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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 9 (2019): September 2019" : 125 Documents clear
Penggabungan Natural User Interface dengan Joypad pada Role Playing Video Game (RPG) Sandhi Wistara; Wibisono Sukmo Wardhono; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Game with RPG as it's theme is placing player in world created with rule and story for player to experience. In this theme player given skill or magic based on rule in the world that created. The game with this kind of theme usually met in computer device. While consol device need adjustment to accommodate it's lack of input. To tacle this problem an outside input is needed to provide joypad lack of input. In this research Kinect is used that came with new X-box. This device use to capture human body joint to create data from it. From capture picture kinect turn it into bunch of data that can be manipulated and use. The type of data used in this research is head coordinate, left hand coordinate and right hand coordinate. Head coordinate is used to pin point user position. Right hand and Left hand is used to make input. The distance between both hand is used to decide whenever user making input or not. If by certain threshold the hand is far from each other kinect will wait till player making Lasso Form in one of the Hand. After Lasso is formed then it will became Function as Trigger. Trigger is used to decide the kind of input hand is making. From this research eight input is made with four on each hand.
Pengembangan Aplikasi Pembelajaran Membaca Aksara Jawa Menggunakan Speech Recognition (Studi Kasus : SDN Tulusrejo 1 Malang) Mohamad Ilham; Agi Putra Kharisma; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The Javanese have a unique writing culture called Javanese script or hanacaraka. However, few Indonesian people, especially the Javanese who know and can read Javanese script. The role of the East Java Provincial Government is to establish Javanese subjects that will be used as local content subjects in madrasas and schools to preserve them based on the East Java Provincial Governor Regulation number 19 in 2014. In this study developing applications for learning to read Javanese script using speech recognition that is implemented on smartphones that utilize the Android speech recognition library that functions to convert sound into text. SDLC prototyping will be used in the development of the application. Then the features available in the application are learning and training features so students can know and be able to read Javanese script. The results of validation testing are that all system requirements are in accordance with functional requirements. Then in accuracy testing the system gets a value of 85% which means the answer will be the picture that was tested on the problem in accordance with the Javanese script material. In usability testing, the average value of testing is 71.79, which means that this application has acceptable user acceptance, has a good rating, and grade C.
Analisis dan Perancangan Sistem Informasi Manajemen Pendidikan Praktik Pengalaman Lapangan (Studi Kasus : Jurusan Sistem Informasi Program Studi Pendidikan Teknologi Informasi) Azkia Samara Devi; Satrio Agung Wicaksono; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Field experience Practice (PPL) is a course that must be pursued by students of S1 information Technology Education (PTI) Universitas Brawijaya. Based on the results of the interview with PTI's head of study program, there are several obstacles related to PPL registration process. The problem in the current PPL registration process is judged not to be sufficiently efficient and effective during implementation. This raises the loss on various parties involved, one of which is a student, a teacher of PPL and academic Prodi PTI. Based on the problems that exist today, built a design information System education management practice field experience (SIPPL) based website. In the process of designing the system used SDLC with Rational Unified Process (RUP) model. The design process was conducted using the OOAD approach and UML design modeling. The design results that have been built will be evaluated using Consistency Analysis, Traceability Matrix, and System Requirement Checklist. The result of the Consistency Analysis evaluation shows the assessment results with a percentage of 100% which means proving that the design was built and all elements of the needs of the four frameworks have been consistent. The result of traceability matrix also shows that all the needs of the business process until the end of the design can be traced to the need and can be concluded that all needs are identified. While the evaluation of the System Requirement Checklist proves that the design results that have been built have been validated all their needs by the five users and the needs are declared valid.
Analisis Kinerja Protokol LoRaWAN untuk Transmisi Data pada Skenario Urban Area Fathan Muhammad; Adhitya Bhawiyuga; Dany Primanita Kartikasari
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Long Range Wide Area Network (LoRaWAN) is a type of network for wireless telecommunication area designed to enable remote communication with long distance communication and low bit rate. LoRaWAN can be used on communication networks that have a wide range using end devices. LoRaWAN offers a wide range of advantages to the challenge of IoT implementation, but the current implementation of LoRaWAN technology is still very limited, requiring feasibility testing and analysis to what extent LoRaWAN technology is capable of being implemented in urban areas in Indonesia. In this research, an analysis of the performance of the LoRaWAN protocol for data transmission with urban area scenarios in Malang City is carried out. The method used in this study is to simulates LoRaWAN protocol in Network Simulator 3 (NS-3) application by changing the parameters to determine the effect on the the number of end devices, radius of the gateway range, and data sending period to the parameters throughput and packet loss. From the results of research proved that for the use of protocol LoRaWAN in urban areas, the more end devices used, the greater the throughput value and the greater the value of packet loss obtained. In addition, the wider the area needed, the throughput and packet loss obtained are constant. And then, the larger the period of data transmission, the smaller the throughput value is obtained and the smaller the value of packet loss obtained.
Penerapan Procedural Content Generation pada Pembangkit Level Gim Maze Heksagonal Chyntia Savrila Putri; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

A rapidly increasing demand of game content is the main reason which induced the urgency for a straightforward method for generating new level content that goes hand in hand with the automated technology field. A labyrin based level requires a certain uniqueness without the risk of encumbering the development process in time or budget. With that in mind, the author raises this thesis that proposes the use Binary Tree Algorithm to implement Procedural Content Generation to generate levels in a maze game genre. This algorithm will carve a maze path from two pre-determined directions, this implementation can result in a fast and simple generation. The result of this paper shows an average of 0.435 second to generate three levels with different sizes. The resulting levels are all valid and playable according to the labyrin parameters such as a valid starting and ending point, a path between these two points, and a labyrin that follows the set grid. This algorithm also has a bias for diagonal paths, and a long corridor is usually formed on two sides of the generated maze. The conclusion is that Binary Tree Algorithm is perfectly suitable as a maze level generator in a hexagonal grid with fast generating time and a reliable generated level.
Pengembangan Sistem Itinerary Pendakian Gunung di Jawa Timur Pada Perangkat Bergerak (Studi Kasus: Gunung Arjuno dan Welirang) Ary Budi Laksono; Agi Putra Kharisma; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Mountain climbing activities in Indonesia have been around for a long time, this activity includes outdoor activities that are full of risks, even some mountains have difficulty levels and special equipment is needed to climb it, but it is not uncommon for accident cases to occur, caused by ignorance and unconsciousness of the activists will be faced with risks, so as not to make maximum preparation, with this application climbers can manage time management, accommodation and logistics for the smooth and safe mountaineering. This application was developed on Android mobile devices using the TOPSIS (Technique for Order Preference by Similarity to Ideal Solution) method to determine climbing routes based on criteria for terrain difficulties, climbing time and number of visitors. In this application available information on estimated costs, logistics information and directions to the ascent base camp location using latitude and longitude from the Google API. The results of the blackbox test on this application show that the functional features are 100% valid, in addition to the blackbox testing, usability testing is also done to find out the usefulness of the application through a questionnaire to users that shows 83.9011% and the results of validation algorithms that show the algorithm are well implemented.
Sistem Diagnosis Penyakit Jantung Menggunakan Metode Modified K-Nearest Neighbor Kholif Beryl Gibran; Nurul Hidayat; Tibyani Tibyani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Cardia is included in the unit which is very crucial for human physical. As a blood pump to each limb is the main function of the cardia. Loss of the function of the cardia tissue and abnormalities of the cardia regulator and infection can be caused by cardia failure occurs when the cardia is no longer able to meet the level of nutrition and oxygen needs of the body. Based on the report of the World Health Unit (WHO) caused by cardia disease one third of the 58 million people who died in 2005 (Afriansyah 2009). The cause of death number 1 in the world for now is cardia. Cardia disease causes at least 30% of deaths in almost the entire world or about 17 and a half million in 2005. According to the World Health Organization (WHO), while coronary cardia disease itself causes 60% of deaths due to cardia (WHO, 2007). While 26.4 percent of deaths are due to cardiovascular disease including coronary cardia, it is based on the National Census conducted in 2001 (MOH RI, 2003). According to the explanation of the problem that has been described and also according to the exposure of previous studies, therefore the appropriate title for this research is "Diagnosis System for Heart Disease Using the Modified K-NN (MKNN) Method".
Evaluasi Incident Management dan Problem Management pada Bank Mandiri Unit Electronic Channel Operations (ECO) Region IX Kalimantan Menggunakan Framework ITIL V3 Domain Service Operation Widhi Asih Paramesti; Yusi Tyroni Mursityo; Aditya Rachmadi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The world of banking develops according to recent advancements in technology which focuses on improving the quality of service by transitioning from conventional transaction to electronic-based service (e-channel). The Electronic Channel Operations (ECO) of Bank Mandiri in Region IX Kalimantan is one of the operational units that run the e-channel service, especially in ATMs and EDCs for users in Kalimantan. Based on the achievement reviews in the November 2018 period, in the operational activities, there were indicators that achieved an SLA and there a few indicators that did not achieve SLA. One of the indicators were based on how well the incident was resolved and if it achieved SLA towards the users. In order to support the completion of performance achievement of an incident, l, therefore a measurement of how ready the service provider operations are needed, especially in incident management and problem management. This research utilized a framework which is considered a best practice on IT management services which is ITIL version with Service Operation Domain. Based on the analysis of the rate readiness of the Service Operation Domain which has an average score of 2.42 or equal to level 2 (Repeatable). However, to ensure that every activity in the service operations was defined entirely in the procedure and could be communicated to every staff member, therefore it needs to be raised to level 3 or equal to the defined level. The aim of providing recommendations to Region IX's Eco Unit is to improve the current readiness rate and to optimize the IT service management on the electronic channel.
Pembangunan Sistem Manajemen Informasi Klinik Psikologi Berbasis Web (Studi Kasus : Psycho Care Malang) Fadhil Rizqullah Saniputra; Denny Sagita Rusdianto; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Information management is the main thing that must be met by an agency, company, and certain institutions, especially if you have a lot of data and complex. Information systems have been widely used in various fields in Indonesia, including the field of psychological accommodation. The number of children with special needs who have received education is 18%, around 300,000 children. From these data there are still 82% of children with special needs who have not yet received educational services in Indonesia (KEMDIKBUD, 2017). In the registration process is still implemented by the patient's parents come to the clinic and fill in the patient's personal data on a sheet of paper that takes 1 day in the process of filling out the data. The data will be stored in a special archive for these patients. In the process of inspection by employees, it takes at least 2 days for inspection, and 1 day to check inspection data by experts. Therefore, the authors undertake research by proposing the development of a psychology clinic information management system which includes recommendations for patient diagnosis. The writer uses prototyping model because in Psycho Care Malang clinic all activities are still done manually and there is no system or application whatsoever. This research resulted in unit testing with three sample experiments, integration testing with one sample experiment, and validation testing by testing all functional requirements resulting in a value of 100% valid and in efficiency testing with four test scenarios resulting in an increased value of 67.8%.
Kinerja Protokol Routing AODV Terhadap Serangan Wormhole Pada Jaringan Mobile Ad Hoc Network (MANET) Ahmad Hanif AR; Primantara Hari Trisnawan; Reza Andria Siregar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

MANET is a wireless architecture network consisting of several mobile devices. It doesn't need any infrastructure or central access point like base station. MANET has 3 types of protocols, namely reactive routing protocol, proactive routing protocol, and hybrid routing protocol. AODV is an example of reactive routing protocol. MANET is still vulnerable to various forms of attacks which are capable to modify, harm, and delete the information data. One of the attacks that can occur in MANET is wormhole attack. Wormhole attack is an attack involving two or more attacking nodes connected in a tunnel, and manipulate the routing and also is able to do packet drop and selective packet drop. Testing is done with OMNET++ network simulator with a various scenarios like number of nodes, number of attacker nodes, and mobility nodes. Testing parameters includes end-to-end delay mean, throughput, packet delivery ratio (PDR), and packet loss. The results show that lowest value of PDR is 27.4% in 10 node with 2 attacker using gauss markov mobility scenario. The lowest value of packet loss is 46 from 2000 sent packet from source node in 30 node with 0 attacker using random waypoint mobility. The lowest mean of end-to-end delay is 8.5ms in 30 node with 4 attacker using random waypoint mobility.

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