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Penerapan Neural Network untuk NPC Braking Decision pada Racing Game Herlambang Yudha Prasetya; Muhammad Aminul Akbar; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 5 (2019): Mei 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The popularity of the racing game genre is still visible today. Factors that supporting the popularity of this genre are speed driving which provides an exciting experience, interesting track variations, stunning graphics, and unique challenges presented by artificial intelligence. An important factor to be developed and in line with the core of the racing game that provides a fun challenge is artificial intelligence. Artificial intelligence behavior that is not varied and easy to guess, or even playing badly will affect the fun of the challenge of racing games. To avoid this, artificial intelligence is needed which is able to learn mindset and imitate human decisions when playing, especially braking decision or gas and brake determination. That is the basis of the Neural Network algorithm implemented for Artificial Intelligence in the Racing Game Starter Kit. The complexity of the code on the machine is simplified by changing the decision process to some intelligent neural networks that are similar to human neurons, especially how it works. Coupled with the adaptation process in a dynamic environment makes this algorithm interesting for AI researchers. By utilizing Cross-Validation, learning this algorithm with human behavior has a similarity rate of 76 percent. In a 10-round trial, the time results showed 12% or 72 seconds faster than the kit's AI, and a stable frame rate with an average of 59 frames per second.
Pengembangan Sistem Informasi Perhotelan menggunakan Metode Rational Unified Process (Studi pada Edotel Pamekasan) Radea Zulindra Ardisukma; Yusi Tyroni Mursityo; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 6 (2019): Juni 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Edotel Pamekasan is a hotel owned by Public Vocational High School 3 Pamekasan which functions as a hotel as well as a students' learning laboratory. Their operational activities are still done manually, which leads to several problems, such as overlapping room reservations and warehouse's sudden out of stock. Addressing this problem, a solution proposed by improving business processes with the implementation of a hospitality information system. The development of the hospitality information system uses the Rational Unified Process (RUP) method, considering its iterative ability that can respond to requirements change. In the inception phase, business process analysis and improvement focuses on reservations, check-in registration, check-out, warehouse stock management, and operational reporting activities. Continue in the elaboration phase, 7 features, 32 functional requirements, and 1 non-functional requirement are obtained through 2 iterations. In the construction phase, black-box testing showed that the implementation is appropriate, while compatibility testing gave 3 browser recommendations. Last in the transition phase, the system installation was done then User Acceptance Testing to hotel employees gave 93.4% mean score. It can be summed users strongly agreed to the solution proposed. At the end of the research, a hospitality information system was produced in order to manage reservations, guest registration, room search, managing goods management, and operational reporting in Edotel Pamekasan.
Pengembangan Sistem Informasi Perpustakaan menggunakan Metode Extreme Programming (Studi pada: SMK 1 Muhammadiyah Malang) Rizky Edyatna Putra; Satrio Agung Wicaksono; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

SMK 1 Muhammadiyah Malang has a school library that provides a collection of books and various magazines to be used as learning media by students and teachers in schools. At present, libraries still use bookkeeping systems to service book lending and book return services. The library officer records all service activities that have been carried out on a striped folio book, so that the officer spends a lot of time doing book lending and returning books, as well as automatic processing of fines. The library officer also records again for making a book loan transaction report and returning the book. So this research is done by developing a library information system that can overcome the problem of time efficiency when borrowing books, returning books, processing fines and making transaction reports. The research method used in this study is the Extreme Programming (XP) method in developing library information systems to be built and using the Unified Modeling Language (UML) modeling language to facilitate the design of the system to be built. Implementation system will use the C-Sharp programming language (C#). Based on the problem analysis carried out using the interview method, it produces 8 (eight) features and 10 (ten) functional requirements. The white-box testing and black-box testing test results are valid, which means the system can run properly according to the desired needs. The test results of User Acceptance Testing (UAT) indicate that the system is 100% acceptable and is suitable for use by users, namely library officers.
Pengembangan Sistem Informasi Manajemen Prakerin (Studi Pada: SMK Muhammadiyah 1 Malang) Fahmi Aquinas; Satrio Agung Wicaksono; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Internship become an important instrument in order to be able to produce competent workforce for students. SMK Muhammadiyah 1 Malang, as vocational school education in Malang city has collaborated with several industry parties to be able to assist students in carrying out maximum internship activities. However, in handling the implementation process of the internship there are problems such as forms that are still in the form of printed paper which can cause the data to be missing due to others and so on. So based on the existing problems, this research develops the management information system of internship in the process of implementing internship activities at SMK Muhammadiyah 1 Malang. In the research process applying the method of System Development Life Cycle (SDLC) iterative models without the process of deployment system. The method of interviewing and observing examples of physical documents is a form of method that used in the requirements system phase that produces admin and students as users. PHP programming language is implemented in the system development process by using the CodeIgnitier framework as a help. In the results of testing the system, a conclusion is drawn on the white-box testing that the algorithm has been tested valid and has 24 independent paths. In the conclusion of black-box testing that the functional requirements of the system are valid. While the results of user acceptance testing reveal that the system can be accepted by users very well with the final result of users acceptence is 91.87%.
Pengembangan Aplikasi Autoplay dengan Konsep Context-Aware menggunakan Spotify API berbasis Android Rofy Firmansyah Rachmandany; Agi Putra Kharisma; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Smartphone are the one of device that well-needed by people. Smartphone can be used for many things and have supporting sensors. It makes smartphone become highly potential device. That potential is utilized by an application called Spotify. Spotify is an aplication for streaming music, podcasts, and videos. To maximize the use of Spotify, an autoplay application developed in this study. This application has a context-aware concept that uses activity recognition to trigger Spotify. This design of this application uses the Object-Oriented (OO) method. This application is implemented by Java programming language and created by Android Studio IDE. This application testing uses Validation, Compatibility, and Usability method. In Validation Testing, all functions on this application can run normally. In Compatibility Testing performed on five devices with different Android version, all functions on this application can run normally. In Usability Testing, this application uses questionnaire with SUS (System Usability Scale) method. Based on the results from conducted research, the results of Usability Testing involved 10 (ten) respondents were 74.5%. Under the SUS method, the value is included as “Good” category and can be accepted by the users.
Pengembangan Aplikasi Pemantauan Kualitas Wi-Fi dengan Crowdsourcing berdasarkan Lokasi berbasis Android I Made Setia Baruna; Agi Putra Kharisma; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 8 (2019): Agustus 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Wi-Fi has become the main choice for universities as media to provide internet access, but the consequence is that the use of Wi-Fi has increased significantly, but the quality of the network is reduced. The high use of the internet also requires more tools to monitor the quality of the existing network, and also measuring and verifying the quality of the Wi-Fi networks is very difficult because there is no tool to cover all variables. From this problem, an application was developed to monitor quality of Wi-Fi, whose data was taken by crowdsourcing, where Wi-Fi quality data was collected from contributions of users who conducted the test. The collected data will be visualized into a heatmap to make it easier for users to find good quality Wi-Fi location. Heatmap can also be filtered based on time range and by download speed, upload speed, and ping. The application was designed in advanced for the functions, and then developed for Android system implemented with Kotlin programming language. The application has been tested with black box testing for testing validation functionality with valid result for all test cases, and received SUS score of 72 which shows a value above average for usability testing.
Pengembangan Game RC Car Simulator Menggunakan Augmented Reality Herdianto Tri Setyaji; Wibisono Sukmo Wardhono; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 8 (2019): Agustus 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Implementation of Augmented Reality in game development has a great impact on user experience (UX). In development game with the simulation genre by implementating of marker-based Augmeted Reality is the main goal of this study. A game with Radio Control Car (RC) Simulator's theme has an description simulate the games as on the real world. The main target of this game itself is to produce a new user experience by increasing user experience and interaction with RC Car Simulator games without the presence of physical objects directly and without thinking of a large place to play it. In this study the selection of frameworks using the MDA framework as an appropriate concept in the development of RC Car Simulator games. In this game development is done by using a paper prototyping and followed by digital prototyping until all the elements of development that fit to the digital games. Play testing process that has been completed in this study is obtained from the use of Augmented Reality can be achieved with the existence of virtual objects displayed in the real world can provide user experience on aspects of usability testing, where almost 80% agree with what is expected by the developer where the results are satisfactory and a lot of feedback is obtained during the testing.
Optimasi Game AI Pada Game Strategi dengan Menggunakan Algoritme Genetik Tio Allin Subiantoro; Wibisono Sukmo Wardhono; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 8 (2019): Agustus 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Artificial Intelligence in video games is made to offer a challenge for the players. However, most of the AI only use simple rules to decide where to move. Those simple rules are the distance between the other opponent's unit, attack range, unit's power, etc. This kind of behavior is usually predictable and tend to be exploited easily. Genetic algorithm is an algorithm that provides various solutions to a certain problem. Thus, in this research, we use a genetic algorithm to control the unit movements. The algorithm will evaluate various factors before it is going to decide on where to move. These factors are the potential damage, potential loss, the distance of each unit to the midpoint, and the distance to the enemy main headquarter. Based on the research result, we can conclude that using a genetic algorithm as an artificial intelligent agent prove that the movement pattern of the units are less predictable. Additionally, they will still try to satisfy the goal given to them.
Pembangunan Sistem Informasi Perpustakaan Berbasis Web menggunakan Metode Rapid Application Development (RAD) (Studi pada : SMK Negeri 11 Malang) Nur Aini; Satrio Agung Wicaksono; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The library which is located at SMK Negeri 11 Malang based on the observation results is still manual in providing services to library visitors who borrow books by writing a note book. Therefore a study entitled "Development of Web-Based Library Information Systems Using the Rapid Application Development (RAD) Method (Study at: SMK Negeri 11 Malang)". The Rapid Application Development (RAD) method is a method used by researchers to build a web-based library information system. Understanding Rapid Application Development (RAD) according to (Pressman, 2001) is a model of the development cycle emphasized briefly in the development of additional software, although the development process is short, does not reduce the quality of the product. The results of the development of library information systems can facilitate the admin in managing library data at any time and make it easier for users to borrow books in the library with the results of black box testing as much as 100% valid. And the results of the user acceptance test or User Acceptance Testing (UAT) conducted on 5 examiners consisting of the chairman of the library, library staff, 1 teacher, 1 staff and 1 student have the results of 84% of users agree that the School Library Information System (SIPS) Malang has fulfilled the needs of users in borrowing books in the library of SMK 11 Malang.
Pengaruh Problem Based Learning Terhadap Peningkatan Hasil Belajar Siswa pada Mata Pelajaran Komputer dan Jaringan Dasar di SMK Negeri 3 Malang Yuliana Anggreini Budiman; Satrio Hadi Wijoyo; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Problem Based Learning is the learning model in which the focus of learning is in the real problem which had been given by the teacher in order to encourage the students to find out various information and knowledge as well as experience which can be useful to solve the problem by having group discussion. The aim of this research is to investigate whether PBL model can affect the students' learning outcomes. The focus of this research is the students' learning outcomes in cognitive and psychomotor aspect. The result of this study showed that there was no significant effect after implementing PBL model toward the students' learning outcomes in cognitive aspect. It is proven from the result of analyzing the data in which the significance value of the learning outcome in cognitive aspect is in the amount of 0.993, which is bigger than 0.05. Based on the criteria of success which had been set, it can be concluded that there was no significant effect in students' learning outcome in cognitive aspect after implementing PBL model. However, the result of this study showed that there was significant effect toward the students' learning outcomes in psychomotor aspect. It was proven from the result of analyzing the data in which the significance value of the learning outcome in psychomotor aspect is in the amount of 0.001, which is smaller than 0.05. Based on the criteria of success which had been set, it can be concluded that there was significant effect in students' learning outcome in psychomotor aspect after implementing PBL model.
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