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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 6 (2019): Juni 2019" : 125 Documents clear
Pembangunan Kakas Bantu Pembangkitan Kasus Uji Black-Box Berdasarkan Skenario Penggunaan Sistem Laode Muhamad Fauzan; Bayu Priyambadha; Arief Andy Soebroto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 6 (2019): Juni 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Generally, testing consist of 3 phase,specifically generate test case, execute test case, and evaluate the testing result. Software testing is a process that expend a lot in both time and resources. One way to reduce the time and resources is by automate the test case generation. Test case can be derived from use case scenario. This kind of test case is called black-box test case. Use case scenario has many different formats, this paper will use the Cockburn format. In order to transform the use case scenario. This research use natural language processing and EFSM (Extended Finite State Machine) model. Natural language processing will be used for generating activity table. The activity table will modeled with EFSM and tranversed to produce a test case. This research will develop the tool using java that allows the tools to run on platform that supports JRE (Java Runtime Environment). The tools is tested using unit testing, integration testing, and validation testing. Unit and integration will be conducted with whitebox method, while validation testing is done using black-box method. The tool can generate test case from 20 use case scenario in less than 120 seconds.
Evaluasi User Experience Pada Game Playerunknowns Battleground Mobile Menggunakan Game Experience Questionnaire Iwan Prasetiyo Hakiki; Eriq Muhammad Adams Jonemaro; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 6 (2019): Juni 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Playerunknowns Battleground Mobile is mobile version from game with same name which first realease on PC or Steam platform. Is a popular game today, with a total downloader of more than 100 million people. As time goes by, similar games that became rivals of PUBG Mobile began to emerge. To maintain the popularity, PUBG Mobile an evaluation needs to identify the weakness and advantages of PUBG Mobile from user experience side and weakness that have been identified can be repaired to increase attractiveness. The result of the evaluation can also be used as reference material in developing a game. This time, many evaluation methods that can be used, one of them is Game Experience Questionnaire, an evaluation method that designed to evaluate user experience in game. Based on the evaluation results, PUBG Mobile has disadvantage in competence aspect in non-gamer group and return to reality aspect in non-gamer and gamer group.
Aplikasi Data Mining Menggunakan Algoritme C4.5 untuk Memprediksi Ketepatan Lulus Mahasiswa Berdasarkan Faktor Demografi Diva Devina; Ahmad Afif Supianto; Welly Purnomo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 6 (2019): Juni 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Students who graduate not on time are a problem that is still often found in the college academic environment. This was also found in the UB Information Systems study program, wherein 2015-2018 there were 241 students accepted each year on average, while the average student graduated around 130 students. Based on the information, students who graduated and students received were not balanced. So that it can be said that there are still many students who are active and have completed their study period of more than 8 semesters or graduated not on time, this can be detrimental to both students and study programs. Therefore we need a step to help the problem of student graduation accuracy, namely by making predictions using data mining. By utilizing one of the data mining methods namely Decision Tree C4.5, which will later produce a rule in the form of a decision tree. The data used in the data mining process only uses demographic (non-academic) data from students to find out whether the demographics influence the graduation accuracy of students, after that the data is processed using Weka CLI. The results of the algorithm evaluation carried out using the confussion matrix obtained an accuracy rate of 80.4714%. Information about predictions of student graduation accuracy is displayed in the form of a dashboard to make it easier for Kaprodi SI as user. System tested using black-box testing and System Usability Scale (SUS), with the results of valid black-box testing as needed, while the SUS test gets results 67.5.
Temu Kembali Citra Makanan Menggunakan Color Histogram Dan Local Binary Pattern Chindy Putri Beauty; Yuita Arum Sari; Sutrisno Sutrisno
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 6 (2019): Juni 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Technology makes it easier for humans. One of them is the ease of finding food on the internet. However, in general, search engines are available using text queries with image file names, a textual based approach. It is difficult to be done on large-scale imagery. Image search based on visual image content commonly known as image retrieval system based on content or Content Based Image Retrieval (CBIR) can be used as a solution. Food image has different colors and textures. The texture feature extraction method used in this research is Local Binary Pattern (LBP) and for the color feature extraction is Color Histogram. The image used is 444 data, 413 data as data training and 31 data as data testing. Based on feature extraction, similarity can be calculate using Euclidean distance. The result get by calculating Mean Average Precision (MAP). The best MAP obtained when the n value is 2 with MAP 0,919354 which n is the number of document that displayed on result. For the feature comparison testing, the use of color features only provides better results than using the texture feature or both features
Perancangan Antarmuka Pengguna Portal Pencarian Kerja FirstJob.id Berbasis Web dengan pendekatan Human Centered Design Faris Genis Yudi Perdana; Hanifah Muslimah Az-Zahra; Widhy Hayuhardhika Nugraha Putra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 6 (2019): Juni 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

There are many job search sites recently and yet still lack useful features on showing the available job list. This leads to the number of candidates which is apparently incompetence with the company wishes. Also, the fresh graduates often not much pay attention to the requirements or randomly apply for any jobs as possible without check their competences. Due to that, there is a trusted job search site which can solve that problem. the site's name is firstjob.id and developed by PT. Java Cipta Solusi. The idea is to make an interactive user interface job search site by using the Human Centered Design (HCD) approach, an approach to develop an interactive system for human. The design will be evaluated by using usability testing to know how easy it will be made when the site is used by the user and Focus Group Discussion (FGD) for knowing the user's need and expectation at firstjob.id. Then, the result needs to be evaluated again and finally, the user interface design will be easily used as the user's needs and expectation.
Sistem Deteksi Marka Membujur Garis Utuh dan Putus Menggunakan Metode Thresholding dan Hough Transform Berbasis Raspbery Pi Putra Wijaya; Hurriyatul Fitriyah; Gembong Edhi Setyawan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 6 (2019): Juni 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Road lines with longitudinal line types are road lines that we often encounter on highways, all highways always have this type of marker. Although this marker has the function of dividing the road into two directions and helping motorists drive in place, in fact there are still many traffic accidents caused by not concentrating and are not aware that the driver is in the wrong position. On this basis as an effort to improve driving safety in combination with current computer technology, this study was made a tool that can detect the type of longitudinal road lines with the addition of features to measure the position of the vehicle with markers and provide a warning to driving if the position is in a position danger or violating line markings. Enter from the system in the form of video obtained from the use of a camera mounted on the body of a motorcycle that is parallel to the front wheels of the vehicle. The method used to recognize objects uses a Thereshold blend with Hough Transform so that an image will be produced where longitudinal line can be detected and can be calculated in length with the help of Raspberry Pi 3, then the results of the process will be displayed on the LED lights and sounds from buzzer as output media. From the results of functional testing the tool can detect markers objects and can provide information to users about the distance of vehicles with line markers, as well as sound signals if the driver is in a dangerous condition. In accuracy testing obtained an accuracy of 85% of the video sample with four distance conditions and two type longitudinal road lines conditions. From testing computation time starting from object recognition to processing data takes an average of 1,265 seconds.
Perbaikan Antarmuka Pengguna pada Aplikasi Malang Menyapa menggunakan Metode Heuristic Evaluation Lasma Triani; Hanifah Muslimah Az-Zahra; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 6 (2019): Juni 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The Department of Culture and Tourism (DISBUDPAR) of Malang City has developed a city tourism application based on the Android system, called Malang Menyapa. Malang Menyapa aims to provide a means to market the cultural and tourism potential of Malang City Based on interview results from staff members of DISBUDPAR of Malang City, there were a few complaints from users regarding the usability aspect, which was satisfaction. An evaluation was required on the usability aspect of the Malang Menyapa application to ease the user in using the user interface, therefore preventing the user from uninstalling the Malang Menyapa application and the main goal of the development of the Malang Menyapa application can be achieved. One of the few methods that can be used to evaluate usability is Heuristic evaluation. Heuristic evaluations involves experts as evaluators to assess whether a design does not comply with the 9 usability principles which were proposed by Monroy. Each problem discovered were giving a severity score rating from a scale of 1-5. The Heuristic evaluation was conducted into two phases. The Evaluators who participated in this research were evaluators who have an understanding of usability. Thirty-nine usability problems were discovered in the first phase of the evaluation. The improvements which were done consisted of 2 phases, which were wireframe designing and hi-fi prototype. The second phase of the evaluation was conducted on the issues discovered in the first phase, the amount of discovered problems in the second phase decreased to 4 usability issues.
Analisis Sentimen Opini Mahasiswa Terhadap Saran Evaluasi Kinerja Dosen Menggunakan TF-IDF dan Support Vector Machine. Achmad Firmansyah Sulaeman; Ahmad Afif Supianto; Fitra Abdurrachman Bachtiar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 6 (2019): Juni 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Lecturers especially in institution should always need to improve their knowledge and effective and efficient teaching methods that can be well received by students. Evaluation on the quality of teaching and academic standardization needs to be done so that the objectives of the teaching goal can be achieved. Brawijaya University especially Computer Science Faculty implements of filling the online questionnaire due to evaluating lecturers' performance at each semesters. The opinion data that held by the UJM Team of Information Systems Department is still no processed by using data analysis classification technology that is able to provide information about student perspectives. Sentiment analysis using Support Vector Machine in combining with Term Frequency Inverse Document Frequency as word weighting can be used as a method in classification of student opinion data. This research managed to used student opinion data in bahasa for 3 last semesters in 2017 and 2018. The test that have been conducted on the results of classification show the average of 82% on Accuracy. Data visualization become an output of this research based on the classification result with displaying 3 different pages of sentiment analysis lecturers performance evaluation on each semester. The average result of usability test show result in 70, which means receives a good visualization dashboard at it self.
Pengembangan Sistem Pembelajaran Bahasa Inggris Menggunakan Pendekatan Gamifikasi Ilham Pambudi; Fajar Pradana; Fitra Abdurrachman Bachtiar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 6 (2019): Juni 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

English has been an international language for communication among global citizens. A good English ability is highly required for Indonesians to be able to communicate with other people around the world. However, learners in Indonesia frequently encounter a myriad of challenges in learning English, including their reluctance to study new English vocabulary, worry of making mistakes, and feeling bored with the conventional teaching methods. The main four English skills that should be mastered by the learners are writing, reading, listening, and speaking. Excellent vocabulary mastery has been one of the key factors to become proficient at those four skills. English learning system using gamification approach serves as one of the solutions to improve learners' motivation in learning English. The use of gamification concept integrates several elements embedded in game applications, such as point collection, achievement, ranking, which are wrapped as English learning materials. Website-based learning system can be accessed without any place and time constraint, so that learners can study English autonomously and flexibly. This type of English learning system is developed using a software development model ‘Waterfall' with some certain procedures, including needs analysis, designing, implementation, and system test. This learning system has been examined by testing unit using White box method and validation test using Black box. Based on a series of the conducted tests, it demonstrated that the functional system has been running as designed and the result of the tests showed a 100% validity level.
Pengembangan Sistem Informasi Perhotelan menggunakan Metode Rational Unified Process (Studi pada Edotel Pamekasan) Radea Zulindra Ardisukma; Yusi Tyroni Mursityo; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 6 (2019): Juni 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Edotel Pamekasan is a hotel owned by Public Vocational High School 3 Pamekasan which functions as a hotel as well as a students' learning laboratory. Their operational activities are still done manually, which leads to several problems, such as overlapping room reservations and warehouse's sudden out of stock. Addressing this problem, a solution proposed by improving business processes with the implementation of a hospitality information system. The development of the hospitality information system uses the Rational Unified Process (RUP) method, considering its iterative ability that can respond to requirements change. In the inception phase, business process analysis and improvement focuses on reservations, check-in registration, check-out, warehouse stock management, and operational reporting activities. Continue in the elaboration phase, 7 features, 32 functional requirements, and 1 non-functional requirement are obtained through 2 iterations. In the construction phase, black-box testing showed that the implementation is appropriate, while compatibility testing gave 3 browser recommendations. Last in the transition phase, the system installation was done then User Acceptance Testing to hotel employees gave 93.4% mean score. It can be summed users strongly agreed to the solution proposed. At the end of the research, a hospitality information system was produced in order to manage reservations, guest registration, room search, managing goods management, and operational reporting in Edotel Pamekasan.

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