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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 6 (2022): Juni 2022" : 60 Documents clear
Penerapan Algoritme Prim dan Floyd-Warshall sebagai Algoritme Routing pada Arsitektur Software Defined Network Ariefanda Junediansyah; Achmad Basuki
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Software Defined Network is a concept of computer network approach where the control system of data flow is separated from other devices. The control system or controller is responsible for defining the network, managing availability issues, traffic data rates, routing and forwarding and others. Routing is the process of determining the route or path taken by packets as they flow from sender to receiver. In finding the shortest route, a routing algorithm is needed. In this study, the routing algorithms used are Floyd-Warshall and Prim. In general, Prim's algorithm is often used to solve Minimum Spanning Tree problems on graphs to minimize tree spans or reduce the number of branches. In this study Prim's algorithm is used to find the shortest route, then compared with the Floyd-Warshall algorithm. Both algorithms are implemented in a hybrid topology using a mininet emulator and a Ryu controller. Determination of the path required path cost. Cost determination is based on the results of the calculation for the reference bandwidth of 1000 Mbps and link bandwidth using three types of capacity sizes, namely 1000 Mbps, 100 Mbps and 10 Mbps. Then tested with the parameters of convergence time and recovery time as many as 30 trials on each algorithm. From the test results, it is found that the application of Prim's algorithm finds the shortest route faster and finds a new route faster when a link failure occurs.
Analisis Pengalaman Pengguna (User Experience) pada Website E-commerce di Indonesia menggunakan Metode Scenario Testing dan SUPR-Q (Studi Kasus: Tokopedia dan Bukalapak) Sherin Kinanthining Ratri; Buce Trias Hanggara; Yusi Tyroni Mursityo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The increase in online shopping activity during the COVID-19 pandemic has also increased the competition among e-commerce platforms. User experience becomes a crucial part of an e-commerce platform. If users cannot easily purchase the product or find the information they need, they will go elsewhere and might share the poor experience to friend, family, and colleague. This research aims to compare two e-commerce websites with similar characteristics and business model, namely Tokopedia and Bukalapak. The methods used on this research are scenario testing and SUPR-Q. The 5 respondents involved in objective testing are requested to complete task scenarios on Tokopedia and Bukalapak websites. The parameters used in scenario testing are task completion rate, error during task completion, time per completed task, and number of clicks during task completion. Meanwhile, 40 respondents are requested to fill out the SUPR-Q questionnaire which has 4 factors, namely usability, appearance, trust, and loyalty. The respondents involved in this research are users of the Tokopedia and Bukalapak websites who are at least 18 years old and come from the province of East Java. From the two tests that have been carried out, it is concluded that the Bukalapak website is superior in terms of effectiveness and efficiency. However, the Tokopedia website has a better user experience. In addition to that, the Tokopedia website also outperforms the Bukalapak website in terms of usability, appearance, trust, and loyalty.
Penerapan Elastic Stack sebagai Platform Visualisasi dan Analisis Trafik pada Jaringan Riset dan Edukasi Muhammad Rafi Fauzan Fathin; Achmad Basuki; Adhitya Bhawiyuga
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Network monitoring is an essential part of a computer network, where monitoring functions monitor the status and activity of network devices. To effectively ensure the security and quality of the network, monitoring is needed to provide detailed network traffic information. However, in general, many network monitoring uses the Simple Network Management Protocol (SNMP) because it has become the industry standard in network monitoring. In the case of network monitoring with wide coverage, such as IDREN, using the SNMP protocol is considered by the manager to be less effective, because it only provides minimal data visibility and measures bandwidth usage. This final project proposes a monitoring platform or visualization and analysis of research and education network traffic using Elastic Stack because it can display detailed network traffic data in various appearance. Implementation of network traffic visualization and analysis platform in this research requires two main components: a router with the Netflow protocol and an Elastic Stack Server. Routers that already have the Netflow protocol are used as gateways for incoming and outgoing network traffic, collecting metadata on the IP network and sending it to the Netflow Collector. Meanwhile, Elastic Stack is used instead of Netflow Collector using the Logstash system, metadata storage and analysis using the Elasticsearch system, and visualization with the help of Kibana. The test results show that the visualization and analysis platform implemented runs according to its function in providing detailed network traffic data in various visualization displays. Based on the test, the performance of Elastic Stack as a network traffic visualization and analysis platform can manage data from 97 B to 110 MB per 30 minutes and display that data in various visualizations and analyses in real-time.
Purwarupa Sistem Monitoring dan Otomatisasi Air Limbah Industri Tekstil dengan Metode Fuzzy Logic Mamdani Imam Pratama Setiady; Mochammad Hannats Hanafi Ichsan; Hurriyatul Fitriyah
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Textile industry is one of national mainstay sectors that contribute significantly to economic progress. High production in textile industry causes damage to environmental because production process produces wastewater which is dumped into river areas. Report from Badan Pusat Statistik (BPS) that quality of river water in Indonesia is in not-good category. To overcome these problems, required systems can carry out monitoring of classification status of wastewater and automation actions. This research implements DS18B20 sensor, pH sensor and turbidity sensor as an input monitoring process controlled by Arduino Mega 2560. Classification and automation process is applied to fuzzy logic Mamdani method for making wastewater status and automation of speed on DC motor R385. Fuzzy logic Mamdani method is applied using fuzzy system designer LabVIEW toolkit to implementation of the fuzzification, inference and defuzzification. All of processes displayed real-time in LabVIEW with form of numbers, indicators and graphs from both the monitoring and fuzzy logic Mamdani results. Accuracy fuzzy logic Mamdani method in system was comparing with system in MATLAB. Results MAPE for water status is 0.49%, disposal is 0.49% and water reservoir is 0.50%. It very good results.
Implementasi Robot Lengan Pemindah dan Penghitung Jumlah Barang menggunakan Metode Deteksi Objek Histogram of Oriented Gradient (HOG) dan K-Nearest Neighbor (K-NN) Adhly Hasbi Fadhlillah; Rizal Maulana; Eko Setiawan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

All production sectors currently have warehouses that are used as storage of objects. The occurrence of errors in the process of moving objects from one location to another very often occurs which causes objects to get damaged and disrupt activities in the warehouse. To overcome errors that often occur, the creation of a robotic arm that is capable of moving objects is accompanied by the ability to know the number of objects that have been moved. Input for processing in the system will later be obtained from the inframerah sensor and camera. The inframerah sensor is used to detect the availability of an empty final place. The camera functions as a tool used to obtain digital images of objects. The image will be selected using HSV to get the color of the object, which will then be carried out feature extraction using the Histogram of Graident (HOG). The features obtained will be distinguished using K-Nearest Neighbor (K-NN) in order to obtain the final result in the form of the shape and color of the object. In the next step, the object will be moved by the hand robot to its final place by means of reverse kinematics. Inverse kinematics is a way to get the values ​​of each joint from the robot hand by changing the location coordinates. When the robot successfully moves the object, it will automatically add value to the LCD screen. The results of the tests that were run 10 times on the system as a whole got a value of 90% on a successful object movement, a perfect score on the calculation of items that had moved and a calculation time of 9811 microseconds.
Sistem Monitoring Pengatur Suhu dan Kelembaban pada Kandang Jangkrik berbasis Internet of Things (Studi Kasus Budidaya Jangkrik Perorangan di Kabupaten Blitar) Andy Wiranto; Heru Nurwarsito
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Unstable temperature and humidity are problems that are often faced by cricket farmers. However, cricket breeders still use manual methods to identify the environmental conditions of the cage. This requires a monitoring system that is able to regulate the temperature and humidity in the cricket cage, thus facilitating the process of monitoring and controlling the climate. The system is built using Internet of Things (IoT) technology. In the application of IoT, a communication protocol between entities is needed to exchange data. MQTT is a messaging communication protocol that requires low resources. Climate control uses a microcontroller that implements a detection algorithm on a system that is made capable of recognizing the environmental conditions of the cage using the MQTT protocol. Accuracy Data collection using sensors is 1.03% for the relative error of temperature measurement data and 0.47% for the relative error of humidity measurement data. The MQTT protocol has a performance with an average delay parameter value of 345 ms, and a packet loss of 0%.
Sistem Monitoring Multiruang Lokasi Lansia dengan Teknologi Indoor Positioning System (IPS) berbasis Wi-Fi dan Algoritma Random Forest Dading Firwandhi Sukma; Dahnial Syauqy; Sabriansyah Rizqika Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Elderly is a person aged more than or equal to 55 years. The elderly experience aging in their bodies which makes them vulnerable when they fall so that the elderly need intensive supervision to stay safe. In this study, a system was built that can monitor the elderly in six different rooms using Wi-Fi as an indicator of the Indoor Positioning System (IPS) technology.The system is built in two stages, namely the training stage and the testing stage. At the training stage, the system scans the Received Signal Strength Indication (RSSI) value from each room. From the data obtained, using the Random Forest Algorithm, a model is made that will be used on the microcontroller to predict the location of the elderly based on the scanned RSSI. In the testing phase, a wearable device was built that was attached to the waist of the elderly. Wearable devices will predict the position of the elderly and will send the prediction results to the database and displayed on the smartphone application. Tests are carried out to test the accuracy of the system that has been built. The results of the test obtained an average accuracy of all rooms of 82.85%.
Pengembangan Game Edukasi Kata Benda Bahasa Arab Pendahuluan dengan Iterative With Rapid Prototyping Arief Alamsyah; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Arab language known as one of main language of most people in Middle East and North Africa. Arab language is a language that being used by 25 country and used as Islam Religion believer because Arab language are written and used on Al bible. As known language that being used for Al Qur'an as Islam bible. But because Arab language itself not major language, it will be harder for some people to learn Arab language compared to Indonesia language because of low motivation. Using common gadget like computer or mobile phone and using educational game as media for learning Arabic Language to make user for easier learning about Arabic Language and increase their motivation for Arab learning. Using Iterative With Rapid Prototyping as development method can fix the problem in case there is a problem found during development process. After the game developed and can be implemented, game will be tested using System Usability Scale (SUS) to check if the game system has problem and using Game Experience Questionnaire (GEQ) on core questionnaire module to find out about game experience of user when playing game.
Sistem Pakar untuk Diagnosis Penyakit Ayam menggunakan Metode Certainty Factor (Studi Kasus: Balai Besar Pelatihan Peternakan Batu) Ishak Panangian Sinaga; Arief Andy Soebroto; Imam Cholissodin
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Chickens are livestock that are mostly kept by the people of Indonesia, both kept in small quantities to large numbers which are developed in large-scale chicken farms. The choice of people to choose to raise chickens is none other than due to easy maintenance, high public consumption, so that raising chickens is a promising source of income. However, chicken farming itself is very at risk of experiencing a cycle of losses as happened in 2020 where there is a mass transmission of chicken diseases. This mass transmission of chicken disease occurs due to various factors. To overcome this problem, chicken farmers usually consult with experts but for this sector the number of experts is still small so the community really needs the presence of experts to help deal with this problem. To solve this problem, an expert system for diagnosis of chicken disease was built where the expert system is a computer program designed to model the problem solving ability of an expert. The application of this expert system will make it easier for chicken farmers to diagnose disease and treat the same as experts. This expert system is implemented with the Certainty Factor method where this method will provide as accurate results as possible because the certainty value obtained from the expert will always be maintained stable due to calculations To find the certainty value, only two data are used. The application of the Certainty Factor method to the expert system has several stages, from getting the MB and MD values, performing operations according to the Certainty Factor equation to get the CF value and to get the combined CF value using the combined CF equation.
Pengembangan Platform Hands-on Lab untuk Manajemen Identitas dan Akses menggunakan Teknologi Virtualisasi berbasis Container Fabiansyah Raam Pontoh; Achmad Basuki; Adhitya Bhawiyuga
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Hands-on Lab is a lab that is used to provide an environment that is able to provide learners with practical experiences. Providing a hands-on lab environment for practical deepening of understanding of the Identity and Access Management coursework requires a virtualized computing and networking environment that can separate resources for each learner. The choice of platform and technology for computing and virtual networks is necessary for the effectiveness of activities in the hands-on lab. This final project implements a hands-on lab with container-based virtualization technology. The container was chosen because of the characteristics of being lightweight and fast to build. The developed hands-on lab also needs to have an automated assessment system so that it can be used independently by learners. The implementation of the hands-on lab platform in this final project requires two main components, namely: a website lab and a hands-on lab server. The website lab is used for interaction between learner and the hands-on lab server, then the hands-on lab server is used as a place for the hands-on lab container to run. The main components of the hands-on lab of identity and access management in this final project consist of six software that has these functions: managing identity and access management, managing databases, testing web, performing LDAP access, sharing container's terminal, and as a proxy for sharing container's terminal. Communication of the lab website and hands-on lab server for container management is done through Secure Shell. Learners access to hands-on lab learning activities using a terminal container that is shared from the hands-on lab server to the lab website. The results of the implementation based on the functional testing aspect show that the hands-on lab can run according to its function in providing containers, stopping containers, and conducting automatic assessments according to the needs of learning materials. Non-functional tests will also be performed to calculate hands-on lab behavior when performing automated assessments, running, and stopping containers. In addition, testing is also carried out to determine the resource utilization required by a hands-on lab. The non-functional test results show that time behavior is quite responsive and resource utilization is quite good with 1.03% CPU and 13.78% RAM utilization.

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