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Pengembangan Aplikasi Pencarian Film (Rekonifi) Dengan Metode Vector Space Model (VSM) Berbasis Android Imron Hari Budisetyo; Adam Hendra Brata; Ratih Kartika Dewi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 7 (2018): Juli 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

At the end of 2016, indonesian film industry has improved again. The number of film audiences in Indonesia increased to 69.3 million people, differently six years ago. Increase occurred in the number of movies in theaters too. Its 99 movies in 2013. However, increasing the number of films will make the audience confused to choose the movie what they want. The authors conducted a survey with 30 respondents related habit of viewers to search of movie data on search sites, but 19 respondents said the data is inaccurate. In searching by 12 respondents, the keyword used is description of the movie, so this way is the right way to get a movie title. With this background, the author build a movie search application with Vector Space Model (VSM) method to make easier for viewers search the movie recommendations based on the synopsis of stories. Implementation with Unity as engine. Accuracy testing is done with 100% result. It is by entering the synopsis as keyword and the results obtained in the form of a movie title like synopsis input. Manual calculations performed on one of movie titles and have result value of 0.956. Its means VSM can find similarity of keyword data with the description of the movie.
Pengembangan Sistem Portal Satu Data Indonesia Pada Kantor Staf Presiden Menggunakan Comprehensive Kerbal Archieve Network (CKAN) Bayu Wicaksono; Denny Sagita Rusdianto; Adam Hendra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 8 (2018): Agustus 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Data is a valuable national resources and strategic asset for Government and society in Indonesia. Manage data as an assets and make it available, can be found and used for encourage government's openness, efficiency and effectivity. So far, data become less attention from instance, so it needs some research to do data integration between more than two different platform using comprehensive kerbal archive network (CKAN). To be able to do data integration, there's some method the usage is based on the availability of metadata source and through application programming interface (API) CKAN. Data Harvesting are divided into three steps, the first step is collecting metadata source to be taken through API CKAN. The second step is take the metadata from related source and save it into database. The last step is input metadata into dataset. The purpose of this research is to do integration between CKAN system. This system has been successfully tested using white box testing method on unit testing and integration testing, also black box testing on validation testing. Testing data synchronization is done with percentage of success above 90%, where the test is done by using 2 samples on Bandung data portal and National data portal. Bandung data portal shows successful data taken as much as 100% and the National data portal is 99.87%.
Analisis Kualitatif pada Situs Website Forum Diskusi Menggunakan Usability Testing (Studi Kasus: www.dictio.id) Tony Effendi; Himawat Aryadita; Adam Hendra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 9 (2018): September 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Website dictio is a community to share, learn, discuss intelligently, critically, and courteously through online media. Based on the interviews to stakeholders of dictio parties, it is found that dictio website has a problem, which is the use of features contained in the website dictio like the use of language. The purpose of this usability testing is to measure the quality level of the website and it can be a material improvement proposal for dictio developer team. Data collection used in this research is by using questionnaires, giving test assignments, and conducting interviews after testing dictio website. From the test results, it can be obtained that the usability value of the Effectiveness criteria is 78%, then 75% for usability level value of Usefulness, 31% for usability level value of Satisfaction, and then 75% for usability level value of Efficiency. In the use of language in dictio website, the result of the interview showed that partisipants prefer using two languages, namely Indonesian and English, and for like lending features, partisipants prefer using thumb up. Hereafter, we suggest improving usability criteria in each category. There are two recommendations improvement for usability criteria value of Effectiveness, one recommendation improvement for usability criteria value of Usefulness, five recommendations improvement for usability criteria level of Satisfaction, and last two recommendations improvement for usability criteria Efficiency.
Pengembangan Aplikasi Badstics untuk Menentukan Karakteristik Pemain Bulu Tangkis Menggunakan Metode Naive Bayes (Studi Kasus : PBSI Jawa Timur) Robihamanto Robihamanto; Adam Hendra Brata; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 9 (2018): September 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In a game of badminton, the coach plays an important role to give the athlete advises, and supervision during the game of badminton. A coach needs to know exactly the characters of their rival. To have a character means to have sense of adamancy, goodness, praiseworthiness, and dependability, and also have moral principles. Characteristics of players is important to know, because when in the current game the player already knows what to give to the athlete so that the athlete can win the game, in the implementation of the player feature can be seen from the action done in the field that has been done with the manual that is with the recording game , then a video recording and then write it a document that takes up to 3 hours 4 hours for one game. So it takes an application to fulfill the needs of the coaches and provide information and characteristics of the players on the field when the game is in progress. This application is made with the expectation that the coach can know the characteristics of the opponent and can provide referrals based on the statistics of the players when in field. This application was built using the iOS. In the calculations process, the characteristic classification using naive bayes which is a classification method that used the concept of opportunity, where it is assumed that each attribute example (data sample) are off to each other based on the class attributes. This method is chosen because it requires only a small amount of training data to estimate the parameters (average and variance of variables) required for classification. In this study, the results of the test using post-test study with the method of System Usability Scale is 86.5 which means entering into the category of certified-density on demand.
Implementasi Virtual Reality Berbasis Surround Screen Projection Pada Aplikasi Informasi Alat Pemantau Cuaca Bmkg Irfan Noor Agdhian; Adam Hendra Brata; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 10 (2018): Oktober 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Badan Meteorologi Klimatologi dan Geofisika (BMKG) in conducting weather forecast, climate and earth activities using weather monitoring equipments. Due to weather monitoring equipment limited access, means that not everyone can know the names, functions, and how the equipment works. Based on these problem, the development on the surround screen projection based virtual reality (VR) application, began. This application simulates the environment of monitoring equipment park which include the 3D objects of weather monitoring equipments. The data was collected by observing the weather monitoring equipments on BMKG station, to collect the photograph as reference for making 3D object and explanation of the equipments as reference for making narrative audio. 3D objects and narrative audio that has been created then gathered in a virtual reality (VR) environment and implemented into the form of Android applications. Usability testing from this application gets a range values from Good to Very Good and also the level of success in performing the task gets a range of 80-100%. Performance tests show frame rate values with range of 35-56 fps. Meanwhile, white box and black box testing prove this application has been in accordance with the design process. It can be concluded that VR BMKG application can add more insight and give a comfortable access to weather, climate and earth information especially on weather monitoring equipments owned by BMKG.
Pengembangan Aplikasi Pengingat Salat Dengan Konsep Context-Aware Menggunakan MVP Pada Platform Android Ibrahim Yunus Muhammad Fiqhan; Adam Hendra Brata; Agi Putra Kharisma
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 10 (2018): Oktober 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The smartphone device is getting popular among the people. The more functionality offered by smartphones, the more difficult for people to get away of it. Because that, smarphone is very suitable as a tool to remind about the agendas owned by users. There are so many reminder apps for smartphone but the reminder still has a drawback that the app is not able to detect whether the user has performed the activities that have been scheduled. The same thing happened in the prayer reminder app. The current application of prayer reminder is only able to remind the user when entering prayer time. The application is unable to detect whether the user has performed the prayer or not. For that required context-aware concept that is expected to overcome the deficiency of the application of prayer reminder. By obtaining user-defined context information in the form of user activity obtained through existing sensors on the device, the app can determine whether the user has finished performing the prayers so that the app can provide reminders according to the user's activity. The context information used to detect user activity are the user's gender and the state of device. To get the state of the device used proximity sensor, accelerometer sensor, light sensor, and gps sensor. Implementation of this application using Model-View-Presenter (MVP) architecture that each requirements separated as a different package in which there is a view and presenter.
Pengembangan Permainan Mobile AR Fishing Berbasis Marker Menggunakan Metode Iterative And Rapid Prototyping Yanitra Dwi Luthansyah; Wibisono Sukmo Wardhono; Adam Hendra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 10 (2018): Oktober 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Fishing is an activity that has been existed and done by humans since 100,000 years ago. Fishing activities that were initially done to survive by searching for fish to consume are now evolving into a favorite hobby of many people. Games can be used to simulate fishing as a hobby. The use of augmented reality technology can visualize realness in a fishing game. Gameplay is the most important part of a game. To design a gameplay from fishing game, the iterative and rapid prototyping method is required. The test results showed that the user response of the aspects of gameplay and the use of augmented reality in this game is good enough.
Implementasi Aplikasi Papan Komunikasi (Communication Board) Berbasis Tablet Android Bagi Tunarungu Moh. Abu Hasan; Herman Tolle; Adam Hendra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 11 (2018): November 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

One of the difficulties is how the deaf can inform the sign language used and can be understood by people who can hear so deaf people can communicate, interact, socialize, make friends, and dialogue occurs in everyday social. Sign language is used in the daily lives of people with hearing and speech impaired.Applications "DekatTuli" designed to help reduce the difficulties faced by the deaf and mute. Applications "DekatTuli" This provides a method Learning to Communicate in the form of Indonesian Sign Language for the deaf and speech impaired quickly and practical for using the means of Android- based applications on smartphone devices. Applications Functional testing has been done with each of the test cases have been tested and properly, with the result declared all valid. Usability testing is obtained from a very satisfactory result for analysis of the application "DekatTuli" to achieve an average score of 96%.
Analisis Usability Pada Aplikasi Mobile E-Government Layanan Aspirasi dan Pengaduan Online Rakyat (LAPOR!) Dengan Heuristic Evaluation Tiur Prasetyaningtias; Hanifah Muslimah Az-Zahra; Adam Hendra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 11 (2018): November 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

LAPOR! app is a complaint app made by Indonesian President's Staff Office. LAPOR! could be accessed by sms, mobile app and website. The research before found many usability problem on the website. Usability evaluation is important to do, the easier the e-government app the more accepted by Indonesian citizen. The first observation found a few problems about efficiency and satisfaction which is one of the usability level's factor. Evaluation is needed for LAPOR! app to find usability problems more detail. Usability evaluation uses heuristic evaluation with Nielsen's 10 principals : visibility of system status, match between system and the real world, user control and freedom, consistency and standards, error prevention, recognition rather than recall, flexibility and efficiency of use, aesthetic and minimal design, help user recognize, diagnose, and recover from errors and help and documentation. The problems categorized with severity ratin scale 0-4. Evaluation done twice. The outcome from first heuristic evaluation were 20 problems and 2 problems non heuristic. Refinement involve user interface, content and flow. The second heuristic evaluation found 8 problems. After done the refinement, a few of the first heuristic evaluation's problems not found in the second heuristic evaluation, but we found new problems.
Pembangunan Sistem Aplikasi Hanasu : Pembelajaran Bahasa Jepang Android Mobile Memanfaatkan Google Speech Recognition Library Eko Prasetyo Lukman Nur Hakim; Komang Candra Brata; Adam Hendra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 11 (2018): November 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Indonesia has many populations which have the interest to learn the Japanese Language under China.Meanwhile in Indonesia Japanese Language only can be learned in school or Japanese course place,it makes so many people who want and interest to learn the Japanese Language they do it bythemselves. The Japan Foundation Jakarta said that facilities and services in Indonesia are not goodenough for study or even the study method. But in this globalization era is possible to learn theJapanese Language in everywhere such as website, e-book, or applications that available on thesmartphone. Google speech-to-text library is a library which provided by Google for making the usercould speak over their smartphone and process it to become text. By using this technology, theapplication created which could learn the Japanese Language by talking some vocabulary orsentences in Japanese Language, after that system will check the rightness. The system that includeswith features that fit with the requirements, implemented with a database, and implemented using Javaand XML. This Japanese Language learning has been successfully tested using a black box testingmethod on validation testing, A/B Testing on usability testing and post-test only design study forperformance testing that is this system could improve study method over study method using books.The result is study from Hanasu apps is more efficient than study from books.
Co-Authors Ach Iqro Dakwahaningrat Adelia Tri Caeserine Pinem Adhi Mulhaq Adi Kurniawan Aditya Ardi Nugraha Afifurrijal Afifurrijal Agi Putra Kharisma Agi Putra Kharisma, Agi Putra Agus Wahyu Widodo Ahmad Kamil Almasyhur Ahmad Leo Yudanto Ajeng Ardhia Arya Kusuma Putri Aji Prasetyo Akbar, Nur Syafi' Maulana Akhmad Rizqi Azhari Alfa Yolanda Putri Yulianti Alfin Hidayat Darmawan Alfurizma Ramadhani Ali Akbar Alvinanda Rosha Kurniawan Amelia Achsandini Puteri Anandhi Tristiaratri Andi Kautsar Thariq Andika Putra Sadewa Andika Sujar Adi Saputra Andrean Bagus Mahendra Andri Suranta Ginting Anggtaslih Mutiara Fathony Anshori, Achmad Antarino Putra Sumaryunus Haning, Bagas Arie Krisnoanto Arief Andy Soebroto Aries Satryadhi Aldana Arif Rahman Arifin Firdaus Artiyan Prasetya Arya Yudha Mahendra Bayu Priyambadha Bayu Rahayudi Bayu Reza Gunawan Bayu Wicaksono Beuty Ayu Fambudi Bintang Dimas Pambudi Abdul Rozaq Bobby Rizkyanto Cindy Rizki Amalya Denny Sagita Rusdianto Deron Liang Diah Shinta Dewi Diana, Rahmah Nur Diofanu, Andre Ditya Enandini Palupi Djoko Pramono Edy Santoso Ekklesioga Kaban Eko Prasetyo Lukman Nur Hakim Eriq Muh. Adams Jonemaro Eriq Muh. Adams Jonemoro Eriq Muhammad Adams Jonemaro Evi Irhamillah Azza Fadila Arisha Fais Al Huda Faisal Fajar Nursaid Faizatul Amalia Faizatul Amalia, Faizatul Fajar Pradana Fajri Fernanda Farah Shofiatul Ummah Farid Adi Wijaya S Faris Nauval Abdurrahman Fatimah Azzahra Ferry Akbar Trijayanto Firhan Fauzan Hamdani Fitra Abdurrachman Bachtiar Fuadi, Hadi Ikhwanul Gagas Pandusarani Ghaniyu Zulfata Ghifari Galih Ramadhan Ginanjar Wisnu Ifan Agusti Giovanka Bisano Putra Giri Nugroho Gita Asmara Putri Habib Trizaka Hanifah Muslimah Az-Zahra Hasan, Muhammad Fadli Hastian Bayu Herman Tolle Hermawan, Dani Dwi Hilman Hamdani Himawat Aryadita I Made Resza Surya Adinata I Putu Panji Krisnayasa Ibrahim Yunus Muhammad Fiqhan Ifan A., Ginanjar Wisnu Ihsan, Miftahul Imron Hari Budisetyo Indah Ratna Sari Irfan Noor Agdhian Ismail Rabbanii Januari Arka Jemal Rashidi Jimmy Sohaga Dachi Jonemaro, Eriq Muhammad Adams Joshua Kyrie Eleison Kadek Dwi Aryasa Kevin Azwega Kevin Romero Kholish Ulil Abshor Komang Candra Brata Krishna Yudhakusuma Putra Munandar Kristina Lely Liana Labina Kirby Lak Shoni, Nur Muhammad lamik, Muhammad Faza Lia Rosalina Lia Rosalina Linda Shintya Sari Lutfi Fanani Lutfi Fanani Lutfi Fanani M. Hamzah Mahardeka Tri Ananta Mahardeka Tri Ananta, Mahardeka Tri Mahendra Data Mahendra, Arya Yudha Manggala Rezka Perdana Marji Marji Martin Anugrah Siahaan Meita Putri Aidha Moch. Vicky Al Hidayah Mochammad Ali Hafidz Moh. Abu Hasan Mohamad Handy Nugraha Mohamad Handy Nugraha Mohammad Haikal Hasnain Mohammad Syaifudin Abdullah Mona Adelina Muchamad Khafido Ilzam Muhamad Guntur Dermawan Amin Muhammad Amin Iqbaal Alam Muhammad Aminul Akbar Muhammad Ananta Pratama Muhammad Enowato Muhammad Faris Faishal Muhammad Ghalib Nugroho Muhammad Hanafi Muhammad Ilham Wibowo Muhammad Lavy Aunil Malik El Harisy Muhammad Naufal Dzikrullah Muhammad Rizaldi Muhammad Rizqian Noor Muhammad Satya Nugraha Muhammad Yusuf Saputra Mukhammad Sharif Hidayatulloh Mulyadi, Yonathan Fanuel Muzdalifah Yully Ayu Naufal Afif Bunyamin Ni Made Dewi Widiastuti Niken Hendrakusma Wardani Novanto Yudistira Novrian, Irhamsyah Reva Nurlailani Sabrina Desie Nurudin Santoso Nurur Rohmah Nyoman Putra Utama Oscar, M Iqbal Praditya Panji Tiara Kusuma Peitra Erdi Perwaji, Musantya Pracandha Prita Nur Rizky Faridiani Priyambadha, Bayu Putri Sabrina Nurhidayah Rahma Kurniasari Rahmat Al Aziz Raihan Muhammad Suwanto Rakha Ramadhia Putra Randy Cahya Wihandika Randy Pramono Rahadian Ranu Goldan Yeara Elzatar Ratih Kartika Dewi Reno Putra Prawira Resya Futri Hadi Febryana Retno Indah Rokhmawati Reza Andria Siregar Ridho Saputra Riefqi Ardhya Bisma Rishani Putri Aprilli Riska Octaviani Riski Puspa Dewi Diangga Putri Riyanda Satriyo Wicaksono Rizky Aditya Arifin Rizky Muhammad Faris Prakoso Rizky Tri Sulistyo Rizqi Aryansa Robi Dwi Setiawan Robihamanto Robihamanto Rofiif, Roiyan Zain Ronny Eka Rachmad Saarah Dina Wahyuningtyas Santoso, Nurudin Satrio Agung Wicaksono Satrio Hadi Wijoyo Septian Dwi Cahyo Shafitri Noviagsani Putri Silalahi, Reinhard Jonathan Siti Julaikah Sulistyo, Rizki Tri Sulistyo, Rizky Tri Surbakti, Osvaldo Rios Junior Surya Daren Hafizh Syauqi El Rahman Tama, Mahendra Yuda Taufik, Nur Ichsan Juliandani Thoriq, Mochammad Akmal Threecia Agil Regitasari Tito, Muhammad Reyhan Tiur Prasetyaningtias Tony Effendi Tri Astoto Kurniawan Tubagus Agung Nugroho Uzlah Mawali Kubro Vasya, Muhammad Azka Obila Wahyu Septiadi Wahyudi, Muhamad Fauzan Welly Dian Astika Wibisono Sukmo Wardhono Wicaksono, Anang Tri Widya Ayu Suryaningtyas Windya Hartasih Wisnu Galih Pradita Wornandes Michel Sinaga Yanitra Dwi Luthansyah Yeremia Mus Mesak Ndaumanu Yudha Akbar Pramana Yuni Panca Wati Yuris Socio Perestroika Yusi Tyroni Mursityo Yusuf Ramadhani Zakira, Amala Ziya El Arief