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Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control was published by Universitas Muhammadiyah Malang. journal is open access journal in the field of Informatics and Electrical Engineering. This journal is available for researchers who want to improve their knowledge in those particular areas and intended to spread the knowledge as the result of studies. KINETIK journal is a scientific research journal for Informatics and Electrical Engineering. It is open for anyone who desire to develop knowledge based on qualified research in any field. Submitted papers are evaluated by anonymous referees by double-blind peer review for contribution, originality, relevance, and presentation. The Editor shall inform you of the results of the review as soon as possible, hopefully within 4 - 8 weeks. The research article submitted to this online journal will be peer-reviewed at least 2 (two) reviewers. The accepted research articles will be available online following the journal peer-reviewing process.
Articles
111
Articles
Encryption of Text Message on Audio Steganography Using Combination Vigenere Cipher and LSB (Least Significant Bit)

Mulyono, Ibnu Utomo Wahyu, Susanto, Ajib, Anggraeny, Tiara, Sari, Christy Atika

Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 4, No 1, February 2019
Publisher : Universitas Muhammadiyah Malang

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Abstract

 The growing information technology is very rapidly, the more evolving crime techniques to find information that is confidential. The Internet is one of the main media in disseminating information. The use of security on the internet still needs to be developed. Based on these problems, the type of research undertaken in the writing of this final task is the type of experimental research by developing methods that have been done by previous researchers to hide secret data that is inserted into the audio * .wav so that the security and confidentiality of data can be guaranteed. data security can be done with various methods, including cryptography and steganography. Cryptography is a technique for encrypting messages and steganography is a message concealment technique. This insertion type uses binary ASCII character code. In the cryptographic process, using the Vigenere Cipher algorithm and in the steganography, process using the algorithm (LSB) Least Significant Bits. The merger of the two techniques resulted in a better new digital image security system and increased the value of MSE, PSNR and Execution time. Then the test results in the evaluation using BER and histogram analysis. Good audio quality has a minimum value of 30 dB PSNR. In the embedding process using combinations of vigenere and LSB methods, Audio 15 is the best audio compared to other audio. Audio 15 has a smaller MSE (0.001656) value and a larger PSNR (124.138499) value than any other audio when embeded messages *.txt file with character 4096.

Fuzzy Logic Control Design in Hybrid Energy Storage System Super-Capacitor Battery for Electric Vehicle

Dhia, Thomi, Mardiyah, Nur Alif, Nurhadi, Nurhadi

Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 4, No 1, February 2019
Publisher : Universitas Muhammadiyah Malang

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Abstract

HESS is a suitable technology when applied to electric cars. One application is in SUV (Sport Utility Vehicle) car. The use of Supercapacitors can reduce the excess of load on the battery. Uneven soil contours cause current spike and drop in battery voltage which can reduce battery lifetime. This journal presents a simulated study of HESS batteries and Supercapacitors in SUV cars. Fuzzy-based energy management strategies and threshold control are introduced. The simulation study shows the difference between the control using the number of climb data and not, and the Fuzzy control response to the demand load. The simulation results mention the reduction of the maximum current and the battery voltage drop according to the load. The total energy ratio used between the two controls is also presented.

Gamification And GDLC (Game Development Life Cycle) Application For Designing The Sumbawa Folklore Game ?The Legend Of Tanjung Menangis (Crying Cape)?

Husniah, Lailatul, Pratama, Bayu Fajar, Wibowo, Hardianto

Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 3, No 4, November 2018
Publisher : Universitas Muhammadiyah Malang

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Abstract

Sumbawa is popularly known as one of the regions in Indonesia, having a well- known folklore among the Sumbawa people, entitled the legend of Tanjung Menangis (Crying Cape). However, Tanjung Menangis is commonly recognized for its beauty than the stories contained. Therefore, a research is carried out by developing a game that is employed as a tool to introduce the story of Tanjung Menangis Legend as effort to preserve the original story of the mainland Sumbawa. The media game is chosen due to its favoured technology by children and adolescent as the target users of this research. This study applies Game Development Life Cycle (GDLC) method in the development stage which consists of several stages includinng: pre-production, production, testing, and post-production by adding an element of gamification. The game is tested on students at Labangka Elementary School in Sumbawa district in an age range of 10-15 years. After playing the game, the majority of respondents states that students gain knowledge about the Legend of Tanjung Menangis as reported from the results of the t- test with a probability value of 7.369x10-41, which is far below the value of α = 0.05. This result means that there was an increase in user knowledge of application. The test results also showed that all respondents agreed that the game of The Legend of Tanjung Menangis was used as one of the media used to introduce the story of the original Sumbawa people. In addition, the testing results as conducted with playtesting and gameflow test achieved good grades, with a range of values 4.5-4.81 of the seven elements tested, including: Concentration, Challenge, Player Skills, Control, Clear Goals, Feedback, and Immersion.

Feature Selection on Pregnancy Risk Classification Using C5.0 Method

Azhar, Yufis, Afdian, Riz

Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 3, No 4, November 2018
Publisher : Universitas Muhammadiyah Malang

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Abstract

The maternal mortality rate in Indonesia is still relatively high. This is caused by several factors, including the ignorance of pregnant women about the risk status of pregnancy. Several methods are proposed for early detection of the risk of a mothers pregnancy. However, no one has highlighted what features are most influential in the process of classifying the risk of pregnancy. In this research, we use data of pregnant women in one of the health centers in Malang, Indonesia, as a dataset. The dataset has 107 features, therefore, feature selection is needed for the classification process. We propose to use the C5.0 method to select important features while classifying dataset into low, high, and very high risk of pregnancy. C5.0 was chosen because this method has a better pruning algorithm and requires relatively smaller memory compared to C4.5. Another classification method (SVM, Naive Bayes, and Nearest Neighbor) is then used to compare the accuracy values between datasets that use all features with datasets that only use the selected features. The test results show that feature selection can increase accuracy by up to 5%.

Analysis Tunneling IPv4 and IPv6 on VoIP Network

Haji, Muhammad Ismu, E.S.G.S, Sugeng Purwantoro, Arifin, Satria Perdana

Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 3, No 4, November 2018
Publisher : Universitas Muhammadiyah Malang

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Abstract

Using of IP addresses is currently still using IPv4. Meanwhile, the availability of the IPv4 address is gradually diminishes. IPv4 has a limited address capacity. IPv6 was developed with a capacity greater than IPv4. Connect between IPv4 and IPv6 without having to interfere with the existing infrastructure. So, methods like tunneling are needed. Tunneling builds a way that IPv4 and IPv6 can communicate. 6to4 tuning makes IPv6 able to communicate with IPv4 over IPv4 infrastructure. Real time communication is needed by internet users to be able to connect to each other. One of the real time communications is VoIP. To find out the quality of tunneling implemented on a VoIP network, it will analyze QoS such as delay, packet loss, and jitter. Delay obtained is 20,01ms for IPv4, 19,99ms for IPv6 and 20,03ms for 6to4. Packet loss obtained 0,01% for IPv4, IPv6 0,01% and 6to4 0,08%. The obtained jitter is 7,96ms for IPv4, IPv6 7.39ms, and 8,48 for 6to4. The test results show that using IPv6 gets a better QoS value than using IPv4 and 6to4 tunneling. The results using 6to4 tunneling obtained the highest QoS value between IPv4 and IPv6. Implementation using 6to4 tunneling results in high results because, IPv6 packets that are sent are wrapped into the IPv4 form to get through the IPv4 infrastructure. 

Indonesian Dataset Expansion of Microsoft Research Video Description Corpus and Its Similarity Analysis

Rahutomo, Faisal, Hafidh Ayatullah, Ahmad

Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 3, No 4, November 2018
Publisher : Universitas Muhammadiyah Malang

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Abstract

This paper describes the academic base of an openly Indonesian dataset in Mendeley Data with DOI: 10.17632/d7vx5cc92y.1 [1]. The dataset is an Indonesian language expansion of Microsoft research video description corpus, an open dataset contains about 120 thousand sentences. The dataset is a useful resource because the sentences are a set of roughly parallel descriptions of more than 2,000 video snippets of 35 languages. Both paraphrase and bilingual relation are available but Indonesian description is not available in the dataset. Therefore, this paper describes the research effort to expand the dataset for the Indonesian language. The research collected 43,753 description texts of 1,959 short videos, parallel with Microsoft??s dataset. Adding more value to the dataset, similarity metrics calculations of the texts were done. The metrics were Cosine, Jaccard, euclidian, and Manhattan with average results were 0.22, 0.33, 2.38, and 6.08 respectively.

An Election Energy Threshold Based Multi-Hop Routing Protocol in a Grid-Clustered Wireless Sensor Network

Dadah, Funom Samuel, Ore-Ofe, Ajayi, Usman, Aliyu D, Mshelia, Y A, Babatunde, M O

Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 3, No 4, November 2018
Publisher : Universitas Muhammadiyah Malang

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Abstract

Owing to the limited energy of sensor nodes (SNs) in a wireless sensor network (WSN), it is important to reduce and balance the energy consumption of the SNs in order to extend the WSN lifetime. Clustering mechanism is a highly efficient and effective mechanism for minimizing the amount of energy that SNs consume during the transmission of data packets. In this paper, an election energy threshold based multi-hop routing protocol (mEEMRP) is presented. In order to minimize energy consumption, this routing protocol uses grid clustering, where the network field is divided into grid clusters. SNs in each grid cluster select a cluster head (CH) based on a weight factor that takes the node location, node??s residual energy (RE) as well as the node??s distance from the base station into consideration. An energy efficient multi-hop routing algorithm is adopted during the transmission of data packets from the cluster heads (CHs) to the base station (BS). This multi-hop routing algorithm uses an election energy threshold value, T­nhCH that takes into consideration the RE of CHs as well as the distance between CHs. Simulation results show a 1.77% and 10.65% improvement in terms of network lifetime for two network field scenarios over Energy Efficient Multi-hop Routing Protocol (EEMRP).

Genetic Algorithm Application for Navigation System on Virtual Shop

Syahputra, Andi Nagoro, Kholimi, Ali Sofyan, Husniah, Lailatul

Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 3, No 4, November 2018
Publisher : Universitas Muhammadiyah Malang

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Abstract

Online shop becomes one of the updated common types of shop in the era of rapidly grown technology development, yet this system provides its drawbacks. One of the problems which commonly found is a great deal of scamming practices for profit-oriented aims. Virtual shop is defined as a virtual reality application allowing its user to experience shopping in virtual world. A navigation system is required to enable its users in finding out the expected product. Genetic algorithm is one of many search algorithms based on natural selection and natural genetics. On this algorithm, data and string are executed through process of selection to generate problem solving solution. Using this algorithm, the navigation system is proved to be successful on generating path leading to expected product in the virtual shop.

DBscan Algorithm and Decision Tree to Automate Trip Purpose Detection

Hidayah, Lailatul, Wulandari, Catur

Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 3, No 4, November 2018
Publisher : Universitas Muhammadiyah Malang

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Abstract

One of transportation research topic is detecting trip purpose. Given a collection of GPS mobility records, researchers endeavored to infer useful information such as trip, travel mode, and trip purpose. Obtaining these attributes will help researcher in transportation modelling.  This work proposed an approach in defining a trip or a trip segmentation which is a part of trip purpose problem as well as inferring the trip purpose. By Utilizing Dbscan clustering algorithm, decision tree, and some useful features, we are able to detect the trips and their purposes as well as building the model to automate the trip derivation.

Front and Back Matter Volume 3 Number 2

Waskito, Adhitya Dio

Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 3, No 2, May-2018
Publisher : Universitas Muhammadiyah Malang

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Abstract