cover
Contact Name
-
Contact Email
-
Phone
-
Journal Mail Official
-
Editorial Address
-
Location
Kota malang,
Jawa timur
INDONESIA
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer
Published by Universitas Brawijaya
ISSN : -     EISSN : -     DOI : -
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.
Arjuna Subject : -
Articles 40 Documents
Search results for , issue "Vol 4 No 4 (2020): April 2020" : 40 Documents clear
Perbaikan Desain Antarmuka Sistem Pelaporan Kehilangan Menggunakan Metode Human Centered Design (HCD) (Studi Kasus: SPKT Polres Tulungagung) Grenzya Laksmi Putri Kusoy; Hanifah Muslimah Az-zahra; Satrio Hadi Wijoyo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (382.453 KB)

Abstract

Sentra Pelayanan Kepolisian Terpadu (SPKT) is a police unit in charge of providing services to the public in the form of acceptance and first handling of reports/complaints, assistance services/police officers in accordance with the provisions of applicable laws and regulations. Lost Reporting Application can facilitate the Integrated Police Service Center of Tulungagung in creating reports for public reporting and can analyze the types of reports that have been reported in realtime. Lost Reporting Application owned by Tulungagung Integrated Police Service Center, the appearance was improved using the Human-Centered Design (HCD) method, with the interview techniques that resulted in PACT analysis and persona, further tested with usability testing, and the results of improvements in the form of prototypes. Prototype and testing design have been running according to user context and user needs. In initial testing, the results of two respondents failed to work on two assignments, and the average respondent worked nine tasks by 10 minutes to 13 minutes. Final usability testing gets the average result of nine tasks by 9 minutes to 13 minutes without any failure of respondents to perform the task after design improvements. So this research has been done and can solve problems in reporting applications lose using the method of Human-Centered Design (HCD).
Mekanisme Load Balancing Server Menggunakan Metode Naive Bayes dengan Agen Psutils pada Software Defined Network Aris Adi Utomo; Primantara Hari Trisnawan; Rakhmadhani Primananda
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (577.638 KB)

Abstract

The performance of the server is heavily influenced by the resources of those servers both include memory, disk and CPU. Server can experience overload when at one time get load traffic that exceeds its capability. To handle it can use the Load Balancing system using the Resource usage parameters of the server. This research will implement Load Balancing using the Naive Bayes algorithm with parameters including memory, disk and cpu. The built-in system will be applied to the Software Defined Network architecture by using the Fuzzy algorithm as a comparator. Testing was conducted using two Low text and text High test scenarios and three rates in each of the 25, 50 and 100 rate. The test parameters used include traffic distribution, throughput, response time, memory usage and CPU usage. From the test results obtained by Naive Bayes algorithm in all scenarios and test rates on Throughput, Response time, CPU Usage and Memory Usage parameters showed better results when compared to the Fuzzy algorithm. Average rating for CPU Usage testing for Low text and High text and Memory Usage for Low text and High text is 77.6% and 80% and 26.9% and 50.3%.
Perancangan User Experience Aplikasi Pendukung Evaluasi dan Analisis Proses Pembelajaran untuk Guru Berbasis Android dengan Metode User-Centered Design dan Design Solution Lutfi Putra Gusrinda; Lutfi Fanani; Ahmad Afif Supianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (622.968 KB)

Abstract

Observation is a data collection technique, with the aim of recording important points of the observation process so that it can be evaluated and improve results. In the world of education, the application of observation is carried out to the teacher in the hope that the results of observations can find out what is happening and are lacking in the learning process. To help the observation process, we need a media to help the teacher by focusing the teacher's needs and needs in designing the media, so that the media can be used to help the observation process. This research aims at observation and recording media by using user experience as a race in the making of solution solutions. The method used to explore user experience is Human Centered Design which is a method of placing prospective users as the main center of research development. The steps taken consist of identifying the user's needs by creating a persona and empathy map, then identifying the tasks and goals of the user with a user journey. Then the process of implementing the solution design is done by creating a wireframe, screenflow and prototype design which will be tested using the usability testing method and the usability scale system testing. From the test it was produced that the effectiveness level was 100% and the efficiency of 0.1 goals / sec and the level of user satisfaction was 57.5 which was at a sufficient level. Thus, it can be concluded that the solution design has succeeded in providing a solution to the problem despite the lack of user satisfaction
Navigasi Robot Beroda Berdasarkan Pengenalan Teks untuk Melakukan Pergerakan Menggunakan Metode Optical Character Recognition (OCR) M. Khanif Ashar; Gembong Edhi Setyawan; Eko Setiawan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (662.567 KB)

Abstract

The condition of an earthquake in a high-rise building often makes visitors panic when evacuating. This requires assistance to direct visitors to the evacuation route with voice commands or text written in the building. Therefore in this research a navigation system on wheeled robots is designed which aims to help the evacuation process at the time of an earthquake in a high-rise building by directing it to the evacuation route based on text orders. In the navigation system is designed to use a camera to recognize text. The camera detection results are used as input to be processed in the Raspberry Pi using the optical character recognition method. The output results are used as parameters to make the movement of the wheeled robot that is moving forward, turn right, turn left, walk backward and stop. Based on testing the detection accuracy obtained page segmentation modes value 6 with an average accuracy of 98.11%. The average result of time needed to detect an object is 48.5 seconds at a test distance of 3 meters and 185.75 seconds at a test meter of 6 meters. Wheeled robot speed obtained high percentage duty value of 13% and 14% with an average detection distance of 193.3cm. The accuracy of the motion results obtained by a percentage of 100% on all four objects except at the RUN object can make movements at a test distance of 50-250cm.
Sistem Pengontrol Presentasi Menggunakan Pengenalan Gestur Tangan Berbasis Fitur pada Contour dengan Metode Klasifikasi Support Vector Machine Muhammad Hafid Khoirul; Fitri Utaminingrum
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (358.917 KB)

Abstract

In recent years, presentation has been a part of our lives. Presenter is limited by mouse, keyboard, or any other devices to control presentation. By using those devices conclude that less effective, less efficient, and less natural. On another hand, further method to control presentation uses hand gesture. It improves thinking process since the method can facilitate to give visual guide and deliver the presentation more effective, more efficient, and more natural. The developed system can recognize hand gestures and give output to control presentation based on the recognized hand gesture. Contour features such as Hu moments, circularity,convexity, aspect ratio, ratio of contour area, ratio of centroid height and width, and white pixel ratio used to distinguish every hand gestures. HSV and YCbCr color spaces used for skin segmentation. To recognized hand gestures used Support Vector Machine classification method. As a result, by using contour features and SVM to recognize hand gestures, system obtained average accuracy time of 88.15% and average computation time of 0.1567s.
Pengembangan Aplikasi Data Warehouse Prestasi Mahasiswa (Studi Pada: Fakultas Ilmu Komputer Universitas Brawijaya) Sausan Zahrah; Issa Arwani; Satrio Agung Wicaksono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (506.948 KB)

Abstract

Study program accreditation is done every five years. In the accreditation process, there are several parameters used for accreditation assessment, including student achievement, one of which is seen from the aspect of achievement. At the Faculty of Computer Science, student achievement data is stored by the Student Affairs Section. Whereas student academic data is stored by the Academic Section. In recapitulating achievement and academic data, the study program at the Faculty of Computer Science obtains data from two different sources, they are the Student Affairs Section and Academic Section. To simplify the process of recapitulating data from the two sources, a data warehouse is needed so that data from different sources can be accessed at the same time. In building a data warehouse, the design phase that has been done refers to the Nine Step Methodology. From the design and implementation phase, it produced 6 dimension tables with 3 fact tables, they are the fact table Achievement, Graduates and Active Students. Then, a validation test is performed which results in a valid status in all test cases, and then the ETL performance testing in terms of time is done with the average time required for the execution of the ETL process is ± 11 seconds with a total amount of 32,746 data.
Evaluasi Usability dan Rekomendasi Perbaikan pada Aplikasi E-Kinerja Kabupaten Kediri menggunakan Metode Heuristic Evaluation Narayana Demafaris Pradana; Satrio Hadi Wijoyo; Andi Reza Perdanakusuma
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (561.332 KB)

Abstract

E-Kinerja of Kediri Regency is an E-Government information system application that can record and report the performance of Kediri Regency Government employees. Based on interviews with application users, there are several usability issues faced by users. Usability issues can reduce user productivity in using the application. Therefore, an evaluation to find and solve usability issues in a user interface is needed. Heuristic Evaluation is a method of usability evaluation that involves experts as evaluators to assess elements at an interface based on the heuristic usability principle. The heuristic usability principle used by evaluators in this study is nine principles proposed by Monroy. The evaluators assess the severity rating of each usability issues with a scale value of 1-5. The evaluation was carried out in three stages, i.e. the first evaluation, recommendation for improvement (making recommendations, designing a wireframe, and making a high-fidelity prototype design), and the second evaluation. The first evaluation and the second evaluation were conducted by the same three evaluators. The first evaluation provides 23 usability issues while the second evaluation provides two usability issues that consists of two new usability issues and three old usability issues that still exist.
Pengaruh Kualitas Implementasi Metode Pembelajaran Ceramah Berbantuan Powerpoint dan Quizizz terhadap Hasil Belajar Kognitif dan Psikomotorik Mata Pelajaran Desain Grafis Percetakan di SMK Negeri 12 Malang Rita Novi Dayanti; Admaja Dwi Herlambang; Satrio Hadi Wijoyo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (532.3 KB)

Abstract

The purposes of this study are: 1) to determine the influence of lecture method assisted by Quizizz on the cognitive learning outcomes of students, 2) to determine whether or not there is an effect on the implementation of the lecture method assisted by Quizizz on students' psychomotor learning outcomes, 3) to determine the influence of the quality of lecture method assisted by Quizizz media on the students' cognitive and psychomotor learning outcomes. The significance of this research is to provide information on how the influence and implementation of the lecture method assisted by Quizizz on students' learning outcomes. This research uses a semi-experimental method using a pseudo-experimental method (quasi-experiment). Experimental Research is a study that aims to determine the presence or absence of a cause and effect relationship through the treatment of the experiment group and the controls in comparison. Based on research conducted in SMK 12 Malang obtained the result that 1) there is an influence of the lecture method assisted by Quizizz media to the students ' cognitive learning outcomes, 2) the implementation of Quizizz on lecture method does not influence the students' psychomotor learning outcomes, 3) there is an influence on the quality of lecture method assisted by Quizizz to the students ' cognitive and psychomotor learning outcomes.
Evaluasi Proses Tata kelola Keamanan Informasi Menggunakan COBIT 5 Dengan Proses APO13, DSS04 dan DSS05 (Studi Pada DISKOMINFO Kabupaten Sidoarjo) Ridho Hardiansyah; Yusi Tyroni Mursityo; Suprapto Suprapto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (688.234 KB)

Abstract

The Department of Communication and Information (DISKOMINFO) of Sidoarjo Regency is a government agency that has the task of helping the regent doing the government affairs in the fields of communication, informatics, statistics and coding. In carrying out their duties, DISKOMINFO provides a data center (DC) that will be used to collect application data from each Regional Apparatus Organization (OPD) in Sidoarjo Regency to become a centralized storage area. The data center management process is carried out in the Information and Communication Technology Sector. Lots of data to be processed and possible threats to cyber attacks and data theft, so the need for good information security governance in order to improve data security and business continuity. To determine the ability of information security management it is necessary to evaluate the current condition data center of DISKOMINFO. This research uses the framework of Control Objective for Information and Related Technology (COBIT 5) using the APO13 (Manage Security), DSS04 (Manage Continuity) and DSS05 (Manage Security Services). From the results of the research, the level of maturity of the process managing information security at the data center for each process reaches level 1, with the value of the process of APO13 (64.29%), DSS04 (63.33%) and DSS05 (82.14%), the target level of expectations to be achieved are level 3, so there is a gap of 2 levels of all the processes. The recommendations from the results of the research that can be applied to improve the process of information security management in the data center at DISKOMINFO Sidoarjo Regency are four recommendations for the process of APO13, three recommendations for the process of DSS04 and seven recommendations for the process of DSS05.
Perbandingan Usability Learning Management System Edmodo dan Google Classroom Menggunakan Metode Cognitive Walkthrough dan User Experience Questionnaire (UEQ) (Studi Kasus: SMKN 3 Malang) Syattya Permata Anugrah; Retno Indah Rokhmawati; Satrio Hadi Wijoyo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (355.905 KB)

Abstract

The implementation of Learning Management System (LMS) at SMKN 3 Malang there are still problems encountered by students due to their low literacy power, appearance that is difficult to understand and users do not understand some features in the system. So that problems arise in the usability and learnability aspects of the LMS. Researchers compared usability on the two LMS used, which are Edmodo and Google Classroom, using the Cognitive Walkthrough method for testing usability and User Experience Questionnaire (UEQ) to get the user experience of students against the Google Classroom and Edmodo LMS. Respondents involved five students for the Cognitive Walkthrough test and 30 students for the User Experience Questionnaire (UEQ) method. Cognitive Walkthrough test results show the Google Classroom LMS has a total of eight problems, then on LMS Edmodo there are nine problems. On the results of the distribution of the UEQ questionnaire, Edmodo excelled in aspects perspicuity, dependability, stimulation, and novelty. While Google Classroom excels in aspects of attractiveness and efficiency. From these results, Google Classroom is more recommended for new users because it excels in the learnability aspect, but in terms of user experience, Edmodo is more recommended for use by students of SMKN 3 Malang in teaching and learning activities in class.

Page 1 of 4 | Total Record : 40


Filter by Year

2020 2020


Filter By Issues
All Issue Vol 9 No 13 (2025): Publikasi Khusus Tahun 2025 Vol 9 No 11 (2025): November 2025 Vol 9 No 10 (2025): Oktober 2025 Vol 9 No 9 (2025): September 2025 Vol 9 No 8 (2025): Agustus 2025 Vol 9 No 7 (2025): Juli 2025 Vol 9 No 6 (2025): Juni 2025 Vol 9 No 5 (2025): Mei 2025 Vol 9 No 4 (2025): April 2025 Vol 9 No 3 (2025): Maret 2025 Vol 9 No 2 (2025): Februari 2025 Vol 9 No 1 (2025): Januari 2025 Vol 8 No 13 (2024): Publikasi Khusus Tahun 2024 Vol 8 No 10 (2024): Oktober 2024 Vol 8 No 9 (2024): September 2024 Vol 8 No 8 (2024): Agustus 2024 Vol 8 No 7 (2024): Juli 2024 Vol 8 No 6 (2024): Juni 2024 Vol 8 No 5 (2024): Mei 2024 Vol 8 No 4 (2024): April 2024 Vol 8 No 3 (2024): Maret 2024 Vol 8 No 2 (2024): Februari 2024 Vol 8 No 1 (2024): Januari 2024 Vol 7 No 13 (2023): Publikasi Khusus Tahun 2023 Vol 7 No 9 (2023): September 2023 Vol 7 No 8 (2023): Agustus 2023 Vol 7 No 7 (2023): Juli 2023 Vol 7 No 6 (2023): Juni 2023 Vol 7 No 5 (2023): Mei 2023 Vol 7 No 4 (2023): April 2023 Vol 7 No 3 (2023): Maret 2023 Vol 7 No 2 (2023): Februari 2023 Vol 7 No 1 (2023): Januari 2023 Vol 7 No 14 (2023): Antrian Publikasi Vol 6 No 13 (2022): Publikasi Khusus Tahun 2022 Vol 6 No 12 (2022): Desember 2022 Vol 6 No 11 (2022): November 2022 Vol 6 No 10 (2022): Oktober 2022 Vol 6 No 9 (2022): September 2022 Vol 6 No 8 (2022): Agustus 2022 Vol 6 No 7 (2022): Juli 2022 Vol 6 No 6 (2022): Juni 2022 Vol 6 No 5 (2022): Mei 2022 Vol 6 No 4 (2022): April 2022 Vol 6 No 3 (2022): Mei 2022 Vol 6 No 2 (2022): Februari 2022 Vol 6 No 1 (2022): Januari 2022 Vol 5 No 13 (2021): Publikasi Khusus Tahun 2021 Vol 5 No 12 (2021): Desember 2021 Vol 5 No 11 (2021): November 2021 Vol 5 No 10 (2021): Oktober 2021 Vol 5 No 9 (2021): September 2021 Vol 5 No 8 (2021): Agustus 2021 Vol 5 No 7 (2021): Juli 2021 Vol 5 No 6 (2021): Juni 2021 Vol 5 No 5 (2021): Mei 2021 Vol 5 No 4 (2021): April 2021 Vol 5 No 3 (2021): Maret 2021 Vol 5 No 2 (2021): Februari 2021 Vol 5 No 1 (2021): Januari 2021 Vol 5 No 13 (2021) Vol 4 No 13 (2020): Publikasi Khusus Tahun 2020 Vol 4 No 12 (2020): Desember 2020 Vol 4 No 11 (2020): November 2020 Vol 4 No 10 (2020): Oktober 2020 Vol 4 No 9 (2020): September 2020 Vol 4 No 8 (2020): Agustus 2020 Vol 4 No 7 (2020): Juli 2020 Vol 4 No 6 (2020): Juni 2020 Vol 4 No 5 (2020): Mei 2020 Vol 4 No 4 (2020): April 2020 Vol 4 No 3 (2020): Maret 2020 Vol 4 No 2 (2020): Februari 2020 Vol 4 No 1 (2020): Januari 2020 Vol 3 No 12 (2019): Desember 2019 Vol 3 No 11 (2019): November 2019 Vol 3 No 10 (2019): Oktober 2019 Vol 3 No 9 (2019): September 2019 Vol 3 No 8 (2019): Agustus 2019 Vol 3 No 7 (2019): Juli 2019 Vol 3 No 6 (2019): Juni 2019 Vol 3 No 5 (2019): Mei 2019 Vol 3 No 4 (2019): April 2019 Vol 3 No 3 (2019): Maret 2019 Vol 3 No 2 (2019): Februari 2019 Vol 3 No 1 (2019): Januari 2019 Vol 2 No 12 (2018): Desember 2018 Vol 2 No 11 (2018): November 2018 Vol 2 No 10 (2018): Oktober 2018 Vol 2 No 9 (2018): September 2018 Vol 2 No 8 (2018): Agustus 2018 Vol 2 No 7 (2018): Juli 2018 Vol 2 No 6 (2018): Juni 2018 Vol 2 No 5 (2018): Mei 2018 Vol 2 No 4 (2018): April 2018 Vol 2 No 3 (2018): Maret 2018 Vol 2 No 2 (2018): Februari 2018 Vol 2 No 1 (2018): Januari 2018 Vol 2 No 8 (2018) Vol 2 No 6 (2018) Vol 1 No 12 (2017): Desember 2017 Vol 1 No 11 (2017): November 2017 Vol 1 No 10 (2017): Oktober 2017 Vol 1 No 9 (2017): September 2017 Vol 1 No 8 (2017): Agustus 2017 Vol 1 No 7 (2017): Juli 2017 Vol 1 No 6 (2017): Juni 2017 Vol 1 No 5 (2017): Mei 2017 Vol 1 No 4 (2017): April 2017 Vol 1 No 3 (2017): Maret 2017 Vol 1 No 2 (2017): Februari 2017 Vol 1 No 1 (2017): Januari 2017 More Issue