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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 60 Documents
Search results for , issue "Vol 5 No 10 (2021): Oktober 2021" : 60 Documents clear
Sistem Manajemen Toko Perhiasan Perak menggunakan Progressive Web App (Studi Kasus: Toko Borneo Silver Banjarmasin) Benyamin Fajri; Achmad Arwan; Djoko Pramono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 10 (2021): Oktober 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Borneo Silver store is one of the silver jewelry stores in Banjarmasin. This store sells various types of silver jewelry such as necklaces, rings, bracelets, foot pendants, earrings, and jewelry accessories. This store performs online sales transactions, offline sales, purchases, and custom sales. This shop has a branch that specializes in offline sales of second-hand silver jewelry. Borneo Silver store still uses written invoices as proof of transactions and calculations manually using a calculator. In addition, this store also does not have a record of every item so it cannot know directly whether the stock is still available. The process of calculating financial reports at this store is also taking a long time because they have to calculate manually from sales notes and purchase notes. To solve these problems, a Silver Jewelry store management system was created using a Progressive Web App with the main features of online sales, offline sales, purchases, custom sales, and financial reports. Then proceed with the design and implementation stages. This system is built using the PHP programming language, the Lumen framework, and the Lighthouse framework as the backend and the Ionic framework as the frontend. After the implementation phase, it is continued with the testing phase. Tests are carried out using unit testing, integration testing, and validation testing methods. The tests carried out resulted in 100% valid so that the system made was in accordance with the results of requirements analysis and design.
Sistem Pengelolaan Inventory Gudang (Studi Kasus: PT. Papua Utama Mitra) Bagus Aryo Herlambang; Edy Santoso; Achmad Arwan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 10 (2021): Oktober 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Warehousing basically functions to store goods for production in large quantities and a certain time span which is then distributed to the intended location. Warehousing will be able to operate more easily if there is a Warehouse Management System. Warehouse Management System that uses information systems will be able to assist in the management and supervision of incoming goods and outgoing goods in the warehouse. At this time, there are still some warehousing companies that use manual system processes starting from inbound customer documents, and others. There are problems found in the Admin and Checker PT. Papua Utama Partners. On the admin side, the problem is in the form of Time Working Efficiency. In this case, Time Working Efficiency is very influential on the quality of the company because it will be able to slow down the time in processing the queue of incoming or outgoing goods. The main purpose of this research is to make it easier for the Admin to process incoming mail and allocate goods by developing a warehouse inventory management system. This study uses one of the development methods, namely the waterfall model. Based on the needs elicitation carried out, there are 24 functional requirements and 1 non-functional requirement. In unit testing, validation testing, and integration, each result is 100% valid.
Pengembangan Sistem Informasi E-Ternak Banyuwangi (E-Nak Wangi) berbasis Android (Studi Kasus: Dinas Pertanian dan Pangan Kabupaten Banyuwangi) Muhammad Sultan Alfariz; Denny Sagita Rusdianto; Aditya Rachmadi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 10 (2021): Oktober 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Dinas Pertanian dan Pangan Kabupaten Banyuwangi is an agency that takes care of cattle in the area of ​​Banyuwangi Regency. Based on data obtained from Dinas Pertanian dan Pangan Kabupaten Banyuwangi, the number of cattle population in Banyuwangi Regency reached 126,114 cows. The problems that occur in the Banyuwangi Regency Agriculture and Food Department are in the data collection of cattle with a population that reaches 126,114 cows, the risk of loss of paper sheets that contain curriculum data and cattle photo files that have been taken by the data and negligence of officers in conducting data collection, service And cattle monitoring and officers have obstacles to find the location of the cattle that will be taken by the data, because the owners of cattle animals cannot provide information on cattle owned to the officers. Based on these problems the author gave a solution in the form of the development of the Banyuwangi E-Livestock System (E-NAK Wangi) based on Android, it is expected to overcome and reduce the problems that exist in Dinas Pertanian dan Pangan Kabupaten Banyuwangi the process of collecting cattle animals and providing cattle animal services which has been registered. System development is done using waterfall development methods with stages starting from the requirements stage, design, implementation, testing and deployment & maintenance. At the engineering stage and the need for analysis is obtained 28 functional requirements and 3 types of actors. Implementation Using Java Programming Language on Android Studio Software. The testing carried out in the form of unit testing based on 3 test samples resulted in valid results, integration testing resulted in valid results, and testing validation gots 100% valid than 49 test cases.
Pengembangan Sistem Informasi Pengelolaan Klien Perusahaan Agen Kreatif berbasis Website (Studi Kasus: Hansha Inventive) Muhammad Fajrul Falah; Faizatul Amalia; Fajar Pradana
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 10 (2021): Oktober 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The communication carried out by the Hansha Inventive company with clients at this time is still using the whatsapp or line application. The number of clients from Hansha Inventive causes a problem to arise, namely the problem of too many incoming messages so that they are piled up and finally there are unread messages, besides that the results of the work of creative agency companies are also not well structured because all the work sent by creative agency companies is still through the whatsapp or line application. In this study, a system was developed that aims to assist creative agency companies in managing clients with a system that can create a structured work concept then a system that can show the results of work to clients neatly so that the performance of Hansha Inventive can be increased. The development model used in this system is the waterfall development model. There are 3 tests carried out on this system, namely, unit testing, validation testing and compatibility testing. The system created this time is tested with unit testing, validation testing and compatibility testing. Unit testing using the white-box testing method resulted in a 100% valid percentage in six test cases, then validation testing using the black-box testing method resulted in a 100% valid percentage in 99 test cases. Then the compatibility test stated that this system can run on various web browsers but there are a few major problems with internet explorer, mozilla firefox, safari, and IOS. Then there are minor minor issues with internet explorer, mozilla firefox, and safari.
Evaluasi Proses Bisnis menggunakan menggunakan Quality Evaluation Framework (QEF) pada CV. Jiwo Elektro Adithia Sandi Josua; Diah Priharsari
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 10 (2021): Oktober 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Technology is a world that is always evolving over time. Technological developments have now reached the stage of integration with business. In its implementation, of course the business will also participate in making changes and improvements in order to achieve the organization's vision and mission. CV. Jiwo Elektro is an organization engaged in manufacturing. In carrying out its business processes, the organization has targets that must be met in order to achieve its vision and mission. The existing business processes in the organization have also been integrated with the information technology used. To achieve these targets, it is necessary to evaluate the performance of the organization, especially during the current pandemic which greatly affects the performance of existing business processes. By evaluating the business processes running in the organization, it is hoped that the evaluation results can improve the efficiency and effectiveness of business processes so that organizational goals can be fully achieved. In this study, researchers evaluate existing business processes using the Quality Evaluation Factor (QEF) method. QEF is an evaluation method that focuses on the suitability of the targets set by the organization (quality factor) with the reality that occurs in the field. For this reason, before conducting an evaluation, researchers will first model the existing business processes in the organization. This business process modeling is carried out using the Bizagi application. To model the business process, the researcher collected data by using the interview method with the relevant stakeholders. After conducting interviews and modeling business processes, the researcher will conduct further interviews with decision makers regarding the quality factors or organizational targets that have been set. Then the researcher evaluates the data obtained by comparing the target with field data. The results of the evaluation will then become the results of this research and it is hoped that these results can be used by organizations for decision making in the future.
Analisis dan Perbaikan Proses Bisnis menggunakan Metode Business Process Improvement (BPI) (Studi Kasus Divisi Simpan Pinjam KPRI UB) Imam Setyo Wibowo; Nanang Yudi Setiawan; Buce Trias Hanggara
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 10 (2021): Oktober 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Simpan Pinjam Division of KPRI UB is a division or unit in KPRI UB that has savings and loan as the main service. Simpan Pinjam Division of KPRI UB has loan application as one of the business processes. In operating the business process, Simpan Pinjam Division still has a problem, such as the completion time of the loan application business process that takes a long time to finish or still has not met the expected time target. Therefore, it is necessary to analyze and improve business process to handle the problem and optimize the performance of the loan application business process. This research uses the Business Process Improvement (BPI) method from the organizing for improvement phase, then the understanding the process phase, to the streamlining phase. BPMN or Business Process Model and Notation is used for modelling the process business, and Five Whys Analysis is used for root cause finding. After obatining the current business process model and business process recommendation model, a simulation is performed to idenfity process validity and to determine the results of time analysis comparison using Bizagi Modeler. From the simulation, it is found that every business process is able to run validly and from the time analysis comparison there is an increase in the average completion time of 53%. It can be concluded from the results that the business process that has been improved is more efficient than the current business process in the Simpan Pinjam Division of KPRI UB.
Perancangan Pengalaman Pengguna Aplikasi SiKumuh sebagai Penataan Kawasan Kumuh Kota Bekasi berbasis Mobile menggunakan Metode Design Thinking Tiar Adhi Bagaskara; Herman Tolle; Lutfi Fanani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 10 (2021): Oktober 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Bekasi City has a slum area of ​​443 Ha, but only 128.61 Ha has been successfully. The cause of a large number of slum areas is due to data and information that is not up to date concerning the spread of slum areas in every sub-district of Bekasi City. The lack of reports from the public regarding slum areas are one of the factors. Based on these problems, designing a mobile application user experience is necessary to facilitate people to report on slums easier. Data and information on slum conditions in every sub-district of Bekasi City will be up to date, and they can be handled immediately. This research uses the design thinking method, which consists of collecting user needs and problems by conducting interviews, analyzing problems and finding the right problems and needs, formulating solution ideas to determine solutions to problems and needs, making prototypes to design solutions form of application features, and usability testing to test aspects of effectiveness, efficiency, and satisfaction. Usability testing uses a task scenario to measure effectiveness and efficiency and a system usability scale (SUS) to measure satisfaction. A final usability score of 84.1 is obtained for those who had reported on slum areas, and it is included in group A (excellent). Meanwhile, a value of 78.5 was obtained for those who had never reported on slums, and this score is included in group B (good).
Implementasi Load Balancing pada Cloud Computing dengan Algoritme Improved Weighted Least Connection Muhammad Denny Chrisna Pujangga; Nurul Hidayat; Fariz Andri Bakhtiar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 10 (2021): Oktober 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Load balancing is a workload distribution mechanism that is widely used in distributed systems. One of the most widely used load balancing algorithms is the Weighted Least Connection Algorithm. The Weighted Least Connection algorithm has a problem that when a new server is added to the server cluster system when there are many user requests, the Weighted Least Connection algorithm will distribute the workload intensively to the new server, causing an uneven distribution of server workloads. To overcome this problem, the Weighted Least Connection algorithm was developed by combining two algorithms, the Server Selection algorithm and the Overload Reduce algorithm into one algorithm, namely the Improved Weighted Least Connection algorithm. This study applies the Improved Weighted Least Connection algorithm on the cloud architecture using the CloudSim Plus simulator. The results of this study indicate that the distribution of the Weighted Least Connection algorithm task is more even than the Improved Weighted Least Connection algorithm on heavier workloads. Meanwhile, for the difference in the distribution of tasks to VM 3, there is not much difference between the Weighted Least Connection algorithm and the Improved Weighted Least Connection algorithm, with an average of 4.81 tasks per 10 seconds and an average of 28.3% cpu usage for the algorithm. Weighted Least Connection, and an average of 4.75 tasks per 10 seconds and an average of 28.02% cpu usage for the Improved Weighted Least Connection algorithm.
Evaluasi User Experience Game Raft menggunakan Metode Game Experience Questionnaire (GEQ) Darmadani Kyat Madana; Eriq Muhammad Adams Jonemaro; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 10 (2021): Oktober 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Raft is a survival game developed by Redbeet Interactive and Axolot Games while still in the Early Access stage. Therefore, the game requires an evaluation of the user experience before reaching final stage of development. The method used in this study is the Game Experience Questionnaire, a questionnaire-based instrument that aims to measure user experience in playing games. The questionnaire has 3 modules. The first module is the Core Module with an average value result of 3 on dimensions such as Competence (M = 2.99, SD = 1.05175), Immersion (M = 3, SD = 1.03061), and Positive Effect (M = 3.1, SD = 1.019152) while the lowest value results are on dimensions such as Negative Effect (M = 0.9875, SD = 1.293767) and Tension (M = 0.817, SD = 1.38392). The second module is the Social Presence Module. However, it is not used for this research because it is preferred for games which require many players. The respondents will only be playing play the game in singleplayer for the purposes of this study. The third module is the Post-Game Module with the highest score on the Positive Experience dimension (M = 2.6833, SD = 1.07958) while the lowest score on the Negative Experience dimension (M = 0.60, SD = 1.00536). The results of the Raft game user experience are of good value. However, there are some issues that arise and do not affect the gameplay completely because they are minor.
Segmentasi Citra Makanan menggunakan Clustering Improved K-Means untuk Estimasi Sisa Makanan Alip Setiawan; Yuita Arum Sari; Bayu Rahayudi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 10 (2021): Oktober 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Every living thing needs food to live, grow and reproduce. Food is a basic need that is needed by humans as a source of energy to carry out activities in daily life. By eating nutritIoUs food can bring a person into a healthy diet. An unhealthy diet can cause a person to create diseases such as malnutrition or even death. It is important to regulate the amount of food consumption to maintain and maintain a healthy body, so we need a system that can estimate the food consumed. To estimate the weight of the food that has been consumed by someone, an image of the food is needed before and before consumption. In this study the data used is secondary data in the form of food images in the tray box which opens 31 images consisting of 124 compartment images. The improvement K-Means method was chosen for segmenting food images on the tray box. With the application of this method, it is expected to provide results with a small error rate and have good accuracy in the estimation of food waste in the tray box. the results based on the evaluation of the results of the highest average accuracy of segmentation results of 82% with the RMSE estimation of the smallest food waste weight achievement of 2.19. The test results show that the clustering method with the K-Means improvement algorithm can be used to estimate the weight of food images.

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