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Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer
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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 7 No 3 (2023): Maret 2023" : 60 Documents clear
Pengembangan Sistem Informasi Manajemen Layanan Konseling FILKOM UB berbasis Mobile Farhan Fadhillah Djabari; Issa Arwani; Widhy Hayuhardhika Nugraha Putra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 3 (2023): Maret 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Every individual will not be spared from mental health problems. Therefore, proper handling must be done to prevent more severe problems from occurring. Counseling is one way to avoid these problems. The Faculty of Computer Science is one of the faculties at Brawijaya University with counseling guidance services currently under student services. However, over time there are problems with resources experienced by the counseling guidance service. So the counseling service coordinates with the faculty's student executive board to initiate peer counseling services to increase students' awareness of the importance of mental health and overcome the existing counselor resource problems. In its implementation, the registration, data collection, and reporting process is still carried out separately, which can confuse students using the service. The author offers a solution by utilizing the Flutter framework technology to develop a mobile information system that can help simplify the counseling guidance process. The research was conducted using the waterfall method, from the needs analysis stage to the conclusion. The implementation results in an information system that can handle the administrative process of counseling guidance services. The main features of this information system are counseling guidance scheduling, counselor scheduling, counseling history recording, and writing final counseling reports. Additional features, such as user profiles and notifications when certain activities occur, are also developed. The information system successfully obtained valid results for all test cases using the validity testing method. For usability testing, the system got an average score of 85,47 using the system usability scale method, which is included in the acceptable category on the acceptability range, level B on the grade scale, and excellent rating on the adjective rating. This score considerably increased from the previous system's score, namely 52,75.
Analisis Perbandingan Pengalaman Pengguna pada Aplikasi Halodoc dan Alodokter menggunakan User Experience Questionnaire (UEQ) Nixon Okabashi Hendrawan; Eriq Muhammad Adams Jonemaro; Mahardeka Tri Ananta
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 3 (2023): Maret 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Covid-19 pandemic affecting all of our life's aspects, health included. Until the founding of technology development called Telemedicine. Telemedicine is online healthcare that helps the user to get medicated or have a health consultation without having to come to the medical center or hospital. There's several online consultation media available nowadays, for example Halodoc and Alodokter. User experience evaluation is being conducted towards Halodoc and Alodokter because both have similarities in its main features. Evaluation being done using User Experience Questionnaire (UEQ) in the form of Google Form for an easier distribution. 20 participants' data collected, and acquired that Halodoc got a positive evaluation and Alodokter got a quite positive evaluation. Although being compared, Halodoc generally got a better result than Alodokter. Both have similarities which are that their highest value is in their Efficiency scale and pragmatic quality's aspect got the lowest value. Therefore can be concluded that the aspect which needs an improvement is the pragmatic quality's aspect so the user can be more engaged and more impressed on using the application.
Perancangan Implementasi Tampilan Baru Web "Sambat" Kota Malang menggunakan Metode Design Thinking Veby Angelia Ropita Turnip; Herman Tolle; Dwi Cahya Astriya Nugraha
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 3 (2023): Maret 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Living in the current era of information technology development provides convenience in various fields, for example in the field of technology. The Malang City Government applies the smart city concept, one example is a website that develops the smart city concept, namely Sambat Online. Sambat Online is a facility provided by the City Government of Malang to accommodate aspirations, suggestions, criticisms, complaints, and questions about Malang City. From the data obtained from Sambat Online statistics, it can be concluded that more people use SMS Sambat than accessing the Sambat Website. To get a good website, good user experience is also needed. For that one method that can be used is design thinking. Design thinking is an approach that provides solutions to solve problems directly, so that the solution to user problems is to create a new web appearance that is more attractive and easier to use. There are five stages in the design thinking method, namely Empathy, Define, Ideate, Prototype, and Test. In this study using data taken from 10 informants who are domiciled in Malang City and using usability tasting testing using 3 aspects of testing namely efficiency, effectiveness, and satisfaction. The results obtained from the effectiveness aspect are 100%, the efficiency aspect gets time-based efficiency which is 0.203 gaols/sec, and the satisfaction aspect is 88 which can be seen in the SUS value table getting a very good grade, as well as from the calculations obtained using the UEQ method, the results show that respondents prefer the new look of the splice website.
Eksplorasi Pengaruh Live Shopping terhadap Minat Beli Konsumen dalam Berbelanja Online dengan Metode Systematic Literature Review Irtiyah Izzaty Mindiasari; Diah Priharsari; Welly Purnomo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 3 (2023): Maret 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Live Shopping is a new trend that combines e-commerce and social networking where the consumers who watch it can immediately buy with their smartphone just in one touch. Users who like to watch live shopping tend to have an interest in the products that are being offered in the live streaming. According to previous research, the live shopping strategy can increase user interest in buying products online regardless of distance and trading of goods. This phenomenon has been widely researched by experts before to explain what live shopping is, the technology that used to, or marketing strategies using live shopping, but there is not much literature that really leads to the emergence of buying interest in consumers through live shopping. For this reason, a Systematic Literature Review was conducted to review previous journals that discussed live shopping and purchase intention to determine the effect of using live shopping on consumer purchase intention in shopping online. The journal search process is carried out in several selection times and calculates Cohen's Kappa as a measure of the reliability of the journals found. The source of the journal search was carried out on ScienceDirect and the minimum year of the selected journal was 2011. The results obtained were 13 selected journals and after data extraction there were 51 factors that influence live shopping on purchase intention and 18 theories that can be used to identify the factors.
Pengembangan Sistem Monitoring Kandang Ayam dengan Penerapan Komputasi Pervasif Ali Ali; Agung Setia Budi; Rakhmadhany Primananda
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 3 (2023): Maret 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

One of the factors that affect quality of broiler chicken is its coop environment condition. Farmers need to maintain optimum coop environment by maintaining temperature at 20-25°C, humidity in the range of 50-70%, and ammonia concentration at 0-5ppm. These problems can be overcome by system that monitors coop environment, so farmers can take the necessary action to maintaining it. The size of the cage, which is quite large, is a blockage for system implementation. Based on these reasons, implementation of WSN can meet the requirements while increasing the flexibility of the system. But, WSN system has some deficiency, such as complicated and time-consuming configurations. Therefore, implementation of pervasive computation into the system going to reduce human intervention and time used for system configuration. Chosen pervasive computation is a sensor node that can identify other nodes and connecting each other to system network. ESP8266 is used to process the data and deliver it using wireless. Output of the system is a website. From the test result, node capability to identify other nodes with average of 56.67% at four locations. While to connect with WiFi network at a distance level 3 to 4 meter, 8 to 10 meter, and 15 to 18 meters, node time to connect averaging at 48.8575 second. At same distance level, service discovery found the system with successful rate average at 73.33%
Rancang Bangun Pita Lengan Metronome dengan Koneksi Bluetooth berbasis Mikrokontroler dan Android Jezriel Lukas Lumbantobing; Dahnial Syauqy; Agung Setia Budi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 3 (2023): Maret 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

To determine the tempo in a song, Metronome is needed to help as a tool, because the metronome will produce sound on every beat of the song. However, the metronome used on the market is less effective in terms of helping the tempo during live shows and can also interfere with hearing when using earphones if the volume of the metronome should be increased. A metronome arm band can be a solution because it produces a vibration that can be felt in the hands. Users can also set the desired number of beats per minute (BPM) via a smartphone application that is connected via bluetooth. There are 3 elements to be used, which are; Smartphone as input, ESP32 as processor and Vibration Motor as an output. Because metronomes must have high accuracy in keeping the tempo, RTOS is needed to help avoid interruptions when the user sends other commands during vibration. There are 3 tests carried out to determine the accuracy of the Metronome Bracelet. The first test to see whether 60 bpm on the metronome produces an output of exactly 60 beats per minute. The second and third tests are also the same but at different tempo numbers, which are 90 and 120. The expected output of the metronome should be exactly like the number shown in the bpm value on the Metronome Bracelet, where 60 produces a vibration accuracy of 60 bpm, 90 produces 90 bpm, and 120 produces 120 bpm.
Pengaruh Streamer Product Knowledge dan Streamer Image Terhadap Minat Beli Konsumen pada Live Shopping Ananda Rizki Oktavianti; Diah Priharsari; Welly Purnomo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 3 (2023): Maret 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Live shopping is a shopping activity through live broadcasts shown to the audience in real-time and has now grown rapidly and become popular in the community. Live shopping hosted by broadcasters or often referred to as streamers is usually done to promote sales and can be continued to the purchase transaction process. To foster consumer purchase intention is influenced by consumer trust, and to get consumer trust in streamers in this live shopping activity there are several factors, these factors are streamer product knowledge and streamer image. This study uses the SEM-CB method by distributing questionnaires to 502 respondents and obtaining net data of 433 respondents. From the results of this study, it is found that all three hypotheses are accepted, namely streamer product knowledge affects trust to streamers, streamer image affects trust to streamers, and trust to streamers affects purchase intention.
Pengembangan Sistem Informasi Pengelolaan Barang berbasis Website (Studi Kasus: Hikmah Jaya Plastik Jombang) Harith Irawan; Denny Sagita Rusdianto; Mahardeka Tri Ananta
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 3 (2023): Maret 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Hikmah Jaya Plastik Jombang is a shop providing various plastics and cake ingredients located in Jombang Regency. The problem that employees often complain about is the inventory calculation process which takes about one hour every day before the store closes, Frequent calculation errors made by the shop cashier due to errors in writing or reading the total of items on the sales transaction notes also become the case in this process. In supervisor's term, there is also an error resulting from the validation of the existing goods, this can occur due to the possibility that the sales transaction note is lost before the stock calculation is carried out. Employee also finds difficulty in monitoring the amount of goods, and this prolongs the process of restocking. Based on these problems, a goods management information system was developed. System development is carried out using an object-oriented approach and using the SDLC waterfall. Research sequentially includes literature studies, requirements engineering, design, implementation, testing, conclusions and suggestions. The requirements engineering phase showed 42 functional requirements and 1 non-functional requirement. The design phase includes architectural design, component design and database design. The implementation phase is executed using the PHP programming language and the Laravel framework. The unit testing phase was carried out using the white box testing approach with 100% valid results. Validation testing was carried out using black box testing approach with 100% valid results. Compatibility testing was carried out on Google Chrome, Microsoft Edge and Mozilla Firefox browsers with 100% valid results.
Evaluasi Usability Sistem Informasi TSES (Thursina Smart Education System) menggunakan Usability Testing dan System Usability Scale Irfan Nuril Faza; Satrio Hadi Wijoyo; Intan Sartika Eris Maghfiroh
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 3 (2023): Maret 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

TSES (Thursina Smart Education System) is an academic service information system owned by the Thursina IIBS Malang Islamic boarding school to facilitate the learning process. Thursina IIBS Malang Islamic boarding school is one of the modern Islamic boarding schools in Malang, where this Islamic boarding school follows and implements technological developments that occur, one of which is through the TSES system (Thursina Smart Education System). Since the initial release, in 2019, there has been no research on usability evaluation of TSES (Thursina Smart Education System). This condition allows usability problems that are not yet known. Given the function of TSES as a support for learning activities at the Thursina IIBS Malang Islamic boarding school, evaluation is needed to analyze the level of usability and measure the success of using information systems. The purpose of this research is to evaluate the performance and problems of the TSES learning system. The expected results of this study are to be able to provide recommendations for the development of the TSES Thursina IIBS Malang. The redesign method used is Human Centered design with reference to the HHS Usability Guidelines, as well as the System Usability Scale (SUS) and usability testing evaluation method. Improvements based on the results of interviews and usability testing in the form of adding a forgotten password feature, a password change feature, a search feature, an excel import feature, changes to the existing navigation system and content layout. The evaluation results show that the average value of the learnability aspect of teachers and students is 96%, the average efficiency aspect of teachers and students is 94.5%, the average aspect of memorability of teachers and students is 35.5 clicks with 112.4 seconds, the average -the average error aspect of teachers and students is 2% and the results obtained for the satisfaction aspect are 84.13. Based on the research results, it was found that the solution design developed based on the evaluation results of the TSES was well received.
Deteksi Covid-19 dari Citra X-ray menggunakan Vision Transformer Javier Ardra Figo; Novanto Yudistira; Agus Wahyu Widodo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 3 (2023): Maret 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Corona Virus is a single stranded RNA virus that can infect human dan a few animal. X-ray Imaging can be one of the few way to check or monitor lungs condition such in the case of tuberculosis, pneumonia, and hernia. Combining X-ray Imaging with deep learning can be one of the solution to the covid-19 detection problem. Vision Tranformer is an architecture that inspired by transformer which is state of the art in the natural language processing realm. One of the few public dataset that contain x-ray image is covidX. CovidX can be breakdown into 3 classes which is pneumonia, covid-19, and normal with as few as 30,530 x-ray image available.the Dataset will processed with data augmentation gaussian blur and colorjitter. The vision transformer that will be used in this experiment is base, large, and huge. This architecture will be used with transfer learning and data augmentation. This experiment will use 40 Epoch, stochastic gradient descent Optimizer, WarmupCosine Scheduler, and Cross Entropy loss function. This experiment will test the effect of transfer learning toward accuracy, the effect of data augmentation toward accuracy, and then will be compared to other architecture. The best accuracy from this experiment is achieved by ResNet50 with transfer learning that achieve accuracy as high as 0.9617006 with validation data and 0.9548872 in test data. Based on this result, the model is overfitting.

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