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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
Pengembangan Aplikasi Perhitungan Rancangan Anggaran Biaya Bahan Bangunan Rumah berbasis Android Loudy Fitria Aspitasari; Fajar Pradana; Bayu Priyambadha
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

House is a place to live in which isthe construction really needs special attention to make it a dream home. Building a house is not an easy matter for people in general, because building a house requires a lot of costs and needs to be considered. Likewise, the time needed to consider in building a house so that overtime does not occur which also results in over budget. The first problem that occurs is overbudget, namely the existence of an unexpected and excessive reporting expected by the person who is going to build a house and usually that person has previously done a budget calculation manually so that it can produce the results of the calculation manually and the funds actually processing the development process. The second problem that occurs is overtime, namely the existence of construction work time that is past the predetermined time. These problems are also interrelated because the craftsman cannot finish his work according to the desired target will result in overbudget. Likewise, a compilation of people need problems finding the location of the nearest building material store, this takes quite a long time just to find the material. This can also cause overtime because the builders can use 100m2 in a day because searching for the final material can only finish 75m2. To consider this problem the development of a system that aims to make it easier for someone to calculate the cost of building an Android-based home. The results from unit testing, integration testing, validation testing and accuray testing produce 100% valid.
Perancangan User Experience Aplikasi Informasi Lomba Karya Tulis Ilmiah Mahasiswa Menggunakan Metode Human-Centered Design Kresna Rizka Carisfian; Agi Putra Kharisma; Tri Afirianto
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

Scientific paper is a work created and presented in scientific form on a scientific media. The Information Application for Student Scientific Paper Contest or Berlaga aims to facilitate the search for information scientific paper competitions, facilitate the committee in promoting the competition they hold. User Experience is a perception and response that user achieve from using system or product, this perception and response include emotion, faith, perception choice, physic response, psychological, behavior, and that's achieved by user from before using, using it, and after using it, Human-Centered Design is a method inside the sistem design that have purposes which is, making interactive sistem that focused to the system utilization, human factors application, or even ergonomic aspect that have function to increase efficiency, effectiveness, and user satisfaction. After being tested with usability testing for Berlaga application, the result is 96.5% and categorized as very good or the value is above 80%, the detail is 100% for effectiveness aspect, 100% for efficiency aspect, and 89.75% for satisfaction aspect. For the UEQ test, the value for the scale of attractiveness 2.38, perspicuity 2.46, efficiency 2.25, dependability 2.40, stimulation 2.18, and novelty 2.30, categorized as excellent with 10% best average from interval UEQ benchmarck.
Analisis Kualitas Situs Web Pemerintah Daerah Pelayanan Perijinan Terpadu terhadap Kepuasan Pengguna Menggunakan Model E-Govqual (Studi Kasus: Dinas Penanaman Modal dan Pelayanan Terpadu Satu Pintu Kabupaten Kutai Barat, Kalimantan Timur) Anggi Dewi Eka Pratiwi; Niken Hendrakusma Wardani; Admaja Dwi Herlambang
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

Penanaman Modal and Pelayanan Terpadu Satu Pintu (DPM-PTSP) become one government agency that has implemented e-gov in its services. One of the services provided by the One Stop Investment and Integrated Services Office is the Integrated Licensing website (http://www.perijinan.kubarkab.go.id). This study aims to determine the quality of Integrated Licensing website services to user satisfaction. The variables studied were adjusted to the e-govqual model consisting of Usability, Information Quality, Security, Public Responsiveness. The type of data obtained in this study is in the form of qualitative data. Data collection was carried out by interviewing 6 participants, which were divided into two categories namely, participants who had used it and those who had never used it. The results obtained from this study, the Usability variable was considered good, but the Multilingual indicator was not yet available. Information Quality is considered quite good, the Information Timeliness indicator, the timeliness of displaying information needs to be improved. The Security variable gets a good rating but still needs to improve the security of the user's data privacy on the website or through agencies. Public Responsiveness variable is considered quite good. In the Government Responsiveness indicator it is necessary to improve the response to responses to questions and questions from citizens of users.
Pengaruh Problem Based Learning Terhadap Peningkatan Hasil Belajar Siswa pada Mata Pelajaran Komputer dan Jaringan Dasar di SMK Negeri 3 Malang Yuliana Anggreini Budiman; Satrio Hadi Wijoyo; Issa Arwani
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

Problem Based Learning is the learning model in which the focus of learning is in the real problem which had been given by the teacher in order to encourage the students to find out various information and knowledge as well as experience which can be useful to solve the problem by having group discussion. The aim of this research is to investigate whether PBL model can affect the students' learning outcomes. The focus of this research is the students' learning outcomes in cognitive and psychomotor aspect. The result of this study showed that there was no significant effect after implementing PBL model toward the students' learning outcomes in cognitive aspect. It is proven from the result of analyzing the data in which the significance value of the learning outcome in cognitive aspect is in the amount of 0.993, which is bigger than 0.05. Based on the criteria of success which had been set, it can be concluded that there was no significant effect in students' learning outcome in cognitive aspect after implementing PBL model. However, the result of this study showed that there was significant effect toward the students' learning outcomes in psychomotor aspect. It was proven from the result of analyzing the data in which the significance value of the learning outcome in psychomotor aspect is in the amount of 0.001, which is smaller than 0.05. Based on the criteria of success which had been set, it can be concluded that there was significant effect in students' learning outcome in psychomotor aspect after implementing PBL model.
Pengembangan Sistem Monitoring Penggunaan Air HIPPAM (Himpunan Penduduk Pemakai Air Minum) Dharma Tirta Desa Bogorejo Kecamatan Bancar-Tuban Siti Julaikah; Bayu Priyambadha; Adam Hendra 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

HIPPAM Dharma Tirta Bogorejo Village is one of the Water Distribution Business Entities in Bogorejo Village, Bancar-Tuban District. The village head of Bogorejo explained that the management of HIPPAM's annual recapitulation and customer data is still done manually, which is recorded in a book. Customers also often do not pay attention to the amount of usage, do not remember the payment due and the absence of prior notice of problems related to HIPPAM. The clerk also still records the amount of usage and the amount of the customer's water payment by recording it in a book. This research will discuss the maximum data collection method for monitoring the amount of water use by making a website and android based application. The officer scans the QR Code as the customer id attached to each stand meter to enter customer data and will automatically be stored in the database. Notifications regarding HIPPAM issues are sent via SMS Gateway. The prototyping method is used because it has a development flow to find out the immediate needs of users and meet changing needs. Observations and interviews are used in the data collection process. Tests carried out namely testing functionality including unit testing and validation obtained all valid results. Non-functional testing is usability with the System Usability Scale (SUS) method. Based on the results of usability testing conducted, a score of 100 was obtained from the admin side, 82.5 from the customer side and 100 from the officer side. These figures prove and can be concluded if the application is acceptable, has good usability, convenience and satisfaction for the user.
Pengembangan Aplikasi Pembuat Gesture Pada Samsung Gear VR Untuk Game Engine Unity Dwi Rama Malawat; Muhammad Aminul Akbar; Issa Arwani
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

Virtual Reality (VR) is a technology that provide a user to interact with virtual world simulated by computer. To maximize the user experience in VR, a VR system must be able to recognize natural movement such as gesture. That's why gesture recognition system is important. Mobile VR development gets a lot of attention because of the increase use of cellular devices. One of the mobile VR devices is Head-Mounted Display (HMD), which is a display monitor that attached to the head to display virtual environment. Gesture recognition system can be implemented on HMD with controller such as Samsung Gear VR. Developing VR applications that have gesture recognition capabilities can take a lot of time, currently there are libraries that provide the ability to create gesture recognition system but the libraries only support VR Headset devices with 6DOF, but Samsung Gear VR only have 3DOF. In this research we have develop Gesture Creator Application on Samsung Gear VR for Unity Game Engine, this tool help developer to create and define new gestures and implement it to their VR application. By giving gesture through the controller, this application can record and define the gestures. Functionality of this application has been tested with Blackbox Testing and the result are valid as expected of the system requirement. This application use artificial neural network algorithm to predict the result with 86.67% accuracy. The result of usability testing using System Usability Scale (SUS) method is 65, which means this application get grade D or Good and categorized as Acceptable.
Alat Pengukur Berat Badan dan Tinggi Badan Terkomputerisasi berbasis Wireless, Arduino, Sensor Load Cell, dan Ultrasonic Muhamad Ichwan Sudibyo; Hurriyatul Fitriyah; Rizal Maulana
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 measurenment of body weight and height are very common ineveryday life, but there are still many people who do the measurenment manually and separately. When measuring body weight, most people will use digital scales, and for measuring height using a meter. To overcome this problem, the researcher made a system that can measure body weight and height while storing data on body weight and height into the database so that can be seen at anytime. In this system the researcher will use load cell to measurenment of body weight and ultrasonic HC-SR04 censor to measurenment body height. In this study, the data transmission will use a wireless and can store data into the database. From the test result obtained, the data from the reading of weight censor load cell has average data 2.73 kilograms with difference in data of digital scales 0,01 - 0,30 kilograms, and for ultrasonic censor HC-SR04 has average data 0.7 centimeter with difference of meters 0.1 - 0.5 centimeters. Data transmission using the wireless sensor can transmit data to a maximum range of 15 meters. And the data you get can be saved into the database.
Analisis Persepsi Siswa, Guru, dan Dunia Usaha/Dunia Industri (DUDI) dalam Penempatan PKL bagi Kelas XI Jurusan Teknik Komputer dan Jaringan SMK Negeri 2 Malang Syamsu Anaqin; Retno Indah Rokhmawati; Satrio Hadi Wijoyo
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

There are problems during the implementation of Job Training, namely the placement of students who are still not by the competencies they have. And students get jobs that are not by their fields of competence. Placement of street vendors is only still considering one factor, domicile or residence. As well as the existence of obstacles or obstacles experienced during the implementation of street vendors. Based on the problems that have been found, this study aims to determine the perceptions of students, teachers, and DUDI in determining the placement of street vendors and the obstacles experienced in the implementation of street vendors. The research method uses quantitative descriptive methods. Data collection techniques used were interviews, questionnaires, and observations. The study was conducted at State Vocational High School 2 Malang with the subject of research in class XII students of Computer and Network Engineering majors as many as 84 students, productive teachers as many as 4 people, and DUDI as many as 3 people. The results showed that there were several similar views when viewed from student questionnaires, teacher interviews, and DUDI interviews. The same variables of the three are academic, residence, readiness, and constraints.
Analisis Perbandingan Penerapan Stateless Dan Stateful Pada Aplikasi Server Load Balancing Berbasis Software-Defined Networking Fahmi Alfareza; Achmad Basuki; Kasyful Amron
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

Software-defined networking or commonly called SDN is a computer network architecture in which data flow and communication control are separate. This separation makes SDN able to configure network applications more efficiently than traditional networks, one example is the server load balancing application. Server load balancing is a technique for balancing load distribution to several servers that provide a service. There are two techniques that can be implemented as server load balancing, that is stateless and stateful. The problem is, if the state on SDN affects performance on SDN-based network applications. Then, which technique has better performance to be implemented as SDN-based server load balancing seen on the client side, SDN controller, and server. On the client side, it is found that the performance of stateless is better than stateful with the throughput value of stateless 222.9% greater at request rates of 250 requests/second than stateful. On the SDN controller side, it was found that the performance of the stateless is better than the stateful with the connection rate value of the stateless 222.9% greater at the request rate of 250 requests/second than the stateful. And on the server side, it was found that the performance of stateful was better than with a more even distribution of requests. In a stateful, server 0 receives 6,667 requests, server 1 receives 6,666 requests, and server 2 receives 6,666 requests. Whereas on stateless, server 0 receives 10,000 requests, server 1 receives 5,000 requests, and server 2 receives 5,000 requests.
Evaluasi User Experience Aplikasi Perangkat Bergerak Ruang Guru dengan Metode Heuristic Evaluation Cheldo Bagus Romansya; Hanifah Muslimah Az-Zahra; 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

A mobile application called Ruang Guru is one of the well-known E-learning applications in Indonesia which has the highest number of downloads; however, the large branding turns out to be inversely proportional to the quality or usability level provided. This study aims to find problems in the application of Ruang Guru which deeply interfere with the usability level by the experts. The method used was Heuristic Evaluation with the principle of E-learning, this heuristic method specifically used to evaluate E-learning, because in this method the principles used were 15 principles that include instructional content of learning. Based on the results of the study, 28 problems were found in 10 of the 15 heuristic principles of E-learning. 3 heuristic principles had the most number of problems with 5 problems, namely H1 (Visibility of System Status), H4 (Consistency and Standards), and H7 (Aesthetic). And the heuristic with the highest average severity rating is H5 (Error prevention). From the problems found, this study provided 28 recommendations for improvement. These improvement recommendations were divided into 3 types of improvements namely user interface design improvements, system and security improvements, and user training.

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