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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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Search results for , issue "Vol 5 No 4 (2021): April 2021" : 50 Documents clear
Aplikasi Virtual Tourism Promosi Kampung Tematik Kota Malang berbasis Web VR 360 Danar Hikmah Krismanto; Herman Tolle
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 4 (2021): April 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Thematic village is a place administratively under a sub-district that has both a social and economic potential. However, at this time the spread of the Covid 19 pandemic virus outbreak caused the closing down of almost all thematic village. Based on these problems, in this research a virtual reality (VR) application for promotion of thematic villages by using web VR 360. This application is developed using Agile software development life cycle. The aplication is divided into 2 part, they are VR applications for users and admin system for admins to manage data VR. The implementation of virtual reality applications uses the Aframe framework and the admin system uses the Laravel framework. System testing is done using blackbox testing to test functional requirements and use usability testing to test non-functional requirements. The results fungsional testing is all functionality requirements are valid. The results non-functional testing using usability testing for VR applications got an average System Usability Testing (SUS) score of 75.5 and for the admin system it got an average SUS score of 77. It can be concluded that the system being developed is good for use.
Pengembangan Sistem Pelayanan Administrasi Kependudukan Desa berbasis Web (Studi Kasus: Desa Talok) Hegi Restu Alegretto; Tri Astoto Kurniawan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 4 (2021): April 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Demographic administration is a method used to document the results of demographic registration and civil registration. In registering the demography, Talok Village still uses a manual method by book or file records. This type of demographic registration is ineffective since it will cause unnecessary effort in case of information changes because the village staffs have to look for the file records manually. Talok Village also provides services of the issuance of several residence certificates and identity cards. However, residents find it difficult to apply for residence certificates and identity cards due to the lack of information. A web-based demographic administration service system was developed to overcome these problems. This system used the waterfall model and object-oriented approach and had been tested using the unit, integration, and validation testings. The unit and integration testings were conducted using the whitebox testing technique and resulting valid results. Meanwhile, the validation testing was conducted using the blackbox testing technique and resulting valid result. The result of this research is a web-based demographic administration service system.
Pengembangan Sistem Informasi Lembar Penilaian Siswa (Studi Kasus: SMA Brawijaya Smart School Malang) Fara Nur Azizah; Denny Sagita Rusdianto; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 4 (2021): April 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Assessment is an attempt to find the potential that students have. Assessment is carried out not only from the subject matter, but including from the values ​​of attitudes and skills. These productivity aspects have one person who is responsible and makes a plan for the learning process. SMA Brawijaya Smart School has a method to take measurements, namely the Student Assessment Sheet (LPS) which consists of three extracurricular aspects, smart books, and discipline. LPS assessment is used to report student progress once a month. Microsoft excel tool used in performing LPS services. The problems that occur in the LPS production process are the data input and the vulnerability that causes the resulting data to be inefficient and not well organized, so a system is built to help the LPS management process with the name Student Assessment Sheet Information System. This system was developed on a website platform so that it can be more clearly structured and visualized. The development method used is the waterfall model. Student order information systems have been tested with white box testing and black box testing on functional requirements and compatibility testing on non-functional requirements. The results given in white box testing are three samples of unit testing and three samples of integration testing, while the results of black box testing are validation testing with valid results in all scenarios. The compatibility tester gives the results that the system can run on various browsers.
Pengembangan Sistem Surveilans dalam Pencegahan dan Pengendalian Infeksi pada RSU Haji Surabaya Anugrah Rasisputra; Achmad Arwan; Faizatul Amalia
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 4 (2021): April 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

RSU Haji Surabaya is a public hospital in Surabaya that caters to all levels of society on a social, economic and religious level. On the basis of Regulation of the Minister of Health No. 27 of 2017 Article 3 paragraph 5 states that the infection prevention and control (PPI) process must be carried out with surveillance activities. Surveilance is the process of continuous recording and analysis to obtain data that is specific to infection data in this study. Some of the infections that are recorded and analyzed are Phlebitis, CVC, VAP, UTI, and SSI. Manual survailance by RSU Haji Surabaya still involves some human error. A surveilance system is therefore required to minimize errors. This system will help user enter data and analyze trends. A web-based monitoring system will be developed to make it easier for users to use the system when using a desktop or mobile phone. This study will use an object-oriented approach and apply the MVC design developed on the waterfall method and use the calculation formula for the PPI indicator to calculate the infection pattern. In the need analysis requirement there are 48 functional needs and 6 actors. Functional tests in the form of units, integration and validation produce 100% valid results, and non-functional tests in the form of compatibility produce results that the system can execute on different browsers and platforms.
Implementasi Quick Sort pada Cluster Computer menggunakan Raspberry Pi 3 Igo Vicky Firmandia; Mochammad Hannats Hanafi Ichsan; Rakhmadhany Primananda
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 4 (2021): April 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

A cluster computer is a type of parallel or distributed processing system that consists of a collection of stand-alone computers that are connected and work together as one integrated resource (Morrrison, 2003). Cluster computers can be implemented for specific purposes, and using parallel processing methods such as MPI4PY (Message Passing Interface for Python) MPI4PY is used to execute parallel programs into subtasks, then send them to the cluster nodes for processing. This research focuses on designing, implementing, and knowing the performance produced by computer clusters using raspberry pi 3. To find out the resulting performance, a scheme is tested using a master node without a slave, one slave master node, two slave master nodes, and a master node. three slaves. The monitoring process is carried out using ganglia to determine the size of cluster resource usage. The monitoring results show the highest memory usages of 818.8M in 109 iterations of testing the master node and 2 slave nodes. The highest loads/process was 14.1 in 109 iterations of testing using only the master node. The highest CPU usages were 32.7% in iteration 109 tests the master node and 2 slave nodes.
Perancangan Aplikasi Penyedia Jasa Ilustrator berbasis Android menggunakan Metode Human Centered Design (HCD) Nooriza Fariha Rumagutawan; Agi Putra Kharisma; Candra Dewi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 4 (2021): April 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

An illustrator is an artist who specializes in improving writing or explaining concepts by providing a visual representation that matches the content of the text or related ideas (Charles & Herbert, 1985). In 2018 the Indonesian Information and Communication Technology Creative Industry Society (MIKTI) stated that the most popular startup was e-commerce with 352 startups. This opens up job opportunities for illustrators and attracts illustrators who want to pursue this work, unfortunately being a freelance illustrator in Indonesia is still difficult, because there is no special platform in Indonesia that connects illustrators and customers. Currently, freelance illustrators in Indonesia use illustrator marketplace services from abroad, their weakness is they do not provide withdrawals via bank or e-wallet, this causes a long process. In addition, selling illustrator services on social media is not the best solution, fraud often occurs from both parties. In order for the creative industry ecosystem to become stronger, a connector is needed which is none other than Information and Communication Technology (Anastasia & Handriani, 2018). The method used in this research is the Human Centered Design (HCD) method because this method focuses on solving problems creatively by focusing on consumer behavior and needs rather than their demographics. The test used in this research is usability testing using the System Usability Scale (SUS) questionnaire, This test produces an average value of 76.5, which means that the value is above the minimum average value of 68. The average value is between the ranges of good and excellent, including in grade B and acceptable to users (ACCEPTABLE).
Pengujian User Experience Aplikasi Perangkat Bergerak Jagoan Indonesia Menggunakan Metode Usability Testing Erlangga Rizki Pratama; Eriq Muhammad Adams Jonemaro; Ratih Kartika Dewi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 4 (2021): April 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Modernization requires all areas of human life to be fast and easy, including education. As is the case with activities to increase a sense of nationalism through learning Indonesian culture, carried out with methods that are creative, innovative, fun and not boring (Fadillah, 2016). Learning can use the application "Jagoan Indonesia" on mobile devices. In this game, there are main functions, namely exploring, puzzles and quizzes. Puzzles are used to match the map of Indonesia with regional names, however the roaming and quiz functions are still under development. In order to adapt to the current state of the user, it is necessary to measure the quality and design to make it more user friendly in terms of users and to make a good user experience must be good usability. In this study using usability testing. Usability testing is used on of learnability, efficiency , errors and level of satisfaction (Nielson, 2012). In this case, the sample of test was taken from 10 students of MI Plandi 1. Performed in two scenarios, namely without the application and with the application. The purpose of this study was to find out the process and results of usability testing on the mobile application "Jagoan Indonesia" in class students. 4-6 MI Plandi 1. The results of the calculation using usability tasting are in the form of Learnability 100%, Efficiency 0.0027, Error 0.2 and Satisfaction 69,00 and acceptance on high categori. Thus, it can be said that the application on Indonesian whiz mobile devices can be accepted and used well by respondents. It is also influenced by the age factor of the respondents who mostly enter adolescence and most of them are female, which is able to increase the acceptance of new material well.
Prediksi Inflasi menggunakan Indeks Harga Konsumen Kota Malang dengan Metode Extreme Learning Machine Muhamad Altof; Nurul Hidayat; Marji Marji
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 4 (2021): April 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Countries that experience a decrease in the value of their currency are often said to be inflation, where when inflation occurs the prices of goods and services will increase, if this situation is not anticipated by policy makers and the public it will have a negative impact on daily life, with these problems the prediction system will be very help to measure the rate of inflation, an indicator called the Consumer Price Index is needed, this will calculate the mean value of the price of goods used by the public, within a certain time, to overcome this problem, a system that can predict the rate of inflation quickly and accurately is needed. The ELM method is included in the Artificial Neural Network, ELM is divided into a training and testing process, then an evaluation of the error rate is carried out using the Mean Absolute Percentage Error method, after being tested 10 times using the parameter number of features as many as 4, 6 neurons, comparison With 60% training data, 40% testing, the lowest error rate is 1.54%, which means that the ELM method has high speed and accuracy.
Perancangan User Experience Aplikasi Booking Servis Mobil Menggunakan Metode Human-Centered Design Debie Shabastian Rosie; Hanifah Muslimah Az-Zahra; Alfi Nur Rusydi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 4 (2021): April 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Langgeng Motor car repair shop customers have high mobility but do not have sufficient information about the workshop capacity which makes customers uncertain about getting car service and causes the workshop to get poor reviews. This study aims to design a Langgeng App's User Experience as a solution that has good Usability and User Experience values. The Human-Centered Design approach is used with due regard to the User Experience element. Starting from analyzing the user context, analyzing user needs, and creating a solution design. Design evaluation using Usability Testing produces an effectiveness value of 96.9% for the customer user group and 97.5% for the workshop employee user group and is in a good category or above 78% and an efficiency value of 90.7% for customers and 90.83% for workshop employees. Customer satisfaction is positive or above 0.8 which is known from the UEQ Hedonic Quality aspect. User Experience Questionnaires are given after testing and get a "Good" category on the Perspicuity and Efficiency aspects for customer user groups, and a "Good" category on the Efficiency aspect and the "Above Average" category on the Perspicuity aspect for workshop employees. The "Excellent" category in the aspects of Attractiveness, Dependability, Stimulation, and Novelty is in both groups of users. Thus, design solutions have positive values ​​in terms of User Experience and Usability.
Pengembangan Aplikasi Share Our Car untuk Menambah Jumlah Okupansi Kendaraan pada Kebijakan Ganjil Genap di Daerah Khusus Ibukota Jakarta berbasis Android Muhammad Rafsan Adhizar; Denny Sagita Rusdianto; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 4 (2021): April 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Share Our Car is an android-based application developed to increase the number of vehicle occupancies in the Odd-Even policy in the Special Capital Region of Jakarta. Share Our Car provides a public service forum for 4-wheeled riders who want to give rides to Jakarta residents and is also a public service forum for Jakartans who want to ride with 4-wheeled vehicle users, so that apart from being able to support government policies in the form of Odd-Even, it can also increase the number. occupancy of passengers in one vehicle so as to reduce the number of congestion that occurs in the Special Capital Region of Jakarta. This application was developed based on android so that related actors can access it easily anywhere, anytime, and can be used on an android mobile device that is connected to an internet connection and GPS and has installed the Share Our Car application. Requirements engineering is carried out as an early stage of research to find out actor identification, system requirements, and business processes. The requirements engineering stage results in 20 (twenty) functional requirements and 1 (one) non-functional requirement. These needs are used as the basis for the design and implementation stages. The system implementation is done using the Kotlin programming language. The results obtained at the testing stage using whitebox testing were 100% valid, blackbox was 100% valid, and usability using the System Usability Scale resulted in a final value of 87.5% and included in the acceptable category.

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