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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 146 Documents
Search results for , issue "Vol 2 No 9 (2018): September 2018" : 146 Documents clear
Klasifikasi Tingkat Risiko Penyakit Stroke Menggunakan Metode GA-Fuzzy Tsukamoto Vina Adelina; Dian Eka Ratnawati; Mochammad Ali Fauzi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 9 (2018): September 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Stroke is clinical syndrome which usually comes sudden, quick, in a form of focal or global neurological deficits that happen within 24 hours or sometimes can cause a death. Stroke problems in Indonesia need a serious attention because of the number of death is high and always inCreasing. On of the necessary handling is detecting the symptoms of stroke in a form of SKD (Sistem Kewaspadaan Dini). Research found that to estimate the risk of stroke, it can use Fuzzy logic inference. From the 15 data test that has been done, the result gets 60% accuration. To optimize the result of membership degree function, it uses genetics algorithm in Fuzzy tsukamoto inference. Representation of chromosomes used is real code which every chromosome initialize the limitations in all Fuzzy variables. Crossover method using one cut point, random mutation used for mutation method and elitism selection used for election method. It is known that the result from optimization from the system accuration using Fuzzy tsukamoto-GA is 86.66% and the number of popsize which from the best parameter of the optimum result is 500, and the number of generations is 1000 as well as the combination Cr = 0,5 and Mr= 0,6. Keywords: stroke, genetics algorithm, Fuzzy tsukamoto, classification
Penerapan Hibridisasi Algoritme Genetika dan Simulated Annealing untuk Optimasi Vehicle Routing Problem pada Kasus Pengangkutan Sampah Kota Denpasar Putu Gede Pakusadewa; Candra Dewi; Randy Cahya Wihandika
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 9 (2018): September 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Handling municipal garbage is one of the problems that exist in a big city including the city of Denpasar. The amount of waste on certain days such as religious holidays will increase significantly where the 4-shift schedule used is inadequate to transport all the waste at certain TPS. Determination of the optimal route of garbage transportation is needed to save work time, lower operational costs and capable to transport all the waste. This research applies hybrid genetic algorithm and simulated annealing to optimize municipal garbage collection transportation route. The representation of chromosomes used is permutation representation with two segments namely the route segment and the truck segment. The process stage uses crossover with order crossover method and mutation with one-cut point method. The test results show the best fitness value is 1,042568623 with optimal parameters using population number = 400, crossover rate and mutation rate = 0.9 and 0.1, number of generations = 200, initial temperature = 1000, final temperature = 1, and alpha/cooling rate = 0.1. The result of this research is recommendation of optimal transportation route to collect garbage from a number of TPS.
Analisis Perbandingan Performansi Algoritme Floyd-Warshall dan Algoritme Johnson untuk Penentuan Rute Terpendek pada Software Defined Network Mohamad Ilham Firdaus; Rakhmadhany Primananda; Mochammad Hannats Hanafi Ichsan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 9 (2018): September 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The growth of computer network technology has an impact on the high demand for network performance and increasingly control network complexity. Network performance can be affected by network management, one of which is routing protocol. On a conventional network, routing protocol configuration is inflexible, inefficient and needs to configure each network device. One of the solution for this problem is SDN (Software defined network). The programmable SDN control plane make it possible to implement routing application. This research uses two kind of shortest path algorithm those are Floyd-Warshall algorithm and Johnson algorithm. Both algorithms are implemented in ryu controller and mininet as SDN network simulator. Packet loss dan delay testing has no significant difference. In the packet loss testing Floyd-Warshall has an average of 2,33% compared to Johnson with an average of 2,48%. While the result of delay testing, the average delay of Floyd-Warshall is 4,08 ms compared to Johnson with an average of 4,02 ms. Convergence time testing, Johnson is faster when the number of switches 6 and 10. While Floyd-Warshall is better when the number of switches 14. In cpu usage testing, Johnson algorithm consumes more resources with an average of 23,84% compared to Floyd-Warshall algorithm with an average of 21,78%. While the result of memory usage of both algorithm equally consume 1,3% of memory.
Analisis Keterkaitan Tingkat Kepercayaan Pengguna Dalam Melakukan Transaksi Online (E-Commerce) Pada Instagram Fida Royani; Ari Kusyanti; Himawat Aryadita
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 9 (2018): September 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The growth of internet users who are very significant to make many new things appear, one of which is trade transactions of goods and services over the internet. Instagram can provide benefits, the advantages in terms of doing business as a sales promotion and media. Indonesia ranks as the highest peak of the country's Internet users become victims of Cyber crime a vulnerable become victims of online crime. This study developed a framework for theories that explain what factors affect the level of trust in conducting online transactions through an account online shop on instagram. Samples obtained as many as 120 respondents. Later data analysis on the research of multiple linier regression using this. The results of this research show that the level of trust at the time of online transactions is influenced by the abundance of the perceived benefits of the user in fulfilling the needs or progression to follow or adapt current products , makes it easy for the buyer at the time of the transaction and the user feel safe at the moment provide personal information when making a transaction.
Optimasi Batasan Fungsi Keanggotaan Fuzzy Tsukamoto Menggunakan Algoritme Genetika Untuk Kelayakan Pemberian Kredit (Studi Kasus: PD. BPR. Bank Daerah Lamongan) Naily Zakiyatil Ilahiyah; Dian Eka Ratnawati; Candra Dewi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 9 (2018): September 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Before the credit is given to the prospective debitor, the lender needs to select the prospective debitor's data first by considering several criteria. This is because the creditors get some problems that often occur when giving credit worthiness such as inconsistency to credit analysis that can change and the length of time required to select the data of prospective debitor due to the data that many and varied. These problems can be solved by building a classification system using the fuzzy tsukamoto method to classify the data and determine the creditworthiness of the debitor. However the use of the fuzzy tsukamoto method can not provide optimal results. It is shown with the accuracy value obtained is 90.476% from the test using 63 sample data. To obtain a more optimal accuracy, the workable solution is to optimize the fuzzy membership function constraint using genetic algorithm. Based on the results of testing system that has been optimized, the system obtained accuracy value of 93.651% with parameter popsize 220, Cr 0.7, Mr. 0.3 and generation number 220.
Perhitungan Kapasitas Baterai dan Arus Komponen pada Ar.Drone Quadcopter untuk Estimasi Waktu dan Jarak Terbang Yusril Dewantara; Gembong Edhi Setyawan; Barlian Henryranu Prasetio
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 9 (2018): September 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

AR.Drone quadcopter 2.0 is one type of unmanned aircraft that is small. Quadcopter is often used by technology practitioners in the field of aerodynamics, used by RC(remote control) hobbyists, used for facilities in the field of search and rescue, or used in military fields. But not infrequently unexpected things like quadcopter that suddenly fell. One of the causes of this is the lack of features that support the user to monitor battery capacity to find out the rest of the flight time the quadcopter can do and how far the quadcopter can fly. To solve that problem, a system that can make the quadcopter operate using a laptop keyboard as a controller can monitor the energy of the battery and used to estimate the time and estimate the displacement when the quadcopter operates have been built. Flight time estimation uses parameters of battery capacity, and current from components on quadcopter board that summed with current on a brushless motor which converted from PWM (Pulse Width Modulation). And to get the value that shows the remaining time of flying quadcopter is used coloumb's law. For estimation of displacement is done based on quadcopter flight test experiments that perform flying operations within a minute. The results of this study informed that the error of movement accuracy using the keyboard is 0%, the error of time fly estimation accuracy is 1.14%, and the error of displacement estimation accuracy is 29.75%
Sistem Monitoring Kebugaran Kardiorespirasi dengan Pulse Sensor dan Load Sensor Menggunakan Non-Excercise Prediction Method Rifqi Anshari; Rizal Maulana; Dahnial Syauqy
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 9 (2018): September 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Cardiorespiratory fitness connected with the ability function of heart, blood vessel, lungs and muscle to supply oxygen when do physical activity. There is a proof that own good cardiorespiratory fitness can reduce cardiovascular disease like heart attack and stroke. Therefore it's important to have good cardiorespiratory fitness. Cardiorespiratory fitness can be measured by level maximum oxygen body can take (VO2max). There is a method for prediction of VO2max without doing physical activity using heart rate rest, body weight and age (non-excercise prediction method). Measuring Heart rate and body weight for calculation VO2max with non-excercise prediction method use 2 sensors, pulse sensor and load sensor. In order to facilitate VO2max calculation and displaying attractive result, then used android OS-based devices as an intermediary by utilizing the HC-05 Bluetooth module as a medium of data exchange. Applications built on android OS based devices are also equipped with suggestions for improving good VO2max so that it can be a guide for users. Tests on sensors in VO2max measurements resulted in an error of 8.12% for pulse sensors and 0.92% error results for load sensor. The maximum effective range that can be done by the Bluetooth module HC-05 is 10 meters. The method performed can easily measure VO2max without having to do physical activity so as to facilitate in the supervision of cardiorespiratory fitness of the body.
Implementasi Protokol MQTT Pada Monitoring Suhu Dan Ketersediaan Pakan Ikan Pada Akuarium Moh. Saifud Daulah; Dahnial Syauqy; Rakhamadhany Primananda
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 9 (2018): September 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Fish feeding is generally still very dependent on human resources that are still manual. Also knowing the temperature in the aquarium water is also necessary for the maintenance of fish. However, there is still much indifference to the temperature and feeding of irregular fish. So we need a system of fish feeding automation and monitoring of temperature conditions in the water. In this system using DS18B20 temperature sensor to know the temperature in the aquarium and loadcell sensor is used to determine the availability of fish feed on the container. The loadcell sensor is used to determine the change of the weight of the container that holds the fish feed, so that information is forwarded to the application. Information obtained by hardware is sent to the application using MQTT protocol communication where data is sensed. The hardware acting as a publisher will send the data to the broker. Applications android acting subscriber will display data in the form of water temperature information, the availability of feed and fish feed scheduling based on information obtained from the hardware. Based on the results of the tests performed is the average percentage error error of 21.87%. Then for the average weight value of feed out for 5 seconds of 28.29 gr. Scheduling for open feed cover is done every 1 minute.
Klasifikasi Jenis Audio Berdasarkan Kondisi Psikologi Menggunakan Kombinasi Algoritme Self Organizing Maps dan Learning Vector Quantization Rayhan Tsani Putra; Imam Cholissodin; Candra Dewi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 9 (2018): September 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The characteristics of each type of audio have different effects on human emotions as well as what activities are being performed. The most common case in most societies is listening to music that has been commonly heard without caring about the right conditions. It would be better if you can maximize the positive impact of the audio. Classification of audio types will be very helpful in determining the appropriate audio type. This study classifies the type of audio based on one of the psychological conditions of emotion and also some types of activities using a combination of SOM-LVQ algorithms (Self Organizing Map and Learning Vector Quantization). SOM is used as an algorithm that accompanies and trains initial weights for LVQ because it has a structure and workflow similar to LVQ. Feature used in this research is 11 which consist of psychology condition and activity type. There are 4 types of audio that became the class in this study. The maximum accuracy obtained in this study was 89.583%. The SOM-LVQ algorithm combination achieves the maximum accuracy with 4 training iterations, while LVQ requires 6 iterations to achieve maximum value. Although with the same accuracy, SOM-LVQ is faster to get the optimal value.
Analisis Pengalaman Pengguna Permainan Multiplayer Online Battle Arena (Moba) Dengan Menggunakan Game Experience Questionnaire (GEQ) Pada Game Dota 2 Rachmad Soleh; Retno Indah Rokhmawati; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 9 (2018): September 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Multiplayer online battle arena (MOBA) is a genre of strategy video game, each player controls one "hero" on one team. MOBA provides a strong competitive atmosphere thereby providing a different experience to each of its users. DotA 2 is one of the most famous MOBA games. The user experience is very important for the success of a game. Playtesting method used to analyze the user experience of DotA 2 by using Game Experience Questionnaire (GEQ) as instrument to 25 respondents who have never played the game. The result of GEQ Core Module shows competance and negative effect significantly lower than median which proves that new users have no good ability and not feel the negative effects while playing DotA 2. In the GEQ Social Presence Module shows the highest average score obtained negative feelings that proves new users felt strongly negative feelings when playing with other players. While in the GEQ Post Game Module showed new users felt positive experience and not felt the negative experience, they felt tired and found it a bit hard to return to the real world after playing DotA 2.

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