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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
Perancangan Game Pembelajaran Pengucapan Bahasa Inggris Berbasis Pengenalan Suara Fikri Ihsan Ahmad; Tri Afirianto; 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

English is the language of all countries in the world in its position as a global lingua franca. Indonesia must place English in a very important and urgent position as a global player, in order to be come more competitive in international market competition. English education in Indonesia has been conducted since elementary school, but the learning process only focuses on mastering vocabulary and grammar, without regard to mastering pronunciation. Educational games can be interactive learning media for mastering English pronunciation, making the learning process more fun and effective. International Poetic Alphabet (IPA) is a symbol that can represent the sounds of English pronunciation, for facilitate the learning process. Iterative Prototyping is a research method used to design and implement English pronunciation learning games, each will iterated to meet the needs of the target players. The design is an iteration process that produces a prototype paper, from the collection of needs analysis to the target user. The implementation is an iteration process that produces a digital prototype base on the design, that can be played on the Android mobile platform. The results of the study show that educational games can have a positive influence on English pronunciation skills.
Evaluasi dan Pemodelan Proses Bisnis menggunakan Business Process Management Notation (BPMN) dan Quality Evaluation Framework (QEF) pada KITATATA Haris Surya Wijayanto; Aditya Rachmadi; Nanang Yudi Setiawan
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

Kitatata is an organization engaged in the creative industry located in Malang City. Kitatata moves with a background in design, branding, software and others. Kitata provides services to customers who need help regarding marketing or design of products from customers. But in the interview process that has been carried out there is indeed a delay and the achievement of targets from the company. There are projects that have been abandoned for quite a long time and have not been resolved. Responding to the above problems, it is necessary to do a modeling of business processes in KITATATA. The first step is to analyze KITATATA's business processes using Vertical abstraction, RACI Chart, Value shop, functional decomposition. Then business process modeling will be carried out using BPMN and simulate the BIZAGI Modeller. The model that is formed will be evaluated with the Quality Evaluation Framework method and then entered on the 5 Why Analysis to find out the problem of the process.
Optimasi Collision Detection Pada 2D Spaceship Game Menggunakan Metode Quadtree Andhi Indra Lestya Wicaksono; 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

2D Spaceship Game is a classic game since Gameboy's came out, but even it's an old type of game, many people still play it until now. This game gives you objective to survive an attack against obstacle or NPC. this genre needs a collision detection, an algorithm that allows you to detect collision between 2 collidable objects, the method uses quadtree, a method that allows certain area divided by itself in order to focusing collision detection, this method works if there is 2 collidable objects in the same place at the same time. So if there's no object or just 1 object in certain area, the collision detection algorithm won't work, this method is more optimal than just use the collision detection and implement it straight to the game (bruteforce) because the collision detection it's not focused in certain area and the algorithm will detect in all areas. That means the quadtree use less resource and the frame per second will increase, After being tested for couple times, the Quadtree Algorithm able to bust the FPS up, the average FPS for Bruteforce is 70.06 FPS, and the average FPS for Quadtree Collision Detection is 268.1 FPS
Evaluasi User experience Pada Aplikasi Mobile Asphalt 9: Legends Menggunakan Cognitive Walkthrough dan Heuristic Evaluation Ahmad Fahrurrozi; Satrio Hadi Wijoyo; Lutfi Fanani
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

Asphalt 9: Legends is a racing game that shows sophisticated cars in row that play with more clear graphic. Asphalt 9: Legends has 10 millions users, but this game was found a problem from the respondent like function from the fitur such as Settings and Restart that are difficult to find for the user. Based on observation from a writer, this game has many kinds of problem such as Hidden, is a clearance symbol that shows for fitur function and feedback, which is not serving mode touchdrive function in the game so there is no feedback between the system and users. The purpose of this observation are for evaluating users interface from Asphalt 9: Legends using cognitive walkthrough and Heuristic Evaluation method. Cognitive Walkthrough method involves 4 respondents who are new users of this game, for heuristic evaluating method involves 9 evaluator experts. The result of the Cognitive Walkthrough shows the Asphalt 9: legends has enough problems in Users and Hidden. Evaluating using heuristic method shows this game has 26 usability problems which is heuristic MA01 (visibility of System Status) prinsiple has the highest problem 30.7%, meanwhile the highest average level of severity is in the Heuristic Ma03 (User Control and Freedom) principle is 2.63 in percentage.
Pengembangan Sistem Manajemen Penilaian Anak Berkebutuhan Khusus (Studi Kasus : SLB Negeri 7 Jakarta) Alif Prasetyo Aji; Achmad Arwan; Edy Santoso
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 development of children with special needs is influenced by parents and teachers in their schools. The problem that occurs in SLB Negeri 7 Jakarta is when the homeroom teacher wants to provide an assessment of student learning outcomes to parents of students. The subject teacher must give a score rack of the subjects taught to the class teacher or homeroom teacher then the homeroom teacher recapitulates the values ​​of each subject teacher and gives report cards to the parents of students. This is detrimental to the teacher and parents of students. The homeroom teacher must wait and recap the grades for each subject teacher. Parents of students are also disadvantaged because they only know the activities or grades of their children in each semester when taking report cards. Finally, parents of students can not do additional lessons to their children at home if there are subjects that are felt lacking by these students and also parents of students can not know the behavior of their children at school. Therefore an Assessment Management System was built to overcome these problems. In conducting this research, researchers used the waterfall method in developing software. In this study, 3 trial samples were produced for unit testing, one trial sample for integration testing and all functional requirements for validation testing. In addition, compatibility testing is performed to test whether the system can run in multiple browsers with a resolution that is suitable for the device used by the user and compatibility testing are 100% valid and can run on multiple browser. the results of unit testing, integration and validation are 100% valid.
Pengembangan Aplikasi Informasi Tempat Ibadah Berbasis Android (Studi Kasus: Masjid, Gereja, Pura, Wihara, dan Kelenteng di Kota Malang) Josua Fernando; Achmad Arwan; Agi Putra Kharisma
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

At the beginning of the admission of freshman year in 2018 there are at least 22,867 freshmen who will study in Malang City. One of the obstacle experienced by freshmen is the difficulty of finding a suitable place of worship. In 2014 there were 568 mosques, 1091 musalas, 92 churches for Christians, 20 churches for Catholics, five temples, eight temples, and one temple in the city of Malang. Lack of information regarding places of worship such as location, prayer schedules, speaker schedules, and public transportation routes makes it difficult for freshmen to find locations of nearby places of worship, what public transportation to ride, or places worship accordingly. So, in this research a system was developed to provide information regarding location, worship schedule, speaker schedule, and public transportation routes at places of worship using location-based services (LBS), Google Maps API and built on the native android platform. The results obtained from the development of an Android-based application, obtained 20 functional requirements and one non-functional at the requirement engineering stage. System implementation is carried out with the MVC concept (Model-View-Controller), unit testing produces 100% valid from six test cases, validation testing produces 100% valid from 38 test cases, and compatibility testing produces 100% valid on android versions 5 and 9.
Pengembangan Sistem Pelayanan Pengaduan Pelanggan Pada PT. PLN (Persero) Rayon Malang Kota Wahyudin Satrio Hapsoro; Agi Putra Kharisma; Denny Sagita Rusdianto
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

Customer responses is very important for a company.The better and faster services provided to customers, the more positive responses will be received by the company. This is called a “public good” and PLN Malang City Rayon is trying to implement it by implementing a Customer Complaint Service System at the PLN Malang City Rayon office. This Customer Complaint Service System was created to help shorten time of Malang City PLN Rayon employees in resolving complaints made by customers. The research method is by plunging directly to survey the PLN Malang City Rayon to get information about what needs are needed by the Customer Complaint Service System. Using System Development Life Cycle (SDLC) method with the identification phase, analysis phase, design phase, implementation phase and trial phase. Testing is done by survey using questionnaires to determine the level of efficiency and effectiveness of the performance of employees of PLN Malang Malang City when before and after the implementation of Customer Complaint Service Systems. So it was concluded that this customer complaint service system facilitates and helps employees to process customer complaint data more quickly, efficiently and effectively.
Pengembangan Aplikasi Penjemputan dan Pengantaran Penumpang Travel berbasis Android (Studi Kasus Ladju Travel Malang) Gusti Agung Suastika Adinata; Agi Putra Kharisma; Lutfi Fanani
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

Travel services is one of services that people need to travel and now many companies have open travel services. But problems arise for passengers and Ladju Travel, namely passengers who do not know the location of the travel car. In addition, another problem is the way Ladju Travel in resolving the Traveling Salesman Problem problem is still using manual methods so that the order of pickup and delivery is not good. To solve this problem, an Android-based travel passenger pickup and delivery application was developed. This application is divided into three, there are applications for drivers, passengers and management. Application development use the Waterfall model and for requirement modeling and design use the Unified Modeling Language. Traveling Salesman Problem using Greedy algorithms. Applications was tested using Black Box Testing and Usability Testing. Black Box Testing will also be perform on Compatibility Testing. Black Box Testing carried out on all functional requirements produces valid status for all functional on three different Android versions, namely version 5.0-5.1 (Lollipop), 6.0 (Marshmellow), and 7.0-7.1 (Nougat). The result of Usability Testing that use the System Usability Scale questionnaire is 78.75 score for the application for passengers, 69 score for the application for the driver and 70 score for the application for management. These results are above the minimum average score of 68.
Temu Kembali Citra pada Kue Tradisional berdasarkan Ekstraksi Fitur Color Histogram dan Color Moment menggunakan Algoritme Perhitungan Jarak Minkowski Andina Dyanti Putri; Yuita Arum Sari; Putra Pandu Adikara
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

Traditional cookies represent every single place in our country with its uniqueness. We can find the information on those culinary through various media such as books or the internet. It is straightforward if we know the name of the foods. However, the limitation of one's knowledge will bring different problems in acquiring the information, especially if it is text-based. The solution to that problem is to use Content-Based Image Retrieval (CBIR), a technique that automatically uses an image as a query and display a series of the similar image just like the query. We use feature extraction in CBIR, which is also a fundamental part of Image Analysis. The feature extraction is used Color Histogram and Color Moment. This research is using Minkowski distance calculation with following values: p = 1, p = 2, p = 3 and p = 5. The value of p = 3 in Minkowski distance calculation gives the best result to the combination of these two features is valued at 0,720498. The MAP average value which is acquired from top K-rank: k = 5, k = 10, k = 15, k = 20, and k = 25, is valued at 0,7119 for the features combination. We can conclude from this result that the feature extraction Color Histogram and Color Moment gives an excellent result for traditional cookies image analysis.
Evaluasi Manajemen Sumber Daya Teknologi Informasi Menggunakan Kerangka Kerja COBIT 5 Dengan Domain EDM04, APO07 dan DSS03 Pada Biro Teknologi Informasi Yayasan Bina Sarana Informatika Glady Putra Pratama; 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

Bina Sarana Informatika Foundation is a private education institution based in Jakarta. Bina Sarana Informatika Foundation operates 48 universities in 19 major capitals in Indonesia. The company's IT resource management is delegated to the Information Technology Bureau which is responsible for managing and managing all IT assets and for developing the information systems needed by the company. Based on the results of observations and interviews conducted, found several problems that often occur related to information systems technology (IT) organizations. The types of problems that often arise among others are hampered the handling process Problems caused by human resource planning in the Information Technology Bureau are not running well, making it easier for employees to do the work to be inappropriate. Therefore, an evaluation that uses suitable work is needed to be given assistance in the field of information technology (IT). COBIT 5 supports this research on COBIT because COBIT 5 has a research process related to this study. This second process is EDM04 (Ensure Resource Optimization) as the main domain of resource management technology information and APO07 (Managing Human Resources) as a process of managing human resources. To synergize this Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer 2 Fakultas Ilmu Komputer, Universitas Brawijaya second process, DSS03 domain (Manage Problems) choose the desired process. This study aims to obtain the value of capability (capability level) and gap value (gap level) to obtain solutions and evaluations related to existing problems. From the results of the assessment carried out, it was found that the capability of EDM04 and APO07 sub domains depends on level 1 (Performed Process) with the desired target level of 2 and DSS03 sub-level at level 2 (Managed Process) with the desired target level is 3. First Results, the following are 1. The recommendations given are given to the main license and personnel functions, a personnel approval planning process is held, and documents to deal with problems related to the process until the review process.

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