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Pengembangan Aplikasi Mobile Pendeteksi Penyakit Pada Tanaman Cabai Dengan Menggunakan Ximilar Custom Image Recognition (Studi Kasus: Balai Pengkajian Teknologi Pertanian, Kecamatan Karangploso, Kota Malang)
Zain Fikri Hanastyono;
Issa Arwani;
Handoko Handoko
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Tanaman cabai merupakan tanaman sayuran buah yang sangat penting dan memiliki nilai ekonomis yang tinggi. Berdasarkan data dari Direktorat Jenderal Hortikultura Kementrian Pertanian produksi tanaman cabai sendiri mengalami peningkatan dan termasuk komoditas yang berkontribusi tinggi di Indonesia. Meskipun produksi tanaman cabai meningkat namun pada kenyataan di lapangan petani cabai mengalamai beberapa kendala, salah satu kendala tersebut adalah kurangnya pengetahuan mengenai penyakit pada tanaman cabai yang meliputi gejala, cara pengendalian, dan pestisida yang digunakan. Kemajuan teknologi memberikan banyak peluang untuk menyelesaikan permasalahan manusia. Penulis memanfaatkan peluang untuk mengembangkan aplikasi yang dapat membantu menyelesaikan permasalahan petani tanaman cabai mengenai pendeteksian penyakit pada tanaman cabai. Aplikasi yang dikembangkan memanfaatkan teknologi perangkat mobile yang ada saat ini. Layanan untuk melakukan pengidentifikasian penyakit tanaman cabai menggunakan Ximilar Custom Image Recognition yang merupakan web service pengenalan gambar. Fitur yang ada pada aplikasi disesuaikan dengan kebutuhan pengguna dengan menerapkan metode prototyping. Aplikasi dikembangkan pada platform Android dengan menggunakan bahasa pemrograman Java dan menggunakan design pattern Model-View-ViewModel. Hasil pengujian akurasi aplikasi ini adalah 87,5%.
Prediksi Harga Emas Dengan Menggunakan Metode Average-Based Fuzzy Time Series
Muhammad Riduan Indra Hariwijaya;
Muhammad Tanzil Furqon;
Candra Dewi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Gold is a type of precious metal that has economic value and is often used for investmentl. Demand for gold increases from year to year, because many people already know that gold can be used as a safe haven. Safe haven is ownership in the form of investment assets that have a risk in low level, so that it becomes a protector of assets. Behind the benefits of gold, many investors discourage their investment because they are afraid of being cheated and cannot predict the increase or decrease in gold prices. Therefore we need a prediction of gold prices for investors to avoid losses when they want to invest in gold. One prediction method is Average-Based Fuzzy Time Series with the advantage to determine the interval effectively, the interval formed implements Average-based length so that it can increase the accuracy of the resulting prediction. The Average-Based Fuzzy Time Series implements fuzzy logic principles for the process of making predictions, such as fuzzy set, degree of membership, fuzzification, and defuzzification. The data used are daily gold prices taken from the official website of Logam Mulia with 2700 data with a time span from January 2010 to December 2019. The best error value MAPE obtained in the study was 0.34216% and included in the very criteria good because it's under 10%. Based on research conducted, the Average-Based Fuzzy Time Series method is good for predicting gold prices.
Pengembangan Sistem Informasi Kredit Prestasi Berbasis Web (Studi Kasus: Fakultas Ekonomi dan Bisnis Universitas Brawijaya)
Aditya Yusril Fikri;
Achmad Arwan;
Faizatul Amalia
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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The Faculty of Economics and Business Universitas Brawijaya (FEB UB) is one of the several faculties in Universitas Brawijaya. Every extracurricular and non-curricular activities at FEB UB need to be given awarding credit unit points (SKP) as motivation for students to improve their soft skills. To get SKP points, students must follow the activities of student institutions. There are problems that occur in the activities of student institutions namely the process of proposing proposals and LPJ activities. Students must come face to face with student staff to request the approval process. So students are constrained in the process of submitting activities. Student staff had difficulty in recording the process of submitting activities because the data was scattered in several files and made it difficult for student staff to recapitulate activities. Therefore a research on the development of an achievement credit system was conducted to overcome these problems. Development of a credit system for achievement applying the waterfall model method. the stages of system development starting from the study of literature, requirements engineering, design, system implementation to testing. Based on research conducted elicitation results obtained in the form of 9 types of actors, 55 functional needs and 1 non-functional needs. For the design produces architectural design, components, databases and interfaces, then carried out implementation. The achievement credit system is then carried out by white box testing in unit testing and integration while for black box testing in validation testing with 100% worth of test results. In addition, compatibility testing is performed on Firefox, Chrome, Opera, Edge, Internet Explorer, and Safari browsers.
Analisis Pengalaman Pengguna Aplikasi Pemesanan Tiket Bioskop menggunakan User Experience Questionnaire (UEQ) dan Heuristic Evaluation (HE)
Raden Siti Nabila Putri Fasabuma;
Herman Tolle;
Satrio Hadi Wijoyo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Entertainment is important for the public, one of which is by watching movies in theaters. With the increasingly sophisticated technology, now we do not need to queue to order cinema tickets and wait for advertisements on television related to the film you want to watch but can be through the application. Cinépolis Indonesia and Cinema 21 are applications that provide these services. Cinépolis Indonesia, which has just renewed its application, previously received poor reviews regarding the appearance and comfort of the user when using it and is still lacking compared to Cinema 21. However, an application cannot be judged by its existence alone, the application must present things that can make it comfortable users in using so that it is necessary to evaluate each other. To find out how well the application user experience level is and identify the problems found in the application being evaluated, namely the Cinépolis Indonesia and Cinema 21 applications. Measurement of user experience is measured using the User Experience Questionnaire (UEQ) instrument where 25 respondents fill out the UEQ. To find the problem is done using the heuristic evaluation method by the selected evaluator. From the data obtained, for the UEQ results the Cinépolis Indonesia application has an average neutral/normal UEQ scale because all the scales are in the range of -0.8 to 0.8. Whereas for the UEQ results Cinema 21 application tends to be positive on average, the UEQ scale obtained exceeds 0.8. For the heuristic evaluation results, there are 15 usability problems found in the Cinépolis Indonesia application and 8 problems in the Cinema 21 application so that it can be concluded that both methods obtain the same results namely Cinema 21 is superior in terms of user experience.
Temu Kembali Informasi Lintas Bahasa Dokumen Berita Bahasa Indonesia-Inggris menggunakan Metode BM25F
Lusiyana Adetia Isadi;
Indriati Indriati;
Putra Pandu Adikara
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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News is a source of information that displayed to the general public about an event and presented in various languages. Usually, a website only allows user to search only in one language. This causes problems for users who want to find broader information more quickly in several languages ​​at once. These problems can be overcome by developing a cross language information retrieval system. The system can improve the time efficiency because it can return documents in two languages ​​by simply entering a query in one language only. One of the method that can be used to develop the system is BM25F method that can return relevant documents and handle structured documents. The news data structure used in training and testing is the title and the content part of the news. The data used in this study are 300 Indonesian news documents and 300 English news documents that will be used to test the boost value, the Indonesian queries, and the English queries. For the boost value testing, the highest precision@k value obtained when the title boost is 5 and the content boost is 1. This value will be used for query testing. Query testing is performed using precision@k and got the highest value of 0.98 when k=5 in the Indonesian queries test which returned Indonesian and English documents.
Evaluasi dan Perancangan User Experience menggunakan Metode Human Centered Design dan Heuristic Evaluation pada Aplikasi Dunia Games
Rindhi Nisrina Hasna;
Herman Tolle;
Satrio Hadi Wijoyo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Dunia Games is a news portal founded by PT. Telekomunikasi Selular as a media provider of the latest information for the video game, gaming industry, e-Sport and technology. But there are still problems in this application such as poor display and complicated journeys that make users difficult to find information or achieve their goals. From these problems, it is necessary to evaluate and improve the design and journey that is likely to complicate the user. This study aims to identify usability issues and design user experience from the Dunia Games application. Problem identification is done by evaluating using the heuristic evaluation method with expert evaluators. After the problem is identified in the first stage of evaluation, the user experience design will be done using the Human Centered Design method. The design of user experience is based on qualitative analysis which contains requests from stakeholders and the findings of the problem carried out in the first stage of evaluation. There were 27 problem findings found in the first stage of evaluation such as complicated journey and the absence of assistance functions in using the Dunia Games application. In the second stage of the evaluation the problem that found was fewer than the problem in the first stage of evaluation. The results of this study are the identification and analysis of usability issues and design recommendations in the form of high-fidelity prototypes as a repair solution.
Prediksi Kecenderungan Pelanggan Telat Bayar pada Layanan Pembiayaan Adira Finance Saluran E-Commerce
Daniel Austin Dominicus;
Nanang Yudi Setiawan;
Satrio Agung Wicaksono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Adira Finance is one of the companies that runs in financing sector. Before providing financing to consumer, it is required to complete a series of processes to screen prospective consumer who are eligible for financing. However, an integral automated process is not available so far that is needed to improve the efficiency of the processing of financing approvals. One of them is determining the eligibility of a prospective consumer to be given financing by considering his tendency to make late payments. In this study, the tendency of a prospective consumer to make late payments is predicted using the random forest method by using financing history data and payment transactions for used motorcycles from the year 2017 to 2019. Stages to predict late pay tendencies begin with a series of data preprocessing processes, training data using a random forest algorithm to produce the most fit model, then the model is tested to obtain predictive results and the level of precision using a confusion matrix. Accuracy measurement on the prediction results get an average score of 88%. The output of this research is a prediction system that displays dashboard page, uploading new data, and prediction results. For testing user acceptance of the system, User Acceptance Testing is used and results an average of 87,5% which means that the user accepts the system that has been developed.
Pengembangan Modul Digital Interaktif Berbasis Website menggunakan Kerangka Kerja Borg, Gall, And Gall pada Mata Pelajaran Administrasi Sistem Jaringan di SMK Negeri 12 Malang
Iwan Majid;
Satrio Hadi Wijoyo;
Admaja Dwi Herlambang
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Retrieval of data has the objective to carry out the development of interactive digital modules while on the basis of the website to enhance the process of achieving competency expertise and find out how feasible, efficient and effective the product is as supporting the learning process of VOC Network System Administration in the discussion of virtual private networks. The data collection method used is Research and Development using the Borg, Gall & Gall framework. The object in data collection is 12th grade SMK Negeri 12 Malang students 1. Based on the results of data retrieval, the validity of the material expert stated 3.47 (valid). The acquisition of validity of media experts stated 3.48 (valid). Obtaining the validity of the learning implementation plan stated 3.1 (valid enough). Obtaining validity about the pre-test post-test stated 3.58 (valid). The acquisition of student response questionnaire stated 3.27 (valid). To realize the increased achievement of knowledge competencies carried out while submitting pre-test and post-test. Through the calculated Z value and Z table, the results of the assessment on the virtual private network lessons calculated using the Wilcoxon Test obtained the calculated Z value as large as -4.10 and the Z value as large as 0.00001. The acquisition of Z count has a value smaller than the value of the Z table, so it can be stated that the acquisition of post test is better than the acquisition of pre test. The results obtained from the previous information, data collection shows that the development of interactive digital modules based on the website on virtual private network material is feasible, efficient and effective in the learning process and may be used as a learning process media in order to improve the achievement of students' knowledge competencies.
Klasifikasi Jurusan Siswa menggunakan K-Nearest Neighbor dan Optimasi dengan Algoritme Genetika (Studi Kasus: SMAN 1 Wringinanom Gresik)
Vergy Ayu Kusumadewi;
Imam Cholissodin;
Putra Pandu Adikara
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Majors is the process of selecting and placing study programs that are suitable for students, this process will affect the future of students, both when they become students in high school and after graduating when continuing their studies in collage. Based on the results of interviews the problems that often occur there are some students who want to change majors in the middle of the semester, this is because of students cannot follow their lessons and feel left behind by their friends. Therefore, we need an intelligent system that can facilitate the school in grouping students into majors in accordance with the interests and talents of students. In this research the system was made by applying the K-NN method and genetic algorithm optimization. The type of validation used in this research utilizes 9-fold cross validation and hold-out validation. The number of datasets which originally consisted of 288 data will be divided into 9 sections and each sections will amount to 32 data. In general, the best fold number to use is 10, but the share of fold must also be adjusted to the amount of data used. The hold-out test is divided into 2 test scenarios, the first is testing uses the polynomial kernel formula, the RBF kernel and the linear kernel which are elaborated (substituted into the the elaborated distance formula) get a fitness value of 64.338% while the second is testing uses the polynomial kernel formula, kernel RBF and linear kernel which are not elaborated (without substituted into the elaborated distance formula) get a fitness value of 93.182%. The highest fitness value is generated in the 9-fold cross validation test which is 100%.
Pengembangan Sistem Monitoring Tingkat Stres berbasis Website
Diva Fardiana Risa;
Fajar Pradana;
Fitra Abdurrachman Bachtiar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Stress is the initial stage of the sequence of mental disorders such as depression, and others. Stress has a huge impact on the health of sufferers, but there are still many people who underestimate the existence of this stressful disease. The age of someone who is susceptible to stress is a teenager who is taking high school level education because adolescence is the age of a person to start thinking complex. One solution that has been provided to reduce the impact of stress is facilitating the counselling teacher for high school students. However, most students still feel reluctant to conduct guidance because of erratic schedules and feel ashamed. The development of Website-Based Stress Level Monitoring System aims to simplify the process of stress monitoring and consultation of students and counselling teachers. This system will be used by the counselling teacher, homeroom teacher and admin also by the Students. The Waterfall method is used in the process of developing this system by referring to 35 functional requirements and one non-functional requirement. Furthermore, the system is implemented in several programming languages ​​such as HTML, CSS, Javascript, PHP by using Laravel as a framework. In addition, this system also uses the API from Twitter and the Naive Bayes method library to help the process of capturing the status of students' tweets to conduct a stress level detection process which will be divided into 3 levels: low, medium and high. This system testing is carried out using the white box method for unit testing and integration and black box for conducting validation testing. This test resulted in 100% valid in 85 test cases. Non-functional requirements of the system have been tested by the Sortsite tool, indicating that this website can be operated on several search engines.