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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 6 No 2 (2022): Februari 2022" : 60 Documents clear
Pengaruh Tipe Propagasi Two Ray Ground dan Free Space terhadap Konsumsi Energi Protokol Destination Sequenced Distance Vector (DSDV) pada Mobile Ad Hoc Network (MANET) Indra Lesmana Putra; Dany Primanita Kartikasari; Reza Andria Siregar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

MANET is a dynamic wireless network. Each node in MANET has a function as a host to connect to the wireless network and also as a router that functions to forward data packets to other nodes. In a MANET system, MANET is expected to have good performance and have a maximum level of energy efficiency. This is because each node on the MANET network requires energy to communicate with each other. In addition, the selection of propagation type can also affect of energy efficiency in MANET. In order to understand how the effect of the propagation type on energy consumption in MANET, we have conducted a study that focuses on energy consumption in MANET using two different propagation types. The two types of propagation that we used are the free space propagation type and the two ray ground propagation type. In this study, we will use the DSDV routing protocol which will regulate the routing of data transmission from the sending node to the receiving node. The DSDV protocol guarantees that there will be no looping in data transmission, so it is very suitable to be applied in this research. To achieve credible results, this study uses four test scenarios based on the number of nodes used. Each scenario will be tested 10 times using Network Simulator 2.
Pengembangan Reconfigurable Low Power Monitoring System dan Pengendali Kualitas Udara menggunakan Finite State Machine berbasis ESP8266 Fikri Miftah Akmaludin; Agung Setia Budi; Rakhmadhany Primananda
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Boarding rooms as a place to live should have good air quality. The most common causes of decreased indoor air quality are poor air circulation and contamination from harmful gases, one of which is carbon monoxide (CO) which is commonly found in cigarette smoke and vehicle emissions. Tool developed in this research is expected to reduce the potential dangers that may arise from high concentration of carbon monoxide gas and discomfort due to hot and humid room air. The system is designed to detect ambient air quality using the DHT22 and MQ7 sensors, and uses a fan and exhaust to control air quality. The system is built with a parameter threshold that can be reconfigured. This system is also made using a finite-state machine algorithm to define several states that represent each existing process. One of them is a deep sleep state for power saving, this is needed because the system will operate continuously, the method used is taking advantage of the deep sleep mode on the low power feature of ESP8266 chip. From the test results, it's known that this tool successfully performs its function, and is able to reduce current consumption by 34.82 mA under ideal conditions.
Prototipe Sistem Pemantauan Suhu dan Kelembapan berbasis Fog Computing pada Kumbung Jamur Bintang Mada Suharsono; Heru Nurwarsito
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Currently, internet of things (IoT) based technology has been widely applied to monitor temperature and humidity in mushroom cultivation house. Sensors like the DHT11 are involved to sense temperature and humidity. After the data is obtained, then the data is sent to the base station for temporary storage. The base station then forwards the data to a database located in the cloud so that the data can be stored. Users must be connected to the internet first when they want to access data. Internet connection is a must for internet of things based systems. If the mushroom cultivation house location is in a location or area that does not have an internet connection, then the IoT-based system cannot work. This is a problem for this system. Based on these problems, this research tries to overcome these problems by making a prototype of a temperature and humidity monitoring system based on fog computing on mushroom cultivation house. This prototype is made similar to an IoT-based system, but the data can still be accessed even without an internet connection. This can happen because the database and web server are placed on the fog node (Raspberry pi 3) which is on the local network. The result of this research is that the system can be accessed on a local network without involving an internet connection and runs like a cloud-based system. Also, performance testing shows that 25 to 50 meters is a good distance to transmit data.
Perancangan Pengalaman Pengguna Aplikasi Rekomendasi Produk Skincare berbasis Mobile menggunakan Metode Human Centered Design Cassia Vera Diphiperidine; Herman Tolle; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Skincare products have been widely used by people to deal with their face skin problems, keep skin healthy, and increase self-confidence. However, this makes the skincare industry compete to sell its products. Many types of skincare products on the market that make skincare users confused in finding the right products. Based on these problems, this research aims to reduce errors and overcome obstacles in choosing skincare products that are suitable for skin problems, type, age, allergies, proper ingredients, and user-safe labels with made a mobile-based skincare product recommendation application using the Human-Centered Design (HCD) method. In the solution design evaluation stage, usability testing is done by giving seven assessments. Then proceed with giving the System Usability Scale (SUS) and User Experience Questionnaire (UEQ) questionnaires. The solution design test was carried out twice, the results of the second iteration test increasing from the first one. The usability results for the effectiveness aspect is 93.75%, the efficiency is 92.83% (time-based efficiency of 0.058 goals/sec), and satisfaction is 80.47 (categorized as very good). The results of the mean scale value of UEQ for attractiveness, efficiency, dependability, stimulation, and novelty aspects were categorized as very good. The perspicuity aspect is categorized as good.
Optimasi Rute Pendistribusian Obat Pedagang Besar Farmasi di Apotek Kota Kediri menggunakan Algoritma K-Means dan Artificial Bee Colony (ABCKM) Cindy Cynthia Nurkholis; Imam Cholissodin; Bayu Rahayudi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Pharmaceutical wholesaler is a business that already has a license to distribute pharmaceutical products. In product distribution, there are pharmacies that are close by, no delivery is made, so the courier returns again and gets a larger total distance. Thus, pharmaceutical wholesalers need an optimal route for distributing pharmaceutical products. This problem is a Multi Traveling Salesman Problem (MTSP). The K-Means and Artificial Bee Colony algorithms were chosen to solve the MTSP problem because the K-Means algorithm can be used to share data with the best sources. The solution used in K-Means is the closest neighbor coordinate solution only. So that an artificial bee colony algorithm is needed to help avoid being trapped in the local optima. The artificial bee colony algorithm will be used in finding the optimal route in the problem of optimizing the distribution route of pharmaceutical products at the Kediri City Pharmacy. From the research conducted, it is proven that the ABCKM algorithm is proven to be better than the ABC algorithm and better than using the distribution route carried out by the current courier. From the research, the artificial bee colony algorithm achieves convergence in finding the best solution with a popsize of 70, a limit of 25, and a maximum iteration of 700. From the optimal parameters, the best fitness value is 0.012193.
Kinerja Protokol Destination Sequence Distance Vector (DSDV) terhadap Serangan Wormhole pada MANET Thelemanica Wicaksana; Primantara Hari Trisnawan; Reza Andria Siregar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

MANET is a wireless network that consists of many mobile devices that serve as nodes. Dedicated infrastructure or centralized access points are not owned by this free tool. MANET has several types of routing protocols, namely reactive, proactive, and hybrid protocols. DSDV is an example of a proactive routing protocol. However, MANET networks can also be attacked. One example of his attack is Wormhole. A wormhole is an attack that consists of 2 or more nodes in pairs and forms a tunnel to transmit data between wormhole nodes. This study tested two scenarios, namely using attacks and without wormhole attacks. The test was carried out using NS-2.35 with each scenario using random waypoint movements and varying the number of nodes and the number of pairs of wormhole nodes. The test is based on the test parameters using QoS. The QoS parameters used are throughput, end-to-end delay, and packet delivery ratio. The best throughput results are in the scenario of 60 nodes without wormhole attacks of 0.78 kbps. The best delay is in the 60 node scenario using one pair of wormhole attacks of 3.57926 seconds in the end-to-end results. At the same time, the best packet delivery ratio results are in the 80 node scenario without a wormhole attack of 35.8974%.
Pengembangan Aplikasi Web Pengelolaan Data pada Proses Uji Beton Ready Mix PT. Adhi Persada Beton menggunakan Metode Extreme Programming Alfin Rizqiansi Ansory; Diah Priharsari; Widhy Hayuhardhika Nugraha Putra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

PT. Adhi Persada Beton is a company that produces precast and ready mix concrete. This concrete production aims to meet the needs of precast concrete on projects handled by PT. Adi Karya. In the concrete testing process that was carried out there were several problems such as the slipping of test documents and the lack of efficiency in testing time. Nowadays, the development of technology is growing rapidly, which is companies need new innovations to improve their business process.Therefore, a solving the problem the researcher develop a web-based application.This web- based application has a function for recording test data carried out at the Adhi Persada Beton Factory. This system can help manufacturers to reduce paper usage, minimize data loss and save costs and digital storage so that test data can be easily tracked in the future for reuse. In this development using the Extreme Programming method with Codeigniter framework and MySQL as the database. This system testing using Black Box to test functionally system. The test result on this system indicate that all the functionalities contained in the system are declared valid.
Evaluasi User Experience pada Game League of Legends Wild Rift menggunakan Metode Cognitive Walkthrough Endar Wahyu Pamungkas; Diah Priharsari
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

League of Legends: Wild Rift is a MOBA (Multiplayer Online Battle Arena) game developed by the Riot Games system for Android and iOS. This game is a modified version of the PC game League of Legends. The new application or system certainly has a new and different look and experience for users of the game. Cognitive walkthrough is one method that can be used to evaluate usability in which users perform various task scenarios. Usability evaluation can be explained as a method of testing a system when the user performs with his own awareness in assessing the ease and error to be analyzed. User Experience must be designed as well as possible to suit and meet user demands. The lesson flow is like starting with a literature study, scenario planning, careful testing, followed by system analysis and data collection and analysis of results. The respondents used in this study were divided into 3 respondents who had never played the game League of Legends: Wild Rift and 3 people who had experience in playing the game League of Legends: Wild Rift and similar games. The results of the evaluation of the game League of Legends: Wild Rift have problems with its function (hiddendt) on the game select menu. However, this type of problem is light and easy to solve.
Perancangan User Experience untuk Learning Management System pada Siswa SMA di Sekolah Indonesia Kuala Lumpur menggunakan Metode Human-Centered Design Nabila Khaerunisa Thazila; Retno Indah Rokhmawati; Lutfi Fanani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The spread of the virus Corona at the end of December 2019 throughout the world caused a pandemic. This then affects various fields, one of which is education. Senior High School at Sekolah Indonesia Kuala Lumpur conducts distance learning through several platforms. This is quite helpful for teachers and students in conducting learning remotely, but there are some obstacles for teachers and students in using the platform for online learning. Based on this, this study aims to design a user experience that can help overcome the problems faced by teachers and students at the Kuala Lumpur Indonesian School related to the obstacles experienced by teachers and students by designing a Learning Management System (LMS). The LMS design uses the Human Centered Design method because this method is an interactive design approach and focuses on the use of the human side. This study resulted in the design of the website Kuala Lumpur Indonesian School LMSin the form of a high-fidelity prototype and tested using usability testing with user satisfaction measurements using the User Experience Questionnaire (UEQ) which was used to determine the suitability of the design made with user needs. The results of the User Experience Questionnaire (UEQ) test, namely the Learning Management System of the Indonesian School of Kuala Lumpur, have an average value that is in the positive category with an average value range of 1,650 - 2,475 and the entire scale is in the excellent category and the efficiency scale are in the good category. The results of the evaluation that have been carried out have produced several problems so that improvements are made which result in three recommendations for improvement for the Learning Management System for the Indonesian School of Kuala Lumpur.
Sistem Pendeteksi Penyakit Sinusitis berdasarkan Kondisi Ingus dan Suhu Tubuh menggunakan Support Vector Machine (SVM) Bagas Nur Rahman; Rizal Maulana; Fitri Utaminingrum
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The nose is an important organ in life for humans. In the nose there is a disease that causes the sinus wall to experience inflammation commonly known as sinusitis. Smoking habits, environmental pollution and cold air become other factors that can affect the onset of sinusitis. If sinusitis is not immediately treated and treated properly, it can lead to complications which then lead to infection. So it is necessary to do an initial check to detect sinusitis using Magnetic Resonance Imaging (MRI). In addition, the cost is quite expensive and a long period of time is the basis of this research. Therefore, a tool is needed that can detect sinusitis early. This research will use the MLX90614 sensor for body temperature feature extraction and the TCS3200 sensor for color feature extraction. The two features then be processed by Arduino Uno to carry out the classification process into two classes, namely the Normal class and the Sinusitis class. The classification process in this study uses the Support Vector Machine method. The results of the accuracy of the SVM classification get 85% of the 20 data tested. For testing the computational time obtained an average value of 42 milliseconds from as many as 20 test data used.

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