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Pengembangan Sistem Kenaikan Pangkat dan Jabatan Dosen Fakultas Ilmu Komputer Universitas Brawijaya Muhammad Safreza; Denny Sagita Rusdianto; Agi Putra Kharisma
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 functional position of the lecturer is the position of the lecturer based on the , responsibilities, duties, rights and authority in Higher Education based on certain expertise and individual nature. While rank is a position that shows the level of an employee based on his position in a series of staffing and is used as a base for payroll. In the Faculty of Computer Science, Universitas Brawijaya (FILKOM) from the field findings of several FILKOM lecturers that the lecturer had many activities. Then when the file validation and verification process in the FILKOM employee proposed a frequent error so that it did not have time to process further revisions in collecting files in 4 fields and administrative files for proposed promotions and / or functional positions. Coupled with the lecturer still doing the AK calculation manually by looking at the guide so that it allows even fatal calculation errors can be mistaken in the calculation of AK in each activity. In this study aims to help FILKOM lecturers in collecting 4 fields of files, assisting in the validation and verification of 4 fields of files, monitoring the status of proposals, and also assisting lecturers in calculating AK lecturers' activities automatically based on AK assessment guidelines. In this study using a prototyping approach. And in its implementation, it applies dummy webservice to retrieve BKD file data, Universitas Brawijaya staff and lecturers, especially FILKOM. The results of this study were obtained twenty-eight functional requirements and one non-functional requirement obtained from 1 prototyping iteration process. From the results of unit testing, integration and compatibility testing of the browser environment, the results are 100% valid.
Pengembangan Aplikasi Pembelajaran Kanji menggunakan MLKit Text Recognition, Text-to-Speech dan Kanji Alive API (Studi Kasus: Kun-Yomi pada JLPT N5-N3) Firmanda Mulyawan Nugroho; Agi Putra Kharisma; Wibisono Sukmo Wardhono
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

Mobile App Learning Kanji is learning app that focus to learn Japanese Languange Provience Test (JLPT) at N5 to N3 levels. 5 Respondent give us the problem from interview we had held, that they were struggled to learn kanji, to solve that problem, we use Mobile App Pembelajaran Kanji. In its development, researcher use feature to give user list kanji from N5 to N3, feature to know the kanji's details like meaning, kun-yomi's writing, total stroke, reading with hiragana, example how to use it in everyday life, and kanjis's sounds using Text-to-Speech, all that detail data obtained from Kanji Alive API. Evaluation feature has quiz to know how much the user's knowledge. Support feature has MLkit Text Recognition to recognize the kanji with kamera and show meaning of that kanji. Result of this research in effectiveness side is all respondent give statement effective in aspect of learning, kanjis's meaning, and kanjis's example sentecence, but in evaluation aspect, 2 respondent want a enhancement and detailing. Usablity has result usefulness has 86.8 %, easy-to-learn has 81%, easy-to-use has 83.125% and satisfaction has 74.5 %.That result give us very agree point at first three aspect and agree at last point.
Pengembangan Aplikasi Mobile Transaksi Bank Sampah Online Berbasis Android (Studi Kasus: Bank Sampah Malang) Wisnhu Surya Wardhana; Herman Tolle; Agi Putra Kharisma
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

Bank Sampah Malang (BSM) is an organization that plays a role to process the garbage from the human activities. The trash is a residual material that has no benefit and tries to convert it into a valuable things. When the process of garbage savings transaction, there was the various problem that complained by the garbage picker and the customer. Based on the pickers' side, the problem was finding the customers' pick-up location. Meanwhile, based on the customers' side, when using the garbage pick-up service, the bookkeeping transaction of the savings book must hand over to the pick-up officer to recapitulate by the teller, it makes the customers do not know the result of the latest recapitulation also they must bother to take their passbook directly to the garbage bank of Malang. The researcher had developed a mobile application-based location that facilitated the pick-up officer and the customer to provide the pick-up location. The development of this application used the Software Development Lifecycle (SDLC) using the Java programming language-based Android. The researcher read and determined the pick-up location service using the Google Maps API. When examining the development of this application, it showed us that the usability value was 81.774%, it meant that this value could be classified as good for usability test also the validation test scored 100%.
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.
Evaluasi User Experience Game Ragnarok M: Eternal Love dengan Metode Cognitive Walkthrough Achmad Arif Kusamiaji; Agi Putra Kharisma; Komang Candra Brata
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

Ragnarok M: eternal love is an online game that released on October 30, 2018, is a mobile game version of the Ragnarok computer. Ragnarok is a popular game in Indonesia until now the players in this game reach 62 million people. With it, this game has the potential to attract old and new players to play, even though the platforms are different. So the user experience is important for the success of this game on the market, especially if the application has just been released. Applications that are made poorly and are difficult to use will make it difficult for users to use and learn, so it will rarely be used and not sold in the market. To get a good user experience, an evaluation is necessary. The Cognitive Walkthrough is a user experience evaluation method where evaluators provide scenario-based tasks and questions to users to find problems that interfere with the learning and understanding process. The method is well used in new applications because they can find the cognitive processes of users when they first use the application and get the weakness of it. The results of the evaluation show that the problem that occurs is the lack of understanding of the game in the gameplay tasks, displays that are difficult to understand on the task of logging and hidden key issues in gameplay tasks. Even though there is a problem, the problem is a mild problem that does not affect the main function in the game.
Pengembangan Aplikasi Perangkat Bergerak Berbasis Android Untuk Layanan Masyarakat Dengan Metode Mobile-D (Studi Kasus : RSUD Ngudi Waluyo Wlingi Kabupaten Blitar) Jerry Kurnia Sandy; Agi Putra Kharisma; Lutfi Fanani
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

In Blitar Regency there is one public hospital in Wlingi District as a place of health services for the community, namely the Hospital of Ngudi Waluyo Wlingi Hospital. The system so far has implemented patient registration services, but still uses a manual system, in the morning patients must come first to pick up the queue number, wait around the counter and pay attention to queue information through the monitor, so that the system is less effective. The problems in the hospital at the Ngudi Waluyo Wlingi Hospital were developed by the Android-based Mobile Application for community services with the main features of new patient registration, patient registration and patient queues, with additional features of several information systems related to the Ngudi Waluyo Wlingi Hospital. The method in developing this application uses Mobile-D which requires an iterative needs analysis process, then implemented with java language programming, and uses the help of IDE Android Studio. The design process in this application was obtained twelve functional requirements as users, four requirements as admin and two non-functional requirements. Application testing is done, namely testing validation, compatibility, and usability. The results of the tests carried out obtained valid status with sixteen functional, easy to use with a SUS 72.33 score, and compatible running on several Android devices.
Pengembangan Aplikasi Perangkat Bergerak Pembelajaran Pengenalan Buah-Buahan dalam Bahasa Inggris Menggunakan Speech Recognition (Studi Kasus : RA Al-Mawaddah) Rahma Nur Anggraeni; Agi Putra Kharisma; Wibisono Sukmo Wardhono
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

Learning English for early childhood begins with an introduction to the environment. One of them is fruit material. Based on the observations of researchers in the RA Al-Mawaddah case study, teaching English in early childhood teachers was limited to providing material about listening and speaking. In this study explained the development of Android-based English learning applications by utilizing Android Speech recognition. Android Speech Recognition is a library provided by Android to identify sounds by digitizing words and matching the digital signals with a pattern stored in the database. The use of Android Speech Recognition for the development of English learning media will facilitate the process of learning activities by both teachers and students. Based on the results of testing validation, and usability, it was found that the functional requirements expected from the application were valid. Based on the results of usability testing the results obtained 81.56%, ie the application is valid which means the system is easy to learn, efficient, easy to remember, errors easily overcome, and satisfy the user. For the accuracy test results produce a score of 100% where the appraisal is in accordance with or the same as the assessment by the teacher.
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 Aplikasi Pemantauan Alat Berat Pertambangan menggunakan Teknologi Geofencing dengan Arsitektur MVP Arif Luthfiansyah; Denny Sagita Rusdianto; Agi Putra Kharisma
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

MyVeego is product as system that offers location-based services to help bussiness to manage fleets and assets owned by the company with location visibility, status, diagnostics, and real-time in-depth analysis owned by PT. Astra Graphia Information Technology. Mining has a large area and makes a distance between 2 (two) areas that are focussed far apart and difficult to monitor and manage when conducting mining activities. However, MyVeego does not have a service or module that can monitor the visibility of the location, time, and status of mining vehicles in real-time. By integrating Geofencing technology, WebSocket, and built on the Model-View-Presenter architecture, it allows a system can know the movement of entering, exiting, and dwelling objects to a specified area by displaying location visibility in real-time. Requirements engineering is carried out as the initial phase of research to find out business processs and system requirements. The requirements engineering phase results in 19 (nineteen) functional requirements and 1 (one) non-functional requirements. These requirements are used as a basis in to conducting the design and implementation phases. System implementation is done by integrating GPS technology as the basis of a location-based system, Geofencing technology, and WebSocket technology on the Model-View-Presenter architecture with the Kotlin programming language on the Android platform. Furthermore, from the implementation phase, the testing phase is carried out the result of complexity number 5.3 for unit testing, complexity number < 10 for integration testing. The testing phase gives 100% validity results in all tests.
Evaluasi User Experience Aplikasi Mobile Pemesanan Makanan Online dengan Metode Design Thinking (Studi Kasus GrabFood) Muhammad Azmi; Agi Putra Kharisma; Muhammad Aminul Akbar
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

The development of internet and mobile applications has brought us a step further in applying technology in modern life. One of them is an application to get goods and services in the form of an online food ordering application. Various online food ordering applications emerge by presenting a unique user experience and user interface, one of them is GrabFood. This study will examine the user experience of the GrabFood application and conduct evaluations to assess and also looking for the shortcomings that exist in the user experience of the GrabFood application. The method in this research uses design thinking as a method in designing and developing user experiences. Data collection in this study using interview methods and by conducting usability testing of five respondents. The usability aspects tested in this study are aspects of effectiveness, efficiency, and user satisfaction. Based on the results of the research, there is an increase in efficiency aspects ranging from 33,1 to 67,4 percent and user satisfaction aspects ranging from 3,3 to 25,9 percent in the evaluation results (GrabFood prototype).
Co-Authors Abidin Adi Prasetyo Abu Hasan Baskara Achmad Arif Kusamiaji Achmad Arwan Achmad Fauzi Harismawan Adam Hendra Barata Adam Hendra Brata Adhitya Bhawiyuga Adi Cahya Hermawan Adi Kurniawan Adiama Septiara Aditya Negara Aditya Putra Pratama Adji Pangestu Wicaksono Adya Farasadi Afrizal Fath Rahman Agung Dwi Saputra Ahmad Hayyi Muhyiddin Ahmad Wildan Jauhari Alfeda Ivan Widiaputra Alfian Eko Susilo Putro Alfin Zaenal Kamala Alfredo Juan Pratama Alif Andarta Al Falah Alva Yonara Puramandya Alvin Ariesta Wiyanto Anang Triwiratno Anarya Indika Putra Anggi Mahadika Purnomo Annisa Fitriani Nur Ari Setiawan Arief Andy Soebroto Arief Purba Sakti Arif Luthfiansyah Arifandis Winata Ary Budi Laksono Aryo Pinandito Aulia Muhammad Hariz Aulia Rizki Ananda Axel Iskandar Ayuri Alfarianti Bahrur Rizki Putra Surya Bella Dwi Rahmatulia Bella Rhobiatul Adhawiyah Billy Kaleb Hananto Brilian Ade Putra Brilliant Richky Setya Putra Buce Trias Hanggara Budi Setiawan Candra Dewi Dahnial Syauqy Deni Kusuma Fajri Denny Sagita Rusdianto Dhani Muhammad Zidan Dhoni Indras Setyawan Diah Priharsari Dina Noviana Dozi Imam Nursyahbani Dwija Wisnu Brata Eka Iqbal Virgiawan Eko Nur Adi Prasetyo Eriq Muhammad Adams Jonemaro Eriq Muhammad Adams Jonemaro Fachri Rachmanda Fadhil Arif Muhammad Fais Al Huda Faisal Fajar Nursaid Faisal Roufa Rohman Faizal Bachtiar Faizatul Amalia Fajar Pradana Farid Widyatama Faris Nauval Abdurrahman Farras Almay Renando Farrel Arvino Ilhamsyah Fatih Kamala Nurika Febby Anggara Putra Febiyana Nur Yahya Febryana Roma Uli Marpaung Fikri Alfi Hidayatulloh Filan Maula Andini Firmanda Mulyawan Nugroho Fitriyah, Hurriyatul Galang Putratama Galistyawan Caesanova Gede Bayu Eka Bhuana Gerald Marihot Hasiholan Gifary Dhimas Fadhillah Gilbert Osvaldo Christian Gusti Agung Suastika Adinata Hafiz Azhari Aritonang Hafizh Daffa Septianto Hafizh Fadhila Rizky Hanida Aisha Hanifah Muslimah Az-Zahra Hario Budiharjo Harun Ulum Fajar Herman Tolle Hilmy Saeful Fatah I Kadek Yoga Darma Putra I Ketut Sidharta Yogatama I Made Setia Baruna I Putu Sancaya Saraswaha Ian Setyo Aji Ibnu Rakha Ibrahim Yunus Muhammad Fiqhan Ilham Dwi Muchlison Ilham Harazki Imam Farouqi Faisal Iqra Ilhamsyah Ismiarta Aknuranda Issa Arwani Issa Arwani Jati Nugroho Jerry Kurnia Sandy Jonathan Frelispradana Musila Josua Fernando Kevin Haidar Khadija Rahmanisa Putri Pohan Komang Candra Brata Kresna Rizka Carisfian Labib Alfaruqi Ibrahim Lalu Muhamad Arfian Arya Gandhi Lutfi Fanani M Faizal Putra Pradana M. Brilian Misbah Al Hakim Mahardeka Tri Ananta Mahatva Zenggi Maggenta Marji Marji Martantio Wicaksono Masgata Nafi&#039;ul Kalam Mayshal Aldo Krisnanda Michael Adrian Halomoan Mochammad Imam Sya&#039; Roni Moh. Faiz Fanani Mohamad Ilham Mohammad Chaliffilardhy Syaifuddin Mohammad Lukman Wibowo Muh. Fadhil Fathi Rizal Muhamad Habib Muhamad Ilham Dian Putra Muhammad Agusalim Hariadi Muhammad Algier Mahesa Muhammad Aminul Akbar Muhammad Ananta Pratama Muhammad Azmi Muhammad Fachri Pratama Muhammad Faris Auzan Muhammad Hafiizul Kirom Muhammad Hardian Ghaffari Nasution Muhammad Misbachul Asrori Muhammad Murtadho Muhammad Najmi Faisal Muhammad Prabu Sutomo Muhammad Riyyan Royhan Muhammad Safreza Muhammad Wildan Aldiansyah Muhammad Zaki Nabil Muhammad Ziyad Al Maududi Nadir Basalamah Nafilah Fauzi Nata Nirwasita Rasendriya Naufal Hilmy Nofath Zukhrufi Haideal Nooriza Fariha Rumagutawan Novanto Yudistira Nurudin Santoso Nurul Qomariah Phillip Tothalove Chrisyuono Pramuditya Ananta Nur Prayoga Febriandika Priyambadha, Bayu Putri Sabrina Nurhidayah Rachmalia Dewi Raesulli Kautsar Riando Rahma Nur Anggraeni Rahmatsyah Rahmatsyah Raihan Muhammad Suwanto Raka Bagas Perdana Ramadhani Imam Khoiri Randy Cahya Wihandika Ranu Goldan Yeara Elzatar Ratih Kartika Dewi Retno Indah Rokhmawati Revino Datya Baventa Reynard Euginio Tjokro Rishani Putri Aprilli Riswan Septriayadi Sianturi Rizky Ashar Murdiono Robi Hidayat Rofy Firmansyah Rachmandany Septy Kusumaning Pratiwi Sinta Karidina Sisco Jupiyandi Stefanus Dany Supryatna Sinaga Sutrisno Sutrisno Syifa Shabrina Siregar TATI NURHAYATI Tifo Audi Alif Putra Tom Ian Buana Tony Andhika Mahendra Tri Afirianto Tri Astoto Kurniawan Tsany Rijalu Ahimsa Tubagus Saifulloh Uzlah Mawali Kubro Vito Kurniawan Sampurno Wahyu Rafi&#039; Adi Wicaksono Wahyudin Satrio Hapsoro Wibisono Sukmo Wardhono Widya Saptiani Wijaya Kurniawan Wisnhu Surya Wardhana Wisnu Wijaya Yahya Sahaja Yanuardi Firmansyah Yohannes Sebastian Sibarani Yolanda Saputri Yudhistira Serdiansyah Alrio Yufita Berliana Putridewati Yulia Salsah Sholihat Yusuf Gladiensyah Bihanda Zalfa Rossana Zam Zam Nuruzzaman Zeta Zidanne Bihesa