20 research outputs found

    Rancang Bangun Aplikasi Media Promosi Pariwisata dan Kebudayaan Kabupaten Kuningan Berbasis Web

    Get PDF
    This research was made with the goal of producing an app to promote tourism and culture in Kuningan Regency based web. The problem in this research is the need to build a web based application media campaign to increase the number of tourists visiting the Kuningan Regency. The research objective to be achieved is the application of media promotion of tourism and culture that attract web based and can accessed using the Internet. With the application of promotional media is expected to increase the number of tourists visiting the Kuningan Regency. This study will discuss how to design and develop application Kuningan Regency tourism and culture based web. With this application, the tourists can get information about the existence of diversity of tourism in the Kuningan Regency. In the process of making this application used the methodology of system design and cultural tourism application is built using the PHP programming language and MySQL database. These applications can be run via a browser connected to the Internet

    Rancang Bangun Aplikasi Monitoring Kegiatan MBKM & Prestasi Mahasiswa Menggunakan Algoritma Lempel ZIV Welch (LZW) untuk Kompresi Citra Digital

    Get PDF
    The MBKM (Merdeka Learning Kampus Merdeka) activity is part of the Merdeka Learning policy which allows students and lecturers to carry out various activities outside the campus. This study aims to design an application for monitoring MBKM activities and student achievement at the Faculty of Computer Science, University of Kuningan. The application development model used in this study is a prototyping model with stages: needs analysis, building prototyping, evaluating prototyping, system coding and using the system. In the process of storing evidence of MBKM activity documentation such as MBKM photos & certificates of achievement & MBKM, an image compression technique is needed to streamline data storage and transmission which saves bandwidth and storage, image file compression techniques are applied using the LZW algorithm (Lempel Ziv Welch) so that data file storage is more efficient. efficiently without reducing image quality. The results of this study are an application for monitoring MBKM activities and student and lecturer achievements that aim to document & evaluate MBKM activities & achievements at the Faculty of Computer Science, University of Kuningan, making it easier to report MBKM activities and lecturer & student achievements

    PEMANFAATAN TEKNOLOGI QR MONEY DALAM MENINGKATKAN TATA KELOLA USAHA DI BUMDES BINA BERSAMA

    Get PDF
    BUMDes as a supporter of village economic resilience has been rolled out and regulated in various laws and regulations, such as Regulation of the Minister of Villages, Development of Disadvantaged Regions, and Transmigration of the Republic of Indonesia No. 4 of 2015 concerning Establishment, Management and Management, and dissolution of Village-Owned Enterprises and as well as No. 22 of 2015 2016 concerning Priority Setting for the Use of Village Funds for 2017. BUMDes Bina Bersama Desa Bojongnegara has problems one of which is accountability for the management of BUMDes funds. Discrepancies between reports and activity implementation, disbursement of funds that are not supported by evidence, and verification of reports that are not carried out every month, are indications that accountability has not been going well. One alternative solution as an effort to overcome this problem is to utilize QR Money technology in business management at BUMDes Bina Bersama, Bojongnegara Village, Ciledug District, Cirebon Regency. This community service aims to provide an understanding of the use of information technology, especially QR Money as a financial management mechanism for various sources of income. This service activity in the form of mentoring and training obtained measurable results and benefits in the form of the level of understanding of BUMDES administrators and the community about BUMDES Governance Indicators after utilizing QR Money technology in maximizing financial governance and sources of income.BUMDes as a supporter of village economic resilience has been rolled out and regulated in various laws and regulations, such as Regulation of the Minister of Villages, Development of Disadvantaged Regions, and Transmigration of the Republic of Indonesia No. 4 of 2015 concerning Establishment, Management and Management, and dissolution of Village-Owned Enterprises and as well as No. 22 of 2015 2016 concerning Setting Priorities for the Use of Village Funds for 2017. BUMDes Bina Bersama Desa Bojongnegara has problems facing, namely discrepancies between reports and activity implementation, disbursement of funds that are not supported by evidence, and verification of reports is not carried out every month, an indication that financial management has not been running properly. both as well as the use of physical money as a transaction provides an opportunity for leakage of funds. One alternative solution as an effort to overcome this problem is to utilize QR Money technology in business management at BUMDes Bina Bersama, Bojongnegara Village, Ciledug District, Cirebon Regency. This community service aims to provide an understanding of the use of information technology, especially QR Money as a financial management mechanism for various sources of income. After the activities were carried out, knowledge and skills increased by around 58.8% from 28.7% to 87.5%, and every transaction at BUMDes Bina Bersama has used QR Money

    Pengembangan Sistem Informasi Monitoring Progres Proyek Properti Berbasis Website Pada PT Peruri Properti

    Get PDF
    Teknologi dan informasi saat ini berkembang dengan sangat pesat. Perusahaan atau instansi harus menyesuaikan perkembangan teknologi yang sangat pesat ini sehingga dapat bersaing dengan perusahaan lain. Penelitian ini bertujuan untuk mengembangkan sebuah sistem monitoring yang terintegrasi antar karyawan, manajer serta direksi sehingga kinerja karyawan dapat efisien dan meningkat. Penelitian ini menggunakan dua metodologi yaitu metogologi pengumpulan data dengan wawancara serta observasi secara langsung dan metodologi pengembangan sistem atau yang sering disebut system development life cycle (SDLC) dengan model waterfall. Pengembangan sistem ini menggunakaan Framework CSS Bootsrap dengan PHP dan HTML dengan database MySQL. Dalam Sistem Monitoring Progres Proyek Properti Berbasi Website pada PT Peruri Properti ini mengusung konsep sistem yang terintegrasi antar divisi dan karyawan, sehingga memudahkan dan dapat di akses dari beberapa platform, mulai dari komputer, laptop, tablet dan handphone. Sistem ini dapat diakses dari manapun dan kapanpun selagi masih ada jaringan internet

    PELATIHAN PEMANFAATAN TEKNOLOGI INFORMASI DAN PENGGUNAAN DIGITAL SAFETY DI DESA CIMARANTEN KUNINGAN

    Get PDF
    The training on the utilization of information technology and the use of digital safety in Cimaranten Village, Kuningan Regency, aims to improve the digital literacy of the community and increase awareness and skills in maintaining digital security. This activity was motivated by the lack of understanding and skills of the village community in using information technology, as well as the high risk of digital crime faced due to lack of knowledge about digital safety. The methodology used in this training includes preliminary studies, activity planning, development of training materials, training implementation, evaluation, and monitoring. A preliminary study was conducted to identify the needs and initial conditions of the community. The results of the training showed a significant increase in digital literacy and understanding of digital security among participants. Before the training, most participants had a very basic understanding of information technology and were unaware of digital security risks. After the training, participants were able to use digital devices for daily purposes and had a better understanding of how to protect themselves from digital crime. Participant satisfaction evaluation showed that 80% understood digital literacy, 84% mastered information technology and 76% understood digital safety, in addition to the participants felt that the material presented was very useful and the teaching methods were effective. The expected long-term impact of this training is the improvement of the quality of life of the Cimaranten Village community through better and safer utilization of information technology, as well as increased economic and educational opportunities through technology adoptionTraining on the utilization of information technology and the use of digital safety in Cimaranten Village, Kuningan Regency, aims to improve the digital literacy of the community and increase awareness and skills in maintaining digital security. This program was initiated by the lack of understanding and skills of the village community in using information technology, as well as the high risk of digital crime faced due to lack of knowledge about digital safety. The methodology used in this training includes preliminary studies, activity planning, development of training materials, training implementation, evaluation, and monitoring. A study was performed to find out the needs and initial conditions of the community. The results of the training showed a significant increase in digital literacy and understanding of digital security among participants. Before the training, most participants had a very basic understanding of information technology and were unaware of digital security risks. After the training, participants were able to use digital devices for daily purposes and had a better understanding of how to protect themselves from digital crime. Participant satisfaction evaluation showed that 80% understood digital literacy, 84% mastered information technology and 76% understood digital safety, in addition to the participants felt that the material presented was very useful and the teaching methods were effective. The expected long-term impact of this training is the enhancement of the communities' quality of life in Cimaranten Village through better and safer utilization of information technology, as well as increased economic and educational opportunities through the adoption of technology

    Un esquema de autenticación de usuario basado en el cliente para el entorno de la nube de las cosas

    Get PDF
    The limited capabilities of IoT devices have resulted in some of the tasks of IoT applications being distributed to a cloud server, which witnessed the arisen of the cloud of things (COT). It enables IoT applications’ development and deployment as a service, providing additional data storage, enhanced processing performance, and fast communication between devices. As COT involves communication between IoT devices, a remote server, and users, remote user authentication is crucial to meeting security demands. Therefore, this study designs a client-based user authentication scheme utilizing smartphone fingerprint recognition technology to fill the gap. The scheme comprises six phases, namely (i) configuration phase, (ii) enrolment phase, (iii) authentication phase, (iv) password update phase, (v) fingerprint revocation phase, and (vi) smartphone revocation phase. The security analysis and automated verification using ProVerif suggested that the scheme is resistant to user impersonating attacks, replay attacks, and man-in-the-middle attacks. The study’s outcome could help secure user credentials from attacks on applications that involve IoT and the cloud.Las capacidades limitadas de los dispositivos IoT han dado como resultado que algunas de las tareas de las aplicaciones IoT se distribuyan a un servidor en la nube, lo que es testigo del surgimiento de la Nube de las Cosas (COT). Esta permite el desarrollo y la implementación de aplicaciones IoT como un servicio, proporcionando almacenamiento de datos adicional, mayor rendimiento de procesamiento y comunicación rápida entre dispositivos. Dado que la COT implica la comunicación entre dispositivos IoT, un servidor remoto y usuarios, la autenticación de usuarios remotos es crucial para satisfacer las demandas de seguridad. Por lo tanto, este estudio diseña un esquema de autenticación de usuario basado en el cliente que utiliza tecnología de reconocimiento de huellas digitales en teléfonos inteligentes para colmar la brecha. El esquema consta de seis fases: (i) fase de configuración, (ii) fase de inscripción, (iii) fase de autenticación, (iv) fase de actualización de contraseña, (v) fase de revocación de huellas digitales y (vi) fase de revocación de teléfonos inteligentes. A partir del análisis de seguridad y la verificación automatizada con ProVerif surge que el esquema es resistente a diferentes ataques, por ejemplo ataques de suplantación de identidad del usuario, los ataques de repetición y los ataques manin- the-middle. El resultado del estudio podría ayudar a proteger las credenciales de los usuarios de los ataques a las aplicaciones que involucran IoT y la nube.Facultad de Informátic

    RANCANG BANGUN PERMAINAN OTHELLO MENGGUNAKAN ALGORITMA MINIMAX

    Get PDF
    ABSTRAK Game adalah sarana bermain yang dapat dijadikan hiburan untuk mengisi waktu luang bagi kebanyakan orang. Disini penulis membuat game Othello pada perangkat Android. Tujuan utama yang ingin dicapai dari pembuatan game ini adalah untuk menerapkan dan mengimplementasikan algoritma Minimax pada permainan Othello sehingga lawan main, yakni komputer mampu memiliki kepandaian dalam mengambil langkah dan strategi dalam permainan yang menggunakan perangkat Android. Dalam game yang penulis buat, penulis menggunakan android studio untuk membuat game tersebut, yang mana di dalam proses pembuatan game penulis membuat tampilan antarmuka, dan mengidentifikasi alur kerja dari algoritma Minimax pada permainan Othello.Algoritma Minimax merupakan algoritma berbasiskan depth-first search yang cocok diaplikasikan pada permainan yang terdiri dari dua orang. Algoritma ini mencari nilai maksimum dan minimum dari setiap simpul yang ada. Algoritma Minimax digunakan pada computer untuk melawan pemain dalam mencari posisi yang mempertimbangkan nilai maksimum dari lawannya. Pada algoritma minimax, computer akan menganalisa semua pohon permainan sehingga computer akan mengambil langkah yang dapat membuat lawan mendapatkan keuntungan minimum dan keuntungan maksimum pada computer itu sendiri. Kata kunci :Game Othello, Algoritma Minimax, Android, Hiburan, Depth-First Search
    corecore