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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
Implementasi Algoritme Enkripsi Grain-128 pada Sistem Pemantauan Elektrokardiogram berbasis Protokol MQTT-SN Iwi Suharti; Ari Kusyanti; Fariz Andri Bakhtiar
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

Message Queuing Telemetry Transport for Sensor Networks (MQTT-SN) is a publish-subscribe communication protocol for Wireless Sensor Networks (WSN), which developed to guarantee the needed of publish-subscribe protocol which can be applied for sensor networks which doesn't have network interface. However, MQTT-SN has a weakness because by default MQTT-SN sends plaintext in transmission process, it proves that MQTT-SN don't guarantee security aspect of confidentiality. Security mechanism is needed to ensure confidentiality of MQTT-SN especially in its use as a communication protocol in healthcare system, because in health sector data confidentiality is important. Security mechanism to ensure MQTT-SN confidentiality has been conducted using Advanced Encryption Standard 128 (AES128), which is a conventional cryptographic algorithm with high computational process which not appropriate with WSN characteristics, in addition computational defects has been found in all types of AES, so an alternative algorithm is needed to replace AES. This research provides an alternative solution by applying end-to-end security mechanisms for publishers and subscribers using lightweight stream cipher Grain-128 on prototype electrocardiogram monitoring system based on MQTT-SN. The results showed that, this security mechanism successfully secured electrocardiogram data transmitted on MQTT-SN protocol from confidentiality. Grain-128 performs better than AES128 based on encryption time and memory usage.
Rancang Bangun Sistem Klasifikasi Sampah Anorganik Kantor menggunakan Deep Learning Arsitektur Xception berbasis NVIDIA Jetson Nano Rahmatul Bijak Nur Kholis; Fitri Utaminingrum
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

Ineffective waste management is believed to be the reason of the piling amount of waste in landfill. There should be sorting mechanism from the source of waste before being transported to TPA. Offices are of the areas which produce waste similar to household waste and must carry out waste sorting process. Actually, there have been trash cans provided for different waste type. However, people tend to be ignorant of this and keep on throwing waste not in the right container. Thus, the trash can method is rendered ineffective. This study attempted to create a prototype of trash can that classifies office waste in the form of plastic bottles, cans, and paper. The system then automatically places those waste based on their category container. To perform its job of classifying, the deep learning Xception architecture method is used, applied to the system processor, namely the NVIDIA Jetson Nano. This system produces output, namely the movement of the sorting arm. The sorting arm moves to the left if the classification results are plastic bottles waste, it moves to the right for cans waste, and it stays in the middle for paper waste. For testing the classification of waste objects in the system, the accuracy result obtained 91.67% and the average computation time for classification was 0.06385 second. An integration testing was also carried out on the system which resulted in an accuracy of 97.22%.
Pengembangan Aplikasi Perangkat Bergerak Pelayanan dan Pusat Informasi Penduduk Desa (Studi Kasus: Desa Sumberrejo) Dina Noviana; Agi Putra Kharisma; Mahardeka Tri Ananta
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 progress of the village and its inhabitants is one of the goals of village empowerment where managing and serving the interests of the population is the obligation of the village government. Based on the type of village services provided in Sumberrejo village, several problems were found, including the process of recap and integration of daily resident data that had to be done twice, the lack of knowledge of the population regarding the submission of letter administration, and the process of disseminating social assistance information which was not coordinated so that it was less accurate and detailed. The service application and village information center were built for the Android platform with mail submission services, daily population data collection, and access to social assistance information in order to achieve equitable population welfare. In this study, the Prototyping method is used to produce an application that can accommodate changes in the development process based on feedback provided by stakeholders and users at the evaluation stage. Based on the results of the implementation carried out using the Kotlin programming language and Firebase database, black box testing has been carried out with 100% valid results, compatibility testing with 100% compatible results for Android SDK levels 21 to 32, and usability testing with an average SUS value ( The final System Usability Scale for residents is 91.5, for RT heads it is 85.5 and for village administrative staff it is 83, where each is included in grade A+, Best Imaginable status, and Acceptable category.
Perancangan User Experience Aplikasi Promosi Wisata Lahor di Masa Pandemi menggunakan Metode Design Thinking Nadia Putri Nur Ramadhani; Ratih Kartika Dewi; Fais Al Huda
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

At the beginning of 2020, the Covid-19 pandemic had a detrimental impact on many parties. The tourism sector is one of the sectors that have been disadvantaged by the arrival of Covid-19. Since the presence of Covid-19, many tourist attractions have been closed due to government regulations to limit people from doing activities outside. This has resulted in considerable losses for the owners of tourist attractions due to the reduced number of visitors since the pandemic, one of which is the Lahor tourist spot. Visitors to Lahor's tourist attractions are increasingly deserted and have experienced a decline in turnover of more than 50%. With the hope of helping tourism managers in re-promoting Lahor tourist attractions, the author designed a user experience application for promoting Lahor tourist attractions during the pandemic using the design thinking method so that people can travel virtually at Lahor tourist attractions and visit them in person in the future. The author uses the design thinking method because based on existing research, design thinking is able to produce innovative solutions to problems. This study provides the final result in the form of a high-fidelity prototype. This test uses usability testing to test aspects of effectiveness, aspects of efficiency, and aspects of user satisfaction. From the results of the tests carried out, the design of this application solution got a score of 99% effectiveness aspect, 0.0868 goals/sec efficiency aspect, and 91% user satisfaction aspect. Based on the results of the System Usability Scale, the design solution for the Visit Lahor application is in the Grade A category, adjective rating excellent, and in the acceptable category.
Implementasi Lab Virtual berbasis Teknologi Kontainer Multi Klaster dengan Orkestrator Kubernetes Mohammad Zulfikar; Adhitya Bhawiyuga; 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

In field of information technology education, provisioning virtual lab is very important to provide practical experience to learners. This has made many universities develop their own virtual labs. However, in practice, each university can have limited or excess of resources. This makes the existing virtual lab run inefficiently. This research proposes the implementation of virtual lab based on multi-cluster container technology with Kubernetes orchestrator to create virtual lab system that allows universities to share resources. The implementation of the virtual lab system is carried out by implementing three main components: orchestrator cluster, university cluster, the Rancher multi-cluster management platform as the university cluster controller. The functional evaluation results in adding new university clusters, displaying university clusters information, running container applications, exposing application within the cluster to outside of the cluster, adding new users, managing access rights of these users, and manages the resource usage of the running container are all well-functioning. The non-functional test results shows that the system can handle requests from 1000 users simultaneously with 32.84% CPU and 77.60% Memory utilization. Meanwhile, when handling 10000 users, the system can handle 79.5% of the total requests with 83.18% CPU and 77.06% Memory utilization. From the test results, the system in this study is proven to have good scalability to handle access by many learners and can be a solution for a container-based virtual lab system.
Implementasi Fuzzy Logic Mamdani pada Sistem Monitoring dan Kontrol Kandang Maggot BSF Irfan Harlim; Mochammad Hannats Hanafi Ichsan; 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

One of the successes in cultivating BSF (Black Soldier Fly) maggots is influenced by the quality of the environment that must remain ideal, namely temperature and humidity. But this is still rarely known so that it is one of the factors causing the failure to cultivate BSF maggots. Therefore, the monitoring and control system on the BSF maggot cage can be a solution to this problem. The telegram application serves as a media viewer of the designed system. Monitoring serves to get the latest information about the temperature and humidity in the BSF maggot cage, while the control system is designed to determine the active actuator according to the conditions in the BSF maggot cage to remain ideal using the fuzzy logic Mamdani method. From the test results it is concluded that the system can work according to its functions. Telegram bots can provide feedback according to commands sent by users with a response time of 2 seconds. The accuracy of the DHT22 sensor in temperature sensing is 99.16% while the accuracy in humidity sensing is 95.31%. The implementation of fuzzy logic in the system can make the quality of the BSF maggot environment remain ideal and can determine the active actuator according to the conditions on the BSF maggot cage with accuracy to the lamp defuzzification output of 99.89% and the accuracy to the mist maker and fan defuzzification output of 98.66%.
Klasifikasi Pengaruh Polusi Udara di Indonesia terhadap Kesehatan menggunakan Algoritme Kernel Modified K-Nearest Neighbor Fayza Sakina Maghfira Darmawan; Imam Cholissodin; Putra Pandu Adikara
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

Air pollution has many problems, one of which is health problems. The effect of air pollution on health can have a mild, severe, and even death effect. The solution to this problem is to classify so that the amount of levels that cause air pollution gives the appropriate results of influence. The method used in this study is the Kernel Modified K-Nearest Neighbor (KMKNN) algorithm. KMKNN is a modified algorithm of KNN (MKNN) that uses kernel distance. The data used is 480 data with three features and twelve classes. In the research test, the data sharing methods used were K-Fold Cross Validation and Hold-Out. The test was performed using three different kernels. The best constant of the RBF kernel is 0,97 at constants 1 through 5. The best parameter degree of polynomial kernels is 0,97 at degrees 1 and 2. The results of the K-Fold test with each kernel provide an average accuracy at 0,87. The Hold-Out test results of each kernel provide the highest average accuracy of 70%:30% split at 0,972.
Evaluasi User Experience pada Game Mobile Legend menggunakan Cognitive Walkthrough Drajat Khoirul Muslim; Eriq Muhammad Adams Jonemaro; Tri Afirianto
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

Video games that are played online require a gaming device to be linked to the internet in order to function. Online games that may be played on a mobile device are among the most accessible. In digital games, the display—also known as the game interface—allows players to interact with the game. The interface of the game contains every sign, text, image, and hint. The developer must assess the produced interface in order to obtain a nice interface. Cognitive walkthrough is one of the analytical techniques that may be used to assess the usability of the user interface. Three versions of Cognitive Walkthrough are available The cognitive idea that the individual doing the evaluation must possess is highlighted in the first version. Because it is extremely complicated and time-consuming, the second version can be viewed as a failure. Preparation, analysis, and follow-up are the three stages in the third iteration of Cognitive Walkthrough. Both of the respondents—two individuals—had never played the mobile phone game. The respondents' findings will then be tabulated and presented in a table with an explanation to help with a more in-depth understanding. The responses included individuals in elementary school, junior high school, high school, college, and even those who were already employed.
Pengembangan Sistem Informasi Point of Sales Rumah Makan berbasis Web (Studi Kasus: Rumah Makan Pindang Ombai Kota Prabumulih) Nadir Ruayuanda Bakri; Satrio Agung Wicaksono; Djoko Pramono
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

Pindang Ombai Restaurant is one of the restaurants located in Prabumulih City. This restaurant has several problems, including has no reservation activity, the cashier is still manual without a machine, and long income calculation. This study uses four initial stages in the waterfall method, namely the stages of requirements analysis, system design, system implementation, and system testing. Requirements analysis stage will produce 2 as-is business processes, 3 to-be business processes, 12 identification features to be made, 19 functional requirements, and 18 use cases and use case scenarios. System design stage will produce 10 sequence diagrams, 2 class diagrams, 1 relational data model, and 13 user interfaces. System implementation stage uses the PHP programming language with the Laravel framework and uses MySQL as the DBMS which produces 7 controllers and 4 models. System testing stage uses validation testing which is a black box test and produces 100% valid results for 29 test cases, which means the system has met the specified requirements. In addition to validation testing, user acceptance testing was also carried out and resulted in 93.78% which means strongly agree that the system can be accepted by users.
Pengembangan Aplikasi Perangkat Bergerak Rekomendasi Co-Working Space di Kota Malang berbasis Android Stefanus Dany Supryatna Sinaga; Riswan Septriayadi Sianturi; Agi Putra Kharisma
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

One of the problems experienced by entrepreneurs is the difficulty of making decisions in finding a co-working space that is in accordance with the wishes of the entrepreneur. This problem was obtained based on the results of a survey conducted on five entrepreneurs in the city of Malang. These problems include high rental rates, long distances to locations, less comfort levels, and other problems. Therefore, this research was carried out with the aim of developing a mobile application for recommended co-working space in Malang City based on Android called CoSpace. The CoSpace application was developed using the SDLC waterfall method, Android OS, and Firebase. This research is divided into four steps, namely needs analysis, design, implementation, and testing. Requirements analysis resulted in twelve functional requirements of users and admins and two non-functional requirements. The design stage produces activity diagrams, sequence diagrams, class diagrams, algorithm designs, and interface designs. The implementation phase results in the implementation of program code and interfaces. Validation testing gets 100% valid results. Testing the usability effectiveness of users and admins gets 100% successful results. User and admin usability efficiency tests get 0.001501 and 0.001741 tasks/second. The results of the usability satisfaction (SUS) test are 90.625 (best imaginable). The results of this study can make it easier for entrepreneurs in Malang City to choose a co-working space that suits user needs.

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