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Kombinasi Arnold Cat Map dan Modifikasi Hill Cipher Menggunakan Kode Bunyi Beep BIOS PHOENIX Elvis Pawan; Kaharuddin Kaharuddin; Dony Arius
SISFOTENIKA Vol 9, No 2 (2019): SISFOTENIKA
Publisher : STMIK PONTIANAK

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (454.257 KB) | DOI: 10.30700/jst.v9i2.485

Abstract

 Safeguarding and securing a secret data is something that must be done either in personal, organizational, corporate or governmental data but not a few do not know how to secure data, especially in a message, so this research is conducted to provide a way to encrypt messages.In this research using a collaboration of the Hill Cipher algorithm and Arnold cat map, used to get maximum encryption results on data or messages. In its application, the Hill cipher algorithm will be modified using a bios phoenix sound code and image. Hill Cipher and Arnold Cat Map algorithms are suitable to be combined because it will produce strong enough encryption because the results of text-based encryption from the Hill Cipher algorithm will be encrypted again using the image-based Arnold Cat Map algorithm.This research resulted in the modification of a Hill Cipher algorithm and Arnold Cat Map in the encryption process and description to improve the security of data and information. Keywords— Hill Cipher, Arnold Cat Map, Cryptography, Steganography
Analisis Sentimen Pada Agen Perjalanan Online Menggunakan Naïve Bayes dan K-Nearest Neighbor Eka Wahyu Sholeha; Selviana Yunita; Rifqi Hammad; Veny Cahya Hardita; Kaharuddin Kaharuddin
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 3 No 4 (2022): February
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v3i4.178

Abstract

Social media has impact for decision maker to get more insights broadly. Including for online travel agent company, where costumer’s interest to use online travel agent for their chosen agent will grows along with the high number of customer’s satisfaction. As a one of the most important point in distribution, company provides a platform that reliable and effective to purchase a trip and share information of their experience through Online travel agent. It is important to know how consumer considerate which one the online travel agent they choose. One of their method is looking at the reviews. Facebook is one of social media that provide numerous reviews through comments sections. The research purposes are twofold, algorithm comparison and reveal the effect of uppercase as well as punctuation mark. The accuracy comparison between Naïve Bayes and K-Nearest Neighbor is provided against the datasets. This research collects the data from user comments on Facebook about the biggest three online travel agents in Indonesia. We classify the comments into three categories which are positive, negative, and neutral. The result of this research is found that K-Nearest Neighbor have slightly higher accuracy than the Naïve Bayes. Moreover, lowercase text without punctuation achieves better accuracy for both of algorithm.
PREDIKSI CUSTOMER CHURN PERUSAHAAN TELEKOMUNIKASI MENGGUNAKAN NAÏVE BAYES DAN K-NEAREST NEIGHBOR Kaharudin Kaharudin; Musthofa Galih Pradana; Kusrini Kusrini
Informasi Interaktif Vol 4, No 3 (2019): Jurnal Informasi Interaktif
Publisher : Universitas Janabadra

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (530.695 KB)

Abstract

For a company it is very vital. Customers are the key to running a business that is run. But in reality there are loyal customers and some are churned out. Churn is defined as the tendency of customers to stop doing business with a company. It is important for companies to be able to identify customers who have a tendency to be churn customers. Then a report is needed to be able to identify and make decisions for management. Prediction method using Naïve Bayes method produces an accuracy of 76% and K-Nearest Neighbor produces information with a K = 1 value of 73%, K = 3 which is 76% and K = 5 by 78% It can be concluded that the K-Nearest Neighbor Method with K = 3 has a better value. The results of customer predictions for a company can be used to take an example for the customer so they will not churn.  Keywords: Prediction, Customer, Churn, Naïve Bayes, Telecomunication, K-Nearest Neighbor.
KLASIFIKASI JENIS REMPAH-REMPAH BERDASARKAN FITUR WARNA RGB DAN TEKSTUR MENGGUNAKAN ALGORITMA K-NEAREST NEIGHBOR Kaharruddin Kaharruddin; Kusrini Kusrini; Emha Taufiq Luthfi
Informasi Interaktif Vol 4, No 1 (2019): Jurnal Informasi Interaktif
Publisher : Universitas Janabadra

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (348.156 KB)

Abstract

 Indonesia is a country famous for its spices wealth, spices have many benefits such as cooking and can also be used as medicine, but nowadays there are many Indonesian people who cannot distinguish each type of spices especially the rhizomes that will be used due to their shape quite similar, even though the selection of the right type of spices in accordance with the needs is very important because the spices used for cooking or medicine have different taste and efficacy, therefore the use of computer technology needs to be used to facilitate and accelerate humans in conducting classifications, this research classifies spices based on RGB and Texture colors using K-Nearest Neighbor Algorithm and distance measurement using Euclidean Distance, from 30 times the test experiment gets the result that the level of truth with K = 1 is 76%, K = 3 is equal to 67% and K = 5 by 63%. From these results it is known that based on GE colors and computer textures can classify spices but with a fairly low accuracy so that further development is needed such as adding form features. Keywords: classification, spices, K-Nearest Neighbor.
PERANCANGAN MOTION GRAPHIC SEBAGAI MEDIA KOMUNIKASI KESEHATAN DAN KESELAMATAN KERJA BAGI PEKERJA OPERASIONAL DI PELABUHAN TELUK BAYUR DI PT SEA ASIH LINES PADANG Yonky Pernando; Kaharuddin Kaharuddin
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol 5, No 2 (2022): June 2022
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v5i2.921

Abstract

Kesehatan dan keselamatan kerja dalam suatu perusahaan sangat penting untuk mencegah kecelakaan kerja yang terjadi, Oleh karena itu, sosialisasi tempat kerja dan keselamatan kerja sangat penting untuk terus berlanjut, namun setiap perusahaan memiliki situasi sendiri, tanpa sarana komunikasi yang tidak efektif. Maka dari itu penelitian ini merancang motion graphic sebagai media untuk media komunikasi.` Motion graphic memiliki keunikan tersendiri karena dibuat dengan menggabungkan ilustrasi dan teks untuk menciptakan sebuah informasi yang mudah dipahami. Hal ini karena informasi lebih mudah disampaikan melalui sarana pendengaran dan visual. Oleh karena itu motion graphic ini agar menjadi media komunikasi yang tepat sasaran dan jelas dari sebelumnya. `Motion -graphic yang -dibuat dalam video bentuk -2D agar media komunikasi di PT. Sea Asih Lines Padang bisa bermanfaat dengan baik. `Motion graphic ini dibuat dengan aplikasi Adobe After Effect serta membuat efek suara dengan menggunakan aplikasi Adobe Premier.
PEMBUATAN GAME PAMERAN VIRTUAL MENGGUNAKAN METODE GAME DEVELOPMENT LIFE CYCLE (GDLC) BERBASIS ANDROID Kaharuddin Kaharuddin; Yonky Pernando; Raymond Erz Saragih; Ihsan Verdian
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol 6, No 2 (2023): June 2023
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v6i2.1309

Abstract

Abstract: The COVID-19 pandemic has more or less changed the process of socializing people in the world, one of which is the increasingly widespread use of technology to be able to communicate remotely, the same thing is felt in the Universal University environment when it is about to hold an exhibition of student works, because this research aims to make a game virtual exhibition so that these activities can be carried out. The creation of this virtual exhibition game uses the Game Development Life Cycle (GDLC) method and this research can help Universal University carry out exhibitions of existing digital works. The use of virtual exhibition games can accommodate exhibitions of student works and the use of the Game Development Life Cycle (GDLC) method for developing virtual exhibition games is quite appropriate because these games can be completed properly and can meet functionality requirements. Keywords: Game; Virtual; Exhibition; GDLC; Android. Abstrak: Pandemi COVID-19 sedikit banyaknya mengubah proses bersosialisasi masyarakat didunia, salah satunya adalah semakin maraknya pemanfaatan teknologi untuk dapat berkomunikasi jarak jauh, hal yang sama dirasakan dilingkungan Universitas Universal ketika akan melakukan pameran karya-karya mahasiswa, oleh karena penelitian ini bertujuan untuk membuat sebuah game pameran virtual agar kegiatan tersebut dapat tetap terlaksanakan. Pembuatan game pameran virtual ini menggunakan metode Game Development Life Cycle (GDLC) dan penelitian ini dapat membantu Universitas Universal melaksanakan pameran karya-karya digital yang ada. Penggunaan game pameran virtual dapat mengakomodir penyelenggaraan pameran karya-karya mahasiswa dan penggunaan metode  Game Development Life Cycle (GDLC) untuk pengembangan game pameran virtual ini cukup tepat dikarenakan game ini dapat terselesaikan dengan baik dan dapat memenuhi kebutuhan-kebutuhan fungsionalitas. Kata kunci: Game; Virtual; Pameran; GDLC; Android.
Perancangan Aplikasi Manajemen Proyek Pada PT. Sintech Berkah Abadi Berbasis Web Yuni Roza; Yonky Pernando; Raymond Erz Saragih; Kaharuddin Kaharuddin; Ihsan Verdian
J-INTECH (Journal of Information and Technology) Vol 11 No 1 (2023): J-Intech : Journal of Information and Technology
Publisher : LPPM STIKI MALANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/j-intech.v11i1.868

Abstract

Project management is the activity of organizing, leading, and controlling company resources to achieve desired goals. PT. Sintech Berkah Abadi greatly needs such a system to support and improve services for the satisfaction of both employees and customers in their company's project activities. As a company operating in the software provider industry in the global market, offering business solutions with advanced technology, they face various challenges in data processing. These challenges include data errors or losses occurring in various stages such as application creation, data processing, approval processes, and project reporting. Therefore, PT. Sintech Berkah Abadi requires a web-based project management system application. The data collection methods used in this research are observation, interviews, and literature review, while the analysis method used is SWOT. The implementation of this project management system application can provide a solution for the company, making work processes more effective and efficient.
Analisis Usability dan Aksesibilitas Desain UI/UX Aplikasi HIMAKOM Universitas Universal Menggunakan System Usability Kaharuddin; Steffi Adam; Yonky Pernando
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 5 (2024): April 2024
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i5.1479

Abstract

In the current era of advances in information technology, optimal UI/UX planning is crucial for producing a well-structured information system. A focus on user interface (UI) and user experience (UX) is important in ensuring the effectiveness and suitability of applications to user needs. Therefore, this research aims to analyze the Usability and accessibility aspects of UI/UX design designed with the Neumorphism design style, especially to meet the organizational needs of the Computer Faculty Student Association (HIMAKOM) at Universal University. The user-centered design (UCD) method is used in the application interface design process, with Usability testing using the System Usability Scale (SUS) as an evaluation tool. The research results show that although UI/UX design obtained an average SUS score of 67.4, which indicates a slight level of acceptability, it is still included in the marginal high category. These results indicate that the design requires adjustments to improve the overall user experience. However, in terms of accessibility, the design shows feasibility with an average percentage value of 76, indicating adequate attention to user diversity. In conclusion, although the UI/UX design requires several improvements to increase its Usability level, the design has sufficiently paid attention to the accessibility aspect, so it can be considered feasible and able to meet the needs of the HIMAKOM organization. It is recommended to carry out continuous iteration based on user feedback to improve optimal user experience. Thus, this research can provide important guidance for the development of applications that can best meet user needs and preferences
Ragam Hias Konsep Arsitektur Bangunan Atap Tionghoa Memanfaatkan Teknologi Augmented Reality Musliadi KH; Kaharuddin; Ihsan Verdian
JURNAL FASILKOM Vol 13 No 3 (2023): Jurnal FASILKOM (teknologi inFormASi dan ILmu KOMputer)
Publisher : Unversitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/jf.v13i3.6171

Abstract

Batam merupakan salah satu wilayah di Indonesia yang termasuk kota heterogen dan multietnik dimana sebagaian masyarakatnya adalah etnis Tionghoa. Etnis tersebut memiliki budaya dengan keunikan arsitektur bangunannya, terutama pada bagian atapnya. Karena keunikannya, konsep arsitekturnya menjadi salah satu daya tarik untuk diketahui dan bahkan menjadi objek wisata. Untuk mempelajari konsep arsitektur tersebut, diperlukan instruktur yang paham dengan budaya tersebut. Apa lagi jika ingin menyebar luaskan serta mempromosikannya, tentu memerlukan media sebagai alat bantu. Untuk memenuhi kebutuhan tersebut, maka diperlukan perangcangan aplikasi memanfaatkan teknologi Augmented Reality (AR) yang berfungsi sebagai media pembelajaran dan promosi. Konsep perancangan yang digunakan menerapkan pendekatan konsep Game Development Life Cycle (GDLC) yang dimodifikasi menjadi tiga bagian utama, yakni: persiapan, pengembangan dan pengujian. Hasil pembuatan aplikasi dan evaluasi yang dilakukan, diperoleh responden sebanyak 43 orang yang terdiri dari laki-laki sebanyak 18 atau 42% dan perempuan sebanyak 25 orang atau 58%. Penyebaran aplikasi mendapatkan respon baik di masyarakat dengan memperoleh persentasee sebesar 79,88% atau tergolong kuat. Hasil penelitian menunjukkan bawah aplikasi ini sangat diperlukan dan berfungsi sebagaimana yang diinginkan.