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Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer
Published by Universitas Brawijaya
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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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Articles 30 Documents
Search results for , issue "Vol 1 No 9 (2017): September 2017" : 30 Documents clear
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

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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).
Implementasi Teknologi Websocket dalam Pengembangan Sistem Berbagi Lokasi Berbasis Web Avreghly Barra Al-Ilman; Tri Astoto Kurniawan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 9 (2017): September 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Location sharing system is a system that allows its users to share their geographic locations to other users. There are at least 80 location sharing service systems now, either in web or native based. The quality of these systems are significantly influenced by their performance that correspond to the selection of the appropriate communication technologies used in communication between client and server. According to the literatures, Websocket technology is the most suitable client-server communication technology for developing a web-based location sharing service system. However, there is no literature which discusses in detail how such technology can be implemented in such system. This research aims to solve such problem by developing a system that utilizes Websocket for client-server interaction to share location. The system was developed in waterfall process model by applying object-oriented development paradigm. The system is built in a client-server construction with Websocket server running on NodeJS runtime environment utilizing the Socket.IO library. The system was tested with three levels of testing: unit testing, integration testing, and system testing. Accuracy test also conducted to check out in what usage condition will the system gave the most accurate location. The white box testing of the unit and integration testing is done using the basis path testing method. The results of this testing indicate that every operation in the system's classes works well. Further, the black-box testing's results of the system testing indicate that all system's requirements have been fulfilled. According to accuracy test, system is recommended to be used in exposure of WiFi connection or GPS access for which both present the best average accuracy value than the other usage condition.
Implementasi Jaringan Sensor Nirkabel Dengan Metode Pengiriman Pembagian Slot Waktu Pada Sistem Deteksi Parkir Sepeda Motor Zonnete Bryllian Dheo; Sabriansyah Rizqika Akbar; Edita Rosana Widasari
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 9 (2017): September 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The conventional methods of vehicle detection system in parking area, usually use a microcontroller as a control system, sensor as component to collect data and cable as data transmission media. The system use one microcontroller to process data from many sensor nodes simultaneously. This situation can cause a problem called data collusion. When data which transmitted simultaneously, it can be interfering each other and allowing the loss of information transmitted by each sensor node. Furthermore, utilization of the cable as a media communication data is considered less efficient when used in the scope of a large area when compared it with the ease of wireless personal communication media that are practical and easy installation process. Against these problems, this research applied a method of scheduling data transmission using Time Division Multiple Access (TDMA) protocol on each client node to avoid collisions. Also applied equalization method of Time-synch Protocol for Sensor Network (TPSN) to support the scheduling method. Furthermore, in this research purposed a method based on wireless data communications using wireless module nRF24L01. Based on the result of implementation, showed that the client node can transmit data according to the schedule that has been obtained without colliding. The data transmission has been successfully carried out in accordance with the delivery time slots that have been applied, where the implementation of delivery time slots are divided into five slots. Implementation time equivalency also been successfully implemented with the average time in the process of equalization of less than 50 seconds.
Analisis Hubungan Kesadaran Keamanan, Privasi Informasi, dan Perilaku Keamanan Pada Para Pengguna Media Sosial Line Irfan Arif Afandi; Ari Kusyanti; Niken Hendrakusma Wardani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 9 (2017): September 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

LINE is the messaging application that often used as a way to non-normative act and used as media is looking for profit or benefit unilaterally by the peoples who work in cyber crime. This research attempted to explore the main factors affecting security behavior of LINE users. The research model comprised of eight constructs. The constructs were security awareness, self-effiacy in information security, expectation, security behavior, cues to action, perceived susceptibility/perceived severity, perceived security threat, and internet users information privacy concerns. It analyzed data collected from qustionnaire survey on users of LINE. Correlations and strength of corelations between laten constructs were identified using Structural Equation Modeling (SEM). The result of this research show that Cues to Action have significant and positive influence on Perceived Security Threat; Self-Efficacy in Information Security have significant and positive influence on Expectations; Perceived Security Threat have significant and positive influence on Internet Users Information Privacy Concerns; and Perceived Security Threat have significant and positive influence on Security Behavior.
Penerapan Mixed Reality Sebagai Sarana Pembelajaran Indera Penglihatan Manusia Menggunakan Teknologi Hologram Arifaldi Jayaputra; Herman Tolle; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 9 (2017): September 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The senses are the tools in the human body that make human beings can know and feel the circumstances or interaction from outside. One senses in humans is most important senses. Learning about the material senses sight already studied since sitting in on lessons of elementary school Science (IPA). In fact, until now there are still many found teachers who still use lecture time to teach, because in fact there are still teachers who have yet to harness the learning media in explaining and giving examples. In the absence of new innovations in helping teaching system will make some students feel the lesson became less attractive and make the students do not pay attention to the lesson. With the technology of mixed reality writers want to help resolve these problems by creating applications of learning about the sense of human vision using a 3D hologram later visualization of the application is expected to be used as a means of learning. Based on the test results the results obtained as a percentage of the usability of 82% which belong to the qualifying well and successfully, then the test results on the effectiveness of using the Wilcoxon Signed Rank Test calculations obtained the value of Asymp. SIG 2 tailed i.e. amounting to a meaningful value of 0.00 Asymp. SIG 2 tailed less than the limit value 0.05 p-value significance which means there is a significant difference in the effectiveness of the application before using and after using applications to knowledge about the sense of vision in humans.
Implementasi Sistem Tracking Kereta Api dengan Protokol Publish Subscribe Sapta Oryza Putra; Adhitya Bhawiyuga; Mochammad Hannats Hanafi Ichsan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 9 (2017): September 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

It's a common sense that the railways as a means of transportation is needed by all kind of people. In previous studies, GPS train tracking is done with XML RPC technology. For each train that will going to be tracked, it's being installed with an Android based mobile device that comes with an application which will sends GPS's signals that contains position data at a certain time's interval to a server via a webservice mechanism by utilizing XML RPC technology. The author believes, the method of publish/subscribe can be used to replace the method in the previous studies without having a result that inferior to XML RPC client-server. This study uses MQTT protocol (MQ Telemetry Transport) and Mosquitto broker to implement publish/subscribe architecture. Finally, it can be concluded that the quality of the produced delay is in compliance with the author's hypothesis, that the delays required to deliver messages generated by the publish/subscribe protocol are smaller than XML RPC protocol's delays, as has been shown in the preliminary research, where the resulting delay of XML RPC protocol are always greater than MQTT. This is being proved using 2 testing scenarios for each protocol, these are one-to-many testing and many-to-one testing.
Analisis Penerimaan Pengguna Aplikasi Mobile UC Browser Menggunakan Model Unified Theory of Acceptance and Use of Technology (UTAUT) dan Task Technology Fit (TTF) Atiyyah Lia Hijriyati; Niken Hendrakusma Wardani; Mochamad Chandra Saputra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 9 (2017): September 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

UC Browser as a service provider of mobile browser has a market share of 28.51% in the domestic market that drove it into the most popular mobile browser. Many groups have done review and testing of the UC Browser showed mixed results. Some user complained about several problems in UC Browser. This impacts on the decrease of UC Browser monthly page view in 2016. Therefore it is necessary to do research on the acceptance of users to find out what factors affect the usage of UC Browser. This research combine Task Technology Fit (TTF) and Unified Theory of Acceptance and Use of Technology (UTAUT) with construct Attitude in order to know the user acceptance of the UC Browser. Data collection was done using online questionnaires. The collected data was then analyzed using Partial Least Square (PLS). The results show that behavior intention along with task technology fit have positive effect on use behavior. The research model can only explain 54.9% of the variance in the formation of UC Browser usage behavior. Therefore, it is necessary to develop the research model so that the prediction accuracy of the model variants increased.
Algoritme Genetik untuk Optimasi Pembentukan Fungsi Regresi Linier dalam Menentukan Kebutuhan Volume Air Penyiraman Tanah Hendra Pratama Budianto; Budi Darma Setiawan; Putra Pandu Adikara
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 9 (2017): September 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Seed Laboratory BPTP East Java is one of provincial government work units that have assignment as the technical implementer to conduct a study in seed growth. Currently at this place is being developed automatic watering device based on soil humidity sensor, but the device cannot predict the volume of water needed in order to keep the moist of seed growth media. With the help of humidity sensor on device and expert's knowledge, the observations dataset of soil moisture to the needs of waters volume has been obtained. This study was conducted to apply linear regression method so that the device can perform predictions based on dataset patterns as an equation. The accuracy of prediction results with this method is measured by the coefficient of determination. The coefficient of determination can be decreasing due to the arising of observation outliers because Inaccuracy of observation results. The solution from this study is using genetic algorithm with information criteria as comparison for detecting observation outliers to eliminated. After eliminating 6 observations outliers were detected by genetic algorithms in this study, shows increase in the coefficient of determination from 0.9673 to 0.9935.
Analisis Kinerja Protokol Routing OSPF dan EIGRP Untuk Aplikasi VoIP Pada Topologi Jaringan Mesh Lyna Dwi Maryati; Rakhmadhany Primananda; Mochammad Hannats Hanafi Ichsan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 9 (2017): September 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

This study examined how the OSPF and EIGRP work in mesh topology for VoIP service. To determine the performace of both routing protocol, used 3 parameter of QoS, namely throughput, jitter and packet loss. Based on scenarios that have been determined, a study of OSPF and EIGRP performance for VoIP service in mesh network topology is as follows : In EIGRP routing protocol the value of throughput codec g729 is between 40-50 kbps on the codec g711 is 7-20 kbps, the jitter value on the g711 and g729 codecs is between 200-600 seconds and the packet loss is in the 1-600 bytes range in the codec g729 , The codec g711 packet loss is worth 10000-600000 bytes, EIGRP has an average convergence time of 13-19 seconds. While on OSPF the value of throughput in g729 codec is between 30-50 kbps on g711 codec worth 18-30 kbps, jitter value on g711 and g729 codec is between 400-600 seconds and packet loss is in the range of 7-600 bytes in codec g729, In the codec g711 packet loss is worth 16000-200000 bytes, OSPF has an average convergence time of 30-50 seconds. In low communication scenario, OSPF dominant has better performance than EIGRP. In medium communication scenario, the parameters throughput, jitter and packet loss performance of EIGRP is better than OSPF. As for the time of convergence EIGPR has better performance than OSPF.
Implementasi Metode Fuzzy Subtractive Clustering Untuk Pengelompokan Data Potensi Kebakaran Hutan/Lahan Vianti Mala Anggraeni Kusuma; Muhammad Tanzil Furqon; Lailil Muflikhah
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 9 (2017): September 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Abstract Forest is the habitat for all kinds of animals and plants, forests have a very big function to maintain the balance of nature, as the supplier of the oxygen requirement for living on earth, and the natural resources that provide a variety of materials for human needs. But at this moment the existence of forest diminishing due to illegal logging by humans or by forest fires are becoming more frequent. Forest fires this gives very bad impact, extinction of some species of plants and animals, the smoke is detrimental to health even low and so forth. So to be able to help deal with the issue made a system that can manage data hotspots (hotspots) with Fuzzy subtractive clustering. Parameter data used in the development of the system: brightness temperature and FRP (Fire Radiative Power). The result of clustering which illustrates the potential of forest fires, which are grouped in the high potential and low potential. The test results showed the best coefficient silhouette value of 0.45 and the results of the cluster is formed by two clusters using radius values ​​0.2, accept ratio 0.5, reject ratio 0.15. The results of the analysis in the determination of the potential for forest fires result is a high potential with an average brightness value of 335.727⁰K, FRP 57.248 and average confidence 83.47%. While medium potential with an average brightness value of 318.934⁰K, FRP 23.330 and average confidence 58.08%. Keywords: Clustering, Hotspot, Fuzzy subtractive clustering, Silhouette Coefficient

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