cover
Contact Name
-
Contact Email
-
Phone
-
Journal Mail Official
-
Editorial Address
-
Location
Kota malang,
Jawa timur
INDONESIA
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer
Published by Universitas Brawijaya
ISSN : -     EISSN : -     DOI : -
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.
Arjuna Subject : -
Articles 124 Documents
Search results for , issue "Vol 3 No 7 (2019): Juli 2019" : 124 Documents clear
Peramalan Hasil Penjualan Perhiasan Emas Menggunakan Metode Exponential Smoothing (Studi Kasus: Toko Emas Rejeki Baru Sumenep) Risqi Auliatin Nisyah; Nurul Hidayat; Ahmad Afif Supianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1037.077 KB)

Abstract

Gold is a precious metal which is one of the important roles in people's daily lives. Gold jewelry is usually sold in large places such as markets to small shops. The rise and fall of the sales of gold obtained by the seller is difficult to predict, one of the contributing factors is the uncertain gold price following the fluctuation of the rupiah exchange rate against the dollar. Though knowing the results of future sales can help the seller to know the benefits and losses in the coming period. Therefore, it takes a system that functions to do forecasting to find out the results of automatic gold sales with the Exponential Smoothing method which is one of the forecasting methods that can perfect a forecasting result by smoothing on past values ​​that function to produce forecasting values. Then, error evaluation of forecasting results was performed with Mean Absolute Percentage Error (MAPE). The lowest MAPE results obtained were located in the SES method when the parameter α = 0.4 with a value of 56.64. Based on the MAPE value that has been obtained using the three methods on Exponential Smoothing, the results obtained above 50, then the Exponential Smoothing method is not suitable to be used to calculate forecast sales of gold.
Aplikasi Data Mining menggunakan Algoritme Naive Bayes untuk Memprediksi Ketepatan Waktu Lulus Mahasiswa Riska Agustia; Ahmad Afif Supianto; Niken Hendrakusma Wardani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (507.107 KB)

Abstract

The graduation rate for each student is different, timely and not on time. What can be an obstacle is if there are many students who graduate not on time. Based on data in 2018 on the official website of the Faculty of Computer Science, Universitas Brawijaya, the average student admission of Information Systems every year is approximately 227 students, while for the average student graduating annually around 134 students. So based on these data, an application is needed that is able to help decision makers to predict earlier students who have the potential to pass on time so that further action can be given. The process of predicting the timeliness of graduating students will be done using the Naive Bayes algorithm. The system implementation will utilize the Laravel framework and Weka simple CLI. The output generated from the system is in the form of a dashboard visualization with a chart containing graduation information, a form to create a model, information from the model that has been made, and a form that can be used by the Head of the SI Department to predict the timeliness of graduating students. The results of the evaluation and validation of the Naive Bayes algorithm resulted in an accuracy value of 88.6076% and an AUC of 0.9558. The results of testing the system using black-box testing shows that the system is valid according to defined requirements. While for usability testing with the System Usability Scale produces a value of 67.5 which is classified as an Adjective rating Good.
Evaluasi Playability dengan Player Persona menggunakan Metode Heuristic Evaluation of Playability (HEP) pada Game Vainglory Mochammad Naufal Rizky Angkasa; Satrio Hadi Wijoyo; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (414.695 KB)

Abstract

The Vainglory game is a Multi-player Online Battle Arena (MOBA) game which was released on July 28, 2018 on the PC platform which until June 26, 2019 is still under development or Alpha status. Playability is a term used to describe the quality of the game as a whole, which includes uses and aspects of the game, Playability is an important factor when determining the success or failure of a video game in providing an interesting gaming experience for its players. In this study begins with making a player persona, by conducting interviews directly with 6 respondents who are players from the Vainglory game, which aims to determine the characteristics and categories of respondents when playing the Vainglory game. To be able to find out the playability aspects of the Vainglory game, an evaluation using the Heuristic Evaluation For Playability method is an evaluation method specifically devoted to evaluating the game at the development stage. This study aims to get playability problems in the Vainglory game. The evaluator used in this study was divided into two groups, namely 3 evaluators who had the ability to develop games and 3 evaluators who had experience playing games with similar genres. The results of the Playability evaluation in the Vainglory game show the results of Severity Ratings namely Minor Usability Problem, the problems found in the Vainglory game have the potential to cause problems or disruptions to players that cause a sense of playing experience or the player's playing experience to be bad.
Klasifikasi Jenis Citra Makanan menggunakan Color Histogram dan Gray Level Co-occurrence Matrix dengan K-Nearest Neighbour Hafid Satrio Priambodo; Yuita Arum Sari; Agus Wahyu Widodo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (423.467 KB)

Abstract

The habit of consuming food irregularly is one factor increasing health risks. One solution to make it easier for the public to know, record and monitor the types of food consumed is to create an intelligent system. To support this solution, research is conducted to identify the type of food that will be consumed. The initial stage in making an introduction is to classify these foods. The classification process is done from the value of the feature extraction used. The introduction process begins with the image preproccessing process which is then performed a feature extraction. Feature extraction used is Color Histogram and Gray Level Co-occurrence Matrix. In feature extraction using the Color Histogram using 3 colors namely red, green, blue with each color having the mean, standard deviation, and skewness features. In addition, feature extraction with the Gray Level Co-occurrence Matrix has 6 types of features such as contrast, dissimilarity, homogeneity, angular second moment, energy, and entropy with the angle of taking pixel values ​​0o, 45 o, 90 o, and 135 o. The method applied to classify the value of the feature extraction results can use is the K-Nearest Neighbor method. The results of the average accuracy produced by these methods amounted to 93.33%. This proves that the methods used in this study are able to classify the types of food images.
Pengembangan Aplikasi Pemindaian Kode Pengujian Unit (Studi Kasus: PT Global Digital Niaga) Ade Wija Nugraha; Bayu Priyambadha; Arief Andy Soebroto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (895.547 KB)

Abstract

Unit testing is one phase in the software testing process, but there are still some programmers who are reluctant to do the unit testing. These problems also occur in PT. Global Digital Niaga. Some programmers don't pay attention to the quality of the unit testing's code and only pay attention to the value of the unit testing code coverage. Researchers develop applications that can be used to scan unit testing codes and identify the incorrect unit testing code based on rules. The scanning process starts with searching for information on the uploaded project. Then, application scans production code and unit testing code using JavaParser library. After that, the application analyzes each scanned unit test code whether the code matches with writing rules or not. Then, the application saves the scan results and displays them. The first phase of this research is the study of literature. Then, the requirements engineering produced 25 functional and 2 non-functional. Next is the design and followed by the implementation by creating a website application. After that, the testing with a 100% pass, 100% valid, and 100% accurate for unit, validation, and accuracy testing. The application can run on eight different browsers for compatibility testing.
Evaluasi User Experience Pada Social Application Mobile HAGO Menggunakan Metode Enhanced Cognitive Walkthrough Tri Andre Mahadika Putra; Satrio Hadi Wijoyo; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (707.295 KB)

Abstract

HAGO is a miniature social game app made up of various fun and challenging types of games. Since its launch at the playstore on March 23, 2018, few months have become the number one on the "top free apps" playstore. This success is not far from the user experience provided by hago itself. But a system must have some problems or constraints found in particular the new release system. To find those issues needed to hold an evaluation especially in the usability section. The enhanced cognitive walkthrough is one of the usability evaluations based on the user experience. This method would give the scenario a series of tasks to be worked on and 10 questions about the assignment to the evaluation. Six expert examiners, 2 expert, and 2 novice. The evaluation of the hago application shows most troubling problems in hidden (h) type of hidden (h) problems in the main functions of the social application mobile hago. The average issues issues arise in the problem of seriousness and 3 and affect the major function of hago applications. Thus, hago's applications are quite easy for both experienced and new visitors. But new users take quite a while to understand this application
Pengembangan Aplikasi Media Pembelajaran Berbasis Website Untuk Materi Laju Reaksi di Tingkat SMA (Studi Pada SMA Brawijaya Smart School Malang) Ignatius Chandra Christian; Ahmad Afif Supianto; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1131.613 KB)

Abstract

One of the difficult material at the senior high school is the Reaction Rate, because students need to understand the factors that affect the Reaction Rate that are difficult if only explained verbally without being followed by practice. The problem is demonstrate the affect of the Reaction Rate requires time and effort. Learning books are considered to be lacking in representing factors of the reaction rate effectively. The teacher also has difficulty knowing the gap in understanding between students. Based on these problems, a learning media application is needed that can help teachers demonstrate the Reaction Rate material, know the level of understanding of students, are easily accessible and attract students' interest in learning. The methodology in this research uses Extreme Programming (XP) with the aim of covering all needs and changes in user needs. The design of the application is object oriented using the Model-View-Controller (MVC) design pattern.. The process of implementing the application is done using the CodeIgniter framework. Furthermore, the developed application was tested using the Basis-Path Testing and Compatibility Testing method to determine the level of successful implementation and User Acceptance Testing to determine user acceptance of the application. The results of the research indicate that the website-based Reaction Rate learning media application can accommodate needs and is easy to use by both teachers and students. Extreme Programming (XP) methodology is quite suitable to cover all needs, but for segmentation of learning media is less suitable because more changes occur in the user interface aspects.
Evaluasi Dan Perbaikan Antarmuka Aplikasi Sistem Monitoring Pelanggan PT. PLN (PERSERO) Area Malang Menggunakan Metode Cognitive Walkthrough dan Heuristic Evaluation Nizham Media Raziqi; Retno Indah Rokhmawati; Andi Reza Perdanakusuma
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (800.171 KB)

Abstract

Simpel Arema application (Sistem Monitoring Pelanggan Area Malang) is a web-based application developed by PT. PLN (Persero) Malang Area. Application is used to monitor customer data of PT. PLN (Persero) in Malang Regency. Based on the results of interview on the System Planning Supervisor, the application interface problems were found. This application has also never been evaluated before because it is still under development. Based on these problems, it is necessary to evaluate the Simplified Arema application specifically on the usability aspect. This evaluation was carried out using the Cognitive Walkhthrough method and Heuristic Evaluation, where evaluation was carried out by 3 subject matter experts, namely Malang Area PLN employees and 3 usability experts. The Cognitive Walkthrough evaluation results in the stage where usability problems are found in Simple Arema. While Heuristic Evaluation produces problems based on 10 heuristic principles and their severity. After evaluation, there were a total of 99 problems found in the Cognitive Walkthrough where 80% of the problems were found in Heuristic Evaluation too. While Heuristic Evaluation found 17 heuristic problems with the most problems being H-8 (Aestetic and minimalist design) with 23% of all Heuristic Evaluation problems. Based on the results of the evaluation, 19 recommendations for improvement were given, namely 17 improved interfaces and 2 system improvements. Based on recommendations for interface improvements, a prototype for Simple Arema interface was made. Then validation of the Simplified Arema interface repair prototype using the System Usability Scale (SUS) questionnaire to find out whether the improved Arema Simple interface is correct. Based on the results of the validation, the SUS score was obtained with a value of 83.3 and got the Acceptability Ranges level in the Acceptable category, Grade Scale in category B, Adjective in the Excellent category, and Percentile Rank at 80 - 90%.
Pengembangan Aplikasi Web Tracer Study Fakultas Ilmu Komputer Universitas Brawijaya Menggunakan Metode Prototipe Alfa Yolanda Putri Yulianti; Adam Hendra Brata; Herman Tolle
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (826.392 KB)

Abstract

Tracer study is a study to track the trace of graduates after two years since graduation with the aim of knowing the output of education in the form of transition from the world of higher education to the corporate world, the latest work situation, conformity and application of competence in the corporate world. At the Faculty of Computer Science, tracer study is carried out manually and data collection carried out using offline methods, which causes alumni outreach is not extensive and limited. This problem was felt by the student affairs department of the Faculty of Computer Science during the accreditation process in which the data from the tracer study was used as a complete assessment requirement. From these problems, the development of a web application tracer study is carried out to solve the perceived problem. Tracer study application is develop using the prototype method. The tracer study system was developed using PHP and web-based programming languages. Tracer study has 3 system sides, alumni side, company side and admin side. Unit testing is carried out using white box testing for 3 functions that produce average cyclomatic complexity value of 4, which means the system has a good level of complexity. Validation testing is done using black box testing for 37 test cases with 100% results, which means the system has meet all the functionality. Compatibility testing using Sortsite as a help tool with an outcome value of 100% compatible.
Analisis Kinerja Routing Protocol Low Power and Lousy Network Pada Contiki Cooja dengan Menggunakan Metode Time of Arrival Putri Ayu Delina Sari; Mochammad Hannats Hanafi Ichsan; Rakhmadhany Primananda
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1057.519 KB)

Abstract

Wireless Sensor Network (WSN) is a technology that develops very rapidly and causes it to be used on devices that we encounter everyday. All sensor nodes have various addresses and have the ability to retrieve, process and send data. Due to limited resources, WSN nodes have the ability to process and use energy consumption power which at each node is low, which makes the writer feel the need for RPL performance research, namely routing protocol specifically for low power radio and has the advantage that each node has processor power limited, low memory, low energy consumption on Contiki cooja simulator and low data rates. This study tested five scenarios, namely 10, 20, 30, 40 and 50 nodes with parameters of distance localization, routing overhead and packet delivery ratio. The test results show the influence of these parameters with the number of different nodes in a network. The localization test results show the results of testing where if the communication between client nodes and server nodes takes a long time, it can be seen that the distance between these nodes is getting farther away. The routing overhead test results show a trend of increasing values ​​as the number of nodes increases. In routing overhead testing using 10, 20, 30, 40 and 50 Nodes, respectively 64.58%, 72%, 72.93%, 73.01% and 75.56%. The results show that the more nodes on a network, the greater the Packet Delivery Ratio

Page 8 of 13 | Total Record : 124


Filter by Year

2019 2019


Filter By Issues
All Issue Vol 9 No 13 (2025): Publikasi Khusus Tahun 2025 Vol 9 No 11 (2025): November 2025 Vol 9 No 10 (2025): Oktober 2025 Vol 9 No 9 (2025): September 2025 Vol 9 No 8 (2025): Agustus 2025 Vol 9 No 7 (2025): Juli 2025 Vol 9 No 6 (2025): Juni 2025 Vol 9 No 5 (2025): Mei 2025 Vol 9 No 4 (2025): April 2025 Vol 9 No 3 (2025): Maret 2025 Vol 9 No 2 (2025): Februari 2025 Vol 9 No 1 (2025): Januari 2025 Vol 8 No 13 (2024): Publikasi Khusus Tahun 2024 Vol 8 No 10 (2024): Oktober 2024 Vol 8 No 9 (2024): September 2024 Vol 8 No 8 (2024): Agustus 2024 Vol 8 No 7 (2024): Juli 2024 Vol 8 No 6 (2024): Juni 2024 Vol 8 No 5 (2024): Mei 2024 Vol 8 No 4 (2024): April 2024 Vol 8 No 3 (2024): Maret 2024 Vol 8 No 2 (2024): Februari 2024 Vol 8 No 1 (2024): Januari 2024 Vol 7 No 13 (2023): Publikasi Khusus Tahun 2023 Vol 7 No 9 (2023): September 2023 Vol 7 No 8 (2023): Agustus 2023 Vol 7 No 7 (2023): Juli 2023 Vol 7 No 6 (2023): Juni 2023 Vol 7 No 5 (2023): Mei 2023 Vol 7 No 4 (2023): April 2023 Vol 7 No 3 (2023): Maret 2023 Vol 7 No 2 (2023): Februari 2023 Vol 7 No 1 (2023): Januari 2023 Vol 7 No 14 (2023): Antrian Publikasi Vol 6 No 13 (2022): Publikasi Khusus Tahun 2022 Vol 6 No 12 (2022): Desember 2022 Vol 6 No 11 (2022): November 2022 Vol 6 No 10 (2022): Oktober 2022 Vol 6 No 9 (2022): September 2022 Vol 6 No 8 (2022): Agustus 2022 Vol 6 No 7 (2022): Juli 2022 Vol 6 No 6 (2022): Juni 2022 Vol 6 No 5 (2022): Mei 2022 Vol 6 No 4 (2022): April 2022 Vol 6 No 3 (2022): Mei 2022 Vol 6 No 2 (2022): Februari 2022 Vol 6 No 1 (2022): Januari 2022 Vol 5 No 13 (2021): Publikasi Khusus Tahun 2021 Vol 5 No 12 (2021): Desember 2021 Vol 5 No 11 (2021): November 2021 Vol 5 No 10 (2021): Oktober 2021 Vol 5 No 9 (2021): September 2021 Vol 5 No 8 (2021): Agustus 2021 Vol 5 No 7 (2021): Juli 2021 Vol 5 No 6 (2021): Juni 2021 Vol 5 No 5 (2021): Mei 2021 Vol 5 No 4 (2021): April 2021 Vol 5 No 3 (2021): Maret 2021 Vol 5 No 2 (2021): Februari 2021 Vol 5 No 1 (2021): Januari 2021 Vol 5 No 13 (2021) Vol 4 No 13 (2020): Publikasi Khusus Tahun 2020 Vol 4 No 12 (2020): Desember 2020 Vol 4 No 11 (2020): November 2020 Vol 4 No 10 (2020): Oktober 2020 Vol 4 No 9 (2020): September 2020 Vol 4 No 8 (2020): Agustus 2020 Vol 4 No 7 (2020): Juli 2020 Vol 4 No 6 (2020): Juni 2020 Vol 4 No 5 (2020): Mei 2020 Vol 4 No 4 (2020): April 2020 Vol 4 No 3 (2020): Maret 2020 Vol 4 No 2 (2020): Februari 2020 Vol 4 No 1 (2020): Januari 2020 Vol 3 No 12 (2019): Desember 2019 Vol 3 No 11 (2019): November 2019 Vol 3 No 10 (2019): Oktober 2019 Vol 3 No 9 (2019): September 2019 Vol 3 No 8 (2019): Agustus 2019 Vol 3 No 7 (2019): Juli 2019 Vol 3 No 6 (2019): Juni 2019 Vol 3 No 5 (2019): Mei 2019 Vol 3 No 4 (2019): April 2019 Vol 3 No 3 (2019): Maret 2019 Vol 3 No 2 (2019): Februari 2019 Vol 3 No 1 (2019): Januari 2019 Vol 2 No 12 (2018): Desember 2018 Vol 2 No 11 (2018): November 2018 Vol 2 No 10 (2018): Oktober 2018 Vol 2 No 9 (2018): September 2018 Vol 2 No 8 (2018): Agustus 2018 Vol 2 No 7 (2018): Juli 2018 Vol 2 No 6 (2018): Juni 2018 Vol 2 No 5 (2018): Mei 2018 Vol 2 No 4 (2018): April 2018 Vol 2 No 3 (2018): Maret 2018 Vol 2 No 2 (2018): Februari 2018 Vol 2 No 1 (2018): Januari 2018 Vol 2 No 8 (2018) Vol 2 No 6 (2018) Vol 1 No 12 (2017): Desember 2017 Vol 1 No 11 (2017): November 2017 Vol 1 No 10 (2017): Oktober 2017 Vol 1 No 9 (2017): September 2017 Vol 1 No 8 (2017): Agustus 2017 Vol 1 No 7 (2017): Juli 2017 Vol 1 No 6 (2017): Juni 2017 Vol 1 No 5 (2017): Mei 2017 Vol 1 No 4 (2017): April 2017 Vol 1 No 3 (2017): Maret 2017 Vol 1 No 2 (2017): Februari 2017 Vol 1 No 1 (2017): Januari 2017 More Issue