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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 5 (2022): Mei 2022" : 60 Documents clear
Sistem Pendeteksi DDoS menggunakan Algoritma CUSUM pada OpenFlow SDN Mahadika Putra Pratama; Primantara Hari Trisnawan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

With the development of technology in today's era, Software Defined Network (SDN) has been used everywhere. SDN separates network control and data fields. SDN has several protocols that are used everywhere, such as OpenFlow SDN. OpenFlow is standardized by the Open Networking Foundation (ONF) to overcome the dynamic nature and high bandwidth of applications and reduce the complexity of system management (Alsaeedi et al., 2019). The separation of the controller from the data plane causes security holes in the data flow such as communication between lines that can be targeted by attackers such as DDoS (Ahmad et al., 2015)⁠. The algorithm used is the CUSUM algorithm where the CUSUM algorithm has a fairly reliable accuracy point in detecting DDoS attacks. The CUSUM algorithm uses a method called Entropy. Entropy is a random data that occurs because of the abnormality of an event (Ramadhani et al., 2008)⁠. The implementation of the CUSUM Algorithm on OpenFlow SDN is able to detect attacks with close to high accuracy as much as 80% and a detection time of 1 second.
Perancangan Pengalaman Pengguna Aplikasi Pelayanan Publik Online di Kelurahan menggunakan Metode Human-Centered Design (Studi Kasus: Kelurahan Sisir, Kota Batu) Pungky Aryati; Riswan Septriayadi Sianturi; Ratih Kartika Dewi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Services in Sisir Village, Batu City are performed offline by bringing the RT/RW cover letters and supporting document such as copies of ID cards and family card. Many of queues at the service office, making some requests have to be postponed, while residents didn't have free time to come back because of their business. This study aims to produce a user experience design that is under user expectations in terms of user experience and usability. Human-Centered Design was chosen as the method used in this study. This method prioritizes the user which is carried out in several stages; literature study, usage context analysis, the user needs analysis, solution design, and solution design evaluation. The test was carried out using usability testing which is carried out on 10 respondents. Usability aspects tested include effectiveness, efficiency, and user satisfaction. The results of the effectiveness test obtained a value of 86,43%, the efficiency test obtained a value of 0.1725 goals/second, and the user satisfaction test obtained a score of 68 which was categorized as good and grade scale D, which means the design is still acceptable.
Perbandingan Aspek Motivasi Belajar, Literasi Terhadap Teknologi, dan Kolaborasi Siswa Sebelum dan Sesudah Mengikuti Pembelajaran Dalam Jaringan pada Mata Pelajaran Pemrograman di SMKN 12 Malang Afrizal Aldiansyah Putra; Admaja Dwi Herlambang; Faizatul Amalia
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Learning is the main activity in the whole educational process in schools. Because learning is done at home (online), the success of learning will be disrupted, especially in the aspects of learning motivation, technological literacy, and collaboration between students. The purpose of this study is to compare aspects of learning motivation, technological literacy, and student collaboration when they are still doing face-to-face learning, compared to online learning. This study used descriptive qualitative method. Interviews with students and teachers relate to these three aspects. Then the analysis technique uses the Miles and Huberman method, namely collecting data, reducing research data, and presenting data. Based on the results of interviews that have been conducted, there are several keywords that appear in the research. Among them are limited internet quota, and also network problems. The conclusion in this study is that most students at SMK Negeri 12 Malang feel they tend to experience a decrease in learning motivation in terms of attendance and doing assignments, compared to when they were still in school face to face. Then for technological literacy, most students admitted that they only knew about learning applications when distance learning took place and not a few had difficulties in operating. Meanwhile, in the aspect of collaboration between students, most of the students admitted that they had difficulty communicating with other students.
Perancangan Sistem Informasi Platform Manajemen Rantai Pasok dengan Metode Design Thinking pada Usaha Mikro Kecil dan Menengah (UMKM) menggunakan Payment Gateway Midtrans Nur Azizah; Widhy Hayuhardhika Nugraha Putra; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

MSME income affects Indonesia's state finances. However, in the product marketing process, there are many obstacles, one of which is the location of MSMEs that affect consumer interest in the product. In addition, the Covid-19 pandemic has hampered the buying and selling process directly and affected the income earned by several MSMEs. The process of promoting goods and buying and selling of supply materials and the results of processed MSME products is still carried out offline. With these problems, ADMA Digital Marketing, which is a company that accommodates the sociopreneurship-based inter-SME community, provides a solution, namely the design of information systems. In addition, it cooperates with BAKTIKOMINFO, as one of the benefits of the program from KOMINFO, namely the installation of internet access in remote villages. The design of the information system uses the design thinking method as a balance between user needs, the running business, and the functionality of the technology to be designed. Data collection was done by interviewing several target users to find out the problems experienced by each user with different user backgrounds. From the results of the interview, the problems and needs that are needed by the user will be grouped. After that, the idea was designed as a solution using crazy 8 to describe the appearance of the application based on the study case. The design of the system from the predetermined functional from the existing problems using UML diagrams. There are two users in the system, namely free members and resellers. Free members can buy and sell while resellers can sell goods and become resellers for other MSMEs and get business training classes. The system also adds integration, namely the payment gateway midtrans to facilitate payments in the transaction process. Then after knowing the user flow and the existing system, a wireframe is made which is continued on a high fidelity display as a user interface. Usability testing was carried out using a prototype to find out whether the flow created could be used by the user easily, the existing display made it easier for the user to access, and the features provided had resolved the problems experienced by the user. After testing twice, it underwent several changes related to features and additional information.
Perancangan User Experience Aplikasi Thriftshop di Masa Pandemi berbasis Mobile menggunakan Metode Design Thinking Atikah Nabila; Ratih Kartika Dewi; Riswan Septriayadi Sianturi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

At the beginning of 2020, Covid-19 attacked the whole world and claimed many lives, thus limiting community activities, one of which was direct buying and selling activities. Based on the survey, researchers found that as many as 95.6% of buyers found it difficult to visit a thrift shop during the pandemic. Furthermore, as many as 91.3% of buyers also find it difficult to find suitable used clothes at affordable prices. Then, as many as 73.9% of buyers feel that a lot of time is wasted when buying used clothes directly at a thrift shop. Finally, as many as 69.5% of buyers find it difficult to find a place to sell used clothes. Therefore, to overcome the difficulties felt by buyers, it is necessary to design a mobile application user experience to help make it easier for buyers to make purchases of used clothes online. The design of user experience in this study uses the design thinking method which consists of 5 stages, namely empathize, define, ideate, prototype, and test. The last stage is testing using usability testing to test aspects of effectiveness, efficiency aspects, and aspects of user satisfaction. The test results on the design of the application solution that have been made show that the effectiveness aspect test gets 100% results, the efficiency aspect test gets a result of 0.0724 goals/sec, and the satisfaction aspect test gets a System Usability Scale (SUS) score of 94 out of 100. The SUS score indicates that the solution design from the thriftshop application user experience design is in the grade A category, adjective rating excellent, and also in the acceptable category.
Perancangan User Experience Aplikasi Laporkan untuk Mempercepat Proses Laporan Kehilangan di Polsek Larangan Ingke Ryastratika Milenia Efendi; Lutfi Fanani; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Larangan Sector Police is one of the police offices in Pamekasan Regency. In the Larangan Sector Police there is section of Integrated Police Service Center (SPKT) which is making a Loss Sign Certificate (SKTLK). There are three members of the SKTLK section with one person on duty every day, sometimes the community don't bring files completely causeing the process of SKTLK at the Larangan Sector Police to longer and causing queues. Besides that, the process of making SKTLK at the Larangan Sector Police is still done manually that can cause inefficient data search. Therefore, with the design of the user experience in the application of laporkan can provide a solution of making SKTLK at the Larangan Sector Police. The method used is the Design Thinking method which consists of the Empathize stage, Define, Ideate, Prototype, and Testing. Testing the design of the user experience in the application of laporkan using usability testing and User Experience Questionnaire (UEQ). The results of testing using usability testing consists of effectiveness aspect with result is 90,7%, efficiency aspect with result ranging from 0,3205 to 0,0266 goals/sec, and satisfaction aspect with the result is 83,5. The results of testing using UEQ from the aspect of attractiveness is 2,33, perspicuity is 2,09, efficiency is 2,30, dependability is 2,26, stimulation is 2,28, and novelty is 2,20.
Penerapan Metode Analytical Hierarchy Process (AHP) dan Metode Simple Additive Weighting (SAW) pada Pembiayaan Anggota (Studi Kasus: Koperasi Simpan Pinjam Pembiayaan Syariah Tunas Artha Mandiri (KSPPS TAM) di Kab. Nganjuk) Hinandy Nur Anisa; Edy Santoso; Lailil Muflikhah
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Tunas Artha Mandiri Sharia Financing Savings And Loan Cooperative (KSPPS TAM) is a Sharia financial institution in the form of a savings and loan cooperative located in Nganjuk Regency. In the past 3 years, the demand for member financing has increased, because it makes it difficult for cooperatives to determine whether members deserve financing assistance or not. The Simple Additive Weighting Method (SAW) and The Analytical Hierarchy Process (AHP) Method are two of the methods taken for this study. Things are obtained from both methods, namely the optimal level of accuracy and the accuracy of providing member financing. AHP method was chosen because a complex problem was converted into a hierarchy, while the SAW method was chosen because of the weighted addition to the performance rating. The study used 3 criteria, namely income, employment, and the ability to pay installments. Obtaining AHP accuracy with 5 data by 100% and 50 data by 90%. Meanwhile, the accuracy results obtained by the SAW method with 5 data by 80% and 50 data by 78%. The results of the accuracy assessment analysis obtained by the AHP method are more accurate than the SAW method.
Analisis Minat Penggunaan Cashless Payment dalam Transaksi Jual Beli Selama Pandemi pada UMKM Kota Malang Ananda Yuke Wahyu Putra Pratama; Intan Sartika Eris Maghfiroh; Diah Priharsari
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Cashless Payment is an innovation from the development of digital services in facilitating the transaction process. The benefits of digital payments that are felt by users are getting convenience in using the system, getting evidence of transaction results, practicality in conducting transactions, and the level of security of the system related to the transaction process. This study was conducted to ease identify the effect of interest in use of perceived ease to use and perceived usefulness. The digital payment applications studied in this study are OVO, GoPay, ShopeePay, Dana, and LinkAja. The sampling technique used was purposive sampling technique on two categories of UMKM respondents and buyers. Through questionnaire statements distributed through Google Form, 130 respondents were obtained from UMKM and 135 respondents were buyers. From the two categories of respondents, it is known that the variableso perceive ease to use and perceived usefulness have an influence on interest in using non-cash payment applications. It is known that in both categories of respondents there is a partial or simultaneous influence on interest in use from perceptions of ease of use and perceptions of usefulness with the results of the significance value below 0.05. From the results of the regression model equation, the intention to use of digital payments will increase positively according to the regression coefficient value getting a positive value, if it is known from perception ease to use of and perceived usefulness has increased positively.
Analisis Perbandingan Klasifikasi Topik Skripsi Mahasiswa menggunakan K-Nearest Neighbor dan Support Vector Machine (Studi Kasus: Jurusan Sistem Informasi, Fakultas Ilmu Komputer, Universitas Brawijaya) Fitria Yesisca; Dian Eka Ratnawati; Bayu Rahayudi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

JPTIIK (Journal of Information Technology and Computer Science Development) is a platform that presents student journals of FILKOM UB. In this platform, journals have not been classified based on the thesis theme which refers to the 2018 FILKOM thesis guidebook, especially for the Information Systems department. From these problems, it was decided to classify topics in the majors of SI, FILKOM, UB based on the title, abstract, and a combination of abstract titles. There are 3 thesis themes used in the classification process, namely development, data and information management, and IS governance and management. The data collected was 300 with a comparison of 125 development, 100 SI governance and management, and 75 management data and information. This classification will compare the K-Nearest Neighbor and Support Vector Machine methods and will compare the classification results based on the title, abstract, and abstract title. Tests with a value of K=9 for the KNN method, a value of C=10 and iteration=50 on the title and abstract, and iteration=150 for the abstract title on SVM got the best accuracy value. The results of the classification based on the title and abstract of the SVM method get the highest accuracy value compared to the KNN method with the classification results in the title getting an accuracy value of 97.08%, precision 97.81%, recall 96.91%, and f-measure 97.11% while for Abstract titles get 97.08% accuracy, 97.93% precision, 96.67% recall, and 97.07% f-measure.
Perancangan User Experience Aplikasi Jasa Jahit "Tailorku" untuk Membantu Masyarakat di Masa Pandemi Devita Natalia Krisdayanti; Ratih Kartika Dewi; Diah Priharsari
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Sewing is the work of connecting cloth, fur, animal skins, and other materials that a sewing needle and thread can pass through. Sewing can be done by hand using a hand needle or with a sewing machine (Toni, 2015). The community feels the impact of the government's implementation and restrictions, namely the difficulty of meeting needs that must be done directly so they have to move online. However, many things made sewing services less attractive to the public before the pandemic, namely various things, namely unknown or distant locations, less extensive orders consisting of only people around, sewing not according to consumer desires, and long sewing times. To overcome these problems, a mobile application is needed to help the community during the pandemic, so a solution is needed to help connect tailors and the wider community as potential customers. To realize this solution, the researcher proposes a sewing application solution design to help people find tailors according to their wishes and needs. This user experience design will later be carried out by designing a solution design in the form of a user experience which is designed based on the results of interviews with potential users using the Human-Centered Design method. The test uses Usability testing, namely the System Usability Scale (SUS) and the User Experience Questionnaire (UEQ). From the results of using usability testing on the design of my Tailorku application solution, the following results are obtained, the effectiveness value is 100%, efficiency is 0.145 goals/s and user satisfaction results get 82.5 with category A which means the adjective rating is Excellent. The next user experience test was using UEQ with the result that the attractiveness aspect got 2.28, the perspicuity aspect got 2.09, the efficiency aspect got 2.15, the dependability aspect got 2.09, and the stimulation aspect got 2.09, and the novelty aspect got 2.14.

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