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Analisis Kinerja Protokol Ad Hoc On-Demand Distance Vector (AODV) dan Fisheye State Routing (FSR) pada Mobile Ad Hoc Network
Desy Ulina Purba;
Rakhmadhany Primananda;
Kasyful Amron
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 7 (2018): Juli 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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The development of ad-hoc network technology is Mobile Ad-Hoc Network (MANET). MANET is formed from a collection of nodes that use wireless interfaces to be able to communicate between nodes with other nodes. Each node has the same position, so it takes a routing protocol that able to cover the exchange of data to be able to provide an optimal routing path. In this research, routing protocols used are AODV and FSR. AODV routing protocol establishes a route from one source node to the destination node based on the request of the source node. FSR routing protocol, each node stores a table containing route information on each node that it knows, route information will be updated regularly in case of link changes. Parameters of routing protocol performance measured in the form of packet delivery ratio, end to end delay, throughput and packet loss using Network Simulator 2.35. The results obtained in this research are FSR protocols best at the value of throughput parameters with an average value of 108,435 kbps and end to end delay with an average value of 16.06575 m/s. AODV protocol, best at the value of packet delivery ratio with an average value of 98.95 % and packet loss with an average value of 1.05 %. AODV protocol routing and FSR protocols have their respective advantages over each protocol based on Quality of Service (QoS) performance values ​​on the addition of nodes and packet size variations.
Pengembangan Sistem Penyimpanan Data Berbasis MongoDB dan GridFS Untuk Menyimpan Data Yang Beragam Dari Node Sensor
Gabreil Arganata;
Eko Sakti Pramukantoro;
Widhi Yahya
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 7 (2018): Juli 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Internet of things (IoT) plays an important role in the development of the Internet today. The implementation, which resulted into IoT's heterogeneous data from variety of sensors, and it will keep getting bigger everyday. The examples of heterogeneous data are temperature, humidity, and image file. Along with that, problem of choosing which method to store the data into data storage appear. Based on that problem, the solution that's possible to be applied is NoSQL method. Therefore, in this research a media storing system using MongoDB and GridFS (NoSQL database) based are proposed to answer those challenges. Furthermore, an Internet Gateway Device is proposed to connect an existing middleware with data center. The solution are wrapped inside a framework which also include a web service to ease the request and response process. The system performance test has been done in few aspect such as functional, scalability, response time of saving and retrieving data, also analysis performance of data storage. The result of the functional test is that data storage system, which has been developed, is running well based on its function in storing variety of data into data storage. Based on those results, this system can become a solution for IoT data storage problem
Analisis Perbandingan Performa Protokol Routing OSPF, IGRP dan EIGRP pada Topologi Mesh dan Tree
Enggar Saka Dirgantara;
Rakhmadhany Primananda;
Widhi Yahya
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 7 (2018): Juli 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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The Internet is a set of interconnected Autonomous Systems (AS). Autonomous systems connect with other autonomous systems with different routing policies. Each routing protocol has a different character, need to do research using routing protocol OSPF, IGRP and EIGRP on mesh and tree topologi. This research is intended to find out the best routing protocol in each topologi. This research performs data transmission using TCP and UDP protocol. Data packets that like to use TCP protocol are HTTP and UDP protocol is VoIP. Testing is done by way of several routers into mesh and tree topologi, with the number of routers 16, 32 and 64.The simulation shows on the mesh topologi and topologi tree, EIGRP has the fastest convergence time of other routing protocols. OSPF is very well used in tree topologi compared to other routing protocols. EIGRP occurs stuck in active in the topologi tree, so it has poor performance. EIGRP has the best performance in mesh topologi compared to other routing protocols. But if the mesh topologi is connected with several different types of links there will be bottle neck, larger than other routing protocols.
Penentuan Posisi Pemain Sepak Bola Menggunakan Metode AHP dan TOPSIS
Rezza Pratama;
Edy Santoso;
Yuita Arum Sari
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 7 (2018): Juli 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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The position of the football player is very important for a player or team. Mistakes and less than optimal position of players can be a factor of defeat in a match. Therefore the positioning of players becomes a very important factor in the game of football. The purpose of this research is to assist the coach in determining the football player's position. In the Analytic Hierarcy Process (AHP) method, weighting criteria is calculated according to the importance of the criteria. Methods Technique For Order Preference by Similarity to Ideal Solution (TOPSIS) is a method that uses distance as a reference for making comparisons. The selected alternatives are not based on criteria, but are compared with positive and negative ideal solutions. To benefit from each of these methods, feeding the authors applies a combination of AHP and TOPSIS methods. In this study, the AHP method is used for weighting. While TOPSIS method is used for alternative ranking. The data used for testing using 100 data ball players. The data is processed using AHP and TOPSIS calculations. The results of the scenario will be compared with the test data to obtain the accuracy value. From the comparison, obtained an accuracy of 58%. The result of recommendation of position according to original position of player equal to 58 data.
Implementasi Metode K-Nearest Neighbor untuk Rekomendasi Keminatan Studi (Studi Kasus: Jurusan Teknik Informatika Universitas Brawijaya)
Luthfi Anshori;
Rekyan Regasari Mardi Putri;
Tibyani Tibyani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 7 (2018): Juli 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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The Informatics Engineering Programme in Brawijaya University has 5 (five) interests that should be taken by each students in their course period. Considering the importance of this interests to students' academic process which later will affect their final project until their graduation, therefore students are expected to choose their insterests based on their attentiveness and ability. Based on the Faculty of Computer Science Handbook Universitas Brawijaya 2016, there are 5 (five) interests existing in Informatics Programme, namely Software Engineering, Smart Computing, Mobile devices, Computer Networks and Games. In order for students to choose the right interest then they need a recommendation system for students so that students can choose interest that suites their talent, desire and scores of courses that have been taken. By implementing K-Nearest Neighbor method which aims to give recommendation of interests based on attribute of compulsory courses scores. Testing is done by comparing the results of the interests that has been verified by campus' academic with the results of the system. From the test of data train as much as 30 data of students which have chosen their interests hence gotten the result of accuracy as much 76.66% to trainned data with the most optimal K value, the K value 10, therefore can be concluded this recommendation of interest system can help student give recommendation of interest which will be chosen.
Sistem Pendukung Keputusan Menentukan Transfer Pemain Sepak Bola Menggunakan Metode AHP (Analytical Hierarchy Process)
Habib Putra Kusuma Negara;
Edy Santoso;
Heru Nurwasito
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 7 (2018): Juli 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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In recent years, football has turned out to be the one of the most favorite sport in world-wide and turn into a business of football transfer in continental Europe (Baihaqi, 2014). Football transfer is a critical process due to To increase the performance in the next season or replace player which is move to another club. However, by using manual method, it becomes time-consuming since a scout has to look the player weekly or yearly. Morever if the decision is bad, then a club may encounter losses which is from the transfer cost and player salaries. In order to solve this issues, decision support system for football transfer has been developed by employing Analytical Hirarcy Process (AHP). From the obtained result, the accuracy by using this system is 80% of six data testing. Therefore, AHP is an effective method in order to support the decision for football transfer.
Penerapan Desain Interaksi Pada Perancangan Kalkulator Sederhana Untuk Tunanetra
Agif Sasmito;
Hurriyatul Fitriyah;
Mochammad Hannats Hanafi Ichsan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 7 (2018): Juli 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Nowadays, in the current technological development, in education and work required mobility such as calculating. Mathematics is a systematic numerical used the calculation basic. The basic concepts of mathematics are filled with aspects visually. Calculator used as a calculations. The calculator available in the markets with smooth input keys and LCD outputs are useless for them. An optimal solution for them is braille calculator 4x4 membrane keypad with audio output. In this research, Implementation has simplified the existing braille calculator. The Design using 6 point of braille system with 3x2 button combination and backspace feature. User could input numbering from 0 to 9. The process are what is wanted, analysis, design, prototype and implementation/deploy. Implementation of system using 6 buttons is packed in a 7,5cm x 7,3cm x 5cm box. Keypad each other in a 0,6 cm. The distance used button each other to decrease input error. The result of standard testing with 2 visually impaired. This testing showed 100% rate. And average score of likert scale (1-5) has scored 5. So this calculator is very deserving to be used as calculating tool for the blinds.
Perbandingan Kinerja Routing Multi Copy Dan Routing First Contact Dengan Stationary Relay Node Pada Delay Tolerant Network (DTN)
Poltak G. Hutajulu;
Widhi Yahya;
Eko Sakti Pramukantoro
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 7 (2018): Juli 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Internet has become the most widely used as media presentations and information exchange. The information exchange can be accessed by using adequate connectivity. Some places still have low connectivity and some place do not have connectivity like Semeru mountain climbing areas, because of that the exchange of information will be difficult to access due to high delay and loss rate. The problem can be solved with Delay Tolerant Network (DTN). DTN is a network concept that is tolerant of delay and disconnected connections on a network. In this study using DTN network simulation process on The ONE simulator to compare the performance of DTN routing protocol with the addition of Stationary Relay Node. Routing types used are routing First Contact, Epidemic, MaxProp, ProPHET, and Spray and Wait with Semeru climbing scenarios. The results of this research show that the highest delivery probability is 0,5388 with 200 node and 15 Stationary Relay Node by Spray and Wait routing. The highest overhead ratio is 6.7484 with 50 nodes and 20 stationary relay nodes by Spray and routing. Routing First Contact before and after the addition of Stationary Relay Node has a higher average latency rate. The lowest average latency is 7491,9710 with 200 nodes and 15 Stationary Relay Nodes by MaxProp routing.
Pembangunan Aplikasi Sistem Informasi Pergudangan pada Rumah Sakit Umum Daerah Dr. Murjani Sampit Kabupaten Kotawaringin Timur
Hidayatullah Agung Prasetyo;
Bayu Priyambadha;
Achmad Arwan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 7 (2018): Juli 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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The information technology development is growing rapidly and the main problem is how to process data to give useful information and easy to use by user. Warehouse management system that curently used on Dr. Murjani Sampit hospital is manual. Data recording done by write on books and excel files, with the number of in and out of goods makes record and search for data become inefficient in term of time and effort. Assigning tasks to someone who did this manual system led to possible errors in writing and data processing. From these problems it is necessary to develop an information system application that can handle recording, storing, processing and reporting automatically to make work easier and reduce data processing error. Research was done by Iterative Life Cycle and system builted using PHP, MySQL, and Javascript technology. Compatibility testing showed system running well on Google Chrome and Firefox Mozzila later on white-box testing showed from 20 test cases 100% result is valid and from black-box testing obtained from 65 test cases 100% result is valid. The results of these tests indicate that the system successfully analyzed its needs and implemented according with the design.System implementation may resolve the manual system problem which occur at the hospital.
Clustering Mobilitas Masyarakat Berdasarkan Moda Transportasi Menggunakan Metode K-Means
Humam Aziz Romdhoni;
Muhammad Tanzil Furqon;
Sigit Adinugroho
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 7 (2018): Juli 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Peoples mobility is the movement of people from one place to another. Peoples mobility is a worthy topic to research. Because by knowing the mobility of society we can know the pattern of the route traversed, the chosen transportation mode, the duration of travel, and others. In this modern era, moving trajectory data of an individual can be known through GPS (Global Positioning System). GPS data obtained can be processed into useful information, such as what each mode of transportation used by each individual. To perform this data processing, we can use one method of data mining, which name is clustering. Clustering is chosen because GPS data for each mode of transport is considered to have almost the same characteristics, so the most appropriate method of information retrieval is by grouping. One of the popular clustering methods is k-means. In this research we can see that the cluster with k-means method has medium to high quality when k value close to quantity of transportation mode seen from the value of silhouette coefficient. From the results of accuracy testing, k-means method shows a good percentage that is 90%.