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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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Search results for , issue "Vol 6 No 6 (2022): Juni 2022" : 60 Documents clear
Pengembangan Aplikasi Marketplace Komunitas Sepeda berbasis Android Haviz Prasetya; Nurudin Santoso
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

Sport is an activity that becomes a place to channel hobbies, fill spare time, and even become a place to socialize. One of the most popular and easy-to-find sports activities is cycling. Cycling activities are now not only done individually, but many are done in the form of groups, because of this, various bicycle communities have emerged. The emergence of the bicycle community makes it easier for members to exchange information related to bicycles and even buy and sell with each other for spare parts or the bicycle itself. However, the buying and selling process which is considered not to reach a wide range of members requires a forum to handle this problem, so a marketplace to sell all bicycle needs. React Native, Graphql, MongoDB are some of the technologies used in this application.method Waterfall is used as a reference for this application because the elicitation at the beginning has the advantage of maintaining the quality of the system to be built. In the final stage, the system is tested using the whitebox and blackbox to ensure all functions run well
Eksplorasi Hybrid Learning dari Perspektif Guru (Studi Kasus: SMAN 3 Pasuruan) Selly Aqidatul Izza; Diah Priharsari; Satrio Agung Wicaksono
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

Hybrid Learning is a learning model that combines online and offline learning. Hybrid Learning is expected to be a learning solution during the COVID-19 pandemic because offline learning cannot be eliminated. SMAN 3 Pasuruan applies hybrid learning with a composition of 50% online learning is carried out by providing materials and assignments through Google Classroom and 50% offline learning is carried out offline by dividing 2 sessions per class. Hybrid learning is considered a learning solution in the midst of a pandemic, but it does not rule out the possibility of creating new problems. This study aims to determine the results of hybrid learning exploration from the teacher's perspective, a case study at SMAN 3 Pasuruan Data collection techniques were carried out by semi-structured interviews with 12 teachers of SMAN 3 Pasuruan. Data analysis was carried out using a qualitative coding method, using the help of the QDA Miner Lite application. Data analysis was carried out by using a qualitative coding method, using the help of the QDA Miner Lite application. The results of data analysis found that hybrid learning at SMAN 3 Pasuruan from the teacher's perspective was implemented quite well in terms of the schedule, time, learning media and communication media that went well according to the school's direction when implementing hybrid learning. Other results found that during hybrid learning teachers became innovators because they applied interesting learning models during hybrid learning, and looked for support to help the ease of the implementation of hybrid learning. It was also found the impact during the implementation of hybrid learning such as the decline in student attitude and manners, the improvement of students' creativity, teachers' demotivation, and the piling up of teachers' assignment. The obstacle of the implementation of hybrid learning from the teacher's perspective is the lack of students' facilities.
Rancang Bangun Sistem Deteksi Gerakan Mata untuk Pemilihan Enam Menu Display menggunakan Circular Hough Transform berdasarkan Facial Landmark berbasis NVIDIA Jetson Nano Imam Faris; 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

Person with hand disabilities who often have difficulties in carrying out daily activities as normal human. One of the cases for people with hand disabilities is difficulty when want to turn on electronic devices such as televisions, lights and other devices so required the help of nurses. The solution offered is to create a tool for people with disabilities to select six screen display menus using the circular hough transform method in making menu selections without have to direct contact with the device. This system works by detecting the movement of circles on the iris of the eye, namely movement to the oblique left, up, oblique right, left, down, and movement to the right. The output of the system is that the user can choose six smart assistant menu displays and voice output. The center point of the iris will be processed by computer to be used as a cursor that can execute commands from the user in making menu selections, and blinking for 0-3 seconds will command the menu to be activated. The average value of the accuracy level of the whole system on the distance variation 30, 40 and 50 cm eye movement detection system is 85.18% with a computation time of 0.1816 seconds. The system can be used to help people with disabilities and lighten the work of nurses in understanding the activities required by people with hand disabilities.
Implementasi YOLO versi 3 untuk Mengidentifikasi dan Mengklasifikasi Sampah Kantor berbasis NVIDIA Jetson Nano Onky Soerya Nugroho Utomo; Fitri Utaminingrum; Edita Rosana Widasari
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

Waste has become a problem that is always found in several big cities in Indonesia. Waste management in Indonesia has not been effective in dealing with the increasing amount of waste. One type of waste that continues to grow is office waste which is common in urban areas. Office waste is inorganic waste generated from the activities of office employees. The office waste generated can cause problems in the environment if it is not managed properly, it is necessary to manage waste by sorting waste according to its type. In this study, we design a classification of office waste in the form of paper, plastic bottles, and cans to sort waste according to categories. This office waste classification process uses the YOLO algorithm or You Only Look Once. The YOLO algorithm or You Only Look Once is one of the algorithms used to detect an object in real-time. Based on the results of the tests that have been carried out for object detection, the accuracy results are 94%. After that, the integration test for the classification system obtained an accuracy of 97.3% and for testing the computational time for the classification system the best value for the computational time was 0.271 seconds.
Naive Bayes untuk Klasifikasi Pergantian Operating System pada Personal Computer di Bank X Syifa Namira Neztigaty; Dian Eka Ratnawati; Dany Primanita Kartikasari
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

Bank X is one of the largest banks in Indonesia. The Desktop Team, which is one of the teams that carry out risk identification and periodic evaluation on PCs. Through this evaluation, the Desktop Team found many operating systems on PCs at Bank X were end-of-support. This condition poses a risk if there are bugs or security holes in the operating system that can lead to data theft. In order to avoid this incident, the entire operating system of end-of-support PCs must be replaced with a newer operating system. Currently the operating system replacement activity has been carried out, but it is still done manually and has not been effective. The process has succeeded in replacing ±5,000 PCs. Through this system, the Desktop Team Desktop Team will get the class results from the PC. The data could be classified by using data mining classification method, namely Naive Bayes. From the PC attribute data does not yet have a class, the system will perform data processing. Then the data is calculated using the existing functions on the controller, by accessing classified PC database. Information about the classification results is displayed on the prediction results page. From the results of testing the accuracy value is 92.8371%.
Perancangan User Experience Aplikasi Mobile Learning menggunakan Metode Pendekatan Human-Centered Design (Studi Kasus: SD Negeri Pagerwojo Kabupaten Sidoarjo) Yulia Salsah Sholihat; 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 Covid-19 pandemic has crippled all face-to-face activities that have an impact on all aspects of life, including aspects of education. Pagerwojo Primary School is one of several educational institutions that are affected by replacing its learning process with online school. However, the facilities provided by the school are not adequate. This can be seen from the media used for online learning processes which are through the WhatsApp messaging application which has several obstacles in the process of delivering learning.. From that problem, information technology is viewed as a solution that can accommodate various online schools. The study aims to design the user experience of a good mobile learning application using the Human-Centered Design approach (HCD), involving stakeholders and users in every step. The steps are determining the context of use, analyzing user needs, making design solutions, and evaluating design solutions. Evaluation of design solutions using usability testing and user experience. The results of the evaluation on the aspect of effectiveness produce a success rate of 100%, the efficiency aspect produces 0.03 goals/sec and the satisfaction aspect has an average value of 6.2. User experience testing the rating scale of attractiveness, efficiency, accuracy, stimulation, and novelty is in the excellent category and the clarity scale is in a good category. From the evaluation results, improvements were made to produce a better design solution.
Prediksi Bobot Segar pada Tanaman Hidroponik berdasarkan Kondisi Daun menggunakan Metode Pengolahan Citra Digital dan Jaringan Syaraf Tiruan Mohamad Abyan Naufal Fachly; Hurriyatul Fitriyah; Rizal Maulana
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

Based on data from the Central Statistics Agency, the production of mustard plants in Indonesia, especially in East Java Province in 2020 reached 77,176 tons. Where this production increased compared to the production in 2019 which reached 74,395 tons . Mustard plants in Indonesia are cultivated using several techniques, one of the techniques is hydroponics. Hydroponics is a system of cultivating plants using water that contains nutrients and minerals without soil. Plants produced from hydroponics have better quality than conventionally grown plants and also hydroponic plants can prevent plants from pests. Besides having advantages, hydroponic cultivation of mustard plants also has disadvantages such as the amount of electricity used, water discharge, solution concentration, and moss which can affect plant conditions like fresh weight. Fresh weight is one indicator of plant growth, where if the plant growth is good, the fresh weight produced will be high. Therefore, researchers want to predict the condition of hydroponic plants based on their fresh weight using digital image processing methods and artificial neural networks. This system works using a RaspberryPi as hardware that is connected to a webcam. Later the camera will capture the image of the leaves from the hydroponic mustard plant, then provide output in the form of fresh weight information on a 16x2 LCD. Based on the tests carried out on the system using 10 mustard plants to predict the fresh weight of the plant, it resulted in an an average MAPE of 0.67%. In addition , two computational time tests were also carried out , which consisted of the computation time on the system and the computation time for the Artificial Neural Network method . Where the computational time on the system produces an average time of 4.884 seconds and the computation time of the artificial neural network method with an average time of 0.192 seconds.
Pengembangan Sistem Manajemen Toko Penjualan dan Servis Handphone berbasis Desktop (Studi Kasus: Toko FQ CELL Kota Batu) Ananda Priatama; Tri Astoto Kurniawan
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

FQ Cell is a shop that serves phone sale and repair in Batu City which has been established since 2003. Business activities at FQ Cell generally consist of procurement, sales and financial reporting. In carrying out its business processes, FQ Cell is still experiencing several problems, namely the absence of records in the purchase process, stock recording and financial reporting. The absence of stock recording causes the process of finding items to take time. The next problem is the absence of financial report. This causes unknown data related to cash flow and operating profit and loss. A desktop-based shop management system was developed to solve these problems. The system was developed using the waterfall model with an object-oriented approach. The technology used in system development consists of C# as programming language and MySQL as database management. Unit testing, integration and validation have been carried out on the developed system and produce valid values. This system is expected to help shop owners in carrying out their business activities.
Segmentasi Pelanggan menggunakan Metode Kernel K-Means (Studi Kasus: Smartlegal.id) Elmira Faustina Achmal; 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

Smartlegal.id is a company engaged in the field of law. As of 2021, SmartLegal.id has taken care of more than 60,492 business legalities throughout Indonesia since 2014. According to Smartlegal.id's Product Specialist Manager, analysis of client behavior with the aim of forming marketing strategies is still experiencing time constraints, because it requires scheduling face-to-face meetings with clients. In addition, the marketing problem that often occurs is the alignment between content, events, promos and also market needs which can take a long time to match and align. Based on these problems, a practical analysis of client behavior is needed to save time. One technique that can be used is clustering. The K-Means method is a method that has been widely implemented by Information Technology practitioners. However, with the high dimensions of the existing data, it is necessary to adjust the method by adding a kernel function so that it can better classify non-linearly separable data. From the results of the research conducted, the best Silhouette Score was 0,9035 using 2 clusters, the Polynomial kernel function with the Polynomial degree parameter was 30, and the data percentage was 100%. This study also conducted a comparison of the effectiveness between K-Means and Kernel K-Means in segmenting.
Perancangan User Experience Aplikasi Pendaftaran Bantuan Langsung Tunai UMKM Kota Malang pada Masa Pandemi Raras Kirana Amaranggana; Ratih Kartika Dewi; Komang Candra Brata
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

Since August 14, 2020, the government has provided social assistance, namely Direct Cash Assistance for MSMEs, as much as 1.2 million for MSME actors. The submission process is done online through the Google Form, which is managed by the Malang City Cooperative, Industry and Trade Office. However, during the submission process, there were problems such as a lack of information on the Google Form, no follow-up announcement on whether the submission was accepted or not, and some applicants could not access the submission link. So from these various problems, researchers will design a User experience in the Application for Registration of MSMEs in Malang City Cash Direct Assistance. During the Pandemic Period. The method in this study uses the Human-Centered Design (HCD) approach. This method focuses on humans and users who can assist researchers in designing solutions according to user needs and system usability to increase productivity, efficiency, and effectiveness so that people get their satisfaction. In the final stage, the researcher conducted usability testing for five respondents. The result was 100% on the effectiveness aspect, 0.085 goals/second on the efficiency aspect, and 82.5 with the excellent category and scaled A on the user satisfaction aspect. Based on the test results, it can be concluded that the design of the solution that has been designed is acceptable.

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