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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 124 Documents
Search results for , issue "Vol 3 No 7 (2019): Juli 2019" : 124 Documents clear
Pengembangan Aplikasi Perhitungan Estimasi Biaya Proyek Sistem Informasi Menggunakan Metode Use Case Point, Extended Use Case Point, dan COCOMO 2 Ananta Bintang Pradana; Satrio Agung Wicaksono; Aditya Rachmadi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

One of the problems faced in developing information systems is the calculation of cost estimates, the developer does not have yet a standard for determining costs in information system development. From 25000 information system projects implemented from 2011 until 2015, showed 27-31% stated that the project was successful according to (on budget , on time, satisfy), 17-22% failed (canceled or rejected), and 49-56% are challenging projects (Declared satisfactory but exceeds the budget or deadline, that is due an error use or not use existing estimation methods or models, not re-checking the input or output using Expert Judgment model, or ignorance of which method or model needs to be used in a particular condition. The way that is often used to determine the estimated cost and effort in an information system development project is by using the Expert Judgment Method due to limited time spent on the project, so that more complicated methods like COCOMO II or Use Case Points cannot be used. Based on this problem, the author created a system that helps developer to calculate the estimated cost of developing an information system project that can make it easier to calculate project cost estimates. System development using the Waterfall method. Testing method that used in this research is Basis Path Testing, Boundary Value Analysis, and User Acceptance Testing. Based on the results of testing using User Acceptance Testing, the acceptance value is 84%, which means the system is accepted by user.
Evaluasi Tata Kelola Teknologi Informasi Dinas Komunikasi dan Informatika Kabupaten Bogor Menggunakan Kerangka Kerja COBIT 4.1 dengan Domain Plan and Organise (PO) dan Acquire and Implement (AI) Agung Prasetyo Siregar; Suprapto Suprapto; Aditya Rachmadi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Diskominfo Kabupaten Bogor is a institution that organizes Government affairs in the field of Communication and Information Technology. The field of E-Government Implementation is one of the divisions in Diskominfo Kabupaten Bogor which has the authority assist the Head of institution in the drafting and implementing policies, so that it need to have good IT governance. From the results of the interviews, there were found problems in IT governance, such as not having SOP (Standard Operating Procedure), lack of HR (Human Resources) with a bachelor's background in IT, HR knowledge is lack, maintenance of IT infrastructure is lack, absence of risk management. This research determine the result maturity IT governance in Diskominfo Kabupaten Bogor using COBIT4.1 framework which focuses on Plan and Organize (PO) and Acquire and Implement (AI). The results of research, found that the maturity level for the PO domain is 1.90 and the AI ​​domain is 1.71. To increase the maturity level value as expected, recommendations were made that could be applied to the Diskominfo Kabupaten Bogor. Some of the recommendations such as making SOP documents, giving sosialisation to human resources to support existing IT processes, making technology standards that are used as guidelines to establish the direction technology and maintenance of IT infrastructure, and documenting risk management that might occur.
Implementasi Hardware Redundancy Pada Sistem Monitoring Kebocoran Gas LPG Menggunakan Metode Hot Standby Non Detector Deddy Aditya Kurniawan; Wijaya Kurniawan; Mochammad Hannats Hanafi Ichsan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

LPG (Liquified Petroleum Gas) is a petroleum gas that is commonly used as fuel for gas stoves. From year to year the use of LPG has always increased, which is the risk of gas leakage will also increase. So it is necessary to reduce these risks, with create a system that can detect LPG gas leaks. The design of a gas leak detection system must have a high availability value, because when there is a crucial component damage it will cause an inaccurate reading. High availability systems can be achieved by implementing redundancies. In this research, one of the redundancy methods will be implemented, namely Hot Standby Redundancy in the gas leak monitoring system. The gas monitoring system will require gas sensors (MQ-2 and MQ-5) as inputs, Arduino as processors, buzzers and applications as output. While the components that are considered crucial are components or controllers. For the Hot Standby Redundancy redundancy method, it will make a duplicate controller and will always be active to monitor the condition of the main controller. The monitoring process will use I2C serial communication, by means of a backup (master) controller sending requests periodically to determine the condition of the master controller. Based on the tests that have been carried out, the implementation of the Hot Standby Redundancy mechanism in the LPG, downtime gas leak monitoring system both failover and failback is equal to 153.46 ms, with availability of 99.99%.
Implementasi Virtual Reality Pada Game Edukasi Penyeberangan Jalan (PELAN) Fathurrahman Annafabi; Muhammad Aminul Akbar; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Educational games have been widely used as a learning media. Educational Games are designed to help the learning process and provide experience to the players, and are proven to be effective to use as a learning media. A game called PELAN has been created to help children learning to cross the road on a computer program, where the use of Augmented Reality in games has a positive effect on children's learning. With the advent of Virtual Reality (VR) technology, which is a virtual environment generated by the computers, users can enter into the reality that has been created, so that the addition of VR with Google Cardboard in the game can add to the gaming experience and indirectly add to the learning process provided from playing the game. The research was conducted to develop the PELAN game using VR technology with the aim of increasing the experience given to users that played it and so that it indirectly improves the learning performance provided by the game. The implementation of the game uses the Big Bang method, a software development model that has the flexibility and ease of change design that is expected to help answers the needs of the research. The game that has been made has been tested for its functionality using Black Box Testing, where each functionality in the study is declared valid, and the Game Experience Questionnaire (GEQ) questionnaire is held, where the average score of the positive component is approximately three, which is good , and the average negative effect value is less than 2 which means less than enough, along with the comparison if using kinect as a game controller.
Pengembangan Aplikasi Perangkat Mobile Sebagai Pengirim Data Dari Lapangan Menuju Pusat Data Menggunakan Algoritme Flooding Fauzan Pahlawan; Adhitya Bhawiyuga; Reza Andria Siregar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Internet of Things (IoT) is a network of things which able communicate about surrounding information with other things by using simple computer, communication device, and censor without the need of human interaction. Generally the data in the network will be collected to a main computer which will be processed and send to the data centre using internet connection. However in the case where there is no internet infrastructure the data cannot be send to data centre. Hence the development of mobile application which can be used to gather and bring the data to area with internet infrastructure and send it to the data centre. To help the process of the data delivery the developed application has a feature to be able to send data to other mobile device without using internet connection using WiFi-Direct. To handle multiple data transmission, in the case the courier of the data meet more than once device, the developed application also implement flooding algorithm where the data will only be sent to the directly connected adjacent which suitable with the WiFi-Direct constraint that is not able to form multi-hop connection. The development of the application is completed using object oriented approach through analysis, design, and implementaion stage. The mobile application has been successfully developed and is able to fulfill all the required functions to solve the problem of sending the data from the field to data centre based on the 100% validation test result from the black box testing. With tested performance of maximum connection range, optimal connection range, total time required to form a connection between mobile application and total time required to send data between mobile application.
Evaluasi Desain Antarmuka Pengguna pada Situs Web Kabupaten Malang menggunakan Metode Human Centered Design (HCD) Ayuningtyas Ayuningtyas; Satrio Hadi Wijoyo; Andi Reza Perdanakusuma
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

A district of Malang is a government located in province of East Java. Malang is the second largest district in East Java after Banyuwangi. As a government, Malang applies e-Government for improved information services for this government. There are 2 pages there often accessed by users, it is a home page and potential area page. A problem on district of Malang website is a placed of content that too dense, lacking an explanation of information, inconsistent use of language and font type, and improper color combination. A reference method which use for Malang district is Human Centered Design (HCD). HCD is a method used to design new interface that user needs. Thereafter do the usability testing on the first and last evaluation. There are 3 metrics usability used as parameter of success is effectivity, efficiency, and satisfaction. Result shown for first evaluation success is 58,4%, non critical error is 16,6%, and a critical error is 23,3%. And for last evaluation success is 100%, non critical error is 0%, and critical error is 0%. Efiiciency metric enchance 90% after website improvement. A satisfaction metric for first design reach non acceptable grade, and an improved interface design reach acceptable grade.
Pengembangan Aplikasi Mobile Pemesanan Jasa Laundry Berbasis Android Fajri Fernanda; Adam Hendra Brata; Eriq Muh. Adams Jonemaro
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Laundry service providers are businesses that are in great demand today. The laundry service process is divided into several stages, first stage is laundry registration stage, clothing processing, and clothing collection. Snapwash is a laundry service provider based in the city of Bekasi. Snapwash wants to provide a laundry service booking service directly to the front door of the user who can be ordered through the application then the agent will pick up the clothes to be laundry and deliver them to Snapwash or one of the partners working with Snapwash. Therefore, the Android-based Snapwash application is made to help customers, through the application the user can order laundry services, tracking progress, get push notification related to laundry that is being processed and can send laundry related questions and make laundry complaints via chatbots developed using Dialogflow. Snapwash is also made a website admin system to manage laundry orders from customers. In this study, this application was developed by applying the prototyping method because it can help in the process of extracting user needs. The implementation of this application program code uses the Kotlin programming language. Based on the results of unit testing and validation testing get 100% valid results which can be concluded that this application has met and in accordance with user needs. The results of usability testing using SUS (System Usability Scale) as an instrument get the result of 75.5 which can be concluded that the application is in the Acceptable category and according to user needs.
Pengelompokan Wilayah Berdasarkan Kesejahteraan Sosial Menggunakan Algoritme Self-Organizing Maps Dengan Perbaikan Missing Value K-Nearest Neighbors Dese Narfa Firmansyah; Sigit Adinugroho; Bayu Rahayudi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Persons with Social Welfare Problems (PMKS) are social groups that live below the community welfare line and are one of component for determining policies in East Java. The study aim to find out the characteristics of the region in East Java based on the PMKS dataset. The method proposed in this study is clustering with the Self-Organizing Maps algorithm and K-Nearest Neighbors (KNN) missing value imputation. KNN used to overcome the amount of missing value in PMKS dataset. First, missing value is filled using KNN imputation. Furthermore, the clustering done with training in SOM network and the result of cluster is evaluated using Silhouette Coefficient. The best parameters for SOM are learning rate=0.1; neighborhood coefficient=0.2; max epoch=160 and neuron size=2x2. The best parameter for KNN is K=2. K=2 gives an increase in Silhouette Coefficient value of 3.4% compared to clustering without missing value imputation KNN. Using best parameter, the highest Silhouette Coefficient obtained is 0.351 which categorized as weak structure. The shape of the cluster produced is a cluster with a proportion of 1:37. The five attributes with the highest difference between the two clusters were Neglected Elderly, Homeless and Psychotic Homeless, Scavengers, Beggars and Minority Groups.
Pengaruh Data Video Streaming pada Kinerja Protokol Optimized Link State Routing (OLSR) menggunakan Teknologi Wireless Mesh Network Shindy Maria Ulfa; Rakhmadhany Primananda; Primantara Hari Trisnawan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In the past few years, streaming media has been enhanced within the wireless network, which is known as wireless mesh network. There is challenge if streaming connected through WMN, which is caused that streaming application requires broad bandwidth for high speed data within multi-hop media as well, thus produces packet value loss and delay significantly, while the streaming depends on packet loss and delay. That is why the purpose of this research is to figure the effect of streaming on optimized link state routing performance using wireless mesh network technology. As for the parameters used to know streaming quality in the network are; delay, packet loss, throughput and jitter. The testing has been done through some scenarios, which are; connection amongst client - server, streaming testing within 1 Mbps bandwidth, streaming testing within 2 Mbps bandwidth. The testing result of those scenarios deliver the highest throughput value as 928 kbps, value of the smallest delay is produced as 12.6 ms, the lowest jitter value as 0.0000098ms, produces packet loss value as 0.00018%. Based on the testing result, thus video streaming occurs on optimized link state routing performance using wireless mesh network technology shows a very good result.
Pengembangan Sistem Aplikasi Penentuan Prioritas Kasus Uji Berbasis Lexicographical Ordering Lailatul Rizqi Ramadhani; 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

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Abstract

Test case prioritization is a strategy of regression testing. It can reduce the cost of regression testing. Test case prioritization based on lexicographical ordering is considered to be the best technique based on its Average Percentage Fault Detection (APFD). This technique determines test case prioritization based on coverage information of each test case. There have been no studies that implement this technique into a system and research shows that prioritizing test cases based on code coverage is expensive both in terms of time and resources. Because the more number of test cases, the greater size of the code coverage information that have to be read. Therefore, this study developed an application system for test case prioritization based on lexicographical ordering. This system aims to help the process of reading coverage information and determining test case prioritization automatically. So this system is expected to accelerate the determination of test case prioritization. The results of testing phase show that the system has 100% accuracy with reading coverage information in each test case also finding prioritization in less than 8 seconds. This paper will summarize the application system development process. The stages described from the introduction, research methodology, results and discussion, and getting conclusions from the research.

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