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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 201 Documents
Search results for , issue "Vol 2 No 12 (2018): Desember 2018" : 201 Documents clear
Implementasi Algoritme Lizard untuk Pengamanan Protokol MQTT pada Perangkat NodeMCU Rizal Dismantoro; Ari Kusyanti; Mahendra Data
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 12 (2018): Desember 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The Message Queuing Telemetry Protocol (MQTT) protocol is one of the IoT protocol which has a mechanism based on topic-based publish-subscribed systems that have properties that are suitable to be implemented on devices that have limited resources. This is due to it has light-weight properties. MQTT is one of the protocols that is often used on IoT, but there are several weaknesses in the security issues. To ensure the data security an algorithm is needed to encrypt data. One of security algorithm for encrypting data is the Lightweight Stream Cipher for Power-constrained Devices (Lizard) algorithm. In the publisher section before the message is sent it will be encrypted (ciphertext). In broker the ciphertext will forward to the subscriber. In the subscriber, the message will be decrypted. Based on the test results, the Lizard algorithm implemented in the MQTT protocol successfully secure a system on NodeMCU device that take 1014419 microsecond.
Pengembangan Aplikasi Manajemen Pra Lelang (Studi Kasus: PT Pertamina EP) Fathania Fadilla; Hiwamat Aryadita; Satrio Agung Wicaksono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 12 (2018): Desember 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In order to get a valid pre bidding document of prebidding process at PT Pertamina EP, procurement division held a pre bidding document inspection process. Procurement Division needs some information regarding to pre bidding document status and history. The one who proposed the document also need some information regarding to status of their document. This research is trying to fulfill their needs by providing a system that can simplify pre bidding inspection process. This system is built using CodeIgniter framework and Javascript for some additional features. Waterfall approach is chosen in order to get user's needs at the beginning of development process. This research begins with the study of literature in order to get deep understanding related to the research. The next step is Analysis of Business Process and System Requirements, System Planning System Implementation, and System Testing. Two as-is business processes, 2 to-be business processes, and 14 functional requirements is produced in order to get the concept of existing business processes, give the solution for the problem, and give the basic guideline for development process. The result of black box testing showed that Pre Bidding Management Application has run properly, because there's no error at the testing process. The result of User Acceptance Testing showed that Pre Bidding Management Application has fulfilled the user's needs, because the percentage of the total score from the user's response is greater than 50%.
Implementasi Real-Time Dynamics Lighting dan Soft Shadow pada Lingkungan Game 2-Dimensi (Studi Kasus Game Wipe-It-Off) Muhammad Dikri Robinsyah; Eriq Muhammad Adams Jonemaro; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 12 (2018): Desember 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The growth of the gaming industry started from the development of 2-dimensional games. But in its development, 2-dimensional game began to lose with 3-dimensional game. While 2-dimensional games have the advantages i.e. the development cost is cheaper and the development time is shorter than the 3-dimensional game. Adding real-time dynamics lighting and soft shadow methods is expected to increase the value of the two-dimensional game itself. Therefore in this project is implemented by the method in 2-dimensional game environment with case study of Game Wipe-It-Off. Real-time dynamics lighting and soft shadow methods are implemented using OpenGL Graphic API, C ++ Language, and GLSL. From performance testing obtained information about frame rate, frame time, CPU usage, and memory usage in game using method and not using method has not significant difference. So it does not affect much the performance of the game. Therefore the use of such methods is highly recommended to add value of the game without having to sacrifice game performance. In addition, the implementation of the method there is no indication of a memory leak, where the use of memory has a stable value with the difference between the largest and the smallest memory usage is 790528 bytes.
Sistem Deteksi dan Pengenalan Jenis Rambu Lalu Lintas Menggunakan Metode Shape Detection Pada Raspberry Pi Olivia Rumiris Sitanggang; Hurriyatul Fitriyah; Fitri Utaminingrum
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 12 (2018): Desember 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The traffic sign recognition is the digital image processing technology that used to recognize the sign in real-time. This technology applied in the Driver Assistance System. The road sign recognition consist of 2 main phase, they are road detection and recognition. Detection is the phase to find the possibility of picture area where the sign is located. The output from the detection process is the result picture segmentation that contain region of interest that can recognize the potential area of where the road sign being located. Those potential area will be affected the input of recognition process. So built a system of detection and recognition of the type of signs. This system is implemented on raspberry pi and real-time when processing the image of road sign from webcacm. The detection of algorithm consist into three main part, they are color segmentation, shape detection, and road classification. The method that being applied in this research is shape recognition method. This method is supported by the amount of point from the object as a representation of the amount of side from every shape and the comparison of object area with the bounding rectangle. And the output of this system is a kind of the sign notification for drivers. It is expected with this method the detection process to find the accurate regional sign recognition. The level of success in detecting kind of command signs, prohibition, and warning sign are 80.7%, the result of color examination from the three signs reach the number of 85.45%, and the result of presentation in recognizing the shape of sign is 80.7%. the duration of detecting of traffic signals is 0.5 seconds (for each frame) or 2 frames per second with detection distance 2-5 meters.
Pengembangan Sistem Aplikasi Manajemen Unit Transfusi Darah (UTD) PMI Malang Tafarrara Irsa Shabrina; Nurudin Santoso; Bayu Priyambadha
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 12 (2018): Desember 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Blood transfusion unit is a container of medical services to the communit in order to help the communit associated with something about blood. To help the communit and hospitals in resolve the problem, such as a blood request from hospitals using different ways between UTD branch and who do not have UTD branch, there are no details of the number of existing blood stock in Malang Central UTD, and the lack of transparenc of the management process from the initial application blood request until it is received, and blood donation is done manually. The given solution is create a data blood request, leveler or see an urgenc of the request, providing information about blood stock in real time, the existence of a blood deliver to the transparenc of the blood up to the hospital, minimize time in the process of filing blood donation and get an accurate information about blood request if a blood stock are not available in UTD. The system will appl the waterfall model for the process of development. Results of unit testing, integration testing and validation testing yields a value of 100% valid. The compatibilit testing resulted that the system can run on browser type.
Pengembangan Permainan Berbasis Virtual-Rehability Bagi Pasien Pasca Stroke Menggunakan Myoâ„¢ Armband Device Ade Suluh Novriananda; Muhammad Aminul Akbar; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 12 (2018): Desember 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Stroke disease is second that cause of death in the world by WHO in 2015. In order to reduce impact of stroke disease, an effort like post-stroke rehabilitation is important. The phase of rehabilitation is a subtantial whereas patients get psychological and educational approach that help patients growth recovery. Patiens perform post-stroke rehabilitation with repeated activities, while patients can be done easily in normal state condition. In this way, patients tend to feel bored because it doesn't feel interesting and fun. In this research, was done the game development using myo armband device that used in the hands of post-stroke patients to train the muscle and nerve of their hands. Myo will detect hand gestures by patients as a game controller. The result of fun testing through questionnaire fulfillment and calculated by the interpretation of index with Likert scale in this research, stated that there are 80% on fun and addictive elements in the game, 76% of all games presented, 72% for instructions on how to play and display games, and 64% for the difficulty level of the game. While on the test score, 3 out of 5 patients experienced a very significant increase seen from how quickly patients complete the game.
Pembangunan Sistem Informasi Pasien Operasi Dan Visite Untuk Tenaga Medis Berbasis Android Pada Rumah Sakit XYZ Eki Yusandhi Iskandar; Herman Tolle; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 12 (2018): Desember 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In a public health institution, information flow is one of the most important things, especially to the medical personnel. Patient information, inpatient room information, and operation schedule are some of the most crucial information that a medical personnel has to acquire. Rumah Sakit XYZ is no exception, with a total of more than 200 medical personnel, the information flow to and from the medical person must be able to be accessed quickly and accurately. However there is not yet a platform for the medical personnel of Rumah Sakit XYZ to easily access basic information such as inpatient information, visitation, and operation. That is why, to help improve the business process in Rumah Sakit XYZ, and to give an insight as to the implementation of a solution for other health institution with a similar business process, an Android based information system for inpatient, visitation, and operation for medical personnel is built. The result of this system's implementation includes the fulfilment of all the functional requirement based on the requirement analysis, and the usability score of 79.5 based on the survey results to respondents usability testing using the SUS ( System Usability Scale) method, which means the system is in the Acceptable category.
Penerapan Metode User Centered Design Pada Aplikasi E-Learning Berbasis Android (Studi Kasus: SMAN 3 Sidoarjo) Arie Krisnoanto; Adam Hendra Brata; Mahardeka Tri Ananta
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 12 (2018): Desember 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Education and technology are two interdependence thing for human life in the future. Senior high school 3 Sidoarjo is one of school that have e-learning as educational facilities for students and teachers. Facilities that have been running for several years on the official site of this school is still in the development stage and still not used completely well by the school due to lack of interest for using e-learning from students and teachers. Data from statista.com there are 88.37% smartphone Android users until the end of 2017. By viewing and utilizing the current conditions, students and teachers have been using smartphones in their daily activities as well as maximizing the use of school facilities, e-learning implemented on Android smartphones using User-Centered Design method that refers to the user experience to make e-learning application has a good usability value to be used by students and teachers. In addition, UCD method is iterative which means it can explore any needs of end-user that can change directly. The result of data test from USE questionnaire method are usefulness criteria 91.71%, ease of use criteria 83.37%, ease of learning criteria 94.5%, and satisfaction criteria 82,16%. The average score of usability testing using task scenarios had 96.7% success in student user and 94,6% success on teacher user.
Sistem Monitoring Denyut Jantung Menggunakan NodeMCU dan MQTT Falachudin Akbar; Rizal Maulana; Hurriyatul Fitriyah
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 12 (2018): Desember 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Heart rate is one of the basics to know basic health. Symptoms from the heart rate is tachycardia and bradycardia, that conditions are not nomal. The incidence of abnormal symptoms in the heart rate may indicate a disease. Therefore, this research is designing tools for heart rate monitoring. This heart rate monitoring system measures the heart rate by reading the pulse sensor value, after that nodemcu will process reading heart rate value to get BPM (Beat per Minute). After getting the value of BPM, System check if more than 100 will send SMS danger tachycardia, if less than 60 will send SMS danger bradikardia. System will send BPM data to the thingspeak channel using MQTT. The system will always be ready to receive SMS request heart rate which will reply SMS with BPM value. The results of the system functionality test can be successfully performed and the results of the heart rate reading test resulted in a percentage error of 2.6%. In testing heart rate data transmission to the Thingspeak channel, sending SMS warnings, and replying to sms with the latest heart rate can be successfully done.
Clustering Dokumen Skripsi Dengan Menggunakan Hierarchical Agglomerative Clustering Danang Aditya Wicaksana; Putra Pandu Adikara; Sigit Adinugroho
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 12 (2018): Desember 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

A minor thesis is a document of a scientific work compiled by a student at the level of stratum 1 which discusses a particular topic or field of research or development results that the student has undertaken in order to take the final examination to obtain a degree. In the Reading Room of the Faculty of Computer Science and the Central Library of Brawijaya University there is a problem that arises that there is no categorization of all minor thesis documents stored. Hierarchical Agglomerative Clustering (HAC) method is implemented for clustering minor thesis documents based on minor thesis title. HAC classifies iterative documents from the smallest cluster to the largest 1 cluster. Input data that is in the form of title of minor thesis document of Informatics Engineering Brawijaya University. The preprocessing stage is performed on the minor thesis title data to get the term feature. All the terms obtained are processed to get the weight of TF-IDF. The value of similarity between documents obtained from the value of cosine distance. The clustering process uses 3 distance options as the single linkage, complete linkage and average linkage parameters. The clustering results of each distance parameter are displayed on the label of each cluster generated and each cluster generated is evaluated using silhouette coefficient. From the test result on 100 minor thesis documents obtained the value of Silhouette Coefficient from single linkage is 0,10125, complete linkage is 0,155733 and average linkage is 0,160428. Average linkage is better in grouping documents than single linkage and complete linkage.

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