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Pembangunan Aplikasi Iqro' Berbasis Android Menggunakan Google Speech Ach Fauzan; Issa Arwani; Lutfi Fanani
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

Learn the Al-Quran (reciting Al-Quran) is the obligation of every Moslem. To be able to reciting Al-Quran properly begins with getting to know about hijaiyah letters (the arabic letters) using Iqro' methods. Iqro is a method of learning to know about hijaiyah letter developed by H. As'ad. This method is very popular among Indonesian community. In order to make the learning process isn't boring is required a learning media that can be used anytime, one of them are using a mobile device application that can be used via smartphone. This research describes how to build a media applications to learning Iqro' based on android and integrate it with google speech so that applications built more interesting and interactive with users. Google speech be integrated on a test feature, users are asked to answer each question using their speech then google speech function to convert their voice to text. Text results obtained then matched with answer keys, by involving the user in question features, make this applications more interactive. Results of testing the accuracy of google speech's implementation of the question features stated that on the final test showed 100%, that means it's been as expected.
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
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.
Implementasi Security Pada Load Balancing Layanan Web Multidomain Dengan SSL Muhammad Rouvan Amiruddin; Sabriansyah Rizqika Akbar; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 2 (2018): Februari 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Load balancing is a mechanism of sharing on the traffic load to multiple servers in a balance way. An accumulation of excessive traffic load on the server will make system performance decreases. Therefore, the way to implement an optimal and secure system with a large number of incoming traffic so it is necessary to apply a load balancing mechanism. By implementing the load balancing mechanism using HAProxy will make the traffic on network runs optimally because the traffic load will be distributed on two or more connection lines in a balance way. Through the implementation of the system, the server performance becomes more optimal in the absence of overload on a server. In order to generate a secure exchange of data between the client and server, it needs to implement the SSL protocol. By implementing the SSL protocol on this system, the exchange of data between the client and server will be secure Because it is already encrypted. In this system, the number of clients is a very influential part on the performance of server response. The more number of clients will make the server response to the client will get longer while the throughput get a the results decreased and if the system receives a request of more than 500 clients then get the request error of 10.4%.
Pengembangan Game Bergenre Tower Defense Dengan Mengimplementasikan Augmented Reality Galih Muhammad; Wibisono Sukmo Wardhono; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 2 (2018): Februari 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Game development by implementing the Augmented Reality has a profound effect on the gameplay aspects of the user experience on the game itself. This paper describes the development of the game Omega Defender with the primary objective as the research and development of mobile games which implement Augmented Reality, with an image as a marker. The goal of the game omega Defender is survive to the end level of the game without dying, destroy all the enemies that appear on the screen by detecting a marker at the start of the game. Augmented Reality will enhance the user experience by improving the user interaction with the real world. The design of the game itself begins from the selection of the conceptual framework will be used, in this study, MDA framework used as an appropriate concept to develop the game Omega Defender. Paper prototyping is done as the first step of development, followed by digital prototyping to implement all the elements that exist in paper prototyping and modify it to fit the digital game. Omega defender has been tested with multiple users to evaluate the results of the development of the game itself. In the process of Play testing obtained two analyzes based on user feedback that is, 2 factors fun and 4 factors not fun from Omega Defender game.
Implementasi Logika Fuzzy untuk Purwarupa Pengkondisian AC dan Lampu Otomatis pada Sebuah Ruangan Nana Amalia Mulia; Mochammad Hannats Hanafi; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 4 (2018): April 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

As the year increase, the demand for electricity increase. Every building either mansion or house mostly has electronic equipment, such as light. Besides, AC is quite expensive of electronic equipment which the electrical power required is quite large. Electronic equipment certainly requires electrical energy. However, it usually only uses the on-off principle. It is certainly can reduce the lifetime of equipments, waste the electrical energy, and cause the room temperature condition become uncontrollable. In this study made conditioning system of automatic AC and light using Fuzzy Sugeno logic. The system using input of light from LDR sensor, temperature and humidity from DHT11 sensor, and movement from PIR HC-SR501 sensor. Next, using Arduino Uno microcontroller to process and the result is numeric which displayed on LCD. Design of Fuzzy logic consist of fuzzification, which is forming Fuzzy set of input variables, inference is the step to forming set of rules, and defuzzification is the step to determine the results. Implementation of Fuzzy logic consist of made program code to calculate the membership degree from input variables of light, temperature, and humidity, next, program code to find α-predicate value of each rules, and the last, program code to find z value which done twice, for AC and light condition. The success rate of Fuzzy logic is done by comparing the output value of system with MATLAB. The accuracy average of AC output is 97.21%, while the light is 93.75%.
Sistem Informasi Geografis Berbasis Mobile Rekomendasi Pencarian Iklan Dan Petunjuk Arah Lokasi Transaksi Pada Aplikasi Jual Beli Online Menggunakan Location Based Services Wildan Afif Abidullah; Issa Arwani; Muhammad Tanzil Furqon
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 5 (2018): Mei 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

E-commerce is a method of selling, purchasing and marketing goods and services through electronic media such as radio, television and computer or internet network. Otomotifstore.com is one of the e-commerce or online shop sites in the automotive field with the concept of bringing together between sellers and buyers. Buyers who want to buy something will search for ads based on their location, which then the buyer will contact the seller to make the transaction. The solution that can ease the transaction process based on the nearest location is to create an application that can provide advertising recommendations in the form of geographic maps based on the location of the buyer followed by route to reach the location of transaction. The application is built based on android mobile using Location Based Services with a Global Positioning System (GPS) which can take the target of prospective buyers and sellers location. The geographic map displayed in the apps is by utilizing the android API maps from google. The application can ease the sellers and buyers to make transactions directly by the presence of ad distribution in the form of geographic maps and followed by route to transaction location. Based on the validation testing, the application have fulfilled all the functional requirements and usability testing proves that the built application has been successful with a percentage of 97%, so the application is ready to used for user. From the results of compatibility testing of three types of devices with different specifications obtained valid results.
Penerapan Mechanics Dynamics Aesthetics Framework pada Game Pengenalan Wisata Kota Malang Muhamad Rizky Prahesa Putra; Eriq Muh. Adams Jonemaro; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 5 (2018): Mei 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Malang City is one of the most potential city for tourism destination in Indonesia. Therefore, it's nessescarry for Malang to have varios promotional media for tourism. In effort to invite the tourists to visit Malang city requires variety of media campaigns and one of the alternative media is a media campaign games form. Malang City Tour game is one kind of that media which take form as game. Through this game, player can get information about tourism destination, tour budget, as well as common knowledge about Malang by taking quiz. Malang City Tour is created by applying MDA Framework. This framework consist of mechanic which is rules and algorithm made by game designer to build the game. If mechanics work well, it'll build a dynamics, which is interaction between mechanics and player. This dynamics then automatically created aesthethics of player's responeses to dynamics. This game then tested using playtesting. Result shows that this game is well-functioned and has reached it aim whis is giving useful information about Malang's tourism to the player.
Implementasi Algoritma K-Means untuk Klasterisasi Kinerja Akademik Mahasiswa Fajar Nur Rohmat Fauzan Jaya Aziz; Budi Darma Setiawan; Issa Arwani
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

Selection of student acceptance in a college produces abundant data and can be utilized to obtain useful information for the college. In this study, student data taken by the authors are Student ID Number, University Entrance Path, Parent Revenue and Student Achievement Index. Excavation of information on a large data could not be done easily and this can be done with data mining technology. Data mining also known as Knowledge Discovery in Database is an automated process of searching data in a very large memory of data to know patterns by using tools such as association or clustering. By using k-means clustering method, the researcher tries to extract the knowledge which can depict the performance of student achievement at the end of semester and the result of the research indicates that of all cluster quantities inserted, for clusters amounting to 3 (three) has the value of silhouette coefficient closest to the value of = 1, that is with the value of 0.108690751. In addition, parental income does not affect the level of academic performance of students and the academic value of students who enter through the regular path & achievement paths have the value of the highest average GPA. Thus, the faculty can consider to prioritize the acceptance of new students through regular channels & achievement contract.
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 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