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Mohd Fauzan Azmi

SABER : Jurnal Teknik Informatika, Sains dan Ilmu Komunikasi 2026 STIKes Ibnu Sina Ajibarang

Mental health issues among university students have become a growing concern, driven by academic pressures, career uncertainties, and complex social transitions. However, a large proportion of students remains reluctant to seek professional psychological support due to social stigma and limited access to institutional counseling services. This study proposes the design and implementation of an Android-based chatbot application that integrates mood tracking and sentiment analysis to continuously monitor the emotional states of university students. The system employs a fine-tuned RoBERTa (Robustly Optimized BERT Pretraining Approach) model trained on the EmoContext conversational dataset (SemEval-2019 Task 3), comprising 30,160 labeled three-turn dialogue instances across four emotion classes: angry, happy, sad, and others. The model was fine-tuned for four epochs using the AdamW optimizer with a learning rate of 2e-5 and a maximum sequence length of 128 tokens. Evaluation on a held-out validation set of 6,032 samples yielded an overall accuracy of 88.28%, a macro-average F1-score of 0.87, and a weighted-average F1-score of 0.88. Per-class F1-scores were 0.89 (angry), 0.83 (happy), 0.91 (others), and 0.86 (sad). The classified emotion is transmitted in real time to the chatbot response logic, which generates empathetic replies and personalized relaxation recommendations based on the detected mood. Primary data collection through questionnaires and interviews with 62 and 19 university students respectively confirmed the need for accessible digital mental health support. The results demonstrate that RoBERTa-based fine-tuning on conversational data provides a reliable foundation for real-time emotion-aware mental health chatbot systems.

Andi Tanri Seno Widyawati; M. Zaky Zaim Muhtadi

Konstruksi: Publikasi Ilmu Teknik, Perencanaan Tata Ruang dan Teknik Sipil 2026 Asosiasi Riset Ilmu Teknik Indonesia

This study aims to design and develop an Augmented Reality (AR)-based application for real-time data monitoring of an automatic weather station at PT. XYZ. The system was developed using a prototyping method, involving five key stages: sensor data acquisition via CBOX devices and the Modbus RTU protocol, data transmission through a Flask-based Web API, storage in a MySQL database, QR code-based target image creation using the Vuforia Engine, and a 3D visualization interface developed with Unity integrated with the Vuforia SDK on Android devices. The system successfully received and stored weather data—such as temperature, humidity, and wind speed—into the MySQL database. The AR application also displayed a stable 3D interface panel over QR code markers, providing real-time data updates through an HTTP-based mechanism. This research demonstrates the successful integration of SCADA, Flask, MySQL, and Unity, enhancing both the functionality and commercial appeal of PT. XYZ’s weather station products. Future research should focus on field testing, cloud network integration, and device compatibility.

Adinda Nayla; Reza Al Fajar

Teknik: Jurnal Ilmu Teknik dan Informatika 2026 LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern

This study aims to design and develop an Android-based public infrastructure damage reporting application on Lepat Island, South Bangka Regency, as an effort to support the Smart Island concept. The background of this study is the continued use of a manual reporting system that causes delays in handling and a lack of transparency. The method used is Agile which includes the stages of system design, implementation, testing and periodic evaluation. Data collection techniques are carried out through observation, interviews, and literature studies. The results of the study are an Android-based application that allows the public to report infrastructure damage with features to upload photos, descriptions, and GPS-based locations. In addition, the application provides report history and status monitoring features to increase transparency. The implementation results show that the use of mobile technology can improve service efficiency, speed up the reporting process, and increase community participation. This application is expected to support the implementation of Smart Governance and Smart Island in the region.

M. Ismail; Dedy Irfan; Agariadne Dwinggo Samala; Mahesi Agni Zaus

Modem : Jurnal Informatika dan Sains Teknologi 2026 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

The limited use of interactive learning media has made it difficult for students to visualize the functions and assembly flow of computer components. This study aims to design and develop an Android-based educational game called “Assemble & Learn” as an interactive medium for computer assembly lessons, specifically for vocational high school students at SMK Negeri 1 Tanjung Jabung Barat. The development process follows the Multimedia Development Life Cycle (MDLC), which includes the stages of concept, design, material collection, assembly, testing, and distribution. The learning content covers several core competencies: KD 3.2/4.2 on computer assembly, KD 3.3/4.3 on assembly testing, KD 3.4/4.4 on BIOS configuration, and KD 3.5/4.5 on operating system installation, with a focus on KD 3.2 and KD 3.5. Research instruments consist of validation questionnaires for subject-matter experts, media experts, and student trials using the System Usability Scale (SUS). Validation results show that the educational game received an average score of 94% from media experts and 100% from subject-matter experts, both categorized as “Highly Feasible.” Meanwhile, student trials indicated strong acceptance, with an average SUS score of 85% (excellent usability). In conclusion, the “Assemble & Learn” educational game offers an innovative solution to boost learning motivation, simplify material visualization, and provide flexible practice opportunities, thereby supporting the achievement of computer assembly competencies in an optimal and effective way.

Sindhu Rakasiwi; Cahaya Jatmoko; Candra Irawan; Lalang Erawan; Suprayogi Suprayogi +1 more

Bumi: Jurnal Hasil Kegiatan Sosialisasi Pengabdian kepada Masyarakat 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The development of information technology, particularly the use of smartphones, has changed human activity patterns and significantly impacted the education sector. The "one-stop-shop" concept reflects the use of mobile devices as centers for various activities, including learning. This situation drives the need for innovation in the development of adaptive and interactive learning media. One solution that can be developed is an Android-based mobile application using Flutter, which can increase the effectiveness and efficiency of the learning process. The Association of Multimedia and Information Technology Professionals (PPMultindo), an organization focused on technology, has developed an Android-based learning platform. This platform is designed to provide flexible access to materials, support interactivity, and facilitate collaboration between educators. Features such as learning analysis, material recommendations, and automatic evaluation are expected to improve the quality of the learning experience. However, the implementation of this technology still faces various challenges, including limited technological competence of educators, inadequate infrastructure, and adjustments to curriculum needs. Therefore, collaborative efforts are needed to optimize the use of mobile technology to support educational transformation in the digital era.

Daurat Sinaga; Cahaya Jatmoko; Sindhu Rakasiwi; Feri Agustina; Heru Lestiawan +1 more

Bumi: Jurnal Hasil Kegiatan Sosialisasi Pengabdian kepada Masyarakat 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The rapid development of information technology has had a significant impact on the world of education, particularly in the use of mobile applications as learning media. Developing Android-based applications using Flutter is one innovation that can increase efficiency and provide a more personalized and adaptive learning experience. In this context, educators are required to continue innovating to meet the increasingly diverse and dynamic needs of students in the digital era. The Multimedia and Information Technology Professional Association (PPMultindo), an organization that brings together technology professionals, is taking advantage of this opportunity by developing an Android-based learning platform. This platform is designed to provide easier, more flexible, and more interactive access to learning materials, as well as support the process of designing more engaging materials. Features such as learning data analysis, material recommendations, and automatic evaluation are expected to increase the effectiveness and efficiency of the teaching and learning process, while also providing a means for collaboration between members. However, the implementation of this technology still faces various challenges, such as limited technological competence of educators, inadequate infrastructure, and the need for curriculum adjustments. Therefore, collaborative efforts are needed to optimize the use of mobile technology to support educational transformation.

Nona Serly, Veronika; Pati Sanga, Konstantinus; Lamawitak, Paulus Libu

Jurnal Projemen UNIPA 2026 Universitas Nusa Nipa Maumere

The development of digital technology in recent years has had a significant impact on almost all sectors, especially the financial sector. Digitalization is no longer an option but a fundamental necessity for financial institutions, including Savings and Loan Cooperatives (KSP), to remain competitive and capable of providing efficient, accurate, and high-quality services. The need for technology that can improve service processes, data management, and transactions has become increasingly urgent amid the growing complexity of cooperative members’ demands and the increasing competition among financial institutions.This study aims to analyze the transformation of financial services at KSP Credit Union Bahtera Sejahtera through the implementation of the Escete Program, an online-based digital system. Before 2019, this cooperative used the SIKOPDIT CS system which operated offline, resulting in difficulties in data synchronization and service efficiency. The method used in this study is a qualitative descriptive approach using the perspective of Institutional Theory to examine the motivations behind organizational change.The results of the study indicate that the transition from SIKOPDIT CS to the Escete Program is not merely a technical change but also a form of organizational adaptation to three institutional pressures: (1) Coercive Pressure arising from regulations requiring financial transparency; (2) Mimetic Pressure as an effort to emulate the success of banking digitalization; and (3) Normative Pressure to meet members’ expectations and the professionalism of human resources. The implementation of the Escete Program has proven to improve real-time data accuracy, accelerate services through Android integration, and transform the organizational work culture into a more modern and transparent one.

Masari, Maryam Sufiyanu; Danladi, Maiauduga Abdullahi; Onyinye, Ilori Loretta; Tohomdet, Loreta Katok

Journal of Computing Theories and Applications 2026 Universitas Dian Nuswantoro

This study presents a comprehensive comparative analysis of four traditional machine learning algorithms Decision Tree, Random Forest, K-Nearest Neighbors, and Support Vector Machine for Android malware detection using the preprocessed TUANDROMD dataset comprising 4,465 instances and 241 features representing both static and dynamic application characteristics. Motivated by the limitations of conventional signature-based and hybrid detection methods, especially in managing imbalanced datasets and detecting emerging malware variants, the study employed SMOTE to ensure balanced training data and fair model evaluation. The dataset was divided into 80% training and 20% testing subsets, and models were assessed using key performance metrics including accuracy, precision, recall, F1-score, and ROC AUC. The findings revealed that the proposed Random Forest model outperformed the other classifiers, achieving an accuracy of 0.993, precision of 0.992, recall of 1.000, F1-score of 0.996, and a near-perfect ROC AUC of 0.9998 surpassing state-of-the-art approaches. These results affirm the superior predictive capability, consistency, and robustness of the Random Forest algorithm in Android malware detection. The study concludes that base models, when integrated with class-balancing techniques, provide reliable and efficient malware detection across imbalanced datasets. For future research, the study recommends exploring advanced hybrid or ensemble frameworks that integrate Random Forest with deep learning architectures or other meta-heuristic optimization techniques to further enhance detection accuracy, adaptability, and resilience against rapidly evolving Android malware threats.

Adi Kusuma; Jasmir Jasmir; Willy Riyadi; Ahmad Ahmad

Prosiding Seminar Nasional Ilmu Teknik 2026 Asosiasi Riset Ilmu Teknik Indonesia

Indramayu mango is a seasonal fruit that is highly favored due to its delicious taste and high nutritional content. However, high mango production is often not supported by adequate post-harvest facilities, particularly in terms of fruit ripeness classification. Currently, mango ripeness classification is still performed manually, which tends to be subjective and inconsistent. To address this issue, this study proposes a ripeness detection system for Indramayu mangoes by integrating the TGS2602 gas sensor and the YOLOv11 algorithm based on image processing. The TGS2602 sensor is used to detect ethylene gas emitted by ripe mangoes, while YOLOv11 is employed for visual image analysis of the fruit. This study aims to evaluate the system’s performance in classifying ripe and unripe mangoes, as well as analyze the integration between the gas sensor and the object detection model. The test results show that the TGS2602 sensor can detect increased ethylene gas concentration in ripe mangoes, while YOLOv11 demonstrates high accuracy in detecting mangoes based on visual images, with precision and recall close to 1.0. The system was also tested under various lighting conditions, including dark environments, and still performed well, although with a slight decrease in accuracy under low-light conditions.

Muhammad Alfadilal Rizky Rinda; Triana Harmini; Eko Prasetio Widhi

Prosiding Seminar Nasional Ilmu Teknik 2026 Asosiasi Riset Ilmu Teknik Indonesia

Learning to read the Al-Qur'an at TPA Al-Amin Brahu Ponorogo still relies on conventional methods, which lead to low motivation and boredom among students. This study aims to design and develop interactive learning media based on Augmented Reality (AR) through the AR-Iqro' Jilid 5 application on the Android platform. The development method employed is the System Development Life Cycle (SDLC) using the Waterfall model, which encompasses the stages of planning, design, implementation, testing, and maintenance.The results of the study indicate that the application performs exceptionally well, with material validation reaching 96%, media design at 96%, and user testing at 97%. These findings prove that the AR-Iqro' Jilid 5 application is highly feasible for use due to its ease of navigation and intuitive visual interface. The implication of this research is the availability of an innovative alternative learning medium capable of increasing students' interest in learning the Al-Qur'an, with the potential for broader implementation in technology-based Islamic educational institutions.

Erenstina Ester Bana Lado; Adelbertus Umbu Janga; Paulus Mikku Ate

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This study aims to analyze the performance of Android-based attendance applications used at PT PLN ULP West Sumba by integrating two evaluation methods, namely WebQual 4.0 and Importance Performance Analysis (IPA). This attendance application functions to monitor employee attendance digitally so that it is expected to be able to improve the efficiency and accuracy of data recording. Evaluations are conducted to assess the extent to which the application meets the needs of users as well as the expected performance. WebQual 4.0 is used to measure the quality of user experience in terms of ease of access, interactivity, trust, and satisfaction, while IPA is used to compare the level of user interest with application performance based on four main attributes: system quality, information quality, service quality, and usage quality. The research data was collected through a survey with questionnaires compiled according to WebQual 4.0 and IPA indicators, involving application users at PT PLN ULP West Sumba. The results show that the majority of users are satisfied with the ease of use and performance of the application, but there are aspects that need to be improved, especially the speed of the system and a more user-friendly interface design. The science analysis emphasizes that the quality of systems and information is a crucial factor that must be a priority for development. This research provides strategic recommendations for PT PLN ULP West Sumba to improve the performance of the attendance application and support the company's operational needs in a sustainable manner.

Romadhona Chusna Tsani; Muhammad Wahyu Gunawan

Jurnal Riset Rumpun Seni, Desain dan Media 2026 Pusat Riset dan Inovasi Nasional

The aim of the research is to find out the process of developing knowledge learning media based on Android applications.Learning media is very much needed as a tool used in practical learning.Changes in educational progress require innovation in learning media to keep them up to dat and able to overcome new problems that arise. The research method used is the R & D research and development method with the 4D model. The stages of the 4D development model are 1) Definition; 2) Design; 3) Development; 4) Distribution. This research produces android-based textile knowledge learning media. The software used is iSpring Suite Toolkit Authoring based on Power Point; and Website 2 APK Builder.The iSpring Suit software is used in the design and development of learning media, while the Website 2 APK Builder software is used to change Android application programs. Based on the results of the learning media feasibility questionnaire, it can be seen that the textile knowledge learning media is very feasible to use, reaching 90%.

Susiaty, Utin Desy; Chandra Lesmana

International Journal of Applied Mathematics and Computing 2026 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This study addresses the problem of how the implementation of HOTS-based Android gamification influences the higher-order thinking skills of students with ADHD, a group that often faces challenges in traditional learning environments. A quantitative experimental research design was applied, involving 26 students with ADHD from four special needs schools (SLBs) in West Kalimantan. The intervention included HOTS-oriented Android gamified learning, and students' performance was measured using pre-tests and post-tests based on HOTS-level questions. The average pre-test score was 23.72, while the post-test score increased to 53.21. A paired sample t-test showed a significant improvement (t = 8.688 > t_table = 1.708, at a 5% significance level). However, only 57.69% of students met the minimum mastery criteria (KKM = 67), indicating that 15 out of 26 students achieved the expected learning standard. The implementation of HOTS-based Android gamification significantly improved the higher-order thinking skills of students with ADHD. Nonetheless, the overall results, based on average scores and classical completeness, indicate that many students still did not reach the expected level of mastery. Further enhancements in instructional design may be necessary to optimize outcomes for this group of learners.

Nugroho, Ala; Wilyanti, Sinka; Putri, Arisa; Al-Hakim, Rosyid; Nugraha, Krisna +2 more

  Abstract. This study aims to develop and evaluate an artificial intelligence–based expert system to support fault diagnosis in Air Handling Units (AHUs). Early fault identification in AHU systems is often constrained by reliance on technician experience, which may lead to inconsistent diagnostic outcomes. The proposed system is intended to provide a consistent, explainable, and practical decision-support tool to assist maintenance personnel, particularly less-experienced technicians, in identifying AHU faults accurately. Methodology: The research adopts a rule-based expert system approach using forward chaining inference. Knowledge acquisition was conducted through structured interviews with experienced HVAC technicians and supported by technical documentation. The resulting knowledge base consists of observable symptoms, diagnostic rules, and corresponding corrective actions. The system was implemented as an Android-based mobile application to enable direct field usage. System validation was performed using real operational fault scenarios, with expert diagnoses serving as the reference standard. Findings: Evaluation results indicate full agreement between the system-generated diagnoses and expert assessments across all tested scenarios. This demonstrates that the proposed system is capable of producing accurate and consistent diagnostic outcomes within its defined knowledge domain. Implications: The system operates using deterministic rules without incorporating uncertainty modeling or probabilistic reasoning. Additionally, validation was limited to a finite number of real-world scenarios, which may affect generalizability to broader AHU configurations. Practical implications: The expert system can be utilized as a practical diagnostic aid in routine AHU maintenance, improving response time, diagnostic consistency, and technician training effectiveness. Originality: This study contributes a mobile-based, explainable expert system specifically tailored for AHU fault diagnosis, emphasizing practical deployment and rule transparency rather than data-intensive learning models.

Solvila Debora Opa Ora; Stefanus D.I. Mau; Maria Wilda Malo

Modem : Jurnal Informatika dan Sains Teknologi 2026 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

Despite its cultural potential, Wetabar Village has not been supported by effective digital promotional media. Information access remains limited, and the lack of interactive promotional platforms has contributed to the low interest of tourists. Current promotional efforts rely heavily on conventional methods, resulting in decreased visitor numbers. The implementation of digital technologies such as Augmented Reality (AR) and Web-based 360° Virtual Reality Tours is considered an effective approach to increasing tourist engagement by offering immersive exploration experiences and interactive cultural content. This research aims to design and implement a web-based tourism promotion media that integrates local cultural content with AR and 360° virtual tour technologies. The development process follows the MDLC research method, utilizing the Lumi H5P platform and PHP for system implementation. The resulting system enables users to digitally explore Wetabar Village through panoramic views and interactive multimedia features. The findings show that the developed application runs smoothly on both Android devices and laptops and is capable of providing hotspot access to operate the virtual reality features. This innovation is expected to enhance tourist interest while supporting cultural preservation and promoting digital transformation within the tourism sector of West Sumba.

Yoel Adeputra; Muhaen Maya Wulandari; Dwi Imroatus Sholikah

Presidensial : Jurnal Hukum, Administrasi Negara, dan Kebijakan Publik 2025 Asosiasi Peneliti dan Pengajar Ilmu Hukum Indonesia

The patent dispute between Apple Inc. and Samsung Electronics Co. Ltd. is one of the largest Intellectual Property Rights (IPR) conflicts in the modern technology industry. This case began in 2007, when Apple launched the first-generation iPhone, revolutionizing the smartphone market with its minimalist design, full-touch screen, and intuitive interface. The success of the iPhone opened new markets and positioned Apple as an innovation leader. Samsung, as the largest electronics manufacturer in Asia, then produced the Android-based Samsung Galaxy smartphone, which quickly became the iPhone's main competitor. This business competition then turned into a legal dispute when Apple considered Samsung's products too similar to its products. This case involves claims of infringement of design patents and utility patents filed in various jurisdictions such as the United States, South Korea, Japan, Germany, and the United Kingdom. This article uses a normative juridical method with a statutory and case approach. The analysis shows that the patent dispute between Apple and Samsung cannot be resolved through a single international forum due to the territorial nature of the patent system. Therefore, litigation takes place in several countries and results in varying decisions.

Ariz Aprindo Putra; Ali Sadikin; Ahmad Asyhadi

Prosiding Seminar Nasional Ilmu Teknik 2025 Asosiasi Riset Ilmu Teknik Indonesia

The rapid development of information technology encourages the use of digital media as an educational tool in the health sector, particularly for pregnant women. One of the problems faced by Klinik Bidan Rima Pondok Meja is the limited use of conventional educational media, such as books and posters, which are considered less attractive and difficult to understand. This study aims to design and develop an Android-based Augmented Reality (AR) application as an educational medium for nutrition and fetal development for pregnant women. The application presents three-dimensional (3D) visualizations of fetal development from week to week, along with information on nutritional needs during pregnancy. The system development method used in this research is the Prototype model, while the Augmented Reality technology applies marker-based tracking. The development tools used include Unity, and Blender 3D. The result of this study is an Android-based AR application prototype that provides interactive and easily understandable information about fetal development and maternal nutrition. This application is expected to increase learning interest and understanding of pregnant women in maintaining a healthy pregnancy at Klinik Bidan Rima Pondok Meja.

Maria Veronica Deno; Khaerudin Khaerudin; Dwi Kusumawardani

Jurnal Pelayanan Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

The development of digital technology has driven the  increasing use of e-modules as interactive learning media that support  independent and collaborative learning. The integration of pedagogical approaches and multimedia technology makes e-modules increasingly adaptive and effective in developing higher-order thinking skills. This study aims to map trends in the development and utilization of e-modules through a Systematic Literature Review (SLR)  of Scopus articles published in 2020–2024. From the selection process, 20 articles were analyzed based on their pedagogical approach, as well as the media and digital platforms used. The study results show that pedagogical approaches such as Problem-Based Learning, STEM, SETS, Discovery Learning, and Guided Inquiry have been consistently proven to improve critical thinking skills, learning outcomes, and 21st-century competencies. From a technological perspective, Android and flipbook platforms are the primary choices due to their flexible access and multimedia support such as video, animation, simulations, and interactive quizzes. These findings emphasize the importance of developing systematic, pedagogically-based e-modules supported by interactive multimedia.  Further research is needed to explore the integration of AR/VR, gamification, and artificial intelligence.   

Laurentinus, Laurentinus; Widianto, Adi

Jurnal Elektronika dan Komputer 2025 STEKOM PRESS

The advancement of information technology has had a significant impact across various sectors, including healthcare. The digitalization of healthcare services has become a solution to improve efficiency, effectiveness, and accessibility for the public. Puskesmas Selindung still uses a manual patient registration system, which leads to several issues such as long queues, extended waiting times, and the risk of lost or damaged patient records. Based on visit data, the number of patients coming to Puskesmas Selindung has increased each year. Therefore, a digital queue system is needed to optimize the patient registration process. This research aims to analyze and design an Android-based patient registration queue application to improve service efficiency at Puskesmas Selindung. The research methods include system requirements analysis, user interface design, and the development of core features to support the online patient registration process. The implementation of this application is expected to reduce long queues, speed up administrative processes, and make it easier for patients to access healthcare services more effectively and accurately. With this Android-based system, the quality of healthcare services at Puskesmas Selindung is expected to improve significantly.

Ratih Adinda Destari

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The exchange of information in the digital era has become a general need for society. However, the information sent often has a public or confidential nature. Therefore, security is needed so that confidential information remains safe. Cryptography is a field of knowledge used to secure information using encryption and decryption processes. One of the cryptographic methods used is the permutation method, which changes the layout, sequence, or structure of data into a form that is difficult to understand without knowledge of the exact key. Implementing cryptography using the permutation method in Android-based applications can increase the security and privacy of user data, as well as protect sensitive information from unauthorized access. This research aims to implement permutation method cryptography in Android-based applications to protect the confidentiality or privacy of user data. By using the permutation method, the sequence of bits or characters in the data is scrambled so that it is difficult for unauthorized parties to understand. The research results show that the implementation of permutation method cryptography in Android applications can provide a higher level of security in maintaining data confidentiality. However, it is worth considering that simple permutation methods may not be secure enough to deal with more sophisticated attacks. Therefore, choosing a stronger cryptographic method needs to be considered to achieve a higher level of security. In conclusion, implementing cryptography using the permutation method in Android-based applications can increase the security and privacy of user data. The permutation method is able to randomize the sequence of bits or characters in the data so that it is difficult for unauthorized parties to understand. However, for a higher level of security, it is necessary to consider stronger cryptographic methods.