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Peringkasan Literatur Ilmu Komputer Bahasa Indonesia Berbasis Fitur Statistik dan Linguistik menggunakan Metode Gaussian Naive Bayes Muhammad Fhadli; Mochammad Ali Fauzi; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 4 (2017): April 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In this era which require big amount of data, text summarization becomes a needs. With text summarization, everyone can get information that describe all of big text in just few of sentences. The problem in text summarization is quality of the summarization result. One of the known method for text summarization is TFIDF, this method is a method for summarizing text using statistical approach. The other approach for summarizing text is statistical approach. In a general way, summarization result is consist of sentences with statistical features such as total of words, total of keywords, and sentence position in the original text. Those features can be used to classify a text into class of summary or class of non summary. The summarization result come from the composite of every sentence in summary class. In this research, writer combines the use of statistical feature and linguistical features to summarize text. The testing result of this research show that summarization with statistical and linguistical features using Naive Bayes method came with f-score average 0.206538 and realive utility average 0.116657.
Pendeteksi Jenis Autis pada Anak Usia Dini Menggunakan Metode Linear Discriminant Analysis (LDA) Edwar Budiman; Edy Santoso; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 7 (2017): Juli 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Every human that live into the world is surely will pass several phase into their life's, like growth phase, development phase, etc. Several change in physical appereance in child called growth, and development is obtained through process of social and psychological. There's a time in child phase called golden age, it's where the most critical time of growth and development in child, must be put to a good use because golden age will never come back. In time when child reach the golden age, to prevent anything harm to the child, as a parent must know all the things that affect the child. One of the things that can be experienced by the child is autism. Autism is mental condition that characterized by having difficulty in social life and some of them is having trouble with physical too. In Indonesia, 1 from 590 child is diagnosed by autism, and this number is increasing in each year. So to prevent this, early intervention to autism is needed to make child have the right treatment and to decreasing the symptomps of autism. There are three types of autism, slight autism, regular autism, severe autism according to condition of the people that having autism. Classification that can help to identify autism is linear discriminant analysis (LDA) method. LDA method also have good accuracy to identify autism. With 75 data, system with LDA method can identify autism with 88% accuracy
Penerapan DPE Framework dalam Perancangan Serious Game bagi Pengidap Kebutaan Nada M. Rizkiyan Zaka Riawan; Wibisono Sukmo Wardhono; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 10 (2017): Oktober 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Tone deafness, wich known as congesti amusia, is kind of disability to sing the note correctly. Tone deafness can be detected through tests that apply the montreal battery method, used to determine a person's ability to compare the level of tone and recognize patterns of ups and downs. Based on the problems above, then designed serious game that aims to therapy for people with tone deafness. The design of this serious game is implementing DPE (Design, Play, Experience) framework, that divides designing process into multiple layers. These layers include: learning layer, layer storytelling, gameplay layer, user experience layer, and the technology layer. The tests wich conducted in this serious game is play test and tone deafness competency test. In play test, questionnaires will be used as a testing tool, containing questions related to the player's interest towards content and idea of this game. On the tone deafness competency test, participants ability to descriminate tones will be analysed, which is represented by the score of the tone deafness test. From the results of these tests, can be concluded that serious games are designed in compliance with the objectives learning as well as the excitement factor wich is the essence of a game.
Pengembangan Permainan Berbasis Augmented Reality pada Perangkat Bergerak sebagai Media untuk Meningkatkan Kepedulian pada Hewan Langka Fransnesa Fransnesa; Wibisono Sukmo Wardhono; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 10 (2017): Oktober 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The population of orangutans from year to year has declined, the possibility of this population decline will continue to occur, one of the main reasons for the decline of the orangutan population due to the wild capture and trafficking by humans. Community awareness about the animal extinction problem, especially orangutans, can be said still low, therefore media needed to increase public awareness of it since early age. The most pleasurable and acceptable media of the community is through a game. This research will develop game that made to increase the awareness of animal extinction, the game is made by using augmented reality technology. Based on the test results of two media experts, this game can be said very good for use with the percentage of eligibility are 84% and 86%. Testing also has done to children aged 6-13 years with results that said game is fun and can increase care to orangutans. This is evidenced by the test results stating the percentage of the feasibility of the game is 81.39% or can be said very good.
Pembangunan Aplikasi Penyedia Informasi Lowongan Pekerjaan Menggunakan Youtube API Pada Smartphone Android Ervin Winardo Toepak; Issa Arwani; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 1 (2018): Januari 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Unemployment is a problem that still exists in Indonesia. The problem of unemployment occurs due to lack of job field compared to job applicants. The government itself has helped job applicants by providing job vacancy information obtained from the company. With the increasingly widespread of job vacancy information, then the applicants for job vacancies will be more and more. The more applicants who apply, then the selection process will also take a long time. In order for the selection process to be faster, then needed a solution that allows the selection process becomes more effective. In this research, an application that provide information about job vacancy will be built and will be equipped with video resume feature as a medium to promote job applicants to the company by implementing Youtube API. With the video resume, the company can save time to make the process of selecting labor. The results of this application usability level testing as a whole reached a value of 79.5 which indicates that this application has a good predicate in terms of usability
Analisis Perbandingan Performa Web Service Menggunakan Bahasa Pemrograman Python, PHP, dan Perl pada Client Berbasis Android Achmad Fauzi Harismawan; Agi Putra Kharisma; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 1 (2018): Januari 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In the application development of mobile devices must pay attention to the efficiency in terms of resource usage, in addition mobile device applications are very sensitive to delay. One of the factors that can cause delay is the process done on the web service. The speed of the process in the web service depends on the programming language used, the programming language can also affect the use of CPU (Central Processing Unit) and memory on the server. Therefore, it is necessary to analyze the performance of web service to know the difference of CPU usage (Central Processing Unit), memory, and speed of execution of programming language used in web service. In this research, programming languages used are Python, PHP and Perl using CGI (Common Gateway Interface) on Apache web server accessed via mobile device with Android platform. After the experiment, it was found that Perl programming language has the fastest execution speed while the Python programming language has CPU usage (Central Processing Unit) and the least memory..
Pengembangan Permainan Edukasi Berbasis Kinect bagi Penderita Asperger Syndrome untuk Menangani Empathy Disorder Dessy Amri Raykhamna; Tri Afirianto; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 1 (2018): Januari 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In Indonesia, the handling of empathy disorder in asperger syndrome sufferers was not welcomed by parents due to cost and transportation factors. In addition, treatment of empathy disorder in asperger syndrome sufferers is given the same treatment with other Autism Spectrum Disorder (ASD) classification. This research aims to develop Kinect-based educational game that can help a person with asperger syndrome in understanding feelings of the others, so that empathy toward each other can grow. At the end of 2013 until 2014, Kinect considered feasible for dealing with therapy and rehabilitation in people with neurological disease and Traumatic Brain Injury (TBI). In this research, Kinect applied in educational game that relies on the movement of the right hand. This research was tested on 5 asperger syndrome sufferers with empathy disorder. The results of this research achieved after asperger syndrome sufferers using Kinect-based educational game, that resulted increased score on each level and emotion, as well as descreased total Toronto Empathy Questionnaire (TEQ) of 12.8% from average of total TEQ before asperger syndrome sufferers using Kinect-based educational game.
Pembangunan Game Edukasi Ayo Belajar Rambu-Rambu Lalu Lintas Berbasis Kinect (Studi Kasus TK Kemala Bhayangkari 10 Kota Malang) Ikrar Amalia Sholekhah; Issa Arwani; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 1 (2018): Januari 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Traffic signs are signs of equipment that described of symbols, numbers, letters, or images and are used as security equipment to road users that they have to compy it. In the year 2017 there has been a traffic incident that reached 6,528 people. Violations happend because of the habit that continues and will put them on the risk of accidents among road users. Therefore it is necessary to learn traffic signs in early learning at the grade of kindergarten education so they will grow into people who orderly traffic. Learning methods can be provided through educational games. Educational Games are the way for someone to find solutions to a problem by making a fun approach. The game will be titled "ABEL Rambu Lalu Lintas" which will introduce the children about the meaning of traffic signs with kinect platform PC (Personal Computer). The reason of using kinect in game is expected to make children active and interact with each other. Playtesting game played by 20 children with 3 test times to calculate the average increase of pre test and post test. The results of the first test has been incrteased 12%, the second test 9%, and the third test 7%, The increase of the value indicates that the game is well received and it's able to provide many benefits of learning traffic signs for children.
Pemilihan Kost di Sekitar Universitas Brawijaya Menggunakan Metode Analitycal Hierarchy Process (AHP) dan Simple Additive Weighting (SAW) Putra Aditya Primanda; Edy Santoso; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 6 (2018): Juni 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

For students who study in Universitas Brawijaya they can live in Malang city by various ways that is by buying a house in Malang, living in dormitory, house contract or boarding area around Universitas Brawijaya. Kost is a solution for students who study in Malang as a place to live. But with the number of kost around UB Brawijaya sometimes students will often move the boarding place for several reasons namely the increasingly expensive rental, the convenience of boarding place, the location of boarding away from the University, where the boarding away from where to eat or layout Which is away from the main road. So to cope with this, it is necessary to select the most suitable boarding place. In choosing this boarding place can use the method of Analytic Hierarchy Process (AHP) and Simple Additive Weighting (SAW) to get a good boarding place. From the tests that have been done that the number of criteria is very influential in the ranking results. The highest percentage of matches against 7 criteria were 6 criteria with 8.831% then 5 criteria with 7.999%, 4 criteria with 4.761%, 3 criteria with 3.58%, 2 criteria and 1 criterion with 0%. The tests show that many of the criteria used influence the recommended boarding outcomes based on the number of criteria used.
Rancang Bangun Aplikasi Mobile Media Informasi Wisata Suroboyo Carnival Berbasis Augmented Reality Alfin Noor Afyuddin; Issa Arwani; Tri Afirianto
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

Tourism includes human needs and becomes an important sector for generating regional and state revenues. In general, tourists use print media to obtain information and become a guide in a tourist location. But the media has limitations, so it needs an interactive and effective media to be used as a medium of information of a tourist location. Auxiliary media is an application that provides navigation features that show the direction and distance of the user location with the location of the intended rides as well as suggestions of the order of visits and information of the required rides. The media used are smartphones by utilizing augmented reality technology as well as the use of combinations, permutations and algorithms dijkstra to suggest the order of visits with the shortest path. Features used Android smartphone is a camera, GPS, accelerometer, and compass. System design using the framework beyondAR. Testing on the system in the form of functional testing, angle accuracy testing, and distance accuracy testing. The function of determining the direction and distance with the markers and suggestions of the order of visits can run. On the results of the results of accuracy test results arising from the implementation of the formula heading on the application has a percentage of accuracy of 97.43%. And on the test of accuracy of distance has the accuracy percentage of 99.79% with distance calculation using haversine method. Accuracy test results show the implementation on the system has a high accuracy.
Co-Authors Abdul Azis Abdul Waris Achmad Fauzi Harismawan Ade Darmawan Ade Suluh Novriananda Aditya Yudha Agung N Adji Reno Muhammad Admaja Dwi Herlambang Afandi, Yosi Agi Putra Kharisma Akbar Ilham Alfin Noor Afyuddin Alva Yonara Puramandya Andini Ayu Larasati Anindita Setyamurti Arda Satata Fitriajie Asrina Fitri Bariq Najmi Rizqullah Kartiko Putro Bella Nemesias Prasetiyani Billawal Nadipa Pelealu Budi Darma Setiawan Dany Muhammad Dave Putra Radin Davin Benaya Dessy Amri Raykhamna Dinda Ayu Ludfiana Safitri Drajat Khoirul Muslim Dwi Prasetyo Edwar Budiman Edy Santoso Eko Cahyo Wahyudi Elfi Atus Zahroh Eriq Muh. Adams jonema Eriq Muhammad Adams Jonemaro Ervin Winardo Toepak Ezar Chrisdinan Diass Fathurrahman Annafabi Fikri Ihsan Ahmad Fitra Wahyuda Fransnesa Fransnesa Gifary Dhimas Fadhillah Guidita Suryani Hakky Affandy Latief Hanifah Muslimah Az-Zahra Hawim Mahfudah Herman Tolle Hrizto Hanie Del Piero Ikrar Amalia Sholekhah Ilham Rachmad Zunaidi Indi Rachmah Winona Intan Sartika Eris Maghfiroh Iqbal Firmansyah Issa Arwani Isthofi Aslim Sofyan Iwan Prasetiyo Hakiki Kadek Dwitya Arya Sujaya Kevin Maulana Komang Candra Brata Kresna Rizka Carisfian Laras Krisnayuwati Suwardi Liya Suci Kurniawati Luh Putu Novita Budiarti Lutfi Fanani M Kevin Pahlevi M. Abdul Algoniu M. Ali Fauzi M. Rizkiyan Zaka Riawan Maskur Maskur Mei Mukti Wardana Mikhanael Mual Parsaulian Simanjuntak Mochamad Halim Moh. Faiz Hidayatulloh Mohammad Alauddin Mohammad Daffa Saifullah Mokhamad Zukhruf Mifta Al Firdaus Muhammad Aminul Akbar Muhammad Anang Mufid Muhammad Azzam Al-Ghifari Habiburrahman Muhammad Dikri Robinsyah Muhammad Farhan Abdur Rosyid Muhammad Fhadli Muhammad Haikal Fisabilillah Muhammad Rifqi Ramdhani Muhammad Vidi Mycharoka Muhammad Wahyu Pamengas Nanang Yudi Setiawan Naufal Rizky Akbar Ngurah Pradipta Surya Mandala Niken Hendrakusma Wardani Nisriinaa 'Aaliyah Nurul Hidayat Oktaviani Dwi Nur Aini Panji Yodantara Pradhana Hafiizh Bachtiar Primananda Kurnia Santoso Putra Aditya Primanda Putra, Firnanda Al Islama Achyunda Ratih Kartika Dewi Retno Indah Rokhmawati Reza Saputra Rezza Ananda Yoanko Rizal Darmawansyah Rizaldy Ilham Akbar Royan Krisnanda Tiony Ryan Aristo Salma Berliana Putri Satrio Agung Wicaksono Satrio Hadi Wijoyo Septian Pratama Widianto Steven Willy Sanjaya Vio Cesar Melano Yonanta Wibisono Sukmo Wardhono Winny Ardhian Septiko Wiwit Susilo Ningsih Yahya Sahaja Yoga Sadewa Yuan Edo Ramadhana Yulfa Hadi Wicaksono Zahrotul Indah Mulyasari