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Corresponding Author
Garno Garno
Institutions
(a)Program Studi Teknik Informatika, Fakultas Ilmu Komputer, Universitas Singaperbangsa Karawang
*purwantoro.masbro[at]staff.unsika.ac.id, garno[at]staff.unsika.ac.id, 1441177004113[at]student.unsika.ac.id
(b)Departement of Computer Science Education, Universitas Pendidikan Indonesia
munir[at]upi.edu
Abstract
The study was conducted in the field of hiding messages using the media image. This model is often referred to as steganography technique. Image media used for insertion are BMP (Bitmap Picture) format images, JPEG (Joint Photographic Expert Group) and PNG (Portable Network Graphics). The secret message form that is inserted is in the txt format. The application used for insertion is the Digital Invisible Ink Toolkit. Research parameters include image quality testing, and quantitative testing on each Blindhide algorithm and the Filterfirst algorithm. Image Quality test results using MSE, PSNR, showed significant differences, while the value of SC showed differences but not substantial. The results of testing and analysis evaluations that have been carried out on each image turned out to be an average value of the MSE value of the Blindhide algorithm 0.024 greater than the Filterfirst algorithm 0.023, PSNR Blindhide algorithm 31.91 smaller than the Filterfirst 32.03 algorithm, SC Blindhide algorithm 0.99986 smaller than the Filterfirst algorithm 0.99988. This shows that the insertion of a secret message into the image using the Filterfirst algorithm is safer and will not be suspected.
Keywords
Steganography, Embedding, Blindhide, Filterfirst, Digital Invisible Ink Toolkit
Topic
Computer Science
Corresponding Author
Rina Marina Masri
Institutions
Universitas Pendidikan Indonesia
Abstract
Abstract. The purpose of research were: (1) designing digital data base management system for housing land suitability evaluation, (2) creating geographic information system based logic scoring of preference method for housing land suitability evaluation, (3) producing the housing zone of land suitability evaluation. Karawang district was research location. The research was conducted on January 2019 to July 2019. The research is using descriptive method. The research population is physical, social-economic and environmental conditions. The sampling technique is purposive. Research instruments are measurement and mapping tools, questionnaires, observations, computer hardware and software. Primary data taken by physical, chemical and biological environment and social-economic. Secondary data taken are maps of soil texture, soil drainage, soil type, erosion, slope, effective depth of soil and flooding. Spatial analysis is used to superimpose layers, using GIS software. Thematic map which was producing the housing zone of land suitability evaluation from GIS software, satellite imagery from internet could be more accurate and effective than conventional and analog method.
Keywords
GIS, logic scoring of preference, land suitability evaluation, housing
Topic
Computer Science
Corresponding Author
Dede Kurniadi
Institutions
a) Department of Computer Science, Graduate Program Doctor of Computer Science, Bina Nusantara University, Jakarta, Indonesia
*dede.kurniadi[at]binus.ac.id
b) Department of Informatics, Sekolah Tinggi Teknologi Garut, Garut, Indonesia
Abstract
This article aims to proposed framework an intelligent recommender system (IRS) for students in higher education institutions. This conceptual framework includes problems in predicting student performance, the possibility of graduating on time, and recommends choosing subjects according to performance, and career interests, which are useful for assisting pedagogical interventions in future student development. The success in the development and implementation of the proposed IRS framework is inseparable from using data mining and machine learning techniques in predicting and providing recommendations. Data analysis consisted of clustering techniques, association rules, and classification using support vector machine (SVM), Naïve Bayes, and k-Nearest Neighbor (k-NN). These techniques are used to solve problems related to students and to provide appropriate recommendations. The result is an IRS conceptual framework for the college student that can be used as smart agents to provide student guidance and suggestions to support the process of education in higher education.
Keywords
framework; recommender system; prediction; student problem
Topic
Computer Science
Corresponding Author
Ridwan Fadjar Septian
Institutions
a) Master of Information System, Faculty of Postgraduate, Universitas Komputer Indonesia, Indonesia
*ridwanbejo[at]gmail.com
b) Senior Software Engineer, Horangi Cyber Security, Indonesia
c) Senior System Engineer, Tado.live, Indonesia
Abstract
Big data is related to vast amount of data that could reach more than Gigabytes until Exabyte of data. Nowadays, there are many companies that already achieves exponential data growth that produced by their applications system. The technologies to maintain those dataset is not limited to single instance of database. Majority of those company have been used various tools that could help to maintain their big data system. This paper will be composed by conducting a document review and collect papers that related to big data solution and infrastructure. Afterwards, this paper might be a foundation to conduct another research for big data solution topic. The survey are trying to cover the phases for building a common big data pipelines by following these structures: enterprise vision and mission that affect the big data architecture, defining the data sources that become a center point of the business, building the backend services to collect the datapoint from the data sources, utilize the data pipeline to prevent data loss, consuming the data pipeline message and deliver it to the data storage, build the raw data storage, define business-driven data visualization and analytics, build the ETL (extract, transform, load), build business-oriented data storage, applying statistical and machine learning, perform the business-driven visualization and implementing the monitoring for the big data pipelines. By the end of the study review, The survey will emphasize that there are many big data component that could help the small-medium enterprise to tackle their big data operational issues. And the small-medium enterprise could gain a knowledge to utilize some products from open source and proprietary to help manage their large-scale dataset as a comprehensive pipeline.
Keywords
big data architecture, data engineering, message queue, message streaming, datalake, data warehouse, data visualization
Topic
Computer Science
Corresponding Author
Iman Nasrulloh
Institutions
a) Institut Pendidikan Indonesia Garut, Jalan Pahlawan No.32 Garut
*imannasrulloh[at]gmail.com
*imannasrulloh[at]institutpendidikan.ac.id
Abstract
Cloud computing is an information technology service that can be used or accessed by users to manage data and applications through the internet network. Software as a service is one type of cloud computing service in the form of software. The purpose of this study is to analyze the use and students acceptance on cloud computing types of Software as a service including the most used applications, factors that influence usage, benefits obtained, andto find out their use related to learning and learning activities in school. The researcher used a mixed method research design approach to obtain qualitative and quantitative data. Data collection by conducting interviews and giving questionnaires to 328 students from 10 high schools in Garut who were randomly selected. The findings show that the Google application is widely used by students. The flexibility factor is the reason for using cloud computing technology as a type of software as a service. Broad access is a benefit obtained by students in using cloud computing type of software as a service. It needs to be given an understanding to students about the use of cloud computing type of software as a service for learning activities in education at school.
Keywords
Cloud Computing, Software as a Service, Students
Topic
Computer Science
Corresponding Author
rozikin chaerur
Institutions
a) Lecturer of Informatics Engineering, Faculty of Computer Science, University of Singaperbangsa Karawang
Abstract
With many of salespersons offering houses, it will be an advantage and it will make the houses will be sold faster. During this time the coordination between salespersons only using WhatsApp. The coordination is needed for mapping and recording of booked houses and has not been booked by the buyers manually and the data will be saved in the marketing center office. Problem will be shown up when there are two or more buyers booked the same block and number of a house and they paid the booking fee and each of those buyers coordinated with different salespersons, and the claims of who booked the house first will come up as the result. To solve that problem, an android-based on House sales Monitoring System needed to be developed. The Android-based application will be developed in this research aims to help the monitoring of house sales and provides the information of booked houses, has not been booked, and provides buyers data. Software development Life Cycle (SDLC) will be used as a system development Methods with Prototyping model with Communication, Quick Plan, Modeling Quick Design, Construction of Prototyping, dan Development Delivery and Feedback steps. The result of this research is an application software helping sales and marketing in monitoring the house sales. Based on interview with salespersons as much as 96% said that the application interface is easy to use and can help them in the process of the house sales monitoring. And based on the WhiteBox testing, there are no logic error in the application and it run well.
Keywords
Marketing Staff, Houses, Application, Android, monitoring
Topic
Computer Science
Corresponding Author
Erna Piantari
Institutions
Departemen Pendidikan Ilmu Komputer, Universitas Pendidikan Indonesia - Indonesia
Teknik Informatika, Universitas Jenderal Achmad Yani - Indonesia
University of the Cumberlands, Kentucy - USA
Abstract
Nowadays the development of information technology has driven the development of e-commerce which is quite promising in Indonesia. This development has brought an era of new digital-based creative developments. Agriculture as one of the economic and community welfare bases in Indonesia needs to be developed and supported with information technology. One of the technologies commonly used in sales and marketing is the marketplace. This study aims to create a marketplace architecture model that is in accordance with the characteristics of business actors in agribusiness. The marketplace architecture is built based on the architecture of the Next Generation E-Commerce Platform and Agriculture Supply Chain Management.
Keywords
marketplace, agribusiness e-commerce, e-commerce, Agriculture SCM
Topic
Computer Science
Corresponding Author
Dian Saadillah Maylawati
Institutions
(1) Department of Informatics, UIN Sunan Gunung Djati Bandung, Indonesia
(2) Faculty of Information and Technology, Universiti Teknikal Malaysia Melaka, Malaysia
Abstract
One of the Natural Language Processing (NLP) studies that has been widely researched is automatic text summarization. There are a lot of techniques and methods that are proposed for text summarization. However, not much attention have been given on the coherence and cohesion in text. The aim of this study to present an idea to combine Sequential Pattern Mining (SPM) as text representation extracting algorithm and Deep Learning (DL) which is a powerful machine learning technique widely used recently in various data mining studies. This study uses descriptive research methodology that collects all of the facts and information which are related to SPM and DL for text summarization, where NLP as the body of knowledge, SPM and DL as the method, and text summarization as the domain problem that need to be solved. The findings of the study are presented as a logical framework diagram. The illustration of the logical framework can be implemented to further improve automatic text summarization results, in particular, to improve its coherence and cohesion.
Keywords
Data Mining, Deep Learning, Logical Framework, Natural Language Processing, Sequential Pattern Mining, Text Summarization
Topic
Computer Science
Corresponding Author
Rana Zaini Fathiyana
Institutions
a) School of Energy, Bandung Institute of Technology
Jalan Ganesha 10, Bandung 40132, Indonesia
b) School of Energy, Bandung Institute of Technology
Jalan Ganesha 10, Bandung 40132, Indonesia
Abstract
The lack of coordination in the integration of information systems between government agencies that issue identity numbers causes replication and redundancy of population information data. Another problem is the emergence of citizens concerns over data integrity and security due to national identification records is also used by the private sector. In this paper, one of the solutions offered to overcome the above problem is to build an integrated national identification database system between government agencies by applying the concept of Single Identity Number (SIN) using blockchain technology. Blockchain is a secure and robust system for keeping a record of the identities of all citizens and also able to facilitate data integration between institutions. This paper uses the strengths of blockchain to possess characteristics of immutability that it is possible to store national identification records. The available attributes of the national identification records can be used effectively in applications such as health care records, passport issuance, banking, etc.
Keywords
National identity; Single identity, Blockchain
Topic
Computer Science
Corresponding Author
Taufik Ridwan
Institutions
Study Program of System and Information Technology Universitas Pendidikan Indonesia,
Study Program of Elementary School Teacher Training Universitas Pendidikan Indonesia
Abstract
Development and growth in children have to be stimulated properly in order to occur optimally. One aspect that must be considered is the cognitive aspect. In the growth and development phase, children spend most of their time to play. Generally, Children have the high ability to learn and curiosity. They tend to like games that attract attention to be played. At his age, children can-t be separated from objects in their environment, including objects in geometric shapes such as balls, cupboards, beams, tubes, coins, cubes, tubes, cabinets, and many more in play. Learning to recognize geometric shapes helps children to understand, describe, and describe objects that are around them. Therefore, at this time children need to get interesting positive stimulus to hone their intelligence. Now, many childrem can-t be separated form gadgets. Many of them become addicted to gadget and games. This paper tries to analyze and design a prototype of Digital Edu Games for children that can be used to help learn geometry based on specific problem solving approaches. Children will learn geometry through pairing and adjusting pictures accordingly, arranging drawings, and building a geometric shape. The method used in this study is Research and Development (R&D) with a waterfall approach in software development. The objectives of this study are: (1) analyzing the needs of games for learning geometry for children; (2) designing N-Ram for children. This research has benefits in developing learning media through Digital Edu Games combined with games in the form of games on gadgets.
Keywords
digital games, learning media, geometry, children
Topic
Computer Science
Corresponding Author
Arif Senja Fitrani
Institutions
Universitas Muhammadiyah Sidoarjo
Abstract
The concept of data mining in its implementation is used in handling and analyzing data in large capacity - steps to extract information and to gain knowledge in supporting decision making. Data mining, in its implementation, can be used in various sectors of data analysis, namely about the condition of the type of pension. The purpose of this study is to provide information, where a civil servant within the retirement limit is taken normally or earlier. The technique of using the classification method, with the decision tree C4.5 (J48), Naive Bayes and k Nearest Neighbor algorithm. Presentation of assets of 1,316 pension data in 2012 and 2013 from Bukopin Bank customers, which are divided into training data by 65% and data testing by 35%. From the testing of three algorithms, the highest classification was produced, namely Naive Bayes with 91%. The results of the three classifications indicate the quality of attribute determination can affect the results. And the predictive level of the three algorithms shows different results. For classification techniques with better results, improvements are needed to determine attributes and develop existing datasets
Keywords
Data Mining;Classification;Pension Data;Algorithm Classification;Classification;Comparative Analysis
Topic
Computer Science
Corresponding Author
Rini Agustina
Institutions
a) Science and Technology Faculty, Universitas Kanjuruhan Malang
b) Information Technology, State Polytechnic of Malang
c) Faculty of Engineering, State University of Malang
Abstract
Mathematics is a very important branch of science mastered early to be able to create future technology. The fact is that currently mathematics is less favoured by students for reasons that are difficult and boring because they lack understanding of the concept and how to calculate it. According to an international study that reported the results of the ability of Indonesian students from PISA (program for international student assessment) in 2015 Indonesia was ranked 63rd out of 69 countries. Based on observations in several junior high schools in Malang City, data on learning outcomes of students who did not understand mathematical material were obtained, from 120 students there were only 45% (54 students) getting more than the minimum standard of mastery learning (KKM)> 75, due to lack of interest and student motivation to learn mathematics. A game is one solution that is considered appropriate for students who experience learning difficulties because psychologically children prefer learning in the form of games. The method used in this study was the Multimedia Development Life Cycle (MDLC), while the educational game design was developed using the Unity application. Games that have been made have succeeded in attracting students interest in learning and can increase the value of student learning outcomes from 120 students who have succeeded in exceeding the KKM standard of 85% or equal to 102 students, this shows an increase of 40% from previous student data.
Keywords
Android, Educational Games, MDLC, Mathematics, learning media, Unity
Topic
Computer Science
Corresponding Author
Dedi Sulistyo
Institutions
UNIVERSITAS KOMPUTER INDONESIA
Abstract
The writing of this paper aims to introduce Augmented Reality technology to the world of education in schools in Indonesia precisely in Biology learning. Previously there have been several studies discussing the application of Augmented Reality technology to the world of learning but the object of research that was studied was too broad, while the research that the author did was more focused on learning biology. The research method used in this paper is a descriptive research method by giving questions in the form of questionnaires to 50 respondents. Augment Reality technology in its application to Biology learning is expected to contribute innovation and add variations in existing learning media before, from the results of research conducted, it was found that Augmented Reality technology received many positive responses in its application to the world of education. Augmented Reality can be made using some software that is used such as 3D Blender, Unity and other supporting software. With the application of Augmented Reality technology in the world of education is expected to be able to add learning methods to be more interactive and interesting.
Keywords
Augmented Reality, Biological Learning, Technology
Topic
Computer Science
Corresponding Author
Dedi Sulistyo
Institutions
UNIVERSITAS KOMPUTER INDONESIA
Abstract
The purpose of this study is to identify the development of renewable energy technologies in the world, especially Indonesia for the future. The method used in this study is a descriptive method, namely by presenting a complete picture of the situation associated with seeing the developments that have been applied. The result of this study is to find out the extent of developments in the clean energy and renewable energy sectors, as well as the importance of the environment and natural balance in aspects. This research was conducted by discussing the development of technology that is applied as a producer of clean energy that does not have a bad impact on the surrounding environment.
Keywords
Rewenable Energy, Technology, nature
Topic
Computer Science
Corresponding Author
Aldy Rialdy Atmadja
Institutions
Department of Informatics, Sekolah Tinggi Teknologi Garut, Indonesia
Abstract
Information technology has a lot of influence on world society. The use of Android-based mobile makes it easier for people to play games in anywhere. There are many types of games genre. One of the genre is arcade games. Arcade games are a type of game that is quite attractive to users and game developers. So that the development of this arcade game is considered suitable with the needs of the wider community. The development of this genre is for entertain users and have simple obstacles or rules that are quite difficult to complete, and practice people more concentration and creativity. In this study, Multimedia Development Life Cycle which developed by Luther are used to solve the development process of arcade game method. It consists of Concept stages, Design, Collecting Content Material, Assembly, Testing, and Distribution. The implementation are done with Construct 2 platform which is a powerful and intuitive games editor. The development of this game is expected to be a prototype arcade games that can be used to entertain users and build their creativity from playing games.
Keywords
Android, Arcade Games, Multimedia Development Life Cycle, Prototype
Topic
Computer Science
Corresponding Author
Demmy Dharma Bhakti
Institutions
(1.1*) Department of information system, Institut Pendidikan Indonesia, Jl. Pahlawan No.32, Garut 44151, Indonesia
(1.2) Department of physics education, Institut Pendidikan Indonesia, Jl. Pahlawan No.32, Garut 44151, Indonesia
(1.3) Department of information technology education, Institut Pendidikan Indonesia, Jl. Pahlawan No.32, Garut 44151, Indonesia
soraturaes[at]gmail.com
(2) Department of information system, Institut Pendidikan Indonesia, Jl. Pahlawan No.32, Garut 44151, Indonesia
(3) Department of information system, Institut Pendidikan Indonesia, Jl. Pahlawan No.32, Garut 44151, Indonesia
Abstract
Students find physics difficult, because they have to contend with different representations such as experiments, formulas and calculations, graphs, and conceptual explanation at the same time (angell, Guttersrud, Henriksen, and Isnes : 2004). As far as we know that physics experiments wich conducted in well-equipped laboratories, improve students science process skills (Hirca:2012). It is hard to imagine learning to do science, or learning about science, without doing laboratory or fieldwork (Trumper:2003). But many schools in various part of the world have very poor or no laboratories, so the teachers have to use their own equipment and replace the students experimental work with simple demonstration experiments (Ozvoldova, Spilakova, Tkac). The purpose of this study was to create physics learning media for archimedes law using simulation to cover the lack of the availability of laboratories and physics paracticum tools. CSUQ is used to test usability of the simulation.
Keywords
simulation, physics learning media, CSUQ.
Topic
Computer Science
Corresponding Author
Asep Suparman
Institutions
1) Institut Pendidikan Indonesia, Jl. Terusan Pahlawan No. 32, Garut, Jawa Barat 44151, Indonesia
*asep.suparman[at]institutpendidikan.ac.id
2) Universitas Pendidikan Indonesia, Jl. DR. Setiabudhi No. 229, Bandung, Jawa Barat 40154, Indonesia
3) Universitas Langlangbuana, Jl. Karapitan No. 116, Bandung, Jawa Barat 40261, Indonesia
Abstract
Speed, cost, and quality have been the central issues in the translation industry. While computers can offer fast and economical translation, their ability to produce accurate translation at a publishable level like human translators may do is still questionable. In the present study, we evaluate the accuracy of English to Indonesian translation generated by Google Translate. Freely accessible English texts of various types were chosen to heuristically exemplify the units of analysis. Our findings lead to a conclusion that while Google Neural Machine Translation system is quite an improvement to the conventional phrase-based translation system, highly accurate translation does not seem to be achieved by Google Translate in the near future.
Keywords
translation accuracy, machine translation, Google Translate, English to Indonesian
Topic
Computer Science
Corresponding Author
Ali Ismail
Institutions
1Department of physics education, Institut Pendidikan Indonesia, Jl. Pahlawan No.32, Garut 44151, Indonesia
2Institut Pendidikan Indonesia, Jl. Pahlawan No.32, Garut 44151, Indonesia
3Department of english education, Institut Pendidikan Indonesia, Jl. Pahlawan No.32, Garut 44151, Indonesia
Abstract
Physics concepts are unique because some of them are the abstract concepts so they need to be visualized so as easier to be understood. However, it is rarely the learning media that can combine the real and virtual visualization of abstract physics concepts in the same time. This present study aims to create the application that is used as the physics learning media to aid the virtual visualization of the abstract concept of physics combined with real visualization using augmented reality. The abstract concepts of physics that are visualized are electricity concepts. The waterfall method is the method utilized to test the application on the android system. There are four standards to analyze data, namely functional suitability, performance efficiency, portability, and usability&
Keywords
augmented reality, physics, electricity
Topic
Computer Science
Corresponding Author
Maisevli Harika
Institutions
Department of Computer and Informatics Engineering, Politeknik Negeri Bandung, Indonesia
2Interdisciplinary Program of Information Security, Graduate School PKNU
Department of IT Convergence and Application Engineering
Pukyong National University, Busan, South Korea,
2Department of Informatics, UIN Sunan Gunung Djati Bandung, Indonesia
Abstract
Medical record (MedRec) of the patient is derived from several healthcare providers i.e. hospital, the national provider, and laboratories which contains personally identifiable information test yet referred to therapeutic procedures and medications of the patient. MedRec has been compiled and maintained by several providers thus resulting in separated and disseminated the data among the parties. Mostly, the MedRecs are stored in providers database and the patients have no control to manage and access their data. Hence, in this paper, we propose a conceptual model for managing the data of medical record using blockchain technology in the peer-to-peer network with several protocols are embedded in the system. The proposed model aims to facilitate the patients in order to manage their data from various providers into a single view. Blockchain offers the promise of an immutable, single source of truth from multiple sources and facilitates a trust as well as validates an identity without the third-party involvement.
Keywords
blockchain, decentralized, medical record, peer-to peer network
Topic
Computer Science
Corresponding Author
Dini Destiani Siti Fatimah
Institutions
Departement of Informatics, Sekolah Tinggi Teknologi Garut
Jalan Mayor Syamsu No. 1, Jayaraga, Garut 44151
*dini.dsf[at]sttgarut.ac.id
Abstract
Human body measurements or anthropometry are carried out, among others, to meet industrial and health needs. Products that will be used by humans need to use anthropometry to suit the people who use them. The use of anthropometry in health, among others, is used as an indicator of health as well as a persons nutritional level. The measure that is widely used for the criteria for human health is weight. Based on body weight can be determined the level of health and the possibility of a disease suffered by a person. Knowledge of weight anthropometry is packaged in the form of an expert system so that it can be used for consultation by people who have health problems based on body weight. The methodology used in this design uses Expert System Development Life Cycle, as well as knowledge representation techniques use artificial intelligence production systems. The design results are dynamic software, which is able to overcome diseases based on body weight data. Disease is divided into two categories, namely diseases based on high body weight and low body weight. Expert System has been validated by an expert. The validation results describe the expert system can provide solutions that are in accordance with the knowledge provided. The resulting system can be run by lay people in the training process for 2 hours. The conclusions from this study are that expert systems are able to be applied to assist humans in introducing effective and efficient weight-based anthropometric diseases. The artificial intelligence production system provides a knowledge base, rule base, and control strategies for finding weight anthropometric solutions.
Keywords
Antropometry, Expert Systems, Human health, Validation test.
Topic
Computer Science
Corresponding Author
Shofiyyah Nadhiroh
Institutions
*Faculty of Mathematics and Natural Science, Padjadjaran University
Jalan Raya Bandung Sumedang KM.21, Jawa Barat 45363, Indonesia
Abstract
Cancer is a dangerous disease that should not be underestimated. The early stages of this disease are often asymptomatic. Early detection of cancer is an important examination so that the disease does not develop into a serious and dangerous disease. This study detected the presence of cancer through five predictors. This study classified the diagnosis results based on five indicators namely radius, texture, perimeter, area, and smoothness. By using these five indicators, the detection was carried out through a classification mechanism using the boosting method. The result had obtained an accuracy of 93.67%. The accuracy was higher than other classification methods such as Bayesian Networks and Multilayer Perceptron. Both of them only obtained an accuracy of 89.63%, and 92.79%, respectively. It showed that the ensemble method mechanism of boosting had proven to be more effective in classifying the presence or absence of breast cancer
Keywords
Breast cancer; Classification; Boosting; Bayesian Networks; Multilayer Perceptron
Topic
Computer Science
Corresponding Author
Lipur Sugiyanta
Institutions
UNIVERSITAS NEGERI JAKARTA
Jln. Rawamangun Muka Raya, Jakarta Timur, 13220
Abstract
OSPF (Open Shortest Path First) is routing protocol that are widely used in computer networks. Selection of routing protocols is very important in improving network performance. Calculation of OSPF metrics will determine the performance of data packet delivery. It based on Shortest Path Tree. To find the best route from source to destination, it must determine the shortest path between itself and each router in the network. The router creates this perspective by taking the information in the LSDB and transforming it into a shortest path first tree or SPF tree. It is an algorithmic calculation to construct logical network view performed by the computer within the router. To speed the construction of network tree, PDU size variable is proposed to increase the speed of data packet communication among routers. This research was using Cisco Packet Tracer 5.3 software, simulations were made on a campus network whose PDU variables were modified to obtain the optimum network tree with OSPF routing protocol. The weighted testing parameters in this study is time delay values. Hopefully, the value of redistribution delay is 1% better depending on traffic density. Main route retrieval and alternative package delivery are based on the smallest cost and metric values in the OSPF protocol.
Keywords
campus network, OSPF, SPF tree, time delay, metric
Topic
Computer Science
Corresponding Author
leni fitriani
Institutions
a) Department of Informatics, Sekolah Tinggi Teknologi Garut
Jl. Mayor Syamsu no 1, Garut, 44151, INDONESIA
*leni.fitriani[at]sttgarut.ac.id
Abstract
One of the many alumni problems that occurs after graduation is a lack of knowledge about working world and careers that they can take. There are still many universities that do not have career counseling for managing their students career. This problem happens because of the lack of students awareness to come to the career center to take part in career counseling. The purpose of this study is to create a student forum that contains career counseling with alumni. This forum is expected to be useful for alumni who need information about the working world. The methodology used in this study is the Unified Software Development Process whose stages are analysis model, design model, implementation model, deployment model, and testing model. Furthermore, it is modeled by using the Unified Modeling Language diagram, in the form of use case diagrams, activities, sequences, and class diagrams. This study took a sample from the Career Development Center of Sekolah Tinggi Teknologi Garut. The result of this study is the existence of a web-based career counseling forum that can help students and alumni interact with each other to share information and knowledge about the working world. Additionally, this career counseling is expected to help students and alumni to better understand their working world.
Keywords
Applications; Counseling; College students; University; Web.
Topic
Computer Science
Corresponding Author
Nailul Muna
Institutions
State Polytechnic of Malang, Soekarno-Hatta Street No. 9, Malang 65141, Indonesia
Abstract
Coin recognition system is a very important role in currency processing systems, which is aims to minimize human miscalculation and time to calculate coin values. Coin identifier and recognition to calculate the value of Indonesian coins based on android developer presented in this paper. There are two coin parameters used for coin recognition including radius and color of the coins. Circle Hough Transform (CHT) is used to calculate radius parameters, based on android developer and computer vision. After the radius value is obtained, the average RGB value of the coins is detected to determine the color parameters. By calculating the diameter and knowing the color, the coins can be recognized and the total value of the coins in the input image can be known. The experimental results show that the system has been obtained indicate that the system successfully recognizes coins based on determined algorithm. That is mean the application using computer vision can recognition coin and count the value of coins.
Keywords
Coin identifier and recognition, Circle Hough Transform (CHT), Calculate value
Topic
Computer Science
Corresponding Author
Betha Nurina Sari
Institutions
Universitas Singaperbangsa Karawang
Abstract
Forest fires are one of the disasters that needs to be anticipated in the Kapuas Hulu area. Forest fire prediction is one of the any forms of early warning in order to prevent from forest fires. C5.0 Classification algorithm can be used to build prediction models for forest fires. The purpose of this study is to apply C5.0 for prediction of forest fires. The method used is Knowledge Discovery in Datamining which consists of data selecting, data cleaning, data transformation, data mining, Knowledge Presentation. The results obtained are C5.0 able to produce prediction models of forest fires.
Keywords
Classification Algorithm, Datamining, Forest Fire, Kapuas Hulu
Topic
Computer Science
Corresponding Author
ANNA HENDRI SOLELIZA JONES
Institutions
a) Department of Informatics, Ahmad Dahlan University
a1) diahnuryunita[at]gmail.com
a2*) annahendri[at]tif.uad.ac.id
a3) dewi.soyusiawaty[at]tif.uad.ac.id
Abstract
Farmers are the main actors in agricultural development, have a major contribution in realizing Indonesias agricultural vision. To support the realization of agricultural production and productivity targets, the governments supports is by issuing policies to provide subsidized fertilizer assistance. The criteria for farmers who are eligible to receive subsidized fertilizer assistance are having land less than 1.9 hectares, have been a members of farmer groups, and having work as a farmer or a private employees. Data collection was carried out using the method of observation and interviews with farmer groups in Gunung Kidul. Data classification is done by applying the C4.5 algorithm to 300 data of prospective farmers receiving subsidized fertilizer assistance. Application development includes interface design, making data flow diagrams, implementation and testing. From the research that has been done by applying the C4.5 Algorithm with 300 data and 113 as a training data. Produce a data classification of farmers who are eligible to receive assistance at 88% accurate and targeted to the needs of farmers. This means that the C4.5 algorithm can be used as a classification for determining the eligibility of farmers to receive subsidized fertilizer.
Keywords
Keywords: Algorithm C4.5, Classification, Subsidized fertilizer, Farmers
Topic
Computer Science
Corresponding Author
Aldy Rialdy Atmadja
Institutions
1) Department of Informatics, UIN Sunan Gunung Djati Bandung
2) Telkom University
Abstract
Batik is a traditional cloth made by painting motifs with Indonesian culture nuance on a plain cloth. It has always been used by the people, from their birth until marriage, even someone who died using batik cloth as a cover. Batik cloth made with philosophy and symbolic meaning. Every region in Indonesia has a characteristic according to the circumstances and character of the man himself. There are three ways to make batik, such as using stamps, handmade, printing. Every type of batik has different types of patterns, and there is a repetition of a pattern and a combination of several patterns. Based on the type of batik, handmade batik has the highest price, and printing batik has the lowest prices. For batik lovers, handmade batik would want to have, but not everyone knows how to characterize the stamps batik and often mistaken in the detection of the type of batik. Thus, only a few people can distinguish the differences between the three types of batik. It is difficult for ordinary people to recognize a batik pattern. The purpose of this research is to create a prototype system that can detect the patterns of batik motifs created by handmade or stamps. Cosine similarity is used in this research to recognize the pattern and classified handmade or stamps batik.
Keywords
Batik, Handmade, Stamps, Pattern recognition, Cosine Similarity
Topic
Computer Science
Corresponding Author
Ade Sutedi
Institutions
Sekolah Tinggi Teknologi Garut
Abstract
Language is an element of culture in every nation. The contributions to maintaining this element are to be a good and consistent speaker in daily conversations. Along with the history of the Sundanese tradition, language has an important role to show the existence of Sundanese culture, especially in Banten and West Java. Today, the use of Sundanese language become less frequent due to a competition of regional languages with national languages even with foreign languages. This issue becomes popular in the last decade due to the death of a language issue. The existence of Sundanese language will reflect the strength of the mother tongue uses that becomes characteristic of a region culture, especially for Sundanese language. The objectives of this study are: (1) to classify the Sundanese and not Sundanese language that usually used in social media; (2) to analyze the sentiment of the vocabulary that used in Sundanese language. Classification process takes several types of words from Sundanese vocabulary which divided into three levels: Loma (Ribaldry level), Hormat ka sorangan (Standard level), and Hormat ka batur (Polite level). This process will evaluate the existence of Sundanese language used by users in social media. In this research, the data was taken randomly from Twitter users based on their area, especially in Banten and West Java Provinces.
Keywords
Classification, Sundanese, Death of Language, Social Media, Twitter.
Topic
Computer Science
Corresponding Author
Rosa Ariani Sukamto
Institutions
Universitas Pendidikan Indonesia
Abstract
The computer program source code must have a good documentation on it in order to be more understandable by others. One of the documentation is comments. Therefore, the university students need to learn and able to write comments. Some university students are familiar with online judge as a tool for learning programming. Online judge usually does not check how the source code written instead of the output only. This research is aimed for implementing comment analysis module for online judge in order it can check the comments in the source code which is uploaded by students. The comments on this module are categorized as two parts. There are header and process comments. The comments data have taken from online judge which is used before as learning tool for basic programming subject. The data are divided into two groups. There are training group and test group. This module gives mark to the source code comments based on the categorized and similarity score between comments and the given problem.
Keywords
code comment, comment assessment, basic programming subject, online judge, source code
Topic
Computer Science
Corresponding Author
Robbi Rahim
Institutions
1. School of Computer and Communication Engineering, Universiti Malaysia Perlis, Arau, Malaysia
2. Universitas Muhammadiyah Sidoarjo, Sidoarjo, Indonesia
3. Indonesia Defense University, Indonesia
Abstract
Cryptography in various communications both online and offline is very necessary and generally cryptography is used to secure data in the form of text while non-text data requires special algorithms. Base64 is an encoding algorithm that can convert non-text data into binary data so that the data can be secured with cryptographic algorithms such as the GOST algorithm. The combination of the BASE64 and GOST algorithms is expected to be able to secure all types of data that exist and have the ease of returning to their original form without damaging the original data, besides this combination will increase data security because the combination of these two algorithms produces ciphertext that is difficult to know if the process is done cryptanalyst by third parties. The results of the combination of Base64 and GOST algorithms are expected to be able to deliver dynamic security contributions to various existing data objects so that they can be used both online and offline.
Keywords
Base64, Cryptography, Ciphertext, Encoding, GOST
Topic
Computer Science
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