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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 8 (2021): Agustus 2021" : 50 Documents clear
Seleksi Fitur Alternative Accuracy2 pada Analisis Sentimen Mengenai Kebijakan Pembatasan Sosial Berskala Besar dengan K-Nearest Neighbor Restu Amara; Yuita Arum Sari; Putra Pandu Adikara
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 8 (2021): Agustus 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Pembatasan Sosial Berskala Besar or PSBB is one of Indonesian Goverment new policies to surpress the spread of COVID-19 pandemic. This policy generates lots of public opinion about pros and cons, and it became the most discussed topic in social media such as Twitter. From this public opinion, we can get the information about the act of PSBB wich can be classify as it either positive opinion or negative opinion. Sentiment analysis is used to extract information from data text, to get to know whats the point behind every opinion. Excessive data size has become the main problem about text classification, there's a step called feature selection, this step is used to eliminate the unnecessery words in data. In this research, we aim to know the effect of Alternative Accuracy2 feature selection that used with classification method like K-Nearest Neighbor (KNN) on classification result. We used data text with total about 300 public opinion and used K-Fold K-Fold Cross Validation as validation process. The average evaluation results of 5-fold for the use of the Allternative Accuracy2 feature selection, which is equal to 0,7367 for the accuracy value with 0,7667 for precision, 0,7277 for recall, and the f-measure is 0,7453 with a k value in KNN k = 47, while K-Nearest Neighbor without using feature selection resulted in 0,7167 for accuracy, 0,7467 for precision, 0,7049 for recall, and 0,7249 for f-measure. Based on these results, it can be concluded that the use of Alternative Accuracy2 feature selection can increase the evaluation value because the resulting features can clarify the characteristics of each document.
Implementasi Algoritme Faster R-CNN untuk Sistem Pendeteksi Halangan di Luar Ruangan bagi Tunanetra Slamet Arifmawan; Fitri Utaminingrum
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 8 (2021): Agustus 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

According to WHO, there are about 7 million people who recently blind every year. People who are blind or so-called visually impaired will find some limitations when doing activities, especially outdoor activities. One example of outdoor activities is walking to a certain place. There are many visually impaired people who use a white cane (a stick-like tool which has length of approximately 1.5 meters) when walking. The disadvantage of this white cane is that its range can be assumed to be only 1.5 meters, while outdoor activities require one to be more aware of the surrounding. For example, when walking on the side of the road where there are many motorized vehicles passing by. Motorized vehicles also can move fairly quickly, even in a matter of seconds they can move more than 1.5 meters so that a range of 1.5 meters is not good for outdoor activities. Starting from this problem, the author plans to build a system of assistive device for visually impaired people that adapts neural network and computer vision technology, so that the resulting range is longer than the white cane. The design of this device is a strap equipped with a processing box and a camera that is attached to the user's chest. This device has an accuracy of 91.96% using the Faster R-CNN algorithm. When using CUDA acceleration, the number of frames per second is around 1.7 fps and when not using CUDA acceleration, the number of frames per second is 0.25 fps which is about 6 time slower than using CUDA acceleration.
Pengembangan Aplikasi Ngobat: Aplikasi Ketaatan Regimen Pengobatan menggunakan Gamification pada Platform Android Muhammad Wildan Aldiansyah; Agi Putra Kharisma; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 8 (2021): Agustus 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Long-term Adherence to treatment regimens for chronic disease in developed countries can be as low as 50% and lack of support, motivation, and forgetfulness are the key factors of adherence to current treatment regimens. Other reviewers also noted that there is a lack of medical support for a routine treatment. These problem make patients find it's difficult to carry out their treatment regimen with some factor from their experience. To increase a motivation in adherence to treatment regimens, a tool that can provide reminders and support is needed when undergoing the treatment. Ngobat as an application give support of reminder and gamification which helps users to comply with the treatment regimen. This study uses the waterfall as a software development method, the method was chosen because the functional requirements that exist in the system have been defined since the beginning and there are no changes in the process. Testing of the Ngobat application are functional, compatibility, and reusability test. The functional testing has resulted 100% of test success. Compatibility testing can run on all devices with an API level of at least 21. Usability testing produces a success rate of 93.33% while the System Usability Scale (SUS) produces an average value of 74.5 or with a conversion scale in category B which is acceptable to the public.
Maximum Power Point Tracking (MPPT) pada Panel Surya dalam Kondisi Berbayang Sebagian dengan Particle Swarm Optimization (PSO) Muhammad Rois Al Haqq; Imam Cholissodin; Arief Andy Soebroto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 8 (2021): Agustus 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Photovoltaic (PV) array under partial shade condition due to clouds or the shadow of buildings will make PV array get uneven irradiation. PV array with uneven irradiation will form multiple peaks on characteristic curve and will make the characteristic curve complex. In under partial shade condition, the conventional maximum power point tracking (MPPT) method can't reach to global MPP. MPPT based on meta-heuristic method can solve the PV characteristic curve problem that have multiple peaks. One of the meta-heuristic methods that can be used is Particle Swarm Optimization (PSO). The PSO method is used to solve the problem of the global maximum power under partial shade condition. The PV system consist of PV array, boost converter and MPPT implemented in MATLAB/Simulink. Experiments were carried out on 3 possible shadow patterns on 5 series connected moduls. The experimental results shows that overall MPPT PSO obtained an average tracking efficiency of 99,4275% with an average tracking time of 1.04 seconds. MPPT PSO can track the maximum power under partial shade condition.
Pengembangan Serious Game Menggunakan DPE Framework untuk Mengasah Kemampuan Berhitung dengan Gestur Tangan Aditya Luthfi Alvari Ramadhan; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 8 (2021): Agustus 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Counting has been a basic need in daily life activities such as trading, working, studying, etc. The ability to count can decline over time if not trained regularly. This causes a decline in counting ability. One of the effective methods to enhance counting skills is by using hand gestures as hand gestures can reduce cognitive load. In order to make the learning process with hand gestures fun, games can be used as a media for learning. Games are known to be able to make players feel happy, reduce stress, and improve their logic. Based on that premise, a serious game is developed using hand gestures as input method to enhance counting skills. To design a beneficial and fun serious game, the design process is aided by Design, Play, Experience Framework or commonly known as DPE Framework. The usage of this framework will hopefully increase the chance of success in the learning process without sacrificing the fun factor of the serious game design. In order to measure the experience performance of the game, two types of testing are used in this research such as Play Testing and Game Experience Questionnaire (GEQ). Test results from 33 respondents showed that the game is fun and beneficial with low levels of negative experience, tiredness, and disorientation. Overall, players found the game fun with a rating of 4,12 out of 5.
Klasifikasi Sumber Nektar Madu berdasarkan Kecerahan dan Warna dengan Metode Naive Bayes berbasis Embedded System Syarief Taufik Hidayatullah; Dahnial Syauqy; Hurriyatul Fitriyah
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 8 (2021): Agustus 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Honey is a liquid has many benefits for humans and also as a food reserve for bees, honey stored by bees undergoing chemical processes and fermentation through evaporation, air exchange and changes in increasing heat temperatures. The bees job is divided into three kind, female bees lay eggs, male bees to mate with female bees and the worker bees looking for nectar which is stored in the bee hive as food reserves. Honey from different nectars produces different colors and tastes, so it have different benefits. Honey can be used as a sugar substitute and has many contain beneficial. This design system with naive bayes classification uses acacia honey, eucalyptus honey, coffee honey longan honey, Sengon multiflora honey and mango honey with Arduino Uno microcontroller, TCS3200 sensor and LDR sensor. The classification process is carried out by pouring honey into a 50ml beaker glass then placing it above the LDR sensor and under the TCS3200 sensor according to the prototype design of the calcification tool. The LDR sensor gets light from the color sensor and then will give output red, green, blue, and honey clarity then the data is processed by the naive bayes method so the result will be a classification of honey. Classifications are displayed on the LCD so that users can see the classification results. Naive Bayes classification was chosen because it is effective and requires a bit of training data, in this study using 10 samples of training data per honey. From the test results with 67 honey samples, the results obtained 94% accuracy with an average computation time of 1007.28ms, an average LCD accuracy 100%, an average LDR sensor accuracy 98.9% and an average error on the color sensor 5.69%. This means that the results can be said it's good
Pengembangan Aplikasi Pembelajaran Sistem Informasi Sekolah berbasis Web menggunakan Metode Extreme Programming (Studi Kasus: Al-Izzah International Islamic Boarding School Kota Batu) Zainal Abidin; Buce Trias Hanggara; Bondan Sapta Prakoso
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 8 (2021): Agustus 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Al-Izzah International Islamic Boarding School, Batu City, is a school that connects the basic values ​​of Islam with comprehensive knowledge of these rapidly changing times. The process of teaching and learning activities is carried out as a whole, which collects the development and general knowledge of students' Islamic values. The process of teaching and learning activities must be carried out face-to-face in the classroom, when teachers cannot participate in learning activities in class, the delivery of material is naturally hampered. This problem resulted in student learning not optimal, besides that the teacher also had to catch up on the material that was left behind. To help teachers and students in the teaching process, implement learning applications on browser devices so that they can be accessed anytime, anywhere. This application has a function to study the existing material, do assignments and evaluate. The application was developed using the extreme programming method which resulted in three iterations. Extreme programming is a method that focuses on faster results. In addition, this method is suitable for users with unclear and changing needs. According to the needs analysis, 26 functional requirements were generated. According to the test results, it is declared valid which means the application can run well. The results of user acceptance testing, learning applications get an assessment from users, namely with a percentage of 81.47%. It can be concluded from these results that the application is declared approved or accepted by the user.
Pengembangan Aplikasi Marketplace Komunitas Sepeda berbasis Web Muhammad Gebby Geovany; Nurudin Santoso
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 8 (2021): Agustus 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The level of interest in cycling in Indonesia is increasing. This makes more and more bicycle communities formed. Many of the bicycle lovers who use the community as a means of selling goods related to bicycles. The buying and selling process can be done either directly or using social media and marketplace intermediaries. However, the marketing carried out is still not widespread so that the goods are difficult to sell. In addition, there is no marketplace that only sells items related to bicycles so that items are not mixed with other types of items. So that items related to bicycles will be easier to find. To overcome this right, a marketplace system was developed with the main feature of buying and selling goods related to bicycles. The Waterfall Model was chosen as the method used in this study because with this method the control of system development is more structured with the development phase which is one by one. System testing is done by white box testing and black box testing. Each technique gives valid results which means no functionality fails.
Pembangunan Sistem Informasi Monitoring dan Evaluasi Pelayanan Kesehatan Orang Dalam Gangguan Jiwa (ODGJ) berbasis Web dengan Metode Waterfall Muhammad Hasan Johan Alfarizi; Komang Candra Brata; Ahmad Afif Supianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 8 (2021): Agustus 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Health services are a solution for preventing health disease, improving health, and health treatment by the government and society. To meet the level of health services, there are procedures in the preparation of annual needs planning in the RKPD (Regional Government Work Plan). The problem that occurs is in the process of reporting data received from each puskesmas for handling people with ODGJ (People with Mental Disorders) because the data reporting techniques received by the government from the puskesmas still use conventional methods. In overcoming this, a monitoring and evaluation information system is needed to make it easier for each puskesmas to report health service activities so that monitoring and evaluation can be carried out by the central government of the results of each puskesmas need in order to predict the need for health services in each region. This information is built using the waterfall method with a pre-made design so that it has clear needs at the beginning of development. the results carried out on the testing unit and the valid test produce 100% valid in all test cases, while the compatibility test results in 26 valid, 2 major issues, and 1 minor issue in 9 browser versions with the SortSite tool.
Pengembangan Sistem Konsultasi Gizi dan Konsumsi Harian berbasis Web Moch Alyur Ridho; Fajar Pradana; Yuita Arum Sari
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 8 (2021): Agustus 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The adequacy of nutritional needs in the human body is very important in supporting its survival. Lack of nutritional needs can lead to reduced immunity to disease infections. The nutritional needs needed to meet each individual's daily calories vary greatly, it is usually supported by differences in gender and age, weight and height, the latter is a daily body activity. The difficulty of the community in determining the number of daily calories needed, the many factors that influence in the fulfillment of nutritional needs can be easily solved by the development of the system to be carried out. In addition, the user will be facilitated by the presence of several reminder features that will record the calories of food entered in his body by identifying images of food consumed by the user, and users can also consult with nutritionists available on the system to conduct further discussions. The development method conducted in this study uses waterfall method by applying Object Oriented Programming (OOP) based programming and using HTML and PHP programming languages, while to implement data structures using relational database mechanisms namely is MySQL. In this study, 3 samples were used to test the unit and produce a system that was made to run well, in addition to validation testing using 14 test cases and showing 14 functions run well.

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