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Pengembangan Aplikasi Mobile Pengingat Jadwal Layanan Posyandu dengan Menggunakan Teknologi Firebase Cloud (Studi Kasus : Posyandu Raflessia Kelurahan Tanjungsekar, Kecamatan Lowokwaru Kota Malang)
Velient Vinandha;
Bayu Priyambadha;
Heru Nurwarsito
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 5 (2019): Mei 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Posyandu is health services program where it facilitated by government to community, however the program is from goverment, posyandu held by community to comunnity. Although this program held by community, the Ministry of Health also has a role in overseeing and supporting every activity in the posyandu both technically and financially. Posyandu offers the community so many services such as Basic Health Service for mother and child, Family Planning Service, Immunization for Kids and Infants, Information of aNutrition Delivery Service, and Diarrhea Prevention and Treatment Service. All of the services are written on a pocket book that happens to be the health guidance. But information in the form of a book still has some boundaries in its usage. We often forget where we put the book or even it gets lost. So that the author is currently doing a research of developing an application that may help record the process of administration recording of Posyandu's services and remember the Posyandu's activity schedule, by recording administration of posyandu service in an application that can help the community to obtain information about posyandu services and remember schedules of the posyandu. This application is developed using Java programming language and using firebase database technology to save data of the application. Firebase is the newes of technology by Google that can be use to many platform one of many of the platform is mobile. So this application can remind the user to be able to remember posyandu activities according to the existing schedule. This application can be developed based on design program. This application already tested using some software testing, that is unit testing, integration testing and validation testing. This application can be used easily, based on testing that has been done using usability testing, that get 83,5 score of SUS, this score is classified to the acceptable category.
Penerapan Dynamic Audio Pada 2D Endless Runner Game Menggunakan Pure Data
Ade Darmawan;
Eriq Muhammad Adams Jonemaro;
Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 5 (2019): Mei 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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2D platformer game is a genre game where players move characters through a side camera and are required to pass existing obstacles to achieve certain goals. Techniques in game development to add to the playing experience are also growing very rapidly. Can be taken an example of the application of dynamic audio. The use of dynamic audio in the game will provide the advantage of using static audio by entering multiple assets for each movement. This research uses Pure Data to implement dynamic audio in endless 2D game runners. Pure Data has a visual way to program sound, namely by connecting small boxes together with virtual cables. Therefore the use of Pure Data is to apply dynamic audio to endless 2D game runners that are highly preferred with consideration of convenience in applying them. The results of this study prove that from predetermined designs obtained valid results and successfully run on 2D runner endless games that have FPS are not significantly different from the use of static audio. The average FPS obtained is 62.4 FPS for dynamic audio and 62.1 FPS for static audio which can be ignored as well as the application of dynamic audio in 2D Endless Runner Games does not provide performance.
Penerapan Neural Network untuk NPC Braking Decision pada Racing Game
Herlambang Yudha Prasetya;
Muhammad Aminul Akbar;
Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 5 (2019): Mei 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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The popularity of the racing game genre is still visible today. Factors that supporting the popularity of this genre are speed driving which provides an exciting experience, interesting track variations, stunning graphics, and unique challenges presented by artificial intelligence. An important factor to be developed and in line with the core of the racing game that provides a fun challenge is artificial intelligence. Artificial intelligence behavior that is not varied and easy to guess, or even playing badly will affect the fun of the challenge of racing games. To avoid this, artificial intelligence is needed which is able to learn mindset and imitate human decisions when playing, especially braking decision or gas and brake determination. That is the basis of the Neural Network algorithm implemented for Artificial Intelligence in the Racing Game Starter Kit. The complexity of the code on the machine is simplified by changing the decision process to some intelligent neural networks that are similar to human neurons, especially how it works. Coupled with the adaptation process in a dynamic environment makes this algorithm interesting for AI researchers. By utilizing Cross-Validation, learning this algorithm with human behavior has a similarity rate of 76 percent. In a 10-round trial, the time results showed 12% or 72 seconds faster than the kit's AI, and a stable frame rate with an average of 59 frames per second.
Penerapan Dynamic Lighting pada 2D Endless Runner Game menggunakan Visibility Polygon Computation
Arda Satata Fitriajie;
Eriq Muhammad Adams Jonemaro;
Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 5 (2019): Mei 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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This study aims to develop dynamic lighting modules in video games with 2D environments that have endless runner types that use the principle of polygon visibility. One type of graphic effect that exists in video games is dynamic lighting, this effect is generally applied to 3D games where the effect can bring a realistic and immersive impression on the game being played. The implementation of dynamic lighting in 2D games in the previous study was implemented using a method used in 3D games, namely normal mapping, the technique is more commonly used in top-down games and game with isometric style, whereas in the game to be implemented polygon visibility techniques due to game perspective which is seen from the side. In this study, dynamic lighting will be implemented using the concept of polygon visibility because the light nature is the same as the vision concept that exists in the concept of polygon visibility in the flat two-dimensional polygon visibility in this study implemented using raycasting which is shot from a point and spreads like light where light represented by one ray object emitted by the module. Based on the above requirements, dynamic lighting modules will be implemented in 2D endless runner games that produce dynamic lighting modules that are implemented using raycasting that visualize polygon visibility and obtain 100% valid functional test results and fps performance testing of 2 test cases that get fps above 24.
Pengembangan Chat Bot pada CoMa untuk memberikan motivasi kepada pengguna menggunakan AIML
Bestralaga Rusmarasy;
Bayu Priyambadha;
Fajar Pradana
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 5 (2019): Mei 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Ease of access and teaching-learning activities in e-Learning raises a new problem, where there are some students who found a difficulties to do a task in e-Learning and lack of motivation in doing the task. With the Code Maniac e-Learning website was help students in the learning process, but haven't been able built the students motivation. So in this study will enhance CodeManiac e-Learning website with the addition of chatbot to provide motivation to users and actively capture user behavior and give a messages based on user behavior. In this study writer used AIML. AIML itself is subset of XML. Like XML, AIML here as the language used to construct chatbot logic which contains a set of patterns and responses that can be used by chatbot to track answers every sentence given. With this implementation has been motivated CodeManiac users feels by the chatbot who can interact with users and actively captures user behavior. In final step on the enhancement of codemaniac has been tested with whitebox testing, blackbox testing and usability testing with each score 100% valid, 100% valid and 88%.
Evaluasi Manajemen Risiko Teknologi Informasi pada Badan Perencanaan, Penelitian dan Pengembangan (Barenlitbang) Kota Malang Menggunakan Cobit 5 Domain EDM03 dan APO12
Agatha Shella Agtika;
Yusi Tyroni Mursityo;
Aditya Rachmadi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 5 (2019): Mei 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Information technology (IT) risk management evaluation at Badan Perencanaan, Penelitian dan Pengembangan (BARENLITBANG) city of Malang is needed because the current implementation is not yet optimal. One of the reasons is the absence of particular division that manages IT risk at BARENLITBANG. In this research, the framework Control Objective for Information and related Technology 5 (COBIT 5) is used to evaluate and assess the capability level of the IT risk management at BARENLITBANG. The domains used are EDM03 (risk optimization) and APO12 (risk management). This research begins with data collection, then analyzing capability levels and gap, identificating the risk using the Risk Breakdown Structure (RBS), assess the risk, and making mitigation and recommendations. Results of the capability level in EDM03 domain is level 1 while domain APO12 is in level 2 with 1 level gap for both domains. From 9 identified risks, there are 5 risks in the middle category and needed to be mitigated while 4 risks in low category can be accepted by the organization. There are 6 recommendations recommended for BARENLITBANG such as making SOP to regulate risk management, optimizing supervision and evaluation, making risk maps, maximizing action plans, improving human resource capabilities in BARENLITBANG, and optimizing internal control task force.
Penerapan Procedural Content Generation untuk Perancangan Level pada 2D Endless Runner Game menggunakan Genetic Algorithm
Muadz Askarul Muslim;
Eriq Muhammad Adams Jonemaro;
Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 5 (2019): Mei 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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With the rapid development of the gaming industry, the amount of content needed in the game continues to increase. Increasing the amount of content is needed to keep players interested, so design work is increasingly needed to meet these requirements. Procedural Content Generation is a solution to save time and money and has been successfully implemented in several Endless Runner Games. Here the author uses the Genetic Algorithm method to implement the Procedural Content Generation on 2D Endless Runner Game. The author's Geographical Algorithm chooses because the Algorithm can optimize which is suitable for many cases of an environment. In addition to optimization, the Genetic Algorithm is modular, so it is separate from the application and can be applied to other cases without significant changes in it. Making levels can be done by using a random technique. But the results of the randomly obtained level can have problems such as the inappropriate results desired because there are no criteria as a measure of appropriateness from the results that are made randomly as can be passed the level that has been made. Whereas in Genetic Algorithm there is a section that can select each individual and population to fit the specified criteria. The results of the tests show the time needed for the program to make a level very short, which is 0.02 seconds. From these results show that the algorithm can be applied and works well in the creation of levels. The resulting level can also be skipped by players based on the results of testing by a sample of players. But the difficulty of the level produced cannot be controlled using the Genetic Algorithm used.
Rancang Bangun Sistem Operasional Budidaya Tambak Ikan Kerapu Berbasis Android (Studi Kasus: Kelompok Tani Bhakti Usaha 2)
Ahmad Shofiudin firdani Wafa;
Nurudin Santoso;
Lutfi Fanani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 5 (2019): Mei 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Aquaculture is the maintenance and preservation of fish or other aquatic organisms, one of them namely riparian fish grouper. Production of grouper in Indonesia itself is quite high and also continue to experience increased almost every year. But there are problems that writers get from farmers Group of Bhakti Usaha 2, that farmers often occurrence of error permberian feed meratanya not cause growth of grouper, as well as errors in the calculation of the period of harvest so that farmers are insufficient in terms of the results obtained, this is because all the process of cultivation is still done by manual so that the fault of the humans (human error) is still often the case. The solution given by the author is making the system operational riparian android-based grouper with features to provide scheduling at each activity will be carried out by the pond grouper farmers, from the time of preparation budidadaya to the process of harvesting, logging detail and also the recording of financial results. On the development of this system using the method of iterative model. Results from testing the system unit was found to be 100% valid values as well as been testing which also get value 100% valid. The resulting values of usability testing for a very satisfying on the three aspects of the test and an aspect worth satisfying.
Implementasi Pengontrolan Smart Home Menggunakan Voice Command Pada Facebook Messenger
Ahmad Khalid Azzam;
Wijaya Kurniawan;
Mochammad Hannats Hanafi Ichsan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 5 (2019): Mei 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Usage of electricity is very wasteful. It can be easily controlled using system that's currently developed, a smart home. Smart home is a system to provide convenience for every inhabitant. In this study, Controlling of electronic devices at home from a distance is using a social media that is widely adopted by the public, Facebook messenger. Only by typing an instruction on the platform, users can control electronic devices anywhere. Lights and fan are examined electronic devices in this implementation. The function tested for lightings is turning off and turning on the tools. While the function tested for the fan is turning on slowly, changing the speed, and turning off the fan. To connect software applications that are easily operated with hardware such as lights and fans, this study uses Raspberry Pi. The commands received on the Facebook messenger chat will be sent to Heroku to process the language through wit.ai. It will be then sent to the database in firebase. The command is forwarded to the Raspberry Pi device which is connected to a relay that delivers electricity to the lights and fan devices. The system has been tested with various kind of testing. The results in translating the appropriate commands that can be processed are 100%, turn on and off the lights is 100%, and turn on, off and changing the speed of the fan is 100%.
Evaluasi Proses Bisnis Layanan Bidang Pembinaan Pendidik Dan Tenaga Kependidikan (PTK) Di Dinas Pendidikan Kota Malang Menggunakan Metode Quality Evaluation Framework (QEF)
Nur Fatimah;
Nanang Yudi Setiawan;
Niken Hendrakusma Wardani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 5 (2019): Mei 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Dinas Pendidikan Kota Malang is a government agency responsible for the education sector in Malang City and has several fields. One of them is the division of Pembinaan Pendidik dan Tenaga Kependidikan (PTK). In carrying out its business processes there were several problems that cause the quality of services provided to clients was not good, due to repeated activities, activities that require a long time and input processes that ware not in accordance with the requirements. Therefore a business process evaluation was needed using the Quality Evaluation Framework (QEF) method which was modeled using IDEF0 to model the functional process and IDEF3 to model the current sequence of business processes. The entire evaluation of business processes produced 6 quality factors that were not in accordance with the targets determined by stakeholders. This indicated a gap between targets and ongoing performance. The results of evaluating the quality factor mismatch will find the root of the problems using fishbone analysis. It can be concluded that the emergence of discrepancies was caused by repeated activities and input processes that were not in accordance with the provisions.