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Pemanfaatan Teknologi Firebase dalam Pengembangan Aplikasi Pengelolaan Stok Barang Berbasis Mobile pada Rumah Makan Nakamse Malang Ryan Leonardo; Issa Arwani; Dian Eka Ratnawati
Jurnal Sistem Informasi, Teknologi Informasi, dan Edukasi Sistem Informasi Vol 1 No 1 (2020): Agustus
Publisher : Fakultas Ilmu Komputer Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/justsi.v1i1.1

Abstract

Nakamse merupakan salah satu rumah makan yang menawarkan konsep unik dan menarik kepada konsumennya. Oleh sebab itu, Nakamse menjadi salah satu usaha kuliner yang kini sedang tumbuh sangat pesat di kota Malang. Hal tersebut dapat dilihat dari bertambahnya jumlah store yang dimiliki dalam kurun waktu dua tahun terakhir. Seperti halnya rumah makan lain, setiap store Nakamse membutuhkan pasokan bahan makanan dari gudang utama yang mereka miliki. Namun dalam proses pendistribusian barang tersebut sering kali terjadi duplikasi data dan kesalahan pencatatan barang, hal tersebut terjadi diakibatkan manajemen gudang yang masih dilakukan dengan cara manual. Oleh karena itu, diperlukan sebuah perangkat lunak yang dapat melakukan pengelolaan terhadap stok barang yang ada di gudang. Perangkat lunak ini dikembangkan dengan menggunakan metode waterfall dan memanfaatkan Firebase realtime database sebagai tempat penyimpanan data. Dari hasil observasi dan wawancara, didapatkan beberapa kebutuhannfungsional yang kemudianndimodelkan dalam bentuk diagram UML. Kemudian dilanjutkan dengan melakukan implementasi kode programnmenggunakan bahasa pemrograman Java. Setelah tahap perancangan dan implementasi selesai dilakukan maka selanjutnya dilakukan pengujian dengan menggunakan metode blackbox dan usability testing. Pada pengujian blackbox mendapatkan hasil 100% valid pada setiap fungsionalnya. Sedangkan pada pengujian usability yang dilakukan dengan metode system usability scale mendapatkan skor sebesar 78,5. Skor tersebut mencerminkan bahwa aplikasi pengelolaan stok barang masuk dalam predikat C (Good) dan rentang penerimaan berada pada kategori accaptable.Kata Kunci: Pengelolaan stok barang, metode waterfall, Firebase reat
Pengembangan Data Warehouse dan Online Analytical Processing (OLAP) untuk Data Artikel pada Jurnal Teknologi Informasi dan Ilmu Komputer (JTIIK) Bella Krisanda Easterita; Issa Arwani; Dian Eka Ratnawati
Jurnal Sistem Informasi, Teknologi Informasi, dan Edukasi Sistem Informasi Vol 1 No 1 (2020): Agustus
Publisher : Fakultas Ilmu Komputer Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/justsi.v1i1.2

Abstract

Saat ini, Jurnal Teknologi Informasi dan Ilmu Komputer (JTIIK) telah terakreditasi dengan peringkat 2. Dengan JTIIK yang telah terakreditasi, maka peminat peneliti untuk mengirimkan artikel ke JTIIK semakin tinggi. Namun, proses untuk menerbitkan suatu artikel memerlukan waktu lebih dari satu tahun. Agar proses penerbitan tidak memerlukan waktu yang terlalu lama, mulai pada tahun 2018 JTIIK menerbitkan jurnal sebanyak enam kali dimana penerbitan mengalami peningkatan dari tahun sebelumnya. Dari peningkatan penerbitan ini, data yang disimpan juga akan semakin bertambah. Sebuah sistem diperlukan untuk mengelola data yang besar dari beberapa sumber dan melakukan analisis yang dapat menjadi bahan pertimbangan dalam pengambilan keputusan. Pada penelitian ini dilakukan pengembangan data warehouse dan Online Analytical Processing (OLAP) sebagai langkah penyelesaian untuk masalah dalam mengelola dan menganalisis banyaknya data dari beberapa sumber. Dalam penelitian ini dilakukan analisis sebagai tahapan pertama. Berdasarkan hasil analisis didapatkan 2 information package yaitu information package data artikel dan information package data penulis. Penelitian dilanjutkan dengan perancangan data warehouse dengan menggunakan snowflake schema yang menghasilkan 2 tabel fakta dan 4 tabel dimensi. Selanjutnya dilakukan implementasi ETL dan OLAP. Kemudian dilakukan 2 jenis pengujian. Hasil pengujian pertama yaitu validasi kebutuhan menunjukkan bahwa data warehouse yang dibangun telah sesuai dengan kebutuhan yang dirancang. Hasil pengujian kedua yaitu performansi proses ETL dari segi waktu menunjukkan bahwa hasil rata-rata waktu yang dibutuhkan untuk eksekusi proses ETL adalah 14,5 detik.
Pemanfaatan Teknologi Notifikasi BOT Telegram dalam Pengembangan Sistem Customer Reminder Berbasis Web (Studi Kasus : PT Astra International TBK-TSO Cabang Sukun, Malang) Rivan Haposan; Issa Arwani; Tibyani Tibyani
Jurnal Sistem Informasi, Teknologi Informasi, dan Edukasi Sistem Informasi Vol 2 No 2 (2021): Desember
Publisher : Fakultas Ilmu Komputer Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/justsi.v2i2.21

Abstract

Aktivitas Reminder merupakan bagian dalam proses bisnis servis kendaraan pada PT Astra International Tbk-TSO cabang Sukun Malang. Dalam proses reminder diketahui bahwa Kepala Bengkel harus melakukan pengawasan pekerjaan para karyawan dalam melakukan reminder kepada pelanggan. Pada proses reminder, Kepala Bengkel sulit untuk melakukan pengawasan dikarenakan tidak adanya wadah yang menyediakan informasi langsung terkait kinerja karyawan setiap harinya sehingga menimbulkan beberapa masalah dalam proses reminder. Oleh karena itu, dibutuhkan sebuah sistem yang dapat menyimpan dan mengelola data reminder sehingga proses reminder yang dilakukan oleh karyawan dan Kepala Bengkel menjadi lebih baik. Berdasarkan permasalahan tersebut maka dilakukan pengembangan sistem “AUTO2000 Customer Reminder”. Sistem ini dikembangkan dengan berbasis web yang dapat diakses oleh setiap aktor. Sistem ini dikembangkan menggunakan framework PHP Laravel serta database MySQL. Sistem ini dikembangkan menggunakan metode waterfall yang terdiri dari tahap studi literatur sampai penarikan kesimpulan dan saran. Implementasi sistem akan mengintegrasikan web dengan notifikasi Telegram BOT API. Sistem ini juga telah dilakukan pengujian blackbox serta pengujian usability menggunakan System Usability Scale (SUS). Dalam pengujian validasi blackbox, sistem ini mendapatkan nilai persentase 100% valid yang berarti sistem memenuhi spesifikasi kebutuhan. Hasil pengujian usability mendapatkan hasil akhir SUS 81 mengartikan sistem termasuk kategori baik, skala nilai B, dan dapat diterima.
Klasifikasi Aktivitas Manusia Menggunakan Extreme Learning Machine dan Seleksi Fitur Information Gain Fitra Bachtiar; Fajar Pradana; Issa Arwani
Jurnal Nasional Teknik Elektro dan Teknologi Informasi Vol 10 No 3: Agustus 2021
Publisher : Departemen Teknik Elektro dan Teknologi Informasi, Fakultas Teknik, Universitas Gadjah Mada

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1438.672 KB) | DOI: 10.22146/jnteti.v10i3.1451

Abstract

Human activity recognition has various benefits in daily lives. However, research in this area is still facing problems that is, unobtrusive data gathering, high dimensionality features, and the algorithm used to classify human activities. Those problems could impact in the result of the developed model. This research is a preliminary study in human activity recognition. Five common human activity will be recognized that is, walking, walking upstairs, walking downstairs, sitting, and standing. The dataset used in this study consist of 1500 data rows and 561 features. Feature selection is performed prior to the modeling step. Information Gain is used as the feature selection in which percentile method is used to subset the number of features in the dataset. The features are then normalized and will classified using ELM. Number of optimal hidden neuron will be searched to yield high predictive accuracy. The results show 240 feature subsets return the higher accuracy. A number of 100 hidden neuron results in highest predictive classification of human activity recognition. The classification results yield accuracy, precision, recall, and F1-score of 0.85.
PELATIHAN TATA KELOLA PEMASARAN PRODUK BERBASIS MOBILE MARKETING UKM INDUSTRI PERAK Ernani Hadiyati; Gunadi Gunadi; Issa Arwani
Abdimas: Jurnal Pengabdian Masyarakat Universitas Merdeka Malang Vol 3, No 2 (2018): December 2018
Publisher : University of Merdeka Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26905/abdimas.v3i2.2590

Abstract

Program kemitraan masyarakat merupakan salah satu bentuk pengabdian kepada masyarakat yang bertujuan untuk meningkatkan kinerja pengelola UMKM, dalam bidang tata kelola pemasaran produk dan pemasaran berbasis mobile marketing. Target kegiatan ini meliputi: peningkatan kemampuan pengelola UMKM pengrajin perak dalam tatakelola pemasaran produk dan pemasaran berbasis mobile marketing. Luaran yang diharapkan berupa jasa pelatihan, modul dan panduan penerapan tatakelola pemasaran produk dan pemasaran mobile marketing. Metode pelaksanaan menggunakan kombinasi antara pelatihan klasikal, evaluasi, pendampingan dan hibah peralatan untuk menstimulir UMKM pengrajin perak dalam mengimplementasikan materi pelatihan. Hasil pelaksanaan pendampingan menyimpulkan bahwa adanya peningkatan kemampuan dalam tatakelola pemasaran produk dan pemasaran berbasisi mobile marketing maka kinerja pengelola UMKM menunjukkan peningkatan yang signifikan. DOI: https://doi.org/10.26905/abdimas.v3i2.2590
Implementasi Mobile Augmented Reality Pada Aplikasi Pemilihan Sarana Dan Prasarana Laboratorium Sekolah Menengah Atas Dimas Setyo Utomo; Issa Arwani; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 3 (2017): Maret 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1194.361 KB)

Abstract

Augmented Reality (AR) is a technology with a lot of potentials. AR could bring a lot of advantages in many different fields such as entertainment, design or military. This technology also possibly used as a new design approach for interior design as virtual objects such as furniture displayed in a real-world environment on the screen. This study took up in an institution like public school specifically for school laboratory. This study will also add the use of Head Mounted Display (HMD) such as Google Cardboard for better user experience. The objects were designed and shown in 3D with a certain standard for public high school laboratory. Plus, the object's material can be changed through Google Cardboard's view.
Pembangunan Aplikasi Mobile Augmented Reality untuk Rehabilitasi Terkilir pada Pergelangan Kaki Muhammad Indra Harjunada; Issa Arwani; Marji Marji
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 4 (2017): April 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1012.415 KB)

Abstract

Physical exercise is an effective way to improve the welfare and quality of life. In modern society physical exercise is a must, not only to maintain health, but also as a means to rehabilitate from injuries. But it is inevitable that there is some risk that occurs during physical exercise can cause injuries such as bruises, sprains or even broken bones. More importantly, it was found that the knee and ankle are generally exposed to injuries, sprains and strains which proved with 949 cases for men and 194 for women. Despite the fact the physical rehabilitation can help recover from injury, but also very boring. This is mainly due to the exercise of no interest to most patients, and discomfort should be monitored through regular visits to a specialist. One effective way is to use a technology that provides visual feedback to the patient's proper exercise adequately, using Augmented Reality technology. This research will be built based augmented reality application designed to support therapy aims to help patients sprained ankle rehabilitation. This technology can run on android mobile devices, making it easier for patients to perform rehabilitation of a sprained ankle. From the results of tests performed acquired 80.9% average value of respondents' interpretation of 20 votes, which showed that the level of acceptance of the respondents said "Strongly Agree" to the rehabilitation of this AR technology.
Implementasi Pengiriman Data Sensor LM35 untuk Perbandingan Waktu Insert pada Basis Data MySQL dan MongoDB Rangga Noviansyah Nuur Aziiz; Mochammad Hannats Hanafi Ichsan; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 6 (2017): Juni 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1024.382 KB)

Abstract

At this moment, there are so many data transfer among the system of computation. And with the term of internet of things where many relations which create a network consist of man to machine relation as well as machine to machine. Also the transferred data are various. Started with numeric data up to character data. And there is sensoric data which began to develop on usage of internet of things such as smarthome. With this many variety of data, create some issues of needs which one of them is a container of data or could be called database. In this research, the compared database are MySQL database and MongoDB database to compares which type of database is better to send sensoric data into the database. There are hardwares which are used for implementing the scenario are Arduino Uno Microcontrollerboard and LM35 IC. And there are softwares to support this research such as PHP programming language. The test of the system will be started with sending sensor data into 1 table, 2 table, and 3 table to each of database with 10 times data transfer so that we obtain the execution time of insert query as a compared parameter of database.
Pengembangan Game Karambol Pada Interactive Projected Display Bima Tri Atmaja; Eriq M. Adams Jonemaro; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 9 (2017): September 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (887.336 KB)

Abstract

Carrom is a game that uses square-shaped table with four holes in each corner of the diagonal, with the tools of the game in the form of coins carrom. This game uses small discs instead of balls. The driving force is the finger shifted on the disc so hit the target. Players must put all the coins carrom into the hole located at the corner of the board. Otherwise the player wins if one of player put all the pieces carrom coins faster than other players. Carrom games will be developed into a more modern technologies. Carrom games are displayed via a projector using Ubi Displays technology (Interactive Projected). Ubi Displays a prototype toolkit using a projector and Kinect, where the game can be displayed and played on types of surfaces as on wall. From the test results of students in Islamic Junior High School Wahid Hasyim 01 Dau showed that carrom game is well received. This can be seen from more than 67% of students in Islamic Junior High School said this game interesting, because according from the students of Islamic Junior High School packed game in a new form using the interactive projected display which all surfaces into a touch screen game, so the game looks real (like the original game).
Pengembangan Game 3D Warship Operation Trikora Mohamad Faisal Amir; Wibisono Sukmo Wardhono; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 12 (2017): Desember 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1163.725 KB)

Abstract

Many of the operation Trikora stories are only stored in the histroy museum. So many people unaware of the armed conflict and the heroic battles that happen in the operation. Video game is an interesting way to tell the story of Operation Trikora then the game Warship Operation Trikora was made. Game design is the process of making the content and rules of a game. Iterative process method in game design that is making prototype, played, and refined repeatedly before considered final. 3D graphics means to achieve generation of fictional worlds in the player's imagination that grow from a comprehension of the 3D representations so forming immersive video game. To build a narrative gameplay, a game designed with creating a battle story screnarios in form of a steps that consists of a collection of events in the game. Inside the the battle story scenarios there is events in the form of task for the player, it is called an objectives. Based on the tasks, objective can be grouped into 5 types that is area scope, location pointer, attack the ship, attack the plane, attack the pillbox. Iterative desgin methods are used to test objectives when it's applied in a game by creating a rapid prototype, performing playtest, and revised. This activity repeatedly until the game is considered decent to be implemented. Implementation of 3D characters needed to create assets of characters that involved in the battle story scenario. There are 7 types of characters in the form of ships, aircraft, and pillbox. Implementation of the scenes is done with Unity game engine by decorating environtments and placing game objects so that create the scenes forming an unique menu and stages. Each scenes is connected to each other. Script are implemented to create battle scenarios in digital version of game with C# programming language. Warship Operation Trikora has functional 100% working as expected both from scene flow, character mechanics, and objectives. Comparison of respondents between before playing this game and during playing this game, showed an knowledge average increase by 8.33 out of 10 knowledge presented in the game. Based on usability testing, 9 out of all game usability heuristics are included in good criteria and 8 out of all gameplay heuristics also included in good criteria.
Co-Authors A. Baihaqi Mubarok Abi Dwijo Sukma Abidin Adi Prasetyo Abimanyu Prayuda I. H. Alfianto Ach Fauzan Achmad Fanani Kurniawan Saputra Adithia Risma Rara Putri Aditya Yudha Agung N Adlan Husein Malahella Agi Putra Kharisma Ahmad Yazid Bastomi Alfa Fadlilah Alfin Noor Afyuddin Alfredo Juan Pratama Almira Kalyana Ammar Gunya Pratomo Andrew Adi Nugraha Andyan Bina Ardhana Anisa Dwi Novita Rika Annisa Hestiningtyas Aprilo Paskalis Polii Arief Andy Soebroto Asroru Maula Romadlon Aulia Rizki Ananda Azzahra Princessa Shekina Wijaya Bagas Rayi Prabowo Bagus Septian Aditya Wijayanto Bayu Rahayudi Bella Krisanda Easterita Bima Tri Atmaja Bondan Sapta Prakoso Buce Trias Hanggara Budi Darma Setiawan Chandra Wira Hadikusuma Christian Doxa Hamasiah Dahnial Syauqy Denny Sagita Rusdianto Diah Priharsari Dian Eka Ratnawati Diego Yanda Setiawan Dimas Setyo Utomo Djoko Pramono Dwi Rama Malawat Dwija Wisnu Brata Eki Yusandhi Iskandar Elfa Fatimah Eriq M. Adams Jonemaro Eriq Muh. Adams Jonemaro Eriq Muhammad Adams Jonemaro Ernani Hadiyati Ervin Winardo Toepak Fadhilatur Rahmah Fahmi Aquinas Faizatul Amalia Fajar Nur Rohmat Fauzan Jaya Aziz Fajar Pradana Fajar Rizki Kristiono Farandi Angesti Farhah Annisa Jamal Firdaus Farhan Fadhillah Djabari Fariz Sokhinda Hamza Fathin Al Ghifari Fatwa Ramdani, Fatwa Ferdy Wahyurianto Fitra Abdurrachman Bachtiar Fitria Adi Sulistiya Rini Fitriyah, Hurriyatul Galih Muhammad Gede Satria Harinamanata Gembong Edhi Setyawan Gladys Wahyu Khairunnisa Gunadi Hana Chyntia Morama Handoko Handoko Hanif Nabila Muflih Hanifah Muslimah Az-Zahra Hariz Farisi Hendro Dwi Prasetyo Herdianto Tri Setyaji Herlambang Yudha Prasetya Herman Tolle Hermawan Wijaya I Gede Merta Ariantara I Kadek Yoga Darma Putra I Made Setia Baruna Ians Adji Adhitama Ihza Aulya Nanda Ikhsanul Isra Yunelfi Ikrar Amalia Sholekhah Ilham Dwi Muchlison Insan Nurzaman Bangga Adi Pratama Irwan Kurniawan Juan Michel Hesekiel Kevin Aditya Firmansyah Putra Kevin Renjiro Khairi Ubaidah Luqman Rizky Dharmawan Lutfi Fanani Luthfi Irfan Hakim Praditya Marji Marji Micahel Yulius Munthe Mimi Hamidah Mochammad Hannats Hanafi Mochammad Hannats Hanafi Ichsan Moh. Izza Auladina Latansya Mohamad Faisal Amir Mohammad Arkan Ridhwan Razan Muhamad Maulana Zuhad Aditya Muhamad Rizky Prahesa Putra Muhammad Aminul Akbar Muhammad Fikri Fadlurrahman Muhammad Indra Harjunada Muhammad Rouvan Amiruddin Muhammad Tanzil Furqon Muhammad Wildan Aldiansyah Muhammad Yaqub Muhammad Zaki Nabil Muhibbuddin Al Haqqi Mustajib Furqon Haqiqi Nabila Fairuz Zahra Nafisa Nafisa Nana Amalia Mulia Nur Aini Nurul Qomariah Oceandra Audrey Priyambadha, Bayu Qonita Nur Farhana Radea Zulindra Ardisukma Raja Farhan Ramadha Pohan Rangga Noviansyah Nuur Aziiz Ratih Kartika Dewi Reinata Devi Nindya Tirzasari Renaldi Muhammad Rivan Haposan Rizal Maulana Rizky Edyatna Putra Rofy Firmansyah Rachmandany Rosikhan Maulana Yusuf Ryan Bayu Permadi Ryan Leonardo Sabriansyah Rizqika Akbar Safitri Herdian Rachmawati Safria Isnibaiti Satrio Agung Wicaksono Satrio Hadi Wijoyo Sausan Zahrah Shafira Margaretta Sherryl Sugiono Sindarto Sobakhul Munir Siroj Sultan Saladdin Syarief Noor Permadi Taufiqurrachman Ilham Thifal Fadiyah Basar Tibyani Tibyani Tio Allin Subiantoro Tri Afirianto Unggar Salsabila HSS Utaminingrum, Fitri Welly Purnomo Wibisono Sukmo Wardhono Widhy Hayuhardhika Nugraha Putra Wiku Galindra Wardhana Wildan Afif Abidullah Ya'qub Al-Kindi Yuliana Anggreini Budiman Yusi Tyroni Mursityo Zain Fikri Hanastyono