part of the virtual world certainly requires clipping of the map which is a manifestation of the virtual world. Clipping technique used to use Cohen-Sutherland algorithm. This algorithm makes clipping as nine areas where the viewport window will be the main focus in the map and displayed on the screen viewport. This would blur the eight other areas that cannot be seen directly in the viewport. This study provides a view of the same players as in the real world that is played online games can provide a real experience to his players.
Modification of Ant Colony Optimization Algorithm to Solve the Traveling Salesman Problem Anindya, Alda Larasati; Bintoro, Ketut Bayu Yogha; Permana, Silvester Dian Handy
JISA(Jurnal Informatika dan Sains) Vol 3, No 2 (2020): JISA(Jurnal Informatika dan Sains)
Publisher : Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jisa.v3i2.704

Abstract

Traveling salesman problem (TSP) is an optimization problem in determining the optimal route of a number of nodes that will only be passed once with the initial node as the final destination. One method for solving TSP is the Ant Colony Optimization (ACO) Algorithm. ACO is inspired by ant behaviour in searching for food, where ants produce pheromones to find food sources and make a route from the colony to food that will be followed by other ants. However ACO has not been considered as the optimal method for resolving TSP. This is because ACO has several shortcomings in the computational process. Comparisons between pheromones are not yet clear, and slow computing time causes the results of ACO to be not optimal. To correct these deficiencies, modifications will be made to the ACO. Modifications are made by changing some values in the ACO, such as adjusting the number of ants by the node automatically, changing the value in the pheromone renewal, and adding value to the construction of the solution. The outcome of this research is the modification of ACO did not provide shorter computing time with a more accurate final value, thus did not provide an optimal solution. The test results in this study found that the average computation time for the last iteration of each test was 0.54 second, and for the 10 iteration computation time obtained an average of 5.54 second for four tests. The amount of memory used in four tests in this study was 440.11 mb for 10 iterations.
The Implementation of Augmented Reality Hairstyles at Beauty Salons Using the Viola-Jones Method (Case Study: Eka Salon) Gustira Putri, Graha Virgian; Syahputra, Ade; Permana, Silvester Dian Handy
JISA(Jurnal Informatika dan Sains) Vol 3, No 2 (2020): JISA(Jurnal Informatika dan Sains)
Publisher : Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jisa.v3i2.847

Abstract

Augmented reality is the technology that superimposes a computer-generated digital content on a user's view of the real world in a real time so users can experience the real virtual objects. The use of augmented reality has spread into various industries, for an example in the fashion industry. One of fashion industry type is hairstyle industry. Eka Salon is a beauty salon that provides beauty treatments for women's hair care. This salon has a problem that customer are not satisfacted with the results of their new haircut because that doesnt match with their expectations. This can be seen from the results of observations at Eka Salon is resulted that 8 out of 15 interviewed customers were not satisfied with their new haircuts because it did not match the appearance in the catalog. In this research, an augmented reality hairstyles will be made that can visualize how the shape of the selected hairstyle by the customer without having to cut their hair first. The Viola-Jones method was chosen as the method used in this study because it has a high accuracy of 90% in face detection. The result of this research is that the Viola-Jones method can detect facial surfaces and generate a 3D hairstyle model distance to 100cm properly. The test of the acceptance level of this application is carried out by Eka Salon customers with an average percentage of 84.3%.