Antivirus : Jurnal Ilmiah Teknik Informatika <p>Memuat hasil penelitian dan kajian kritis bidang teknologi informasi, teknlogi informasi elektronik, inovasi dan rekayasa informatika.</p> Universitas Islam Balitar en-US Antivirus : Jurnal Ilmiah Teknik Informatika 1978-5232 <div class="page"> <p>Authors who publish with this journal agree to the following terms:</p> <ol> <li>Copyright on any article is retained by the author(s).</li> <li>Author grant the journal, right of first publication with the work simultaneously licensed under a Creative Commons Attribution License that allows others to share the work with an acknowledgement of the work’s authorship and initial publication in this journal.</li> <li>Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal’s published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.</li> <li>Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work.</li> <li>The article and any associated published material is distributed under the&nbsp;<a href="" rel="license">Creative Commons Attribution-ShareAlike 4.0 International License</a></li> </ol> </div> THE USAGE OF AUGMENTED REALITY FOR MEDICAL MASK SELECTION USING FACE TRACKING <p><em>When using a mask, appearance is essential for some people in supporting appearance and prioritizing comfort. However, when customer o</em><em>n trying masks, a prospective buyer must come directly to the pharmacy or shop. That’s</em><em> can </em><em>make</em><em> consumers' time less efficient. In addition, trying a new mask also risks damaging the mask and an obligation to buy it. A mobile application with Augmented Reality</em><em> features can help people see the appearance of masks on their facial contours via smartphones without trying it one by one. The application works by combining the mask model in the virtual world with the user's face in the real world captured by the user's smartphone camera. Literature study, needs analyze</em><em>, application design, application development, and application testing are used in developing this application. Application development is carried out using the Augmented Reality</em><em> face tracking method.</em><em> From this application,</em><em> mask model can be displayed right on the user's face on the android platform. In order to get optimal results, testing is done on the application by testing the application's compatibility when used on various Android devices and conducting a questionnaire to determine whether the application is well received by users using the User Acceptance Testing (UAT) and UAT results classified as good with a </em><em>final score is</em><em> 83 ,25%.</em></p> Muhammad Pratiwo Mutaqin Akbar Copyright (c) 2022 Antivirus : Jurnal Ilmiah Teknik Informatika 2022-03-07 2022-03-07 16 1 1 10 10.35457/antivirus.v16i1.1961 IMPLEMENTATION OF LEARNING VECTOR QUANTIZATION METHOD TOWARDS LEVEL DETERMINATION IN EDUCATION GAME SANG SANTRI <p><em>Game edukasi lebih menarik jika diberi sebuah kecerdasan buatan. Salah satu algoritma kecedasasan buatan yang dapat diterapkan pada game ini adalah Learning Vector Quantization (LVQ). LVQ merupakan algoritma cerdas yang dapat diimplementasikan pada game karena LVQ dapat menghasilkan klasifikasi yang sesuai dengan yang diinginkan. Pada penelitian ini, penulis membuat game edukasi pembelajaran kosakata Bahasa Arab dengan menggunakan algoritma LVQ. Algoritma ini digunakan untuk menentukan level bermain seorang pemain ketika memainkan permainan ini. Hal ini dilakukan agar seorang pemain dapat menyelesaikan permainan berdasarkan kemampuannya dalam bermain. Algoritma ini diterapkan pada game berdasarkan dari nilai Skill Point dan Health Point. Berdasarkan hasil pengujian, algoritma LVQ dapat diterapkan dalam game pembelajaran kosakata Bahasa Arab untuk menentukan level permainan seorang pemain. Hasil pengujian menunjukkan nilai akurasi sebesar 80% dengan 12 data akurat dari 15 data uji coba. Berdasarkan hasil tersebut, algoritma LVQ dapat diterapkan dengan baik pada game Sang Santri.</em></p> Syafei Karim M. Zaenal Abidin Copyright (c) 2022 Antivirus : Jurnal Ilmiah Teknik Informatika 2022-04-04 2022-04-04 16 1 11 24 10.35457/antivirus.v16i1.1785 OPTIMIZATION OF AMELSBR STEGANOGRAPHY TECHNIQUES IN THE LAST FOUR BIT WITH COLOR IMAGE COVER <p><em>The dynamic growth of data transmission in the modern age needs a safe interchange of data. Usually, the answer is between steganography and cryptography. Steganography is a well-established technique for protecting hidden data from unauthorized access into a cover object in such a fashion that it is easily imperceptible to human eyes. <strong>Purpose: </strong>This work proposes an optimization towards Adaptive Minimum Error Least Significant Bit Replacement (AMELSBR) by modifying at least four bits to be replaced. Sadly, steganography is often detectable by human eyes, especially if underwent such bit replacement modification. To solve this problem, we have since optimized AMELSBR. <strong>Method: </strong>Specifically, we optimized AMELSBR so it can use the last 4 bit in cover image. We divided the experiment scheme based on per replaced bit, namely one bit, two bits, three bits, and four bits. The object covered in this work is colored images, divided into four classes: abstract images, landscape images, animal images, and fruit images.. <strong>Results:</strong> We were able to minimize Mean Squared Error into at least 1 and Peak-to-Signal Ratio into at least under 35 dB in this work. We also tested the stego images as the end result of the AMELSBR steganography process using brightness, contrast, resize, noise, and blur. <strong>Conclusion: </strong>Our experiment proves that the optimized AMELSBR as steganography technique can be reliable for text embedding in the cover image without using cryptography as intended in standard use.</em></p> Muhammad Alfin Fikri F. X. Ferdinandus Copyright (c) 2022 Antivirus : Jurnal Ilmiah Teknik Informatika 2022-04-15 2022-04-15 16 1 25 38 10.35457/antivirus.v16i1.1967 PENENTUAN SISWA BERPRESTASI KELAS BAHASA DI SMA “EFG” MENGGUNAKAN METODE EDAS <p><em>Achievement students are one of the references in the level of success in high school. Students who excel in the Language Class at SMA "EFG" Gresik Regency will receive an award in the form of financial assistance. In language classes at high schools throughout Gresik Regency, every year there will be outstanding students and these students will receive awards from the school. In determining high school students "EFG" so far only rely on student report cards and student test scores based on all subjects in the high school, which becomes an obstacle in determining outstanding students every year, for example if there are students who have high scores. can become outstanding students, even students who have special learning values ​​in the Language Department must become outstanding students. The EDAS method is used in determining student achievement by using predetermined criteria. Based on the final ranking calculation using the EDAS method, the results of the ranking of students who excel in language subjects at SMA "EFG" Gresik Regency are coded SW40 with an AS Final score of 0.50. The EDAS method only has an accuracy rate of 30% so that the results of the study show that only a few students can be categorized as outstanding students. The process of determining outstanding students in this study is not valid because the weight of the criteria used is less effective because it still needs to be added to the value of the weights on the criteria so that the use of the EDAS method in determining outstanding students will produce a higher level of accuracy.</em></p> Andra Rizky Afandhi Putri Aisyiyah Rakhma Devi Harunur Rosyid Copyright (c) 2022 Antivirus : Jurnal Ilmiah Teknik Informatika 2022-04-21 2022-04-21 16 1 39 51 10.35457/antivirus.v16i1.2102 PENGELOMPOKAN ANGGOTA DIVISI HIMPUNAN MAHASISWA JURUSAN PADA UNIVERSITAS “XYZ” DENGAN METODE K-MEANS CLUSTERING <p><em>The Department of Student Association is a human group formed to have the same goal in building an organization in higher education. So far, HMJ has carried out the process of grouping daily management into each division manually and there is no objective process that causes several candidates for daily management to be placed not according to their abilities. To solve the existing problems, a study was conducted using the K-means Clustering method. The K-Means method is very much needed because it can determine the grouping of candidates for the daily committee using variables that can be a guide for making decisions for candidates who will be selected as daily administrators of the student association majors. In the K-Means calculation, the results of the grouping of candidates for the daily management of the student association majors in each division are obtained according to the criteria determined by the HMJ. Based on the results of the comparison calculations with the original data from the HMJ interview and the results of calculations using K-Means, an accuracy value of 25% was calculated using the accuracy formula in the results and discussion chapter. Therefore, in the further research, weights can be added to the criteria and the data is reproduced so that the accuracy values can be compared in research using the K-Means method.</em></p> Maydina Anggita Pravita Sari Umi Chotijah Copyright (c) 2022 Antivirus : Jurnal Ilmiah Teknik Informatika 2022-04-26 2022-04-26 16 1 52 62 10.35457/antivirus.v16i1.2139 PERANCANGAN SISTEM INFORMASI MANAJEMEN BADAN AMAL MENGGUNAKAN METODE WATERFALL <p><em>Developments and advances in information technology are now increasingly advanced by providing convenience for the public in accessing information in the current era of public information. The Charity Management Information System is a service application for the community to optimize donors who want to donate in an easy and fast way. The method used in designing this service application uses the Waterfall method with the Laravel Framework. The Waterfall method consists of, Requirements and Analysis, Design, Development, Testing, and Maintenance. The results obtained using this method are Entity Relationship Diagram (ERD) models and Use Case Diagrams at the Design stage. Then, at the Testing stage, an appropriate or valid status is generated from the expected results. This system or website can increase public awareness about the importance of making donations, be it Zakat, Alms, Infaq, or Waqf. And can assist in managing donation data (Zakat, Alms, Infaq, and Waqf) effectively and efficiently, namely to BMI partners (Baitulmaal Munzalan Indonesia).</em></p> Aidil Saputra Kirsan Nursanti Novi Arisa Alvian Hayyu Diansa Putra Copyright (c) 2022 Antivirus : Jurnal Ilmiah Teknik Informatika 2022-05-23 2022-05-23 16 1 63 77 10.35457/antivirus.v16i1.2110