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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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Search results for , issue "Vol 5 No 8 (2021): Agustus 2021" : 50 Documents clear
Rancang Bangun Sistem Tingkat Kemanisan Buah Sky Rocket Melon menggunakan Metode Gray Level Co-Occurrence Matrix dan Backpropagation Neural Network Kirana Sekar Ayu; 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

One of the most popular types of melon in Indonesia is the Sky Rocket Melon. Melon fruit has a sweet flesh taste, yellowish green skin with a texture shaped like a net, and has a distinctive odor. The increasing interest in melons every year must be balanced with melon production. The postharvest sorting process is very important to determine the quality, sales, and prices in the market. One of the sorting processes is based on the level of sweetness of the melon. Measuring the size of the sweetness of melons can use a refractometer brix, but this is not practical because you have to split the melon first. Therefore, an innovation was made to determine the level of sweetness of melons by analyzing digital images based on the texture of the net found on the melon skin. This study uses 5 features of the Gray Level Co-Occurrence Matrix method, namely Dissimilarity, Homogeneity, Contrast, Correlation, and Energy with variations in the distance values ​​d=1,2,3 and θ = 0°, 45°, 90°, 135° and Backpropagation Neural Network to perform classification. This study uses a dataset of 375 data which will be divided into training data and test data with a ratio of 4:1. In testing the number of epochs and the learning rate, the highest training accuracy was obtained at 87% at 80,000 epochs and a learning rate of 0.1, at the values ​​of d = 2 and θ = 135°. The results of the epoch and learning rate tests are used to determine the values ​​of d and to be used in the integration test. The integration test obtained the highest accuracy of 82% on the bottom side of the melon with an average computation time of 2.2967 seconds.
Seleksi Fitur Gain Ratio pada Analisis Sentimen Kebijakan Pemerintah Mengenai Pembelajaran Jarak Jauh dengan K-Nearest Neighbor Galuh Fadillah Grandis; Yuita Arum Sari; Indriati Indriati
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 Ministry of Education and Culture (Kemendikbud) released Circular Number 15 of 2020 concerning Guidelines for Implementing Learning from Home in an Emergency for the Spread of COVID-19, which is known as Distance Learning (PJJ). This Circular was issued during the Covid-19 emergency to protect students' rights to receive educational services while simultaneously preventing the spread of Covid-19. Following the publication of this policy, numerous types of responses or opinions from the general public began to be expressed on social media, especially Twitter. This can take the shape of a good or negative opinion, thus a sentiment analysis is required to determine whether this policy has gotten a lot of favorable or negative feedback. Sentiment analysis is a method for determining the sentiments that present in each viewpoint. The K-Nearest Neighbor (KNN) classification approach is used for sentiment analysis, and it seeks to find the outcomes or values of the closest documents. In addition, the increase ratio will be used to remove irrelevant terms via feature selection. As a result, the gain ratio with the highest f-measure value, namely 0.74 at k = 11 with testing on the second fold and k = 90 with testing on the first fold, is used. In comparison to using the information gain, the outcome of employing the gain ratio for each fold has a steady f-measure value.
Perancangan Gim Simulasi Perakitan Komputer menggunakan Metode 7 Steps For Designing Serious Games Mohammad Alauddin; Tri Afirianto; 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

The computers technological development is increasing in recent times and become major need in various fields, such as institution, education, government or public in general. Every year, computers and the components always evolve also followed by the increasing price. Therefore, choosing a computer and the components based on user spesification and need is really important. However, many people have no basic knowledge about components on a computer. Previously there were studies that could impart student knowledge by using a game. The studies using a 7 steps for designing serious games method. It's undeniable at this time that games can also use in many things not only entertainment purposes. Games that can provide knowledges to game players and give other purpose than only entertaining classified as a serious game. Therefore, a computer assembly simulation games designed by using the 7 step for designing serious game method. The 7 steps for designing serious game method used for found out the need and goals of players based on quality control by cognitive experts therefore the results of designing this game can fulfill the players wishes. This study examines game player needs, game design, game implementation, testing and game evaluation. Based on usability testing on the satisfaction aspect, the average value obtained based on positive experience is 3.41 from 20 respondents, as a consequence, it reflects that the game could be played easily by the game player. While on validation test, the average value obtained is 79.2 from 5 cognitive experts, which indicates that developed game certainly belongs in serious game type.
Pengembangan Sistem Informasi Penerimaan Peserta Didik Baru (PPDB) berbasis Web di Madrasah Aliyah Negeri2 Malang Miftahul Ulum; Satrio Agung Wicaksono; Admaja Dwi Herlambang
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

Madrasah Aliyah Negeri 2 Malang is an educational institution that provides one of the services in the form of information services in the form of information on new student admissions (PPDB). Acceptance of students is an activity carried out at the end of each academic year in order to find students graduating from junior high school to become students at the school. However, the process of accepting new students at MAN 2 Malang is still done manually. Prospective students must come directly to the school to fill out the registration form in the form of printed paper. Besides that, the input and processing of registration data by officers is also by manual typing, and the difficulty of delivering PPDB information to the public. So based on the difficulties and problems that arise, it is necessary to explore the need for research to develop information systems that can overcome problems in the acceptance of new students (PPDB) with a web base at MAN 2 Malang. This study uses the Software Development Life Cycle (SDLC) waterfall model with its stages. System requirements analysis is carried out by interviewing and observing physical documents on PPDB. The results of interviews and observations were analyzed in order to produce system requirements divided into two actors, namely admin and prospective students. The design of the results of the needs analysis using the Unified Modeling Language (UML) includes use cases, activities, sequences, and class diagrams. The system implementation uses PHP and the Laravel framework as server-side processing that implements MVC. Testing using the black box validation method with 100% valid results. Followed by the UAT test which resulted in 100% of the system being accepted and used by stakeholders.
Aplikasi Wisata Virtual Pantai Balekambang dan Watu Leter di Malang Raya dengan Lingkungan Suasana Terintegrasi Alexander Krisna Giri Wicaksono; Herman Tolle
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

Malang is one of the favorite tourist destinations in the country. However, the beaches in South Malang are still relatively deserted by tourists. This is because its location is far from the city center, so most tourists prefer to visit attractions in the city center and Batu area only. In fact, the beaches in South Malang have a beauty and uniqueness that is not widely known by tourists. With the increasing number of facilities and media that support the implementation of virtual reality, the innovation that is widely applied is using virtual tourism. Many companies in the tourism industry innovate by utilizing this digital technology. Innovations using virtual reality in the tourism sector have been shown to have a positive impact. Based on the problems that have been described, a virtual tourism application for Balekambang and Watu Leter Beach in Greater Malang was developed with an integrated ambience environment. In its development, this application uses the Agile software development life cycle (SDLC) and is based on Web VR. This application is divided into two parts, a VR application for users, and an admin application to manage data on tourist attractions and spots that will be used by users. The implementation of this application uses HTML, CSS, PHP, and Javascript. HTML and CSS are used to create views with the help of Bootstrap. PHP and Javascript are used to run application functions with the help of Laravel and A-Frame. This application was tested using black box testing method for functional requirements, as well as usability and compatibility testing for non-functional requirements. From the results of black box testing, it was found that all functional requirements were valid. From the results of usability testing, it was found that VR applications without an ambience environment got an average System Usability Testing (SUS) score of 70.42, VR applications with an ambience environment got an SUS score of 80.83, and admin applications got an SUS score of 72.5.
Perancangan User Experience Mobile Learning menggunakan Metode Design Thinking (Studi Kasus : SD Negeri Wates Kabupaten Kediri) Rr. Tasia Haniifah Rihadatul Aisy; Komang Candra Brata; Hanifah Muslimah Az-Zahra
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 COVID-19 pandemic has disabled face-to-face activities, including education. SDN Wates is one of the educational institutions whose learning process has changed to online. SDN Wates chose to use a messaging application as a means of learning and disseminating information. The absence of face-to-face meetings between teachers and students has an impact on the decline in student grades. Teachers also have difficulty in carrying out the learning process, making report cards, and obtaining school information. Starting from these problems, we need media that can support online learning. Using e-learning as a learning medium cannot be applied because only 30% of teachers and 9.7% of students have laptops. The purpose of this study is to propose a design solution that can solve the problems experienced and adapted to existing limitations. User experience design is needed to create a well-accepted interface and function. The method used is design thinking to find solutions to problems by considering needs, technology limitations, and business needs. The results of the evaluation using usability testing on teachers get results of 83.% and students by 87.3%. The results of the User Experience Questionnaire - Short (UEQ-S) on teachers and students got overall results, namely the Good category. It can be concluded that the solution design provides a positive perception of usability, experience, and suitability of the solution design to user problems.
Pengembangan Sistem Manajemen Akuntansi Keuangan Perusahaan untuk Toko Roti Amaya berbasis Website Menggunakan React JS Farah Hanifah Izzati; 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

Amaya bakery is one of the middle companies based in Malang City who specialized in sell and produce cake and bread. Amaya bakery uses Microsoft Excel to help them make a financial report, but the problem is some of the processes are still manually for example the process of make financial report, transaction validation by an accountant, and invoice send manually via email. Based on the problem, the researcher wants to develop an automatic financial report system. The Development system uses SLDC waterfall methods with react js library and restful API along with MySQL as the database. The system uses MDB React and material-UI as a frontend framework, and lumen as a framework to build API. The system also uses react hooks and stateless components to manage state in react js. Software testing uses on unit and system testing level with the black box and white box strategy.
Sentimen Analisis Layanan Produk Indihome menggunakan Information Gain dan Metode K-Nearest Neighbor Atika Anggraeni; Imam Cholissodin; Marji Marji
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 development of the times from time to time increasingly influences the digital era in various parts of the world, because the development of this era requires an internet network. Users who need an internet network come from various groups, from students to workers. The increasing of internet network labor every year so that it can generate profits for internet service providers, one of which is PT. Telekomunikasi Indonesia, Tbk (Telkom). Users on the internet network provided by this company are people throughout Indonesia. Because of this, it is possible that there are encouraging suggestions or complaints from customers. In this study using responses from the public in the form of positive comments and negative comments. To find out whether these comments are positive or negative, you must carry out several stages of analysis to get the final result. The steps taken are pre-processing, Information Gain feature selection, term weighting and classification of the K-Nearest Neighbor (KNN) algorithm. This study uses 480 training data and 120 test data. This study obtained the highest accuracy value of 86.67%, with a precision of 94.44%, a recall of 81.73%, and f-measure of 91,30%.
Studi Penggalian Pengalaman Guru di SMA Negeri 4 Madiun dalam Pembelajaran Daring di Masa Covid-19 Giovani Hasna Indriani; Diah Priharsari; Yusi Tyroni Mursityo
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 COVID-19 pandemic has changed the face-to-face learning process to online learning. Online learning is one of the learning methods to solve current problems. With the implementation of online learning from home, teachers are required to change the original face-to-face learning plan to rely on a process without face-to-face. The problem with the many complaints at SMA Negeri 4 Madiun can come from confusing technological features, or it can come from individual teachers, or from organizations. The purpose of this study was to explore the experiences of teachers while teaching at SMA Negeri 4 Madiun, such as exploring the learning process, the feelings of teachers when teaching online, the problems faced during the learning process. The data was collected using structured interview techniques, and the qualitative data was analyzed using thematic coding. The results showed that: (1) online learning at SMA Negeri 4 Madiun has been going well, students and teachers can use technology and learning media; (2) a pleasant experience, namely more flexible learning, gaining new knowledge, and disciplined students; (3) unpleasant experiences, namely lack of interaction between teachers and students, students not participating in learning and many obstacles during the learning process; (4) students with network constraints can use school facilities and students who do not participate in online learning have a home visit / call from parents; (5) Online learning is combined with face-to-face learning, giving consultation hours, replacing homework with quizzes.
Rancang Bangun Sistem Deteksi Gestur Tangan untuk Pengendalian Slide Presentasi menggunakan Algoritme You Only Look Once Versi 3 Muhammad Rafi Zaman; 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

Presentations have become part of the delivery of information that is very often used. However, in controlling the presentation, they still use a third device to control the presentation, such as the keyboard, mouse, and pointer. This is considered to be less effective like a keyboard and mouse because the presenter has to make a presentation by sitting in front of the screen so that it interferes with the presenter's focus and does not look natural like a pointer. Another solution that can be used as a presentation controller is human hand gestures. This study aims to create a hand gesture detection and recognition system to control presentation applications. This system will issue an output in the form of a simulated keyboard and mouse pressure. To be able to recognize hand gestures, the system uses one of the deep learning methods, namely You Only Look Once version 3 with an NVIDIA Jetson Nano device as a test. This system is designed to detect hand gestures within a distance of 1 to 2.5 meters. The training data used in this system are 7080 images of training data with 8 classes of hand gestures and the training data is taken with a predetermined distance. The results of system testing based on distance produce an average accuracy value of 91.18%. And the average computation time is 0.5988 seconds.

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