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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 5 (2021): Mei 2021" : 50 Documents clear
Sistem Klasifikasi Rasa Buah Jeruk Menggunakan Metode Naive Bayes Dengan Arduino Nano Vedric Amos Sinaga; Eko Setiawan; Mochammad Hannats Hanafi Ichsan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 5 (2021): Mei 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Orange are very popular and consumed by most Indonesians. Oranges are the fruit with the second largest productivity in Indonesia. North Sumatra province is one of the areas with the highest number of citrus harvests. Buyers of oranges in North Sumatra generally taste oranges before buying because taste is the most important attribute according to consumer perceptions. After tasting the rsa citrus fruit and the taste is sweet, the buyer will immediately buy the orange juice. During the wrapping process, sometimes the seller will mix fruit with lower quality and unsweetened taste. So from these problems this research focuses on making a system that can classify the taste of citrus fruit. The classification process is carried out using the naive Bayes method. The classification process requires training data with three parameters, namely color, weight and diameter. Color data obtained with the TCS230 sensor, weight data using the load cell sensor and diameter data using the ultrasonic sensor. After the data is obtained, the classification process will be carried out. After the classification process is complete, the hasl will be displayed on the LCD. The naive Bayes classification was tested with 15 test data and produced an accuracy of 80%.
Implementasi Algoritme SPECK dalam Sistem Monitoring Sumber Daya pada Raspberry Pi Yohanes Heryka Febriarso; Ari Kusyanti; Primantara Hari Trisnawan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 5 (2021): Mei 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Monitoring system is common this time. However, security system needs attention. Because if unauthorized people controls the data from monitoring system, it can endanger owner of monitoring system. Aspect that need to guarded in monitoring system is confidentiality. SPECK algorithm can fulfill confidentiality security and has advantage of low specifications system. SPECK algorithm is implemented in monitoring system on manager and agent when sending and receiving data. Tests includes test vectors, performance, sniffing attacks and known plaintext attacks. Time for monitoring system process encryption has an average 1,780.738 ms on Raspberry Pi 0 W, 799.173 ms on Raspberry Pi 2 and 481.7921 ms on Raspberry Pi 3. Time to process decryption has an average 2,007.717 ms on Raspberry Pi 0 W, 880.4057 ms on Raspberry Pi 2 and 508.9488 ms on Raspberry Pi 3. Data amount before and after encryption is 524 byte in resource, network and disk scenarios. Results of test vector test is same as the SPECK paper so they declared successful. Sniffing test also successful because when checked using Wireshark application, contents of the packet is ciphertext. In known plaintext attack test, the test was successful because the resulting ciphertext failed to decrypt by brute force.
Perancangan User Experience (UX) Aplikasi Manajemen Waktu Berbasis Mobile dengan Metode Design Thinking dan Human-Centered Design: User Experience Design for Time Management Mobile Application Using Design Thinking and Human-Centered Design Method Kamalia Fitriana; Diah Priharsari; Kariyoto Kariyoto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 5 (2021): Mei 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Time management is a self-control of how long someone spend their time for certain activities, especially to get effectiveness, efficiency, and productivity. In the other hand, time management still being a big problem for people today. Lack of time management application and development skill is one of the reason that time management is difficult to implement. Because of this problem, researcher do a user experience design for time management mobile application. This application is designed with a combination of design thinking and human-centered design methods. Design thinking is used as a reference in design stage process, while human-centered design support the design process by its tool recommendation. The result of this design process is 6 kinds of pages namely login and sign up page, to-do list page, focus mode page, timer page, calendar page, time allocation page, and profile page. This application design was tested using usability testing. The result is 83% in effectiveness aspect and 78.4% in efficiency aspect. Meanwhile, the user satisfaction aspect gets 70% with as2nd Quartile on the quartil ranges, Marginal on the acceptability ranges, and Good on the adjective range.
Pengembangan Sistem Rekomendasi Musik berdasarkan Waktu berbasis Android Dwi Yovan Harjananto; Ratih Kartika Dewi; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 5 (2021): Mei 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In modern era, music has become an integral part towards many people, especially to accompany their daily activities. Further technological advancements such as the internet has affected and made easier the distribution of music for music affocionados. However for some, too many music in the distribution resulted in them having some difficulty in finding the one that suits their preference. Therefore, there exist a need for a system where music are grouped to small groups based on specific criteria-such as genre-and then recommending those to the user to ease their search. In realizing such system, the researcher conducts a research to develop a genre-based music categorization system. This recommendation system is developed as a mobile-based application in the Android operating system, where music that are recommended is based from surveys from scholars as well as using forward chaining algorythm. The system will recommend music within a databse in the form of playlist that is further segmented into the time of the day. Blackbox testing of the system is done with the intention to test the accuracy percentage of system's primary function. System Usability Scale test done to the system is also to measure the usability of said system, taken from testing the system to users directly.
Pengelompokkan Kondisi Komputer pada Bank X di Seluruh Indonesia Menggunakan Metode K-Medoids Clustering Muthia Maharani; Dian Eka Ratnawati; Bayu Rahayudi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 5 (2021): Mei 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Bank X is one of the largest public banks in Indonesia. With the banking process running up to the operational process of Bank X which run every day for 24 hours, a very good quality computer is needed. So the process of upgrading computer must always be done. The large number of computers at Bank X makes the process of upgrading computers is one of Bank X's biggest expenses. Other than that, in several work units at Bank X, the process of upgrading computer is still not effective. From these problems, the research will be conducted in the form of grouping computer conditions at Bank X all over Indonesia using the K-Medoids Clustering method. This research was conducted to classify which computers are really need, need enough, and which computers do not need to upgrade. The results of this grouping are that there are 237 computer in cluster 0 no need to upgrade, 126 computer are in cluster 1 with a very need to upgrade, and 769 computer are in cluster 2 with condition good enough but need to be reviewed because it is quite necessary to do a computer upgrade. For testing using the Silhouette Coefficient, clustering with 2 clusters is the best because it has the highest silhouette score, which is 0.624684967. And also the test for amount of data which showed that 90% of the original data was the minimum presentation for data amount for accurate results. The results of the research will be given to Bank X as a recommendation to find out which computers need to be upgraded so that they can be followed up more quickly.
Penerapan Behavior Tree untuk Pengambilan Keputusan Non-Player Character pada Gim Balap Fitraldy Soefana; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 5 (2021): Mei 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Video Game is an electronic game that involves a joystick, keyboard and motion detector as an input device or user interface to generate feedback for the player which is displayed visually through televisions, monitors and other visual media. Of the many genres, racing games are one that is popular and played by many people, in the Racing game there are characters that cannot be controlled by the player, namely the Non-Player Character (NPC) who acts as an enemy or ally in the game. This NPC will be designed and implemented using the Behavior Tree method, the first thing to do is look at the behavior of the NPC then design the Node to implement the Behavior Tree on the NPC in decision making. After the NPC is implemented, then testing is carried out on the NPC, testing is carried out using the Black Box method, and testing the performance of the NPC, on the Black Box test based on the Test Flow Diagram and testing the performance of the NPC based on Frames per Second and the number of collisions on the NPC. From the results of the Black Box test carried out, the NPC's behavior went as expected, and in testing the performance of the NPC, the resulting game was able to run on average at 60 FPS and on the number of collisions on NPCs the more NPCs resulted in a lot of collisions too so it could be concluded that the game can run at a good FPS and the ability of NPCs to make decisions in large numbers is increasingly difficult.
Pengembangan Aplikasi Manajemen Sewa Motor berbasis Progressive Web Apps di Arfand Motorent Danang Trisdiana Putra; Denny Sagita Rusdianto; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 5 (2021): Mei 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The motorbike rental business is a promising business for now, especially in Indonesia. One of the businessmen in this field is Arfand Motorent. However, in practice many repetitive processes are carried out between the admin and the tenant, and the use of a platform that is not integrated and the presence of manual forms causes human errors, data duplication which results in data integrity and validity being difficult to maintain, resulting in increased costs and resources so as to solve the problem. The motorbike rental management application based on Progressive Web Apps or abbreviated as PWA is built. PWAs have a wider range, can be accessed on a variety of devices easily, require less effort to access them without the need to perform an installation, and are smaller in size than native applications. The needs analysis stage obtained 68 functional requirements and 2 non-functional requirements. The design stage results in designing systems, components, databases, and interfaces. The above steps are used as a reference in the implementation stage which produces program code with the front end library, react js and the framework for the backend using laravel. The functional testing phase includes unit testing, integration, and validation. As well as non-functional testing by testing performance, reliability, and compatibility. Both functional and non-functional tests are valid.
Implementasi Facial Landmark dalam Pengenalan Wajah pada Sistem Pembayaran Elektronik William Hutamaputra; Fitri Utaminingrum
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 5 (2021): Mei 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The technology is developing rapidly with various sophisticated features in every branch of science. One of the developing branches of science is the payment system. The face of people being has a specific personal identification that has its own characteristics. Therefore, faces can be used as objects as personal identification marks to increase the level of security. The working principle of Face Recognition is to detect faces first before carrying out the recognition to be compared with the database. The method used for Face Recognition is facial landmark. Facial landmark is a method of localizing the prominent points on the face. Before the image is processed, the image must be detected whether there is a face. The face detection method uses haar cascade. The results of facial landmarks will be classified based on training data with k-Nearest Neighbor. The results of these studies resulted in facial recognition accuracy levels of 76.47%, 64.71%, and 47.06% and computation times of 0.5016, 0.1322, and 0.1298 seconds with values of k = 5, 7 and 9. In the integrated system between facial recognition and electronic payment systems with the value of k which has the highest accuracy, namely 5, has a system integration level of 71.43%. In the field of technology, there are many things that need to be resolved to make human activities easier. Therefore, this thesis will discuss an electronic payment system based on Face recognition in trading with the facial landmark method.
Pengembangan Dashboard Laporan Penjualan dan Segmentasi Pasar Komoditi Pupuk Pestisida di PT. Perusahaan Perdagangan Indonesia (Persero) Cabang Malang Nadya Gita Chayani; Fatwa Ramdani; Welly Purnomo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 5 (2021): Mei 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

PT. The Malang branch of the Indonesian Trading Company (Persero) is one of the state-owned companies (BUMN) as one of the BUMNs engaged in domestic trade and international trade in the Malang region, East Java. Through the trading business of various products and commodities handled from upstream to downstream, exports and imports which are also trusted by the government to handle and maintain price stability and availability of national food stocks and or other community needs. In an effort to provide easy job evaluation and customer grouping for the marketing division, there is a recommendation for a solution in the form of a dashboard to display commodity and customer values. This system was built using the PHP programming language assisted by Boostrap and MySQL for database management. This dashboard uses data processing in the commodity database and customer data which is used as graphics and digital maps. In making a digital map using the coordinates of several areas for commodity purchases by customers in East Java province.
Pengembangan Sistem Informasi Penjualan Berbasis Website Untuk Usaha Kerajinan Kayu Jati di Kabupaten Ngawi Chavindro Bunga Mardiasto; Achmad Arwan; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 5 (2021): Mei 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Abstract The rapid development of technology has made most people create new ideas in utilizing technology. The sales information system is the result of innovation in the use of rapidly growing technology. The sales information system is an electronic platform for marketing products through the internet that brings together sellers and buyers with courage. In the face of competition in the era of globalization, website-based sales information systems provide great opportunities for IKM players in Ngawi Regency to convey product information using technology connected to the internet. Selection of a website-based platform with the aim of facilitating the transaction process between craft entrepreneurs and buyers because information about handicraft products is available in the website-based sales information system catalog and can be accessed 24 hours every day. The development of this sales information system uses the waterfall method which has stages including other requirements, design, implementation, testing, and application and maintenance. This system produces 43 functional requirements and 4 actors from the results of the needs analysis that has been carried out. The sales information system in the implementation stage uses the Codeigniter framework and uses the programming languages ​​PHP, HTML, and CSS. Tests carried out in the study used two methods, namely the white box testing method for conducting unit testing and the black box method for validating testing. The results of the test process using the white box method are 100% valid from the 3 tested functionalities, while the results of the test process with the black box method are 100% valid from the 43 tested functionalities.

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