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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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Articles 60 Documents
Search results for , issue "Vol 5 No 9 (2021): September 2021" : 60 Documents clear
Pengembangan Sistem Manajemen Perusahaan Roti berbasis Website (Studi Kasus: CV Roti Langsung Enak) Maulidiya Qurrota Ayun; Achmad Arwan; Denny Sagita Rusdianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 9 (2021): September 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In a company, the process of managing production and the product delivery is one of the most important processes that have a big impact. Companies must arrange how to manage production, record production stock, and arrange how to distribute a product. these factors can affect how to managing productivity to be more efficient. CV Roti Langsung Enak is one of the bakeries in Sumbawa. CV Roti Langsung Enak, on average it produces 800 to 1000 loaves of bread each day. During its development, the bakery began to experience several problems, such as bread returns, where the number of bread returns caused a considerable loss to the bread company. Therefore a website-based bread company management system was created that can help manage the bread production process to minimize bread returns. This system is also able to help the process of ordering bread and delivering bread to make it more effective and efficient. This system uses the waterfall method to make it more structured and sequential for each step taken. From the requirement analysis process, there are 3 actors, 30 functional needs, and 1 non-functional requirement. The tests used to test this system are unit testing, integration testing, validation testing, and compatibility. Tests carried out proves that the system is able to run as expected and able to be run on various browsers and devices.
Sistem Deteksi Dini Rambu Petunjuk Arah Otomatis berdasarkan Optical Character Recognition (OCR) berbasis Raspberry Pi Mochammad Bustanul Ilmi; Fitri Utaminingrum
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 9 (2021): September 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The car is a means of daily transportation which has become a primary need in carrying out daily activities. Not only is a public car used by someone for transportation, but many people use private cars for their transportation needs. In today's private car many security measures have been applied, such as parking sensors, airbags, dash cameras, parking cameras, door lock alarms, etc. The research will discuss the dash camera which in this study will improve the function of the dash camera. In this research, we will upgrade the dash camera so that it can also function as a direction sign detector, which usually the driver must lift his head to see the sign. But this system will help the driver see the sign just by looking at the LCD monitor in the car or just by listening to the sound that will be issued by the car sound. The system uses shape detection, optical character recognition (OCR), and text to speech which are collaborated to detect these signs which will then be displayed on the LCD monitor of the car and will output sound to indicate where it has to take the direction of the intended path. From the test results, almost all sample images can detect the direction signs, but if the signs are in poor lighting, the image crop position is not symmetrical and not straight, then the sign will not be successfully read and processed by the system. And according to the results of the test, the resulting system results get the percentage of success for the detection of arrow directions of 87.5% success and 12.5% ​​fail or error. Then for the accuracy value of the detection results using optical character recognition (OCR) get a percentage of 57.45% as the average accuracy value of the 15 detected destination directions.
Identifikasi Masalah Usability pada Aplikasi Mobile Halodoc dengan Menggunakan Metode Usability Testing Luthfi Irfan Hakim Praditya; Hanifah Muslimah Az-Zahra; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 9 (2021): September 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The Halodoc mobile application on the Google Playstore was recorded as of January 2021 getting a rating of 4.8 out of 5 with around 6 thousand users still giving a rating of 1. Halodoc prioritizes the ease of consulting with doctors through chat features with doctors, purchasing drugs, making hospital appointments and visit without the need to queue. Based on user feedback and preliminary interviews with the Halodoc application, it was found that there were difficulties in finding information and felt uncomfortable with the display of images that were deemed unrepresentative, there were also a complaint to the displays on some of the menus. These constraints cause a sense of discomfort to the user. To find out how comfortable the user feels when using an application, an evaluation of the usability of the application is needed. Based on the evaluation of usability testing to three new user participants and three old user participants from the Halodoc application, a proposed design design was then made as a recommendation for improvement based on the design principles of the Eight Golden Rules. The results of the evaluation of the proposed design get an increase in the usability value, namely the learnability criterion of 1.62 which decreases to 1.13. Efficiency criteria of 89.97% increased to 100.0%. The criteria for memorability are the average number of steps and average clicks from 33 steps and 29.33 clicks to 27.33 steps and 23.33 clicks. The errors criteria got a value of 6.48%, decreased to 0%, and the satisfaction criteria got a value of 81.3 which increased to 90,8 which means it is also above the average score. With the test results that have increased from the usability value, the proposed design can be easily used by users and has resolved user problems.
Sistem Deteksi Hama Babi menggunakan CNN (Convolutional Neural Network) berbasis Raspberry Pi Aditia Reza Nugraha; Fitri Utaminingrum; Hurriyatul Fitriyah
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 9 (2021): September 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Indonesia is an agricultural country, part of which contains the agricultural sector, such as maize, rice, oil palm and other food crops. The area of ​​agricultural land increases every year by cutting down forests as an additional resource. Forest encroachment for the agricultural sector has an impact on the environment in which agriculture is located, where agriculture is in direct contact with forest areas. Agricultural areas adjacent to plantations cause wild animals such as wild boar to become pests that can damage plantation products and are also dangerous if they come into direct contact with humans who are present while doing activities in the area. As a pest repellent prevention, it is usually carried out by conventional means such as pig traps, poison, or nets in the affected area. As an innovation using smart technology, a solution to this problem requires a system that functions as a security supervisor for plantations. The system that will be created serves to monitor the situation when the plantation is invaded by pests such as wild boars. The surveillance system uses a webcam that is attached to the Raspberry pi model 4 which functions to see the state of the garden when there are objects of pig pests. The monitoring system on the camera will classify wild boar and farmer objects on plantations using the Convolutional Neural Network method by YOLOv3 architecture with an accuracy rate of the data model for a value of 97%. The system will also be built using a buzzer notification as a notification when a pest is detected on hardware with a success of 100% buzzer output.
Pengembangan Permainan Edukasi berbasis Augmented Reality untuk Pembelajaran Senyawa Hidrokarbon bagi Siswa Sekolah Menengah Atas (SMA) Carlista Naba; Muhammad Aminul Akbar; Ahmad Afif Supianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 9 (2021): September 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Chemistry is one of the many branches of science that is taught on high school, but observations from teachers shows that there's still many students who struggles learning chemistry because of its abstract and intangible concept. Example of a chapter that student still struggles is hydrocarbon chapter. To help with the problem of the abstractness concept of chemistry, this study has a goal to develop an educational game as a learning media to study about the structural molecule of hydrocarbon compound and its The International Union of Pure and Applied Chemistry (IUPAC) nomenclature using Augmented Reality (AR). The game will be developed as a puzzle game, on which the player arrange and build a hydrocarbon compound that can be seen on the real world with AR. The game will also detects the compound's name. This study will be done with Iterative Rapid Prototyping design cycle. The study's functionality result will be tested with Black Box Testing and tested on students with Game Experience Questionnaire (GEQ) module to asses the student's experience. There is 2 modules, which will be asked when the respondent is in their playing session, and when they're finished playing the game accordingly. The results of functionality testing shows that the game works well with 100% validity, just as the experience testing with GEQ. Based on the questionnaire results, game that uses AR could improve the student's interest and help them to overcome their feeling of boredom in learning.
Pengembangan Aplikasi Presensi dan Pemantauan Penerapan Protokol Kesehatan dalam Pencegahan Penyebaran COVID-19 pada Platform Android Eka Iqbal Virgiawan; Agi Putra Kharisma; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 9 (2021): September 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The amount of mobility and interaction during work activities makes companies need to anticipate the transmission of COVID-19 in the work environment. In anticipating the transmission, it is necessary to monitor workers in implementing health protocols while in the workplace. To help with this, an Android-based mobile application will be developed that can minimize physical contact and inform if there is a violation of health protocols. This application will use the geofencing method by utilizing the Global Positioning System (GPS) sensor. Application development will use the Waterfall method because the requirements have been defined from the start and there are no changes. The application was developed using the Model View ViewModel (MVVM) architecture with the Kotlin programming language and XML markup language. There are 3 tests that will be carried out, namely testing the use of energy, functional, and usability. Tests of energy use showed the majority of the results were mild. However, in functional testing, it is known that there is 1 functional requirement that currently cannot be realized because it is very dependent on the level of accuracy and precision of the GPS sensor. The usability test for the person in charge gets a 100% success rate with a System Usability Scale (SUS) score of 83 which can be categorized in the acceptable category with grade A. Meanwhile, workers get a 100% success rate with a SUS score of 70 which can be categorized in the marginal category with grade C.
Pengembangan Layanan Sistem Informasi Manajemen Penilaian Hasil Belajar Siswa pada Pondok Pesantren (PONPES) Bustanul Huda Pasuruan Ali Akbar; Satrio Agung Wicaksono; Admaja Dwi Herlambang
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 9 (2021): September 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

PONPES Bustanul Huda Pasuruan is a boarding school consisting of SD/MI, SMP/MTS, and SMA/MA. The subjects for SD/MI consist of religious and general subjects only, while in junior high and high school learning the subjects implemented are Islamic-based subjects. The problem is that data collection on student learning outcomes is still carried out using student attendance sheets and assessing learning outcomes cannot be directly known by parents. From these problems, a need is searched to come up with a solution to the problem. The solution to this problem is to create an artifact in the form of a management information system that can help solve the problem. Artifacts are made using the waterfall model with an SDLC approach which is implemented in the form of a website. The first stage is needs analysis to produce 20 functional requirements. The design phase is carried out using a Unified Modeling Language (UML) diagram which produces 10 model classes and 10 controller classes. MVC is used at the implementation stage as the architecture and framework as Laravel. Validation and User Acceptance Testing (UAT) are used at the system testing stage. validation testing obtains 100% valid test results. UAT testing as a user acceptance test of the system obtains 100% results and gets comments and suggestions for the system from users. The test results obtained explain that the user accepts the results of system development. The results of the artifacts obtained from the research are in the form of Artifacts of management information systems for assessment of learning outcomes with functional systems in accordance with user needs that have been tested to users.
Evaluasi User Experience pada Game Marvel Super War menggunakan metode Enhanced Cognitive Walkthrough Muhammad Nicco Gumaisa; Satrio Hadi Wijoyo; Diah Priharsari
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 9 (2021): September 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Marvel Super War is a game released by NetEase Games, chategorized as MOBA (Multiplayer Online Battle Arena). It collaborates with Marvel Entertainment. Marvel Super War is similiar to other MOBA games such as Arena of Valor and Mobile Legends. User experience is essential for the succesful market, mainly a new released game. Systems that aren't well designed and not easy to use will leave a user difficulty to learn and operate. It will create those systems infrequently used. In order to gain a great user experience, It's required an evaluation. Enhanced Cognitive Walkthrough is a user experience evaluation method that evaluators give a task based on scenario and some questions to the users to find out the problems which trouble the learning process. This method is compatible with a new released system. It is able to identify the users' cognitive process when running the system for the first time. The respondents used in this study were divided into two groups, 3 respondents who have never played the MARVEL SUPER WAR game, 3 experienced users in playing the MARVEL SUPER WAR game and and frequently play games with similar genre. The evaluation results on the MARVEL SUPER WAR game show that many problems occur due to the lack explanations of the function (hidden) on the learning control menu. However, the problems that arise are minor problems and do not affect the main functions in the game.
Pengembangan Aplikasi E-Order Service berbasis Website dengan memanfaatkan Payment Gateway (Studi Kasus : Hotel Lava View) Irwan Kurniawan; Issa Arwani; Tibyani Tibyani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 9 (2021): September 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Lava View Hotel is a non-star hotel located in the Bromo Tengger Semeru tourist area, precisely in the East Java area, Probolinggo Regency. Hotel Lava View has not yet fully implemented standard health protocols (WTTC), one example is the use of unsterile menu books and used interchangeably by several customers as well as payment systems that do not require customers to make transactions digitally, which can trigger the spread of the corona virus. To support the health protocol policy, innovation is needed in the food ordering process, innovation that can be done by creating an ordering system via E-Order that will be used by Lava View Hotel customers so that the use of menu books is no longer needed, as well as a payment system that will be made automatically. online through a payment gateway that will be integrated with the food ordering website. This application was developed using the waterfall method for programming languages ​​using PHP and the codeigniter framework. The application development process starts from requirements analysis, system design, system implementation and system testing. The testing methods used are black box testing, compatibility testing, and usability testing. The test results on this application show that there is continuity with the system design and the application can run on several browsers.
Pengembangan Sistem Manajemen Pesanan dan Pengiriman Barang pada Perusahaan Perdagangan berbasis Web (Studi Kasus: PT Arista Semesta Alam) Emma Wahyu Sulistianingrum; Denny Sagita Rusdianto; Randy Cahya Wihandika
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 9 (2021): September 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The constraints experienced by PT Arista Semesta Alam are currently related to business processes that are still conventional, resulting in losses to the company in terms of time and staff. In addition, it also affects the low growth of consumers, it is feared that this could disrupt business continuity in the future. This conventional business process includes the ordering process, delivery of goods, and delivery evaluation. The Order and Delivery Management System is the right solution because this system facilitates companies to make changes to business processes towards digital so that they can save time and employee energy. This system is based on a website so that it can be accessed by the wider community and is expected to help introduce products to the public so that it can increase consumer growth. The order management system and delivery of goods was developed using the waterfall method which consists of the stages of needs analysis, design, implementation, and testing. The requirements analysis stage obtains the required system requirements. The design phase contains the design of the sequence diagram, the design of the class diagram, the design of the database, the design of the algorithm, and the design of the interface. The implementation of the system uses the Slim 3 framework as a back-end supporter and the AngularJS framework as a front-end supporter. Functional testing is carried out by unit testing, integration testing, and validation testing which results in passed status and 100% valid status. Non-functional testing is carried out with a compatibility testing approach which results in system compatibility in five different browser types.

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