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Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer
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Jurnal Pengembangan Teknlogi Informasi dan Ilmu Komputer (J-PTIIK) Universitas Brawijaya merupakan jurnal keilmuan dibidang komputer yang memuat tulisan ilmiah hasil dari penelitian mahasiswa-mahasiswa Fakultas Ilmu Komputer Universitas Brawijaya. Jurnal ini diharapkan dapat mengembangkan penelitian dan memberikan kontribusi yang berarti untuk meningkatkan sumber daya penelitian dalam Teknologi Informasi dan Ilmu Komputer.
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Search results for , issue "Vol 1 No 12 (2017): Desember 2017" : 50 Documents clear
Aplikasi Perencanaan Wisata di Malang Raya dengan Algoritma Greedy Akhmad Eriq Ghozali; Budi Darma Setiawan; Muhammad Tanzil Furqon
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 12 (2017): Desember 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Malang raya is one of regions which becomes the main objective place to visit because it has many tourism places. The thing which has to be noticed is determining the tourism schedule, every tourist must choose the shortest distance and time to be able to reach that destination because they can save the time. To reach that destination, it is used greedy algorithm with knapsack problem to assist the optimation process against searching the shortest traveling time and how many tourism places which can be visited from the possessed time. Time allocation which is possessed by the user to tour is used as an integrity in calculating this application, while the traveling time at each tourism locations which are also used as an integrity is time data which is gotten from google maps. With thats data, the application with greedy algorithm will calculate the most optimal location to be visited with the time which belongs to the user. According to the result of testing application with ten sample of problem cases gets accuracy result 90% from two models of greedy algorithm calculation in searching location which can be visited by the allocation time which is owned. While the result of optimal tour accuracy that is visited is 0% from the first model of calculation and 80% from the second calculation.
Penentuan Lokasi Pasang Baru Wifi.id Corner Menggunakan Metode AHP dan Algoritma Genetika (Studi Kasus : PT. Telkom Witel Kediri) Figgy Rosaliana; Dian Eka Ratnawati; Mochammad Ali Fauzi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 12 (2017): Desember 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Wifi.id corner is a location provided by Telkom Corporation to access @wifi.id network. Determining new location of wifi.id corner needs consideration and right decision. Several criterias are used to this study such as Fiber Optic network availability, level of crowdedness, location type and density level of wifi.id corner location. Analytical Hyrarchy Process (AHP) method and Genetic Algorithm are applied to solve those problems. Genetic Algorithm will optimize the weight of AHP process. This algorithm uses real code chromosome representation with length of 6 genes, each gene represent element of weighted matrix value. The Reproduction uses crossover intermediate and random mutation. In the evaluation, AHP process determine feasibility of location then will be calculated its fitness by using accuracy formula. Selection method uses elllism s election. From the result of study, optimal parameter obtained in population size of 80, number of generation 85, combination of cr 0.4 and mr 0.2 with average fitness value 0.700 or accuracy of 70%. Location feasibility will be shown to users as the final result of the system.
Penerapan Algoritma Monte Carlo Tree Search Pada Permainan Komputer Maze Treasure Nazzun Hanif Ahsani; Eriq Muh. Adams Jonemaro; Candra Dewi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 12 (2017): Desember 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In a previous study, the Monte Carlo Tree Search (MCTS) algorithm proved to have been successfullyapplied to turn-based GO games. In the application, MCTS has produced the highest score comparedwith previous scores. The application of MCTS is also performed on Ms. Pacman realtime games,where the resulting score is satisfactory compared to the previous highest score. Seeing the success ofthe application of MCTS, in this research applied MCTS to the enemy agent in the game MazeTreasure. Testing is done to find out how to validate the behavior and performance of agents in thegame. For behavior validation is done by looking at the level of completeness. The completeness levelis tested by comparing the scores obtained by the agent and the scores available. The result of thebehavior validation test shows that the completeness level of 25 simulation maps is 100%, where thecompleteness value of each map is true. For performance testing is done by comparing the frames persecond (FPS) in each simulation map. The results show that the best average performance is on the16x12 grid with value 261.78 FPS. An increament in the size of the labyrinth will cause a decrease inperformance. The use of MCTS on the size of the above 52x39 grid map will cause the game not wellto be played, which is the minimum FPS for games that are worth for playing is 30 FPS.
Implementasi Gateway berbasis NRF24L01 dan ESP8266 pada Protokol Message Queue Telemetry Transport - Sensor Network (MQTT-SN) Harry Mulya; Sabriansyah Rizqika Akbar; Edita Rosana Widasari
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 12 (2017): Desember 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Wireless Sensor Network (WSN) is a wireless network that consists of multiple sensor nodes. WSN can be implemented using a Message Queue Protocol Telemetry Transport (MQTT). MQTT is a protocol that runs of the TCP / IP protocol, so each node that doesn't have a network interface can't use this protocol. Message Queue Telemetry Transport protocol - Sensor Node (MQTT-SN) was created to connect the devices. The gateway is an intermediary between the sensor nodes that run in the MQTT-SN protocol with the broker that runs on the MQTT protocol. Advertisement and discovery is a mechanism used for the client to traces the identity of the gateway, so the client can connect with the gateway. This mechanism is very important because it is the first process before doing other processes such as publishing process. Therefore, this research proposed to implement the mechanism on microcontroller arduino pro-mini and NRF24L01 as communication module. The result of this research is the client able to recognize the existing gateway ID and gateway managed to pass data onto the client to the broker, which marked the receipt of the data by the subscriber.
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

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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.
Pemodelan dan Evaluasi Proses Bisnis Menggunakan Metode Quality Evaluation Framework (QEF) (Studi Kasus: CV. Mulyo Tani Makmur) Laurensia Clara Sakti; Aditya Rachmadi; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 12 (2017): Desember 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

CV. Mulyo Tani Makmur is a manufacturing company engaged in the production of fertilizers. As a company engaged in manufacturing, then the main thing process is the production process. The production process has a major effect on the resulting production. All processes must be done correctly. However, in reality, not all processes are performed in accordance with Standard Operating Procedures (SOP). So that various things or situations can hamper the way the company to achieve targets and at risk of losses to be generated for the company. Based on the indications of emerging problems, this study evaluates the ongoing business process by adapting the Quality Evaluation Framework (QEF) method. The QEF method assists in knowing the non-conformity between the target and the calculated result. The first thing to do is to determine the non-functional requirements and core processes that are modeled using Business Process Model and Notation (BPMN) version 2.0. Then perform the calculations according to the equations in QEF based on predetermined quality factors. The result of the calculation shows whether the quality factors are appropriate or not. The inconsistencies are analyzed using the Root Cause Analysis (RCA) method to find the root cause of the problem. The results of the RCA is expected to assist the company in minimizing the problems in the running business process.
Implementasi Algoritma Dijkstra Dalam Menemukan Jarak Terdekat Dari Lokasi Pengguna Ke Tanaman Yang Di Tuju Berbasis Android (Studi Kasus di Kebun Raya Purwodadi) Muhammad Syamsuddin Yusuf; Hanifah Muslimah Az-Zahra; Diah Harnoni Apriyanti
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 12 (2017): Desember 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Botanical gardens is an institution that keeps documentation about living plants collection Purwodadi Botanical Gardens located on Surabaya Malang Km. 65 Highway, Purwodadi Village, Purwodadi District, Pasuruan Regency. Purwodadi Botanical Garden has an area of ​​85 hectares. Purwodadi Botanical Garden has plants collection of 2.002 species, 178 family, 962 genus and 11.669 specimens. With abundance of plants, an application is required that can lead the way from user's location to intended plant's location. In developing the application, it takes a method/algorithm to perform calculations to get the closest distance. The algorithm used in this study is dijkstra algorithm. The dijkstra algorithm is chosen because it has faster running time than the Bellman-Ford algorithm. To design the required applications, functional requirements identification stage is performed based on visitors' needs. As for non-functional requirements, it is about usability and compatibility. Implementation was created based on the design that has been made before. Web server was built using PHP language, while the android app uses Java language with tools Android Studio. The test was performed in black-box to test the functionality of the application and every results showed valid. While white-box testing was performed to test the dijkstra algorithm. In addition, usability testing was performed and showed satisfactory results with a percentage of 70.916% by 30 respondents.
Perbandingan Usabilitas Aplikasi Taxi Online Android (Grab-car dan Uber) Menggunakan Unified Theory of Acceptance and Use of Technology (UTAUT) Heru Utomo; Eriq Muh. Adams Jonemaro; Mahardeka Tri Ananta
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 12 (2017): Desember 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Online Taxi Android (Grab-car and Uber) is an online-based online transportation service controlled with android mobile applications. The rise of the use of online taxi applications proves that consumers are accustomed to using these services everyday. This study provides a comparison of online taxpayer usability using the unifiied theory of acceptance and use of technology (UTAUT). Comparison will be obtained from four approaches on the UTAUT model. The best performance expectancy based approach is obtained by Grab-car with satisfied value, the best Effort Expectancy approach is obtained by Uber with satisfied value, the best social impact based approach is obtained by Grab-car with satisfied value, and approach based on facilitating conditions. Best earned by Grab-car with very satisfied value.
Evaluasi Tata Kelola Sistem Keamanan Teknologi Informasi Menggunakan Framework COBIT 5 Fokus Proses APO13 dan DSS05 (Studi Pada PT Martina Berto Tbk) Raja Gantino Mufti; Suprapto Suprapto; Yusi Tyroni Mursityo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 12 (2017): Desember 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

PT Martina Berto Tbk is a manufacturing, marketing, research and development company within the Martha Tilaar Group. Currently, the company has implemented systems and information technology in support of corporate operations carried out by the Corporate IT department. However, there are some deficiencies in the application, especially in terms of security, such as security incidents that often arise and attacks to the corporate servers. To prevent these things from happening again, it is necessary to know how far the governance of the company's information technology security system by conducting an evaluation, because with the evaluation, recommendations in the form of what actions should be done can be generated, so that security incidents won't happen again. The research was conducted to determine the Capability Level on governance of information technology security systems in PT Martina Berto Tbk using COBIT 5 framework process domain APO13 and DSS05. The research data were obtained from interviews, questionnaires and observations. The results show the Capability Level on the process domain APO13 and DSS05 are at level 1, while the desired Capability Level in both process domains is level 2, leaving a gap of 1. After knowing the current and desired Capability Level, then made a recommendation based on SWOT analysis. Recommendations are given such as the establishment of a special unit of information security, making documents related to the management and enhancement of information security and information security risk plotting, making operational standard documentation of security services as well as updating technical information technology and monitoring on a regular basis.
Analisis Performa Protokol 802.11n Pada Mikrokomputer Raspberry Pi Retno Perwita Sari; Kasyful Amron; Rakhmadhany Primananda
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 12 (2017): Desember 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The need for better infrastructure development to support human resources (HR) needs to be done. One of the important infrastructure is the information technology infrastructure in the field of telecommunication. Adequate telecommunication facilities are expected to help rural areas. One of the way is with wireless technology. Wireless technology has advantages in easy installation and cheap because it does not need a cable. Wireless technology can be implemented in the form of wireless mesh with the selection of the 802.11 as a wireless protocol because it supports multiple devices and has a wide range. It is also necessary routing protocol in this research that is OLSR. OLSR to be selected due to the OLSR work concept that always updates the routing table at any times. Choosing Raspberry Pi for microcomputer due to wifi requirement that must be available that can not be given by microcontroller like arduino. Once a facility is established, a performance test is required to determine the performance of the protocol and the microcomputer used in accordance with the field conditions. Parameters in the performance testing protocol 802.11 and Raspberry Pi is packet loss, delay, throughput, CPU and memory usages. From the test results showed that the highest packet loss reached 0.38% when the measured data is the largest data in this study that is 65507 B. Highest delay reached 1.09 second while the experiment with a large data 32768 B, the largest throughput reached 64.13 Bps on the largest data is 65507 B, CPU usage is only 0,5% and memory that not exceed than 0,8% of total CPU resources available.

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