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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
Evaluasi Usability Pada Website Malangmenyapa.malangkota.go.id Dinas Kebudayaan dan Pariwisata Kota Malang Menggunakan Metode Usability Testing Muhammad Faishal Erwin; Niken Hendrakusma Wardani; Andi Reza Perdanakusuma
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 purpose of this study was to determine the usability problems of malangmenyapa.malangkota.go.id in the Culture and Tourism Office of Malang City using the usability testing method and provide recommendations for improvements in the form of Prototype. The method used in this study is the usability testing and interview methods to conduct problem excavation on the Malang Menyapa website and to measure the usability level of malangmenyapa.malangkota.go.id using task scenario and questionnaire. Task scenario testing and interviews were conducted with 5 participants and filling out questionnaires was carried out by 20 respondents consisting of new users and old users from the website malangmenyapa.malangkota.go.id. The results of this study found 4 problems, namely the appearance that is still messy, there is no fast search feature, some features of social media links are not active, and the event list display is too much to load on one page. The results of the initial usability test level include the user convenience level of 74 percent, the user speed level of 0.04 goals / sec, the user error rate of 0.084, and the user satisfaction level of 63.5. After repairs on the appearance of the website, the results of usability levels at the user's convenience level increased to 98 percent, the user speed level increased to 0.10 goals / sec, the user error rate decreased to 0.010 and the user satisfaction level was 81.1
Pembangunan Aplikasi Manajemen Klinik Gigi (Studi Kasus : NDC Esthetic Dental Clinic Malang) Denlei Diyorossi; Denny Sagita Rusdianto; 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

Dental medical record is one of the most important documents in the field of dentistry medical services because it includes detailed data records about the state of the patient as well as all actions taken by the dentist on the patient. Ndc Esthetic Dental Clinic is one of the agencies engaged in the field of dental and oral health care and services located in Malang. In carrying out its services, Ndc Esthetic Dental Clinic is very dependent on conventional processes such as patient registration which is done by recording patient data and storing it in excel documents, then recording the patient's medical record data which is also conventionally recorded by doctors, and the absence of a system that can help make it easier to make financial reporting of the clinic. So that from this cause several obstacles that often occur such as difficulty in finding patient medical record data and loss of patient medical record data. Therefore, researchers aim to build a dental clinic management application that can help make it easier for staff to improve the quality of service and also doctors in managing patient medical record data. In this research, the system is built based on the website by applying the concept of the MVC design model (Model, View, Controller) using the CodeIgniter framework. This system was built using the PHP programming language, as well as BootStrap and JavaScript so that the display is more dynamic. The results of the tests carried out 100% valid values on each unit test, integration, and validation. Whereas the system compatibility test can run on different browsers well.
Penerapan Theta* Pathfinding untuk Navigasi Non-Player Character pada Gim Maze Akbar Ramadhan; 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

Video Game development has grown as time passes, with an example of Computer Graphic which resulted in products that are almost on par with reality. Varieties of game engine available for developers helps the growth of game development and game industries. One aspect of game development which has also grown is Artificial Intelligence (AI). AI has the ability to give the game a feeling of reality, with its intelligence that is almost like that of a human. One use of AI that is frequently used is Pathfinding. Pathfinding is a searching method from one point to another driven by AI. A* is the most frequently used pathfinding, because A* is guaranteed to give the optimal path. However, the generated path is not always the closest path, as there are other omitted paths which can optimized further with post-processing technique. There are lots of alternative beside A*, one example is Theta* Pathfinding, which is an algorithm that was developed from A*. This research discusses Theta* Pathfinding and its performance compared to basic A* Pathfinding in a maze game. The result of this research shows that Theta* Pathfinding generates a shorter, more optimal route and a shorter time compared to that of A* Pathfinding.
Implementasi Metode Autentikasi dengan Zero Knowledge Proof menggunakan Protokol Feige-Fiat-Shamir Identification Scheme pada Perangkat Internet of Things Luthfi Maulana; Ari Kusyanti; Fariz Andri Bachtiar
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

Authentication is one of many problems about the security of Internet of Things (IoT) devices. Authentication on IoT devices is urgently needed as development on IoT grows. Because IoT devices are constrained devices, a conventional method for authentication is difficult to use. Furthermore, one of the authentication mechanism used in IoT devices called, JSON Web Token (JWT), still has many problems when used on an insecure connection. Zero Knowledge Proof uses the Feige-Fiat-Shamir Identification Scheme protocol which can be used as a solution for problems regarding authentication difficulties on IoT devices. Results from the research show that the system is able to conduct the authentification process using Feige-Fiat-Shamir Identification Scheme protocol with attack resistance limited to keys having an 20 bit length and 20 rounds, a sniffing attack did not result in the compromisation of any confidential data and a brute force attack did not managed to gain the value of modulus n and private key S. Another finding suggests that the amount of rounds has a significant correlation with memory usage of the device and the amount of rounds has an insignificant correlation with the system's execution time.
Kualitas Interaksi Multi Arah pada Pembelajaran Berbantuan Edmodo untuk Mata Pelajaran Komputer dan Jaringan Dasar (Studi pada Kelas X Jurusan Teknik Komputer dan Jaringan SMK Negeri 3 Malang) Intan Kikis Sahara; Satrio Hadi Wijoyo; 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

Learning is a combination of teaching and study activities that involve an active interaction between the teacher and students so that the specified goals are achieved. However, there are problems when implementing learning in class X of the Department of Computer and Network Engineering at Vocational High School 3 of Malang that is the lack of quality of multi-direction interaction caused by the limited frequency of time teachers teach directly in the classroom and students passively ask questions during learning. The population in this research were all grade X students the Department of Computer and Network Engineering in the 2018/2019 academic year who were attending Computer and Basic Networking subjects with a total of 71 students. The sampling technique used in this research is the saturated sampling technique because all members of population are made into a research sample consisting of 35 students of class X TKJ 1 and 36 students of class X TKJ 2. In this research using data collection techniques in the form of observation, interviews, and questionnaires. This research compares between conventional learning models and blended learning models with Edmodo aims to improve the quality of multi-directional interaction. The type of weak experimental research using a static-group pretest-posttest design was used in this research. Based on the results of hypothesis testing, the researchers found that there was a significant difference in the quality of multi-direction interaction between the blended learning classes with Edmodo compared to the conventional learning classes based on evidence from the results of the t-test.
Evaluasi Penerimaan Pengguna Sistem Informasi Kesehatan Pada Poliklinik Universitas Brawijaya Menggunakan Model Unified Theory of Acceptance and Use of Technology (UTAUT) Vikry Aghnas Saharja; Satrio Hadi Wijoyo; 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

This research aims to determine the level of acceptance of users of health information systems at the UB Polyclinic. This research was conducted using the Unified Theory of Acceptance and Use of Technology (UTAUT) model. This research was conducted by distributing questionnaires using 34 respondents' data using purposive sampling. Data collection is done by distributing questionnaires to users of health information systems. Furthermore, the data were analyzed using descriptive statistical analysis. The results of the descriptive analysis on the performance expectancy variables are in the very high category (89.7%), effort expectancy is in the very high category (86.9%), social influences fall into the high category (78.97%), while facilitating conditions enter in the very high category (80.29%). Based on the values obtained by the social influence variable and Facilitating conditions, it is a priority to be given recommendations for improvement
Analisis Pengaruh Penerapan Ujian Online bagi Siswa menggunakan Technology Acceptance Model (TAM) (Studi Pada SMK Nasional Malang) Fakhrizal Arif Pratidina; Retno Indah Rokhmawati; Faizatul Amalia
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

Current technological advances in exams have used CBT (Computer Based Test) in implementation. National Malang Vocational School is one of the schools that have utilized CBT (Computer Based Test) during the Semester Exams, Final Semester Exams and National Exams. This study used the Technology Acceptance Model to determine the acceptance of an information technology. This model aims to measure how Malang National Vocational School students receive CBT as a method of conducting exams which sometimes still have some problems. To be able to measure it used 7 variables, namely Subjective Norm, Self-efficacy, Perceive Ease of Use, Perceived Usefulness, Technology Innovativeness, Behavioral Intention, Actual Behavior. The data were collected from students of the X and XI Malang National Vocational High Schools with information technology majors and obtained 52 respondents through questionnaires given after the Semester Final Examination was completed. The results of this study indicate that there are other individual influences, self-confidence can influence students' attitudes towards ease of use and benefit of the system. There is no influence between perceptual variables Perceive Ease Of Use towards the variable perception of the usefulness of Perceived Usefulness. Technology innovativeness strengthens the positive influence between Perceive Ease Of Use variables on the variable desire to perform Behavioral intention..
Evaluasi Tata Kelola Teknologi Informasi Menggunakan Framework COBIT 5 Domain DSS (Deliver, Service, Support) (Studi Kasus : PT. PLN (Persero) Kantor Pusat) A. Fahmi Baharuddin; Suprapto Suprapto; Andi Reza Perdanakusuma
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

Company sets an effective Information Technology Management in accordance with Ministerial Regulation of State-Owned Enterprises (SOEs) of 01/2011 Article 30 Section (1) and in reference to Ministerial Regulation of SOEs of 02/2013 Article 3 Section (1) and Section (5) in using and developing information technology to aim the objectives of the company. PT. PLN has an obligation to apply Good Corporate Governance, as mandated in Ministerial Regulation of SOEs of Per-01/MBU/2011 on application of Good Corporate Governance in SOEs. In conducting the business activities, PT. PLN requires the support of information technology operated in the form of software and hardware connected through data communication system of the company. With regards to information technology in PT. PLN, there are numbers of obstacles such as ineffective accident management on IT operational service which affecting the business activities. Based on the finding mentioned, an evaluation of information technology management of PT. PLN is required. This research uses COBIT 5 Domain Framework DSS (Deliver, Service, Support), to understand capability level and gap on information technology management of PT. PLN Head Office. The result of subdomain process of DSS01, DSS02, DSS03, DSS04, DSS05, DSS06 shows that capability level is on level 2, with gap value of 1 on DSS02, DSS05, DSS06 and no gap on DSS03, DSS04. In order to reach the expected target level, the recommendation are to increase supervision and documentation of work product and generic work product that are pertained to accident handling and accident management.
Sistem Pendukung Keputusan untuk Penentuan Dosen Pembimbing Skripsi menggunakan Algoritme Winnowing-Weighted Product Rizka Awaliyah Nurul Putri; Ahmad Afif Supianto; Welly Purnomo
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

In order to complete their thesis, students need a supervisor. Thesis supervisor plays an important role as a good facilitator, motivator, and director so that the thesis can be completed and ready to be tested. The inappropriate determination of supervisors can hamper the student's thesis guidance and work process. For this reason, an effective system to reccomend thesis supervisors for students is needed to minimize errors that may occur in the determination of the thesis supervisor. The recommendations given are not only based on personal knowledge, but also consider lecturers' researches, KJFD, majors, quotas, positions, and lecturer workload. The lecturer research data used was obtained from Google Scholar, functional position data was obtained from forlap.risetdikti.go.id, and the department data, quota, and lecturer workload were obtained from the Information Systems Management, IT Infrastructure and Public Relations of Faculty of Computer Science (PSIK). The validation test results show that the system built was in accordance with the requirements defined. The usability test results that utilize the System Usability Scale (SUS) show the system usability level is 90% which means system is in the acceptable category..
Sistem Navigasi Otomatis Quadcopter Untuk Menghindari Obstacle Dengan Pengolahan Citra Menggunakan Metode Hough Transform Okke Rizki Kurniawan; Gembong Edhi Setyawan; Mochammad Hannats Hanafi Ichsan
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

Drones are vehicles that can be controlled by long-distance pilots. Drones are widely used by many companies to facilitate jobs that are difficult to achieve by humans. This research will apply image processing segmentation on quadcopter to avoid obstacles without manual control (automatic). Digital image processing will use two methods, namely canny edge detection and hough transform. This research will be use a quadcopter of type Parrot Ar.Drone 2.0. The results of the tests conducted in this study will get the accuracy of the quadcopter by using the distance from the width of the obstacle. Testing based on accuracy (errors) obtained from the purpose of this system is 0.07125%. The maximum detection distance on a quadcopter that can be detected is when the width of the obstacle has reached 294 pixels and 142 pixels. And for research time estimation will get an average quadcopter travel time of 7.464857 seconds.

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