scholarly journals DETEKSI BUKTI DIGITAL ONLINE GAMBLING MENGGUNAKAN LIVE FORENSIK PADA SMARTPHONE BERBASIS ANDROID

2018 ◽  
Vol 1 (1) ◽  
pp. 14-19
Author(s):  
Andrian Sah ◽  
Imam Riadi ◽  
Yudi Prayudi

Internet as media to do political movement. Since that, the Indonesian people understand internet-based activities until this current progress. Use of internet in Indonesia most frequently utilize units to access internet, namely, handphone, laptop/notebook, Personal Computer (PC), and tablet. Media used to access internet include mobile (47.6%), computer (1.7%) and both (50.7%). Use of internet increases so that criminal action rate is higher; for example, online gambling. In general, online gambling is done using smartphone. However, today smartphone can load more than one type of online gambling. So speedy progress of online gambling  must contain criminal action. Criminal action is taken by involving smartphone having online gambling with impact on challenge to prove digital evidences and analyze it. Online gambling is a crime or criminal action  being social problems resulting in negative impacts such as morale and mental disorders in society, especially young generation. Questions asked in this study are how to find characteristic of online gambling and digital evidences available to smartphone. This study focuses on characteristic and digital evidences in smartphone based on facts found in thing of evidence. Based on results of study, we found some types of online gambling in smartphone. Characteristic and digital evidences found in smartphone were found by using forensic media, namely, XRY. Forensic media of XRY were used to find thing of digital evidence in smartphone, such as, ID, Password and transaction of online gambling via social applications.

2021 ◽  
Vol 5 (1) ◽  
pp. 45-54
Author(s):  
Imam Riadi ◽  
Rusydi Umar ◽  
Muhammad Irwan Syahib

Viber is one of the most popular social media in the Instant Messenger application category that can be used to send text messages, make voice calls, send picture messages and video messages to other users. As many as 260 million people around the world have used this application. Increasing the number of viber users certainly brings positive and negative impacts, one of the negative impacts of this application is the use of digital forensic crime. This research simulates and removes digital crime evidence from the viber application on Android smartphones using the National Institute of Standards Technology (NIST) method, which is a method that has work guidelines on forensic policy and process standards to ensure each investigator follows the workflow the same so that their work is documented and the results can be accounted for. This study uses three forensic tools, MOBILedit Forensic Express, Belkasoft and Autopsy. The results in this study show that MOBILedit Forensic Express gets digital evidence with a percentage of 100% in getting accounts, contacts, pictures and videos. While proof of digital chat is only 50%. Belkasoft gets digital evidence with a percentage of 100% in getting accounts, contacts, pictures and videos. While proof of digital chat is only 50%. For Autopsy does not give the expected results in the extraction process, in other words the Autopsy application gives zero results. It can be concluded that MOBILedit Forensic Express and Belkasoft have a good performance compared to Autopsy and thus this research has been completed and succeeded in accordance with the expected goals.


Author(s):  
Alper Ozpinar ◽  
Serhan Yarkan

The population of humanity has become more than seven billion. Daily used devices, machines, and equipment, are also increasing quicker than the human population. The number of mobile devices in use like phones, tablets and IoT devices already passed the two billion barrier and even more than one billion as vehicles are also on the roads. Combining these two will make the one of the biggest Big Data Environment about the daily life of human beings after the use of internet and social applications. For the newly manufactured vehicles, internet operated entertainment and information Systems are becoming a standard equipment delivering such an information to the manufacturers but most of the current vehicles do not have a system like that. This chapter explains the combined version of IoT and vehicles to create a V2C vehicle to cloud system that will create the big data for environmental sustainability, energy and traffic management by different technical and political views and aspects.


Author(s):  
Gustavo S. Mesch

As the Internet has been adopted and integrated in the daily lives of an increasing number of young adolescents in western countries, scholars and commentators are debating and speculating on the impact of these new media on the activities, social relationships and worldview of the young generation. The communication environment has become more and more complex, as youth combine the use of electronic mail, open forums, chat rooms, instant messenger and social networking sites. In this chapter the author argues that the use of different social applications, partially define the structure and content of social communication and association. In this chapter the author reviews the literature on the motivations for the use of each social application and the impact of the use on the type, size and quality of social ties that are maintained and created.


2016 ◽  
Vol 47 (2) ◽  
pp. 193-197 ◽  
Author(s):  
D. Fraguas ◽  
C. M. Díaz-Caneja ◽  
M. W. State ◽  
M. C. O'Donovan ◽  
R. E. Gur ◽  
...  

Personalized or precision medicine is predicated on the assumption that the average response to treatment is not necessarily representative of the response of each individual. A commitment to personalized medicine demands an effort to bring evidence-based medicine and personalized medicine closer together. The use of relatively homogeneous groups, defined using a priori criteria, may constitute a promising initial step for developing more accurate risk-prediction models with which to advance the development of personalized evidence-based medicine approaches to heterogeneous syndromes such as schizophrenia. However, this can lead to a paradoxical situation in the field of psychiatry. Since there has been a tendency to loosely define psychiatric disorders as ones without a known aetiology, the discovery of an aetiology for psychiatric syndromes (e.g. 22q11.2 deletion syndrome in some cases of schizophrenia), while offering a path toward more precise treatments, may also lead to their reclassification away from psychiatry. We contend that psychiatric disorders with a known aetiology should not be removed from the field of psychiatry. This knowledge should be used instead to guide treatment, inasmuch as psychotherapies, pharmacotherapies and other treatments can all be valid approaches to mental disorders. The translation of the personalized clinical approach inherent to psychiatry into evidence-based precision medicine can lead to the development of novel treatment options for mental disorders and improve outcomes.


2008 ◽  
Vol 7 (1) ◽  
pp. 39-46 ◽  
Author(s):  
SUDIPTO CHATTERJEE ◽  
NEERJA CHOWDHARY ◽  
SULOCHANA PEDNEKAR ◽  
ALEX COHEN ◽  
GRACY ANDREW ◽  
...  

2022 ◽  
Author(s):  
Bakdiyatul Mukarromah ◽  
Jihan Aqil Rihhadatul 'Aisy ◽  
Moses Glorino Rumambo Pandin

The internet is one of the impacts of new technology development, which can be used to find out the culture that exists in certain regional areas. The swift enlargement of information and communication technology has affected the public culture, both in the form of positive and negative impacts. Improvements and technological advances offered in this era make it easier for the community to access many things, one of which is entertainment media such as Netflix. Netflix's new series entitled “Squid Game” is being watched by millions of people around the world because of its unique storyline; it tells the story of a group of adults who are deeply in debt, who struggle to get a prize worth billions of Won (the official currency of South Korea) with their lives at stake. Unfortunately, the young generation nowadays is only a drama connoisseur who just follows trends, without exploring the messages and values contained in them. Therefore, the author analyzes the Netflix series "Squid Game" using an axiological approach as an effort to increase awareness of social issues among generation Z. This study uses a qualitative method with google form as an observation instrument and relevant literature sources. Academically, this research is hoped to contribute to science development which is related to the philosophy of science, and axiology in particular. Practically, it is hoped that it can be useful for readers, especially as a stimulant in the practice of axiological thinking in everyday life. This research shows that Generation Z at first was not aware of the social issues contained in the Squid Game. However, after getting a little stimulant, they can identify social issues that occur in the Squid Game, compare them with social issues in Indonesia, and consider Squid Game as a way to increase awareness of Generation Z on social issues.


2017 ◽  
Vol 8 (1) ◽  
pp. 35-48
Author(s):  
Rahmawan Jatmiko

Assassin’s Creed is a historical fiction video game developed and published by Ubisoft. This video game has been so far considered as one of the most violent video games. Assassin’s Creed III is the third sequel of which plot is set in a fictional history of real world events and follows the centuries-old conflict between the Assassins and the Templars. Based on this study, the plot, characters, characterization, and scenes in Assassin’s Creed III are deemed to be able to give positive teachings to the young generation, despite the fact that there are violent and sadistic scenes in the story. Haytham Kenway, who is “evil” protagonist in Assassin’s Creed Forsaken, is portrayed as an expert in using weapons, since he was kid. Separated from his family, Kenway was taken by mysterious mentor, who trained him to be the most deadly killer. Comparisons with classic characters such as Oedipus, Hamlet, or Indonesian legendary character Sangkuriang are intentionally made to sharpen the analysis. The finding of this study is that heroic value might be found in either protagonist or antagonistic characters, whose roles involved numerous violent actions. Comments from the official website and social media which claim that Assassin’s Creed has brought negative impacts on the consumers might not be totally true.


2020 ◽  
Vol 7 (2) ◽  
Author(s):  
Rabiatul Adawiyah ◽  
Siti Fatimah Soenaryo

Abstract: The development of the globalization era not only has positive impacts but also negative impacts. It is important to strengthen students' character because globalization hurts the development of the character of the young generation. This study aims to describe the implementation of full-day school policy by instilling the value of strengthening character education (PPK) in SMAN 2 Katingan Hilir. The method in this study is qualitative with a descriptive approach. Data collection techniques are observation, interview, and documentation. The informant selection technique in this study uses purposive sampling, which includes the School Principal, Vice Principal in the Curriculum and Student Affairs, Islamic Agana Education teacher, Citizenship Education teacher, and 5 students. The results of the study indicate that the implementation of full-day school policies by planting PPK values in SMAN 2 Katingan Hilir is carried out through extracurricular, co-curricular and extracurricular activities. Two PPK values are the focus of this research, namely cooperation that can be seen from the students to always work together to apply to help each other, hand in hand to clean and maintain the cleanliness of the school environment. While the value of independence seen from students in doing everything so it is not easy to depend on others.Keywords: Implementation of policies, Full Day School, Strengthening Character Education Abstrak: Perkembangan era globalisasi tidak hanya memberikan dampak yang positif tetapi juga dampak negatif. Penting untuk memberikan penguatan karakter siswa karena globalisasi memiliki dampak negatif terhadap perkembangan karakter generasi muda. Penelitian ini bertujuan untuk mendeskripsikan implementasi kebijakan full day school dengan penanaman nilai penguatan pendidikan karakter (PPK) di SMAN 2 Katingan Hilir. Metode dalam penelitian ini yaitu kualitatif dengan pendekatan deskriptif. Teknik pengumpulan data yaitu observasi, wawancara dan dokumentasi. Teknik pemilihan informan dalam penelitian ini menggunakan purposive sampling, yaitu meliputi Kepala Sekolah, wakil kepala sekolah bidang kurikulum dan kesiswaan, guru Pendidikan Agana Islam, guru Pendidikan Kewarganegaraan, dan 5 orang siswa Hasil penelitian menunjukkan bahwa implementasi kebijakan full day school dengan penanaman nilai PPK di SMAN 2 Katingan Hilir dilakukan melalui kegiatan intrakurikuler, ko-kurikuler, dan ekstrakurikuler. Ada dua nilai PPK yang menjadi fokus penelitian ini yaitu gotong royong yang dapat dilihat dari diri peserta didik untuk selalu berkerja sama menerapkan untuk saling membantu satu sama lain, saling bahu membahu membersihkan dan menjaga kebersihan lingkungan sekolah. Sedangkan nilai mandiri dilihat dari peserta didik dalam melakukan segala hal agar tidak mudah bergantung pada orang lain.Kata kunci: Implementasi kebijakan, Full Day School, Penguatan Pendidikan Karakter


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