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Sistem Pemetaan Geografis Jalan Rusak Berbasis Mobile Menggunakan Location Based Service Studi Kasus Kota Malang Ilham Rachmad Zunaidi; Tri Afirianto; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 10 (2019): Oktober 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Increasing the population in Malang there are several sectors such as education, tourism and employment. The increase in population was also followed by an increase in the number of vehicles by 567,719 including public and private transportation. A woman had been a victim of an accident and died in Lowokwaru District due to avoiding potholes. The community hopes that repairs to potholes will be carried out immediately by the relevant parties. Roads in Malang are the responsibility of the Public Works and Spatial Planning Office of Malang City, which must record and repair damaged roads, but in recording damaged roads it is still done manually by recording in a book that contains street addresses without knowing the exact position of the location. Mobile based application for Public Works and Spatial Planning Officers of Malang City can see the distribution of damaged roads in Malang City and map the damaged roads by taking latitude and longitude coordinates according to the location chosen by the officers and utilizing location based services, namely global positioning system sensor. System development uses extreme programming methods to anticipate if there are changes in user needs. The results of tests conducted, functional testing, compatibility testing on several OS android, and usability testing of system usability scale equations obtained a value of 67.3 with adjective ratings = good.
Pengembangan Sistem Informasi Penjadwalan Pelayan Ibadah pada Gereja Mawar Sharon Malang Menggunakan Metode Waterfall Bella Nemesias Prasetiyani; Niken Hendrakusma Wardani; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 11 (2019): November 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Mawar Sharon Church Malang organizes Sunday service activities every Sunday by involving several church servants from several service departments. One service department that plays an important role in the successfulness of Sunday is the Multimedia Department. The Multimedia Department carries out services according to the service schedule made by the coordinator every month. The service schedule is still created manually via group chat and Microsoft Excel. This manual scheduling can take one to two hours, and the resulting schedule often conflicts. The purpose of this study is to provide solutions to problems by developing information systems for scheduling worship services. The scheduling system was developed by the waterfall method and applies genetic algorithms to produce an optimal schedule. Scheduling system that has been made is then tested with black box testing and the result is that the system has run well according to its function. The results of the parameter testing are obtained a population of 90, generation 40, crossover rate 0.4 and mutation 0.6 which produces the best schedule. User testing results on performance criteria which show that the scheduling system is able to cut the scheduling time to 91%, the reliability criteria indicate that the system is able to make an appropriate service schedule and there are no conflicts, and for usability criteria a value of 94% is obtained (strongly agree) from church servants and 90% (strongly agree) from the coordinator which means the system is easy to use.
Penerapan Jaringan Saraf Tiruan Untuk Bantuan Pengereman Pemain Pada Gim Balapan Mochamad Halim; Muhammad Aminul Akbar; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 11 (2019): November 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Racing game is a video game genre themed around racing event, in which a player compete againts another player or computer to reach the finish line with the shortest clear time. A racing game focused around player reflex, racing technique and track knowledge. It is common for a new player to make many errors, for example driving outside the lane and crashing into the road barrier. For a new player, brake timing is one of the hardest skill to master. Wrong brake timing can cause player to hit the road barrier, or add more to the clear time. A brake assistance is needed to improve a player racing performance by imitating an advanced player brake timing. An advanced player's racing data is recorded, then it is used as training data by an algoritm. ANN (Artificial Neural Network) is an algoritm that can learn the pattern of a data set and have the ability to reduce error, thus this algoritm is acceptable for the brake assist. The metodology used to develop this brake assist is the ANN method. The brake assist system is implemented in the framework of racing game starter kit, an asset package from Unity Asset Store. ANN testing by using blackbox testing validate functionality needs, F1 testing results 0.78 and user acceptance testing shows lower crash count, but increase in total lap time.
Pengembangan Media Pembelajaran Holografis (Studi Kasus : Bab Indera Pendengaran Manusia) Abdul Azis; Wibisono Sukmo Wardhono; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 1 (2020): Januari 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Humans have the sense of hearing that is the function of the ear for balance and to capture the source of sound from outside. There are four parts to the discussion of material on the sense of hearing, namely the outer ear, middle ear, inner ear and the mechanism of the listening process. Teaching materials given by teachers to students today use the media explanation from Student Worksheets (LKS), blackboards, which can make students feel inclined to get bored, lazy to listen, feel sleepy and there is less attention. All means of learning activities are expected to be able to support students to understand clearly what is conveyed by the teacher or instructor in order to foster a desire to study more actively with proportional learning media (Daryanto, 2016). Holographic is a two dimensional object that has been documented and subsequently reappeared with changes in the location and direction of the gaze until it appears as though three dimensions (Kurniawan, 2017). This application will be implemented on an Android smartphone screen using prism acrylic projection media and can then be displayed in three dimensions and can be viewed in 3600. The method used to assess an item that is tested to the user and later will be given input by the user when finished operating the system, that is which is called usability testing (Lodhi, 2010). Hearing sensory learning applications ranging from learnability, effeciency, memorability, error and satisfaction. It has been tested to 13 reporters after operating the application, then got the results of 13 reporters namely: strongly agree = 62, agree = 38, neutral = 32 and disagree = 0. Furthermore, of the total answers, then the usability percentage is 82.3% and qualifications are categorized good or successful when seen in a quantitative table according to Arikunto..
Pengembangan Aplikasi Permainan Edukasi Untuk Pengenalan Warna Dasar Menggunakan Markerless Augmented Reality Vio Cesar Melano Yonanta; Tri Afirianto; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 1 (2020): Januari 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Early childhood needs education and coaching to help their growth and development. One of the coaching efforts for children is to introduce basic colors to them. The way for children to improve their cognitive abilities so they can recognize basic colors, and get a pleasant visual experience in recognizing basic colors is a challenge for teachers and parents. Therefore, an educational game or game application is made that utilizes marker-less augmented reality technology to provide a pleasant experience such as watching virtual objects join the real world to children and improve children's cognitive abilities in recognizing basic colors by giving instructions through augmented reality technology. The method used in this study is the Game Development Life Cycle (GDLC). Based on the research conducted, it was concluded that the gameplay of the educational game developed can improve children's visual experience in recognizing basic colors and children's cognitive abilities in recognizing basic colors can be increased by the influence of educational games that have been developed.
Pengembangan Gim Edukasi Mengetik menggunakan Metode Touch-Typing untuk Meningkatkan Kecepatan Mengetik Muhammad Wahyu Pamengas; Tri Afirianto; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 1 (2020): Januari 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Typing skill is an important ability to have in modern times. According to Norb Winslow, the average typing speed of adults (classified as beginners) is 30 WPM, while the average typing speed for those who use the keyboard quite often (intermediates) is 40 WPM. The problem is, the minimum typing speed required for efficient work is 40 WPM. One way to increase typing speed is by practicing touch-typing techniques. The typist's focus remains on the reading source and at the same time typing it. Users of this technique use muscle memory to determine the position of each key on the keyboard. With this technique, the typist does not need to look at the keyboard when typing, so the typing speed becomes faster. This research aims to develop an educational game that can help improve typing speed. The game is developed using the DGBL-ID model and the drill method is used as a learning method in the game. Testing is done by observing three respondents who have been selected using convenience sampling. The results of the test analysis show that there is a positive impact of the use of game on player's typing speed.
Pengembangan Aplikasi Perangkat Bergerak Jadwal Olahraga Outdoor berdasarkan Waktu dan Kondisi Cuaca menggunakan Metode Location Based Service, Dark Sky API dan Android Alarm Manager Alva Yonara Puramandya; Agi Putra Kharisma; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 2 (2020): Februari 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Outdoor exercise is exercise that is done outdoors. Outdoor exercise is very good for mind and body. The problem that often occurs when it comes to exercising outdoor is bad weather. In addition, we need to pay attention to the right time because the ray of the sun does not always nourish the body. As a result of these problems make people lazy to exercise. Based on this problem, researcher had developed a mobile application that can provide outdoor exercise schedule to the user. Application was developed by using Waterfall method which is one of the approaches to Software Development Lifecycle (SDLC). In this application Location Based Service (LBS), Dark Sky API, and Android Alarm Manager are implemented. In system testing, researcher used black box and usability testing. The result of black box testing is 100% valid. System Usability Scale (SUS) method was used in Usability Testing which obtained a score of 77. From the result of the score, the application is in the category of acceptability Acceptable, grade C, and adjective rating Good.
Pengembangan Sistem Informasi Manajemen Pemesanan Pakaian dan Keuangan Berbasis Web (Studi Pada: YP Screenprinting) Fitra Wahyuda; Satrio Agung Wicaksono; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 2 (2020): Februari 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

YP Screenprinting is one of the small and medium businesses (SMB) in Bojonegoro Regency which is engaged in convection. Most of the orders placed in the form of t-shirts are from inside and outside the city. The process of recording orders at Yp Screenprinting is still done manually and expenses for purchasing raw materials are not recorded. So that it causes problems such as difficulty in finding data orders or expenses and business owners can not know how much profit or loss is experienced with certainty. Based on these problems a solution is made in the form of a web-based information system to help simplify the process of managing orders and expenses. Making information systems is done using the system development life cycle (SDLC) in the form of the Waterfall method. In the requirements definition stage it produces 22 functional requirements. The software design stage uses the object oriented analysis design (OOAD) approach and the results are described using a unified modeling language (UML) which produces 3 controller classes and 4 model classes. At the implementation stage using the model view controller (MVC) as the system architecture. Finally in the system testing stage, the results are 100% valid in validation testing and 88.75% results in user acceptance testing. Based on the test results it can be said that the information system that has been made is well received by the user
Pengembangan Aplikasi Manajemen Antrean Pesanan Menu Restoran dengan Memanfaatkan Teknologi Kode QR Yahya Sahaja; Agi Putra Kharisma; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 3 (2020): Maret 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The problems happen in a restaurant for serving customers are too diverse. Many of restaurants in Malang are still just giving the menu list manually to the customers, that the restaurant should print the updated menu. Besides, ordering in a restaurant is still just using paper, that the customers should write the menu manually to order, and give it back to the restaurant waiters. The impact is that it can take too much time and costs more energy to the waiter as well as handling the restaurant menu ordering, even if there are so many customers should be served. Based on those problems, the writer wants to make an application that can handle restaurant food ordering queue management, hopefully this application could automate queue system in a restaurant. This application is built with following Agile methodology implementing Scrum framework, because the requirements are still developing within the application development. The result of this research was focused to solve the problems as well as simplify the queue management process and menu ordering in a restaurant. The researcher would also test the system with validation and usability test. The usability test was done for determining the usability level as the customers view point. For the result, validation testing states that the validations for every sprint is valid and usability testing states that the usability value for customers application got 82,25% score belonging in an B category with adjective rating excellent, whereas the application for restaurant operator got 96.25% belonging as an A category with adjective rating best imaginable.
Pengembangan RestoCrowd: Aplikasi Android Penghitung Jumlah Pengunjung Restoran Berbasis Crowdsourcing dengan Ekstrapolasi Gifary Dhimas Fadhillah; Agi Putra Kharisma; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

According to survey about restaurant visitors, 41% respondents claim that the crowded restaurant is a problem when visiting a restaurant. Others also declare that information about restaurant crowd is necessary before coming to a restaurant. Although that problem is already solved by Google Maps Popular Times, the feature still has weak point. The feature only works on popular places and requires a large set of data to estimate the crowd level. In this research, a system named RestoCrowd is developed to test a method used to estimate restaurant visitors with minimum dataset and efficient power consumption. The system is consisted of an Android-based applicationa and a web service to aggregate the crowdsourced data. The Black-box testing states that the proposed system already satisfies the system requirements. The power consumption testing states that the background service used to detect devices only uses 0,6668 mAh at most (2 mAh in an hour). The proposed system has an average accuracy of 80,63% from 83 data samples for training and 12 data samples for testing.
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