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Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer
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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 82 Documents
Search results for , issue "Vol 5 No 6 (2021): Juni 2021" : 82 Documents clear
Perancangan Antarmuka Pengguna Sistem Portofolio Siswa Sekolah Sepak Bola (SSB) Sumbersari Menggunakan Metode Design Thinking Yogie Tegar Pribadi; Buce Trias Hanggara; Bonda Sapta Prakoso
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Sumbersari Football School is an informal school that focuses on soccer for students aged 7 to 14 years. This soccer school has several problems in the training it runs. The problems experienced include the absence of student portfolio data during the exercise. Based on the problems experienced by SSB Sumbersari, interviews were conducted to explore the needs and what were the core problems. The purpose of this research is to find a solution to the problems currently being experienced by SSB Sumbersari. Solutions to problems experienced, SSB Sumbersari requires a design design for the student portfolio system. At the stage of extracting the needs, 4 user needs and 7 solution ideas have been made. In designing this student portfolio design using the design thinking method. The final result of this research according to the results of the System Usability Scale gets a value of 78 which is included in the good category.
Pembuatan Objek 3D Candi Badut Menggunakan Metode Photogrammetry Benjamin Septa Pardamean; Herman Tolle
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Based on its function, the media as a source of information plays a very important role in learning, by delivering accurate information, the information conveyed can be received clearly. One of the digital media is three-dimensional media that provides visual information on objects such as colors, textures, shapes, and others. One of the methods in making 3D objects is by using the photogrammetry method. The photogrammetry method is the process of making 3D objects using many photos captured by the camera that will be integrated into a software and processed into 3D objects. In this research, the photogrammetric method in making 3D objects of Candi Badut, using UAV in taking photos, is then processed in the Meshroom software which consists of StructureFromMotion, DepthMap, Meshing, and Texturing stages, which produce 3D objects and then reprocessed in the Blender 3D. The resulting 3D object results can be used as digital assets such as the introduction of tourist objects, video games, animation and others. The 3D object of Candi Badut was tested to measure the level of accuracy using the Root Mean Square Error (RMSE) method by comparing the measurement results in the software with the measurement results in the field. The test results obtained are RMSE of 0.0734meter where the 3D object of Candi Badut produced by the photogrammetry method has approached the object of Candi Badut in the real world.
Deteksi Orang Bermasker Medis Menggunakan Metode Convolutional Neural Network Berbasis Raspberry Pi Bimo Dimas Nugraraga; Hurriyatul Fitriyah; Dahnial Syauqy
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In the COVID - 19 pandemic, mask is an important commodities. The usage of masks is very important to prevent transmission of COVID - 19, especially in important institutions such as Hospital. Medical mask is very good to prevent transmission of COVID - 19 because medical mask has 3 protective layers. The Detection Of Medical Mask Using Raspberry Pi Based On Convolutional Neural Network aims to prevent the spread of COVID - 19 in hospitals by preventing people who do not use medical mask from entering hospitals. This system consist of a webcam, Raspberry Pi 4, and solenoid lock. Image processing is done by converting the color from RGB to YCbCr to detect medical masks and remove the background. This system use Convolutional Neural Network for classification method. The solenoid lock will open if the result of the classification is a medical mask and will be locked if the result of the classification is a non-medical. In this study, testing was carried out at 5 different distances, namely distances of 0.5 meters, 1.0 meters, 1.5 meters, 2.0 meters, 2.5 meters. Overall accuracy of this system is 97%. The average execution time of this system is 0.563271 seconds.
Implementasi Algoritma Fuzzy K-Nearest Neighbor (FK-NN) Untuk Penentuan Kualitas Mutu Air: Implementation Of The Fuzzy K-Nearest Neighbor (FKN-NN) Algorithm For Determining Water Quality Yose Parman Putra Sinamo; Sutrisno Sutrisno; Sigit Adinugroho
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Water has an important role in maintaining life. Without water, humans cannot carry out their daily activities, because water is an inseparable part of their daily activities. Water that is good for humans is water that has met the requirements as suitable water for daily use. For this reason, there have been many studies on water classification in determining water quality. However, in determining the results obtained, the accuracy is less than satisfactory and can be improved again. In determining the classification of water, the K-Nearest Neighbor (FK-NN) fuzzy method is used. Some of the attributes or parameters that will be used in this research are the degree of acidity (pH), TDS, NO2, NO3, hardness, chloride, manganese. There are several tests carried out including testing the k value, the distribution of data ratios, and the distribution of data classes. From this test, the accuracy value is 95.52%, with the data ratio level consisting of 70% training data and 30% test data, with a K value of 10.At the level of data class distribution, 80% accuracy is obtained with the distribution of test data classes using 20 data with class 0 is 10 and class 1 is 10. From the accuracy obtained, it is concluded that the accuracy value obtained is much greater than the accuracy of previous research which is only around 78.70% and 85.70% in the Support Vector Machine and Naive Bayes methods..
Pengembangan Aplikasi Gim Untuk Pengenalan Cagar Budaya Di Kota Malang Menggunakan MDA Framework Rizky Afwan Austin; Eriq Muhammad Adams Jonemaro; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Malang City is one of the tourist cities in East Java. In this city, there are many places that can be used as tourist destinations, such as culinary tours, religious tours, to historical tours. There are historical places that are included in the list of cultural heritage in Malang City that have high historical value. To be able to introduce this cultural heritage and increase public interest in history, a medium is needed. One way is through playing video games. The type of game to be developed is a snake and ladder board game. To make it look more modern, this game uses augmented reality features. In this game, players can find out the history and general information of several cultural heritages in Malang. This game is designed using the MDA framework to find out what the player feels after playing and how the player interacts with the game mechanics. To determine the right mechanic, the design was carried out three times. After the design phase is complete, then enter the implementation stage where the game is developed. At this stage, the game is developed using Unity software while 3D forms of cultural heritage objects are created using the SketchUp software. After the implementation phase is complete, then enter the testing phase. This stage is carried out using two types, namely Black-box Testing and Game Experience Questionnaires. The purpose of the Black-box Testing test is to ensure that all functions contained in the game run as expected. Game Experience Questionnaire aims to find out the player's experience after playing this game. Game Experience Questionnaire testing is done by giving questionnaires to players. The contents of the questionnaire are based on the modules in the Game Experience Questionnaire, namely the Core Module and Social Presence Module. The average value of the Core Module and Social Presence Module is 2, which means this game gets a sufficient score.
Rancang Bangun Simulasi Robot Beroda Untuk Pengiriman Barang Di Dalam Gedung Berbasis Metode Particle Filter Reza Budi Pratikto; Eko Setiawan; Dahnial Syauqy
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The F building at the Faculty of Computer Science, Universitas Brawijaya hold 12 floors and has separate rooms which arranged in several dividers between rooms where each floor in the building has different functions and jobs, in a words, a coordination for logistical assistance or file delivery is indispensable. Current document delivery activities generally depend on the workforce of employees, and are quite time consuming and cause a lack of concentration on employees doing their own work. Therefore in this study the researcher will focus on discussing the design of a wheeled robot for logistics delivery in the building. The system were designed in a simulation used ROS-Gazebo to run the robot and the method used to run the robot were using a Particle Filter. The robot's particle filter works by localized its position by spreading a number of particles around it so that the particles can represent the robot's position. Particle Filter test can be done by determining a certain number of particles, testing the accuracy of its position and computation time for 5 times. In later testing, it was found that the number of particles that had high accuracy was at 50 particles with an average computation time of 292.08 ms for each number of particles tested. The results show that the time and the number of particles are optimum in the F9.3 building environment located at the Faculty of Computer Science, Universitas Brawijaya.
Evaluasi Kepuasan Pengguna Pada Website Beasiswa Universitas Brawijaya Menggunakan Metode End-User Computing Satisfaction (EUCS) Teuku Yusuf Ryan Ar-Rasyid; Buce Trias Hanggara; Aditya Rachmadi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The Brawijaya University Scholarship Website is a website that functions as a scholarship information search page where the students of Brawijaya University can find out the stipulated scholarship requirements, Brawijaya University scholarship website acts as an intermediary between scholarship providers and students who wish to get scholarships. But in fact, there are often problems with the website and the quality of the website also has disadvantages that are felt by its users, for example, the website pages are relatively old, the writing on the website is too monotonous, and scholarship information is late to be disseminated. This study aims to improve the quality of the Brawijaya University Scholarship website so that it will be better in the future, especially in the section on user satisfaction which will affect user ratings in interacting with the website. To support the research, the End-User Computing Satisfaction (EUCS) method is used to assist in calculating the quality assessment of the website which is divided into several variables. The EUCS method measures user satisfaction by making a comparison between the ratings that users have given on the assessment sheet that has been made with the existing service system (Brawijaya University Scholarship Website). There are 5 variables used in this study, namely Content, Accuracy, Format, Ease of Use, and Timeliness. The results obtained after testing were 2 variables that got unsatisfactory values, namely Format and Accuracy variables, but it cannot be denied that the other 3 variables, namely Content, Ease Of Use, and Timeliness had sufficient values ​​but did not escape input and criticism from respondents.
Evaluasi Usability Dan Perbaikan Antarmuka Pengguna Pada Aplikasi E-Suket Kota Kediri Menggunakan Metode Usability Testing Ihsa Almasyah Pahlevi; Retno Indah Rokhmawati; Lutfi Fanani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

E-Suket of Kediri City is an android-based application for independent official letter services for resident of Kediri City. Based on the result of a study of user reviews on the Google Play Store, there are several problems that users found while using the application, including failing to submit letter request and errors. Therefore, important to evaluate and improving the E-Suket application so it can increase it usability value. The evaluation method used is usability testing, which in the testing process involves the users to assess the extent to which the application has met the criteria being tested. Evaluation is done by testing assignments, filling out questionnaires, and interviews. In the evaluation process, the aspects being measured is based on ISO 9421-11 which are effectiveness, efficiency, and user satisfaction. Testing was done twice, namely testing on the initial design of application and testing on the recommendations for design improvement made based on the results of the initial design evaluation analysis. Based on the results of interviews with test respondents, there were 27 problems found in the application. There are 28 guidelines for developing recommendations for application design improvements. The test results on effectiveness aspect shows 55,5% for the initial design and 100% for the design recommendation, the test results on the effectiveness aspect shows 54,42% for the initial design and 100% for the design recommendation, and the test results on users satisfaction aspect using the SUS questionnaires shows 43,75 for initial design and 66,5 for design recommendation.
Implementasi Wireless Sensor Network untuk Monitoring Limbah Cair Gondorukem Menggunakan Modul Wifi Esp8266 Risqi Nur Ifansyah; Nurul Hidayat; Arief Andy Soebroto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Indonesia is a country that is rich in natural resources, there are many pine trees that produce sap. Pine tree sap has many uses in the cosmetic, antiseptic and pharmaceutical industries. But pine sap produces a waste effect. There are still many things that need to be improved on the processing of gondorukem for wastewater treatment. Especially in the disposal section, it is not possible to predict a good standard of liquid waste disposal. The standard for wastewater disposal has several parameters such as pH, temperature and turbidity of the waste. With IoT technology, it makes it easier for us to reduce the pH, temperature and turbidity of the waste by using a pH meter water sensor, DS18B20 and Turbidity. The data of the three sensors are collected to the sensor node, then sent to the gateway via a websocket, then forwarded to firebase which will be displayed on the web interface. Testing uses Quality of Service, to determine a network speed performance when sending, which is useful for knowing the time of each delivery and packets lost during delivery. The water meter's pH sensor function, DS18B20 and Turbidity, worked well during research. Then obtained from the test results based on the throughput h-1 to h-4 testing is 17.01 bps, 20.89 bps, 19.83 bps and 18.86 bps. For packet loss h-1 to h-4, namely 0.1%, 0%, 0% and 0.%. Then the delay h-1 to h-4 is 0.08 s, 0.07 s, 0.07 s, and 0.07 s.
Implementasi Algoritme Light Encryption Device (LED) pada Wireless Sensor Network dengan Media Pengiriman Data nRF24L01 Septian Visiano Handoko; Ari Kusyanti; Fariz Andri Bakhtiar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The nRF24L01 module is more frequently used to send data on Wireless Sensor Network (WSN) compared to the ESP8266 module. This is because of the nRF24L01 module tend to be an Ultra Low Power (ULP) module which requires less power and can transmit data at speeds of 2Mbps. The nRF24L01 module can use 125 different channels and able to create 125 networks in one area and on each channel that has up to 6 addresses. The number of channels and adressess which can be made by the nRF24L01 will make the data traffic will be slightly harder to control and will having a chance to cause a security problem, such as it becomes more vulnerable to hack. Because there is an opportunity for the problem to occur, cryptographic method is needed to encrypt communications on the nRF24L01 module. The Light Encryption Device (LED) algorithm is a development of the Advanced Encryption Standard (AES) algorithm and it is compatible with hardware because this algorithm is a fairly light algorithm if compared to other symmetric block ciphers in its class such as the AES algorithm itself, so that this LED algorithm can implemented in WSN with nRF24L01 module which tend to be Ultra Low Power to fulfill the basic principle of confidentiality security. The implementation of the LED algorithm on the system makes this system resistant to even passive and active attacks. Keywords: Wireless Sensor Network (WSN), nRF24L01, Light Encryption Device (LED)

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