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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 34 Documents
Search results for , issue "Vol 4 No 3 (2020): Maret 2020" : 34 Documents clear
Pemanfaatan AccuWheater API dalam Pengembangan Sistem Informasi Geografis Curah Hujan Made Tri Ganesha; Widhy Hayuhardika Nugraha Putra; Bayu Rahayudi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 3 (2020): Maret 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Agriculture is a very important sector to be considered and developed by all person. The Government through the Minister of Agriculture Regulation No. 79 of 2013 concerning Guidelines for Land Conformity in Food Crop Commodities is one form of effort to develop the agricultural sector. In this regulation, the suitability of land of each plant in terms of various physical properties of the environment, one of which is rainfall. This research aims to help realize sustainable food agriculture by developing a geographical rainfall information system utilizing the AccuWheater API. The AccuWheater API is a service that provides information about the weather that can be accessed using Application Programming Interface technology. The system development process is done by Agile Method which is implemented on the website platform. This system has been tested using validation testing, usability testing, compatibility testing, and responsive testing. The results of validation testing with the black-box testing method obtained 100% valid results for 4 functional needs. Then the results of usability testing obtained an average value of 78.5 which means that the system created has a high level of acceptance and is included in grade C. Then for compatibility testing results show that the system can run well in all browsers tested. Finally, for responsive testing, the results show that the system can adjust the display according to the size and orientation of the screen.
Implementasi Metode Extreme Learning Machine pada Klasifikasi Jenis Penyakit Hepatitis berdasarkan Faktor Gejala Salsabila Multazam; Imam Cholissodin; Sigit Adinugroho
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 3 (2020): Maret 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Virus infection becomes very serious problem in medical world. Currently there are many viruses in Indonesia, including Human Immunodeficiency Virus (HIV), Novel Coronavirus (COVID-19), Dengue Virus (DENV), and Hepatitis A&B (HVA & HVB). It was recorded that in 2014 Hepaitits sufferers increased every year for the population aged above 15 years that is Hepatitis A (19.3%) and Hepatitis B (21.8%). To highly pay attention to the disease is very curcial considering Hepatitis sufferers often do not know already got infected by hepatitis. In this thesis the researchers is classifying Hepatitis types based on their symptoms using ELM method.The data being used is primary one gotten from the documents of patients infected by Hepatitis. There are 100 data with 20 features and 2 classes, namely Hepatitis A and Hepatitis B. This research was conducted in several stages from data normalization, followed by training process of the obtained data and then finally to verify the tested data input as well as data from the training process result. Based on the test results, the best ratio between train data and test data is 80: 20. This study uses several parameters to get optimal results including using 7 Hidden Neurons and the activation function used by Sigmoid Binary. By using these parameters obtained an average accuracy of 80.00%. It can be concluded that the use of the Extreme Learning Machine method can solve classification problems quite well.
Pengembangan Aplikasi Manajemen Proyek Perangkat Lunak Kolaboratif Menggunakan Scrum Bayu Kharisma; Nurudin Santoso
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 3 (2020): Maret 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The project management method that is often used today is agile with the Scrum framework. Agile is an iterative method of project work in which a requirement of the software itself is not yet clear according to the character of most clients. Scrum is a collaborative workmanship method, where every requirement or issue is done in the form of a team backlog in a predetermined sprint circulation. At PT. Debox Indonesia as the object of the case study as a representative of the agile project management with Scrum, the number of projects received made the project management neglected because the company only uses Google Sheets to manage each project, so the information system that can include agile project management and scrum processes that covering circulation sprints within the scope of an organization or company is a solution to these problems. The expectation of this information system is the easy management process because everything is recorded and can be tracked in terms of project management, project scrumming, client management, and organizational management. The results of testing this information system are all functional requirements have passed the test in terms of verification and validation, and all non-functional requirements have passed the test manually.
Analisis dan Perbaikan Situs Web Sekolah Menggunakan Pendekatan Goal-Directed Design (Studi Kasus: SMA Negeri 1 Pasuruan) Yhanuar Alkhamislam; Retno Indah Rokhmawati; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 3 (2020): Maret 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

SMA Negeri 1 Pasuruan is one of the senior high school that uses the website as one of the information centers for the people. But in its use, there are still some problems found, such as the lack of updates on news content, video content that has partially cut off screen, a counseling page but does not have content so it can reduces the level of comfort of the user experience. Goal-Directed Design (GDD) is used as an appropriate step to solve these problems because it focuses on user goals that are collaborated with organizational goals. There are 6 phases of GDD namely; Research, namely conducting initial testing using the User Experience Questionnaire (UEQ) and interviews with users. Then in the Modeling phase, the process of determining the identification of user groups, organizational goals, and making persona. In the Requirements Definition phase, problem grouping, reconfirmation of recommendations for improvement to stakeholders, and designing web page information structure design using card sorting. Then the Wireframe and Refinement phase is carried out making designs and prototype designs for material comparison with the initial design. And in the last phase, Design Support is carried out UEQ testing of the solution design and compared with the results of the UEQ testing at the Research phase. The initial design test results at the Research phase obtained an average distribution of -0.39 to 0.99 (below average) . The results of testing the design of solutions have an average distribution between 1.58-2.01 converted in the benchmark data at a level above the average so that it can be said that the solution design can be a recommendation to improve the website of SMA Negeri 1 Pasuruan.
Pengembangan Aplikasi Android Rekomendasi Kafe di Kota Malang dengan Group Decision Support System (GDSS) dan Location Based Service (LBS) Muhamad Arifin Ramadhan; Ratih Kartika Dewi; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 3 (2020): Maret 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The presence of tens of thousand of students in Malang made a positive impact in the Café business in the city. All of this creates problem for the students in this city, that is choosing the suitable café for their needs. Wiandono Saputro had succesfully developed a Café Recommendation Android Aplication using TOPSIS Method.to solve this problem. But a new problem occurred, the application can only process one user input only yet people usually goes to a café in groups. The solution is developing a café recommendation android app. using Group Decision Support System and Location Based Service and the combination of TOPSIS and Borda Method. The criteria that are used are average price, distance of the café from the user, atmosphere of the café, comfort and the café rating. According to the test that had been held, the blackbox test resulted in 100% validity in functional requirement, 100% validity in the algorithm validity test. The last test is usability to understand about the ease of usage and the usefulness of the application through the user's point of view. The test resulted in 75.1 of the average score that falls in the Good category for the adjective rating and grade B in the percentile rank.
Deteksi Pergerakan Kepala Menggunakan Metode Perbandingan Jarak Facial Landmark Untuk Pemilihan Menu Display Zulfina Kharisma Frimananda; Fitri Utaminingrum
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 3 (2020): Maret 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Disability is every person who has limitations. One type of disability is a physical disability that is an abnormality in the hands, feet, or both. In general, all electronic devices such as joysticks, remotes, menu selections on the LCD, etc. still utilize the intermediaries of the hands to operate them. This is a problem for people with physical disabilities. This problem can be overcome by creating a system that can help persons with disabilities in selecting menus through the display by utilizing the movement of the head as a substitute for the function of the hand that cannot be used because of its disability. This system uses the Raspberry Pi as the processing unit while the implementation of the output of this system is the selection of menus on the display. Testing the accuracy of the movement and computing time of this system is carried out on ten people. The system produces an accuracy of 90% in the detection of head-to-right movements, accuracy of 100% in the detection of head-to-left movements, accuracy of 100% in the detection of head-up movements, accuracy of 100% in the detection of head-down movements, average the accuracy of each movement of the head to the right, left, up, and down to the integration of the menu display + model selection is 97.5% and the average computational time value on the condition of the head to the right movement is 770 ms, to the left is 776.9 ms, upwards is 771.8 ms, and to the left is 768.1 ms.
Pengembangan Aplikasi Perangkat Bergerak: Pencari Konselor Psikologi Terdekat berbasis Lokasi Tifo Audi Alif Putra; Agi Putra Kharisma; Randy Cahya Wihandika
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 3 (2020): Maret 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Mental health is now a problem that cannot be underestimated. Even mental health is now a problem faced by many countries in the world, including Indonesia. Depression is a major cause of mental health problems. Depression affects 4.4% of the world's population and 5% of the population in Indonesia. In addition to the high number of people with depression, another problem in Indonesia is the lack of available mental health professionals such as counselors and psychiatrists. Therefore, the use of mobile-based systems can be done to connect people who have problems with the nearest counselor to get first aid in the problem. The implementation of mobile application development in this study was developed on the iOS platform using the Swift programming language. The research method used is an iterative waterfall model consisting of needs analysis, system design, system implementation, and testing. Testing in this study consisted of blackbox testing and usability testing. In the blackbox testing the researchers designed a testcase scenario to assess the correct system behavior while to get the comfortability level of the application developed using the SUPR-Qm instrument. The test results on Blacbox Testing stated 100% valid of all designed testcases. For the usability test results obtained 69.25% for patient applications and 74.75% for counselor applications, then if converted to usability rating scale produces an ok category for patient applications and good for counselor applications.
Implementasi Alat Bantu Komunikasi Menggunakan Pergerakan Bola Mata berbasis Electrooculography dengan Metode Derivative Function Hafiz Nul Hakim; Rizal Maulana; Dahnial Syauqy
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 3 (2020): Maret 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Amyotrophic Lateral Sclerosis (ALS) is a neurodegenerative disease that causes humans to not be able to move parts of their body and can even cause conditions of speech difficulties. The cause of this disease is genetic and environmental factors. In the early stages, ALS sufferers's muscle will weaken in one of the legs or hands. Muscle weakness slowly spreads such as the neck muscles, back muscles, muscles needed to talk, breathe, swallow food and other muscles that will progressively suffer from paralysis. But the bladder muscles, eye and sphinfer muscles are declared free of this disease (Palmowski, et al., 1995). Electrodes, signal conditioning circuits, arduino uno microcontrollers with bluetooth module, and smartphones can detect eye movements and implement them to sufferers to be able to communicate with people around them.The signal conditioning circuit includes the instrumentation amplifier circuit and the low pass filter. Eye movements can be classified into five movement there are front, right, left, top and bottom. From eye movements, it can be used as a command to communicate the needs of sufferers with those around them via a smartphone, so bluetooth communication is needed to send data in microcontroller to the smartphone. The system has been tested 10 times and has an accuracy of 80%.
Penerapan Kontrol Berbasis Suara Pada Game Pesawat Tempur Menggunakan IBM Watson Zulfikar Fahmi Falakh; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 3 (2020): Maret 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Simulation games are a type of game where the player controls one or more virtual lives. One of the subgenres of the simulation game is a combat aircraft simulation which simulates its movements. One of the tools used to develop aircraft simulation games is the air strike starterkit which is found at the unity asset store. But in the air strike starterkit there are no features for the natural user interface. This makes playing experience less attractive than if there is a natural user interface feature. Therefore in this study the researcher will apply one of the starterkit air strike user interface interfaces using the IBM Watson library. In testing researchers used validity testing, FPS, play experience, command accuracy and delay. The results of validity testing are 100% valid. In the FPS test produces an FPS of 83. As well as in the testing experience of playing produces an increase in all aspects of the component game experience question in-game. In testing the accuracy results in a accuracy rate of 60%. The delay test produces the longest delay of 12 seconds at a connection speed of 10 kb / s and the fastest delay of 2 seconds at an internet speed of 1000 kb / s
Implementasi Metode Extreme Learning Machine (ELM) untuk Memprediksi Jumlah Debit Air yang Layak Didistribusi (Studi Kasus: PDAM Kabupaten Gowa Makassar) Putri Indhira Utami Paudi; Muhammad Tanzil Furqon; Sutrisno Sutrisno
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 3 (2020): Maret 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

PDAM Gowa Regency, Makassar City is a company under the government that carries out the process of water production and continues to distribute the PDAM water to home residents. If there is a lot if water produced, it means theres is also a large amount of water that available for PDAM, so it can fulfill the public's requirement and can even to add customers. However, the seasonal change factor can take effect the discharge of water produced. So, the main problem is the uncertainty of water production which will certainly have an impact of the PDAM water distribution that will be distributed to home residents. But not all the water produced can be distributed because it has to go through several stages of water quality checking, so that the water that's distributed is in accordance with the standarts set by the government. Therefore, preduction of a proper flow of water distributed by PDAM is needed, with the aim that PDAM can adjust the proper flow of water distributed to customers. This research applies Extreme Learning Machine (ELM) method to forecast using single variable dan multivariate data types. The process of applying the ELM methods are normalizing, process of training and testing, denormalizing, and evaluating the prediction results using Mean Percentage Absolute Error (MAPE). Depend on the application of the ELM method and the testing process, it produces the best conditions of single data variable when using 7 input neurons, 4 hidden neurons, 20 training data and 5 testing data to produced an average MAPE of 3.938%, while using the multivariate data, the average MAPE was 13.081% using 4 hidden neurons, 30 training data and 5 testing data.

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