scholarly journals An authentication alternative using histogram shifting steganography method

2021 ◽  
Vol 9 (2) ◽  
pp. 106-112
Author(s):  
Irsandy Maulana Satya Viddin ◽  
Antonius Cahya Prihandoko ◽  
Diksy Media Firmansyah

This study aims to develop an authentication alternative by applying the Histogram shifting steganography method. The media used for authentication is image media. Histogram shifting utilizes the histogram of an image to insert a secret message. The developed authentication has implemented the Histogram shifting to insert user credentials into the carrier image. Users can use the steganographic image to log into their accounts. The method extracts the credentials from the image during the login. PSNR test of the steganographic images produces an average value of 52.52 dB. The extraction capability test shows that the method can extract all test images correctly. In addition, this authentication method is also more resistant to attacks common to password authentication.

2019 ◽  
Vol 2 (1) ◽  
Author(s):  
Arpina Saleha ◽  
Raden Roro Ariessanty Alicia Kusuma Wardhani ◽  
Okviyoandra Akhyar

Penelitian ini bertujuan untuk mengetahui ada atau tidaknya pengaruh media permainan ular tangga senyawa terhadap hasil belajar siswa.Penelitian ini menggunakan nonequivalentcontrolgroupdesign. Populasi dalam penelitian ini adalah seluruh siswa kelas X MIA, sedangkan sampel penelitian yang digunakan yaitu X MIA 2 dan X MIA 3.Pada penelitian ini kedua kelas diberikan perlakuan yang berbeda,kelas X MIA 2 dibelajarkan tanpa menggunakan permainan media ular tangga senyawa, sedangkan kelas X MIA 3 dibelajarkan menggunakan media permainan ular tangga senyawa.Teknik pengumpulan data yang digunakan adalah soal tes pilihan  ganda.  Data  yang diperoleh dianalisis  menggunakan  uji mann whitney u.Data hasil penelitian menunjukkan bahwa nilai rata-rata post-test kelas kontrol lebih rendah daripadanilai rata-rata kelas eksperimen.Sehingga dapat disimpulkan bahwa terdapat pengaruh media permainan ular tangga senyawa pada materi tata nama senyawa terhadap hasil belajar siswa di SMA Negeri 1 AlalakThis study aimed to determine whether or not the influence of snake and compound compound media play on student learning outcomes. This study used nonequivalent control group design. The population in this study were all students of class X MIA, while the research samples used were X MIA 2 and X MIA 3. In this study both classes were given different treatments, class X MIA 2 was taught without using snake ladder compound media games, while classes X MIA 3 was taught using the media game snake ladder compound. Data collection techniques usedwere multiple choice test questions. The data obtained were analyzed using the Mann Whitney test. The data of the research showed that the average value of the control class post-test is lower than the average value of the experimental class.  So  it  can  be  concluded  that  there  were  the influence  of  snake  ladder compound  media  on  compound  nomenclature material  on  student  learning outcomes in SMA Negeri 1 Alalak.


2020 ◽  
Vol 4 (2) ◽  
pp. 242-249
Author(s):  
Arnelia Dwi Yasa ◽  
Denna Delawanti Chrisyarani

Writing is an inseparable activity from everyday human life. Writing skills can be fostered from diligent reading. One of the reading media as well as the media for pouring student work is mading. Mading is a vehicle for applying students' abilities, especially in the field of writing. MI Manbaul Ulum Karangduren is a school located in Malang Regency. The school does not yet have a class bulletin board containing student work. Thus, the opportunity for students to develop their creativity in writing is hampered. Efforts are needed to improve writing skills for students to build a reading culture. One way is to publish bulletin as a teaching aid and coaching. Through bulletin board, it is hoped that students can have creativity in writing. The results of community service activities show that students' writing skills have improved. The average value of N-Gain Creativity Test scores 0.73 in the high category. This shows the level of effectiveness of the treatment has a high effect on the post test.


2021 ◽  
Vol 2 (2) ◽  
pp. 145-157
Author(s):  
Mutimmah Fawaid

Abstrak Keterampilan membaca permulaan siswa masih rendah dikarenakan kurangnya keterampilan guru dalam mengolah pembelajaran menjadi menarik, hal ini menyebabkan siswa kurang antusias dalam membaca sehingga siswa lebih asyik bicara sendiri dengan teman sebangkunya. Penelitian ini memfokuskan pada: apakah ada peningkatan dalam membaca setelah menggunakan metode suku kata berbasis media kartugambar dan Apakahfaktor yang mempengaruhi dalam keterampilan membaca permulaan. Jenispenelitian ini adalah penelitian tindakan kelas sedangkan sabjeknya ialah seluruh siswa kelas 1 MI Nurus Shibyan Ambat dengan jumlah 18 siswa. Metode yang digunakan dalam pengumpulan data adalah wawancara, observasi, tes dan dokumentasi. Dalam membaca permulaan peneliti penggunaan metode suku kata berbasis media kartu gambar dari hasil tersebut terlihat adanya peningkatan keterampilan membaca permulaan pada siswa. Hal ini dibuktikan pada saat sebelum diberi tindakan nilai rata-rata dari seluruh siswa masih rendah yaitu 45,27, dan presentase ketuntasan klasikalsiswa 16,67%. Pada siklus I setelah diberi tidakanya itu dengan menggunakan metode suku kata berbasis media kartu gambar nilai rata-rata siswa meningkat menjadi 57,5 dan presentase ketuntasan klasikal sebesar 27,78%. pada siklus II nilai rata-rata siswa meningkat menjadi 67,5 sedangkan presentase ketuntasan siswa menjadi 55,56%. Dan pada pelaksanaan siklus III nilai rata-rata siswa meningkat menjadi 78,88 dan peningkatan presentase ketuntasan siswa mencapai 83,33%.  Kata Kunci: Membaca Permulaan, Suku Kata Berbasis Kartu Gambar Abstract Reading skills at the beginning of students are still low due to the lack of teacher skills in processing learning to be interesting, this causes students to be less enthusiastic in reading so that students are more engrossed in talking to themselves with their peers. This study focuses on: is there an increase in reading after using the syllabic media-based syllable method and what are the influencing factors in early reading skills. This type of research is classroom action research while the subject is all grade 1 students of MI NurusShibyanAmbat with a total of 18 students. The methods used in data collection are interviews, observation, tests and documentation. In reading the beginning of the researcher the use of the syllabus-based media method of the image card shows that there is an increase in students' beginning reading skills. This was evidenced at the time before being given an action the average value of all students was still low at 45.27, and the percentage of classical completeness of students was 16.67%. In the first cycle after being given the act of using syllables based on the media card the average value of students increased to 57.5 and the percentage of classical completeness was 27.78%. in cycle II the average value of students increased to 67.5 while the percentage of student completeness to 55.56%. And in the implementation of the third cycle the average value of students increased to 78.88 and the percentage ofstudentscompleteness reached 83.3%. Keywords: Reading Beginning, Syllables Based On Picture Cards


Author(s):  
Hermansyah Hermansyah ◽  
Nurindah Dwiyani

Interactive Learning Media is a supporting element in generating quality students, students in using learning media whose purpose is to generate students' creativity in learning learning materials in accordance with the provisions of learning, to produce interactive media on Digital Simulation subjects whose presentation consists of text, images and videos learning, so that this attracts students' interest in learning, on digital simulation subjects. Media Interactive Using Macromedia Director 11 needs supporting applications such as Adobe Flash 8, Adobe Photoshop CS3, and Camtasia. Based on the results of the design of the media, it can be concluded that the interactive learning media on the subjects of the X-class Multimedia Digital Simulation have been realized. Interactive Learning Media has been designed later in the feasibility study by a media expert lecturer and two material expert teachers, with an average value of 0.69 and an average material validation value of 0.95 declared valid using the Aiken'V formula and based on the results of the feasibility test the learning media has been declared valid and feasible to be used as a medium of learning in school. Keywords: Designing, Digital Simulation, Interactive Media.


Author(s):  
Arpad Incze

AbstractThis paper contains a brief description of new approach regarding LSB steganography. The novelty of the method resides in the combination of LSB (Least Significant Bits) steganography with some primitives of the pixel-sieve/bit-sieve cryptographic method. In short, we propose to use two or more carrier images and the sieving algorithm, borrowed from the pixel sieve primitive, to determine which carrier image will receive the next set of bits of the secret message. While in classic LSB steganography the secret message must be encrypted prior to embed the information into the carrier image, in our proposal the message is scrambled between the shares in a pseudo random way. An attacker will need all the carrier images and the sieving key in order to reconstruct the original message. Also we recommend an alternative method in which instead of simply replacing the last bit/bits we use them as XOR keys to further enhance the security. Keywords: steganography, cryptography, secret sharing; visual cryptography, LSB.


Author(s):  
Gandharba Swain ◽  
Dodda Ravi Kumar ◽  
Anita Pradhan ◽  
Saroj Kumar Lenka

In this paper we present a technique for secure communication between two parties Alice and Bob. We use both cryptography and steganography. We take image as the carrier to use steganography. By using our own substitution cipher called two square reverse we encrypt the secret information. Then the cipher text of the secret information is embedded into the carrier image in LSB (least significant bit) minus one position of some selected bytes. The byte selection is done depending on the bit pattern of the secret information. Thus the embedding locations are dependent on the secret message. So the intruder will face difficulties to locate the bits. After embedding the resultant image will be sent to the receiver, the receiver will apply the reverse operation what the sender has done and get the secret information.


2020 ◽  
Vol 3 (1) ◽  
pp. 1-10
Author(s):  
Erina Melianti ◽  
Eko Risdianto ◽  
Eko Swistoro

ABSTRAK Penelitian ini bertujuan untuk (1) menghasilkan media pembelajaran berbasis multimedia interaktif menggunakan Macromedia Director pada materi usaha dan energi kelas X, (2) mendeskripsikan kelayakan pengembangan media pembelajaran berbasis multimedia interaktif menggunakan Macromedia Director pada materi usaha dan energi kelas X. Jenis penelitian ini adalah Research and Development (R&D) level 1 yang dilaksanakan dalam lima tahap yaitu potensi dan masalah, studi literatur dan pengumpulan informasi, desain produk, validasi desain, dan desain teruji. Validasi desain menggunakan angket dan dilakukan oleh ahli. Hasil penelitian menunjukkan bahwa telah dihasilkan media pembelajaran berbasis multimedia interaktif yang berada dalam katergori sangat valid yaitu didapatkan penilaian pada aspek materi dengan presentase 89,58% dinyatakan pada tingkat yang valid, kemudian pada aspek media dengan presentase 84,37% dinyatakan pada tingkat yang valid, dan aspek bahasa dengan presentase 93,33% dinyatakan pada tingkat yang valid. Sehingga didapat bahwa media pembelajaran berbasis multimedia interaktif menggunakan Macromedia Director pada materi usaha dan energi kelas X dikategorikan valid dengan nilai rata-rata 89%.Kata Kunci: Macromedia Director, Multimedia Interaktif, Penelitian Pengembangan ABSTRACT This research was aimed to (1) produce learning media based on interactive multimedia that using macromedia Director on business and energy material at the grade X, (2) describe properness of developing interactive based multimedia learning that using macromedia director in effort and energy material of tenth grade. The type of this research was level 1 of research and development (R&D) was done in five stages namely, potential and problems, literature study and information gathering, product design, design validation, and proven design. Design validation used questionnaires for expert. The result of this research showed that learning media based on interactive multimedia was categoried in valid category for material aspect assessment in percentage 89,58% and then on the media aspect in 84,37% was categoried in valid level, dan language aspect in percentage 93,33% was categoried in valid level. So that it was found that interactive multimedia based learning media using Macromedia Director on business material and energy class X was categorized as valid with an average value of 89%.Keywords: Macromedia Director, Interactive Mutimedia, Research and Development


2019 ◽  
Vol 3 (2) ◽  
pp. 148-153
Author(s):  
Muhammad Fajar Ramadhan ◽  
Iman Sulaiman ◽  
Tirto Apriyanto

ABSTRAK   Peneli tian ini bertujuan untuk mengkaji peningkatan hasil shooting dengan menggunakan media J-Glove pada mahasiswa (atlet) yang tergabung dalam Tim Putra Bola Basket di Universitas Negeri Jakarta. Pengambilan data dilaksanakan di lapangan basket kampus B Universitas Negeri Jakarta pada tanggal 15 Mei sampai 28 Juni 2019. Metode penelitian yang digunakan dalam penelitian ini adalah Metode Eksperimen, yaitu dengan memberikan perlakuan (treatment) dalam latihan dengan menggunakan media J-Glove untuk meningkatkan akurasi 3 point shoot bola basket Tim Putra bola basket Universitas Negeri Jakarta. metode eksperimen. Desain penelitian menggunakan “one group pretest-postest design”. Populasi dalam penelitian ini adalah Tim Putra bola basket Universitas Negeri Jakarta, pengambilan sampel menggunakan Total sampling yang artinya semua anggota populasi dijadikan sampel karna terdiri dari 15  orang. Berdasarkan hasil tes awal dan tes akhir dari perlakuan hasil dari latihan 3 point shooting dengan menggunakan media J-Glove pada hasil 3 point shooting memperoleh nilai untuk 3 point shooting dengan tes akhir 3 point shooting dengan nilai rata-rata sebesar 8.1, nilai standar deviasi sebesar 5.61, nilai standar error perbedaan rata-rata sebesar 1.5, sedangkan untuk th (t hitung) sebesar 5.4 thitung dan ttabel (t tabel) sebesar 1,70113 ttabel. Dengan taraf signifikasi sebesar 5% .dengan demikian t hitung > t tabel yang berarti Ho ditolak, sehingga dapat disimpulkan bahwa latihan 3 point shooting  dengan menggunakan media J-Glove berpengaruh pada hasil akurasi 3 point shooting.    Kata Kunci : shooting 3 point, J-Glove, Basket   ABSTRACT   This study aims to examine the improvement in shooting results using the J-Glove media on students (athletes) who are members of the Putra Basket Basketball Team at Jakarta State University. Data retrieval was carried out on the basketball court campus B Jakarta State University on May 15 to June 28, 2019. The research method used in this study was the Experimental Method, namely by providing treatment in training using J-Glove media to improve accuracy 3 basketball shoot point Team Putra basketball at Jakarta State University. experimental method. The research design uses "one group pretest-postest design". The population in this study was the Putra Putra basketball team at the Jakarta State University, sampling using total sampling which means that all members of the population were sampled because they consisted of 15 people. Based on the results of the initial test and the final test of the treatment results of the 3 point shooting exercise using the media J-Glove on the results of 3 point shooting obtained a value for 3 point shooting with the final test 3 point shooting with an average value of 8.1, the standard deviation value of 5.61, the standard error value of the average difference is 1.5, while for th (t arithmetic) is 5.4 thitung and ttable (t table) is 1.70113 ttable. With a significance level of 5%. Thus t arithmetic> T table which means Ho is rejected, so it can be concluded that the 3 point shooting exercise using J-Glove media affects the accuracy of the 3 point shooting results.   Keyword : 3 Point shoot, J-Glove, Basket


Author(s):  
Iim Abdul Rohim ◽  
Putra Jaya

This study aims to produce learning media for electronic components using Augmented Reality technology by knowing the performance and magnitude of the feasibility value of learning media for electronic components using the Augmented Reality technology. Designing and making applications using the steps of the waterfall method include: 1) Designing, 2) Architectural Design and Interfaces, 3) Encoding / Programming, and 4) Testing. Application programs are made with laptops that have Intel®core ™ i3 [email protected] processor specifications, 4.00GB RAM, Intel® HD Graphics520, 1TB hard drive, with a Windows 10 Pro 64-bit X64 operating system. Integrated Development Environment (IDE) in making this application is Unity 2018.3.6f1 with the marked based tracking method. Based on the results of the feasibility test conducted by two material experts as well as two media experts, that in the aspect of application material got an average value of a total score of 63 out of 68. In the media aspect the application got an average score of 84.5 from the total score of 96 Both of these scores give interpretation that the application of Augmented Reality learning media in teaching electronic engineering is very feasible to be used as a learning media.Keywords: Augmented Reality, Learning Media, Electronic Engineering, Unity 3D


2021 ◽  
Vol 2 (1) ◽  
pp. 25-34
Author(s):  
Zulfah Zulfah ◽  
Adilah Endah Putriyani

Abstract Science instruction with conceptual material is often less attractive to students. It’s considered less attractive and difficult to understand than it’s necessary to develop interactive learning media for instruction. This study aims to develop the media and see its effect on increasing student interest in science instruction by using the Encyclopedia of Classification of Living Things through the demonstration method. This research was conducted on grade VII students at Madrasah Tsanawiyah 4 Ponorogo in the 2019/2020 school year. The type of research used is descriptive quantitative research. Data collection by filling out a questionnaire to measure students' interest in instruction. The results showed that there was an increase in student interest in instruction after using the Encyclopedia Media of Classification of Living Things. The average value obtained from before instruction was 74.76 while the average score obtained of post instruction was 75.52. Based on the analysis of these data, it can be concluded that there is an increase in student interest in science instruction by using encyclopedia media in classification of living things material. Keywords: Learning interest; natural science instruction; media


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