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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 125 Documents
Search results for , issue "Vol 3 No 5 (2019): Mei 2019" : 125 Documents clear
Analisis Kebutuhan Pengguna Aplikasi Ruangguru Menggunakan Metode Fuzzy Kano Sarah Anindya Shofi; Aditya Rachmadi; Admaja Dwi Herlambang
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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Abstract

Ruangguru is application online tutoring that offers products which has the most complete solutions to problems that students from Indonesia face during their studies which is in the form of an. Based on the result of the interview and observation, the usage of Ruangguru affects the studying process in a positive manner. However, there were problems that occurred to the users of Ruangguru. The goal of this research is to analyze the Ruangguru application with methods concerning identifying, categorizing, and prioritizing requirements based on user satisfaction to which can decrease the problems experienced by users that may increase the overall quality of the Ruangguru application. A Fuzzy Kano method is utilized a quantitative and objective product development technique based on scores calculated from user satisfaction to raise a quality. This research uses purposive sampling, which targets a minimum of 97 respondents. The results are then categorized into 35 requirements which consists of: 26 requirements towards the study location, 6 requirements based on the digital bootcamp process, 3 requirements based on purchasing process. Out of 35 requirements defined as application features, 12 features are categorized as one-dimensional, 7 features that fall in the attractive quality attribute category, and 16 features fall under the indifferent quality attribute category. A priority list starting from the most important are feature "received explanation of the answer" in the one-dimensional category, "Finished the quiz" in the attractive quality category, "Viewed the tutor's explanation (in the form of text)" in the indifferent quality category.
Pengenalan Citra Jenis Makanan menggunakan Ekstraksi Fitur Color Channel dan Gray Level Co-Occurence Matrix Ofi Eka Novyanti; Yuita Arum Sari; Muhammad Tanzil Furqon
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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Abstract

Manually, humans can easily detect and differentiate types of food. But man sees certainly has contrains that meant identification a kind of food inconsistantly different. Rresearches show that human vision influenced by age, disease and physical condition. Through the passing technology, researchers have seen the emergence of food's recognition systems in image processing. The aim of this study is to develop a system that could recognize kinds of food based on it's color and texture by using K-NN. The process was proceded by image segmentation process. The segmented image then used to gain the color feature extraction's value, color channels that use RGB as the channel with 9 sub features and the texture value of feature extraction, GLCM with 20 sub features at angle 0 , 45 , 90 , and 135 . The results is this extracted feature then used in the process of image classification using K-NN. Testing process done through 3 stages that are k value testing, feature extraction testing, distance calculation method testing with 900 data sets of two types of data categories. The result is data which use value k =3 that earn as much as 90,58% of accuration with balanced composition data.
Klasifikasi Rating Berdasarkan Komentar Tempat Wisata Di Media Sosial Dengan Menggunakan Metode Fuzzy K-Nearest Neighbor Nanda Ajeng Kartini; Fitra Abdurrachman Bachtiar; Indriati Indriati
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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Abstract

At present, with the ease of access to information, many tourist sites use rating features to help facilitate information. Rating is used as an indicator to support quality and popularity. Users only give an overall assessment of each comment and do not provide an assessment in accordance with the aspects discussed, making it difficult for comment readers to analyze the superior aspects of the comment. From this problem, in this study a rating classification system will be made on tourist attractions using the Fuzzy K-Nearest Neighbor (FKNN) method. FKNN method is one of the development methods of the KNN method, the difference is that there is a membership class to determine the classification class. In addition, this study uses a Lexicon Based dictionary to determine feature extraction. The results of the tests in this study showed the highest accuracy of K=20 values of 60% while the accuracy of precision and recall values reached 40% and 40% respectively. In testing the K-Fold Cross Validation with 5 fold it produces an average of 51.4%.
Pengembangan Sistem Berbasis Web untuk Monitoring LEAD (Studi Kasus Website Document Solution) Mochammad Dearifaldi Al Ikhsan; Fajar Pradana; Fitra Abdurrachman Bachtiar
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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Abstract

Online marketing or often called digital marketing is marketing with the concept of promoting a product or service through internet-based media, one of which is a website. The existence of a website raises new problem, namely the difficulty in recognizing website visitors. The use of website to improve marketing strategies needs to be done by recognizing website visitors which will be the lead for a company. Without recognizing the website visitors, the salesperson cannot determine the customer to be contacted. To overcome these problems, a system of monitoring leads is built on the website by applying the waterfall development model. The technology used in this research is the laravel framework which are implemented using the PHP and Javascript programming languages. This research produces a monitoring lead system that can monitor leads, recognize the behavior of website visitors, find out the recommendation of leads, and conduct lead management. In the calculation process, the recommendation of leads uses the weighted product method which is a decision support method that uses weighting, where alternative values and predetermined criteria are needed. This weighted product method is expected to provide recommendation of leads in the form of rating so the salesperson know which leads should be followed up. Testing is done by using the white-box and blackbox methods which show the results that the system functions are in accordance with the main functional specifications, which is displaying various lead information. Usability testing produces a value of 91.67 which indicates that the system has made it easy for users.
Evaluasi Usability Pada Aplikasi m-KantorPos dengan Menggunakan Metode Usability Testing Theresia Karina Situmorang; Hanifah Muslimah Az-Zahra; Admaja Dwi Herlambang
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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Abstract

m-KantorPos is a mobile application-based service by PT. Pos Indonesia (Persero). This application needs to be evaluated by measuring the level of usability and exploring problems to produce recommendations for application improvements. The method used in this study is usability testing to measure the components of learnability, efficiency and errors. The interview was used to explore the usability issues of the m-KantorPos application. The System Usability Scale (SUS) questionnaire is used to measure component satisfaction. Usability testing and interviews were conducted on 6 new users of the m-KantorPos application selected based on a range of 19-34 years old and 35-54 years old. The questionnaire was filled by 30 respondents of active users of m-KantorPos application. Based on the test results obtained an ease rate of 75.00%, the speed level of 0.04 goals / sec, an error rate of 0.11 and a satisfaction rate of 50.00%-60.00%. There are 9 usability issues such as invisible menus, menu titles that are too long, vague button colors, slow loading times, application interface layout not flexible and non-responsive, less responsive buttons,. From these problems, recommendations for improvement are formulated according to the usability guidelines that are in accordance with the functions, features and content of m-KantorPos applications.
Rancang Bangun Sistem Informasi Manajemen Persuratan Dinas Pendidikan Banyuwangi Galang Perdana Putra; Nurudin Santoso; Eriq Muh. Adams Jonemaro
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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Abstract

Correspondence procedure is limited to communication phases that can accommodate the use of security and in terms of the authority signing. The management letter that both can qualify incoming mail and outgoing mail with the appropriate flow implementation. Disposition letters or notes in the form of orders, suggestions or responses after letter read by management. The disposition is the written instructions regarding the continuation of the Act of settlement letter. Banyuwangi, East Java education service is a government agency in the field of education. The service has information and large amounts of data. Data is an important one of these letters, divided into two incoming mail and outgoing mail. In the case study, the Departmen Education there are constraints of Banyuwangi suspended incoming mail caused the leadership was not in the Office or on duty outside the city. So incoming mail undergoes a buildup and to reply or outgoing mail delays. In addition other constraints in terms of the search by searching for the letters one by one. With this the author developed a web-based media in order to perform disposition of incoming mail and outgoing mail process. The process of development of the system will be done using the spiral model that generates two types of users, twenty-nine functional and non functional needs one. Testing is done at the level of the unit, validation and compatibility testing with the results the user is 100% valid.
Pengembangan Perangkat Lunak Playon Sebagai Platform Untuk Sewa Dan Menyewa Tempat Olahraga Berbasis Web Aang Muammar Zein; Bayu Priyambadha; Denny Sagita Rusdianto
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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Abstract

In this modern era, information technology has developed very rapidly. So that it affects the strength of the business sector, including the sports rental business. Now, to implement adequate information technology, small and large sports venues do not need to worry about allocating large amounts of funds. With the aim of making a profit and being able to compete in a wider market. One of them is using online-based information technology called e-commerce. The development of e-commerce is also accompanied by the development of payment gateways. The combination of e-commerce and payment gateways is expected to be a solution to the problems that exist in the sports rental business that is currently happening. The first problem that occurs is that there is a buyer who finds it difficult to find a sporting place around him in accordance with his wishes. The second problem is the recording of sports booking transactions that are still done manually so that the owner of a sports venue often has difficulty managing the transactions that are in the place of his sport. Because the problem above, PlayOn software was developed. With the leasing business process between the owner of the gym to the customer (B2C) and the customer to the customer (C2C). With the creation of this software, the hope of the above problems can be resolved. The system has been tested by unit testing, integration testing, and validation testing and producing a 100% valid value. In testing compatibility in getting the results that the software can be run there are all types of browsers and Android and iOS devices.
Sistem Elisitasi Kebutuhan dengan Konsep Gamification Berbasis Website Fadhilah Muchammad F. A. Bakthier; Fajar Pradana; Bayu Priyambadha
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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Abstract

Requirements elicitation is an important process in software engineering that used to get information about the system scope and needs that will be built. This elicitation process determines the success of the software, where if there is an error in defining the requirements it will cause system to failure. In this process the stakeholders' role is needed to help the software development team determine what kind of system will be built. But, in the process there are several problems that can hinder the elicitation process. The first problem is that stakeholders usually having trouble when defining the desired system and the lacks of knowledge that the development team have about scope of the system, caused a misunderstanding in defining the requirements. On the other hand, the low enthusiasm of stakeholders makes the requirements elicitation proses has been more difficult, so the requirements that been produced has a poor quality. Based on these problems, need an innovation in the process of elicitation to overcome existing problems. The gamification concept is the way that can be done to make an activity more interesting, so that it can increase the stakeholders' enthusiasm to participate in the process of requirements elicitation. The requirements elicitation system with gamification concept is expected to be able to make collaboration between stakeholders and the development team easier, therefore they can produce a requirement with a good quality. This system is made with website technology and has been tested with the Whitebox testing method for unit testing and integration testing, and the Blackbox testing method for validation testing which resulting in a 100% valid value for all test cases then, usability testing which resulting in 82.5 with acceptable category.
Prediksi Rating pada Reveiw Produk Kecantikan Menggunakan Metode Contextual Valence Shifters dan Regresi Linear Nanda Firizki Ananta; Mochammad Ali Fauzi; Sutrisno Sutrisno
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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Abstract

At present there are various kinds of beauty products. With a variety of products, the selection of beauty products in accordance with the needs must be done to get the best results. One way to choose beauty products for consumers is to look at reviews along with ratings of the products to be purchased. But with the existence of various review sources, it is not uncommon for the review not to be accompanied by a rating, making it difficult for the consumers to see whether the product to buy is a good product or not. Therefore, this research aims to categorize the review into a rating so that it is easier for consumers to determine the selected product. The system built in this research uses the Contextual Valence Shifters and Linear Regression methods and the use of n-grams includes taking the word bigram, trigram, and review sentences. In system testing, the highest results for the tolerance 0 testing model are 21,6% for bigram and trigram, the tolerance 1 test model the highest accuracy is 66,5% for bigram and for sentiment review is 62,4% for bigram. From the results of the tests, the use of n-gram especially bigram had a positive impact on the results of system accuracy.
Pengembangan Aplikasi Mobile Social Crowdsourcing dan Early Warning Bencana Alam dengan menggunakan Push Notification Rizqi Aryansa; Adam Hendra Brata; Herman Tolle
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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Abstract

Disaster is an event that can cause the destruction of society due to natural or human factors, it can cause impacts such as environmental damage, loss of life, property and psychological. The high number of natural disasters in Indonesia is a serious problem that must be resolved immediately to overcome the problem of disasters. With the development of mobile technology that accelerates, the use of technology that can be used by the public to share information about disasters, share information about locations and geospatial information using geotagging features and push notifications in real time. In addition, applications that use the Android platform will be developed in this study (Kitana) using crowdsourcing feature where disaster information can be immediately disbursed from other users. And use the BMKG API (Application Programming Interface) for disaster information. The technique used in this study is prototyping. Furthermore, the tests carried out are validation, unit testing, usability testing using SUS (System Usability Scale) as an instrument, and testing the performance of the push notification feature. Functional testing's results are valid and the application runs according to the user needs. Usability testing that produces a value of 73.5 where the value includes both good and successful categories. While the performance test of 10 test cases produces an average value of 1.6103 seconds, which means the system meets the real time criteria.

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