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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 6,850 Documents
Analisis Protokol Routing Directed Diffusion dan Gossiping pada Wireless Sensor Network Irvan Wahyu Bagus Pratama; Rakhmadhany Primananda
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 12 (2018): Desember 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

A group of several node that have the ability to gather data, process, store data, and communicate between the node referred to by a Wireless Sensor Network (WSN). To meet the needs of the wsn in communicating at all conditions required the routing protocol must suspense the conditions needed. Some examples of the routing algorithm that already there are gossiping and directed diffusion. This research is done to compare the performance of routing protocol directed diffusion protocol with routing gossiping. Each routing protocol will be tested using network simulator-2. The results of this research will show the value of the end-to-end delay, packet delivery ratio and routing overhead of the routing protocol directed diffusion as well as routing protocol gossiping. From the test results, the results show that directed diffusion is better in a number of parameters such as a higher level of PDR in static and mobile conditions and also the average end-to-end delay value in static conditions, while gossiping is superior to the average end-to-parameter end delay on mobile conditions and routing overhead level on static and mobile conditions. It can be concluded that each routing protocol, both directed diffusion and gossiping, has the advantage of each parameter depending on the condition of the area needed in the field.
Implementasi Dynamic Difficulty Adjustment pada Racing Game Menggunakan Metode Behaviour Tree Isthofi Aslim Sofyan; Muhammad Aminul Akbar; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 1 (2019): Januari 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Video games is all about entertainment and challenge. Without challenge video games will be too easy and boring. But if the challenge is too hard it can make the player frustrated and give up. This related to flow-state where the goal is to find balance between player skills and game challenge. In general, almost every game has difficulty level settings. The difficulty usually ranged from easy, medium, to hard. Unfortunately, this type of difficulty is static, giving inequalities between players and AI. To solve this problem Dynamic Difficulty Adjustment is applied in this research. By applying DDA the difficulty of the game will automatically adjusts to player's ability as the game progress. To support DDA implementation, Behavior Tree is used to help AI to adapt to player's ability. By implementing both method, the game used in this research become less boring and challenging for player.
Rancang Bangun Prototipe Aplikasi Konsultasi Menu Makanan Berbasis Mobile Bagi Penderita Penyakit Diabetes Menggunakan Metode Harris Benedict Gede Bayu Eka Bhuana; Agi Putra Kharisma; Lutfi Fanani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 1 (2019): Januari 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Sample Registration The 2014 survey said that diabetes was the third killer disease in Indonesia. Where according to Prof. Sid reporter, the risk of diabetes increases 30 percent every year it is recommended that we check blood sugar once a year. But the cost of paying a food consultant for diabetics has become one of our difficulties in managing our own diet. The price of the services of food consultants has reached more than one million meetings. By these factors also the interviews that I have done with graduates - new graduates of nutrition experts about their shortcomings will patients the authors are motivated to make a prototype based mobile application by utilizing Harris Benedict method that can help nutritionists and patients. This application prototype was built using Android. In the process of determining calories, this application utilizes the Harris Benedict method to determine calorie requirements for diabetics. Later, an application will be produced that can help diabetics to find food menu consultants also help nutritionists to get patients
Pengaruh Model Mobilitas Node Pada Protokol Routing AODV dalam MANET Laisa Ryry Pudja Mentari; Rakhmadhany Primananda; Achmad Basuki
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 1 (2019): Januari 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Mobile Ad-Hoc Network (MANET) is one type of Ad-hoc Network that consist of independent wireless nodes. Each node can act as a relay and transmit a message to the other nodes that indirectly connected. In MANET, the nodes are moving dynamically so that it allows the use of different types of mobility model. However, the use of mobility models can lead into higher possibility of diconnection and higher routing failure. It could impact on the quality of network performance and became one of the important factor to considered when measuring the quality of network performance. There are some routing protocols that are used on MANET, one of which is Ad-Hoc on Demand Distance Vector (AODV). AODV is used because it is one of the most rapid adaptive routing protocols for dynamic link conditions. This research provided an analysis of the effect of node mobility on AODV in MANET topology using Network Simulator 3.25. Research was conducted using Random Waypoint (RWP) and Random Direction (RD) mobility model by measuring network performance metrics specifically packet delivery ratio (PDR), average end-to-end delay, and routing convergence time. Tests were conducted on both mobility models with scenario of 15, 25, 40, and 50 nodes variation and 750 m2 and 1250 m2 of simulation area. Measurement results show the highest PDR value is in RD with 92.27% in 750 m2 area. Meanwhile, the lowest end-to-end delay value is in RD with 25.93 ms in the ​​750 m2 area and the lowest routing convergence time value is in RD with 0.534 second on 750 m2 simulation area as well.
Pendekatan MDA Framework Pada Pengembangan Permainan Baby Care Augmented Reality dengan Outfit Marker Pradhana Hafiizh Bachtiar; Wibisono Sukmo Wardhono; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 12 (2018): Desember 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Simulation games are popular game genres that have been used frequently in the early days platform of the first generation of playstation consoles. But remember at the moment the simulation game is limited to 2D content, so it needs to be developed further with a more interactive concept by using 3D graphics that serves to visualize the character object contained in the marker and then combined using Augmented Reality technology. A simulation game containing baby care needs to be developed to continue the animal themed simulation game so as to provide an element of variation in the simulation game genre. Therefore it is necessary to develop a simulation game by combining augmented reality baby care technology developed on Android mobile platform based on MDA framework. Methods applied to the development of this game using the Iterative with Rapid Prototyping (IRP) method. On this method the begining of the game creation comes from respondents who understand about the game or play tester that uses prototype paper with repetition techniques until the game concept really satisfy and is considered appropriate by the respondents. Then game testing using black box and playtesting method. On a playtesting method involving ten respondents who were not involved in game creation. After which the results obtained that this game has an interesting concept and has been in accordance with the needs analysis to simulate infant care into the form of a more interactive treatment.
Peramalan Debit Bendungan Dengan Menggunakan Metode Backpropagation dan Algoritme Genetika Beta Deniarrahman Hakim; Indriati Indriati; Ahmad Afif Supianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 1 (2019): Januari 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Dam discharge forecasting is needed to plan water allocation plans for various needs such as for Hydropower plant, flood control and irrigation. Artificial neural network in this case backpropagation method has a learning method to change the weight of the value of the architecture of the artificial neural network.#Genetic algorithms can optimize the#weight of artificial neural networks to avoid the occurrence of a minimum local which is a weakness of backpropagation. Genetic algorithms will optimize the weight#of the artificial neural network so individuals which are produced as a weight representation with the best fitness value resulting from the optimization process with the genetic algorithm then used as the initial weight of the artificial neural network backpropagation method. The data used as input data is the dam discharge time series data the previous months. The data used is monthly debit data from 2008 to 2017. Input data will be processed to produce an output value which is the forecasted value of the dam discharge in the next month. The optimal training parameters for genetic algorithm and backpropagation training are the population size=100, the generation=100, Cr and Mr combination 0,6 and 0,4, the number of iterations=500, the value of learning rate=0,7. The test results using optimal parameters get the MSE value=0,04188
Evaluasi Desain Antar Muka Website Dinas Koperasi Kota Malang Menggunakan Heuristic Evaluation Andrew Wise Jeremia; Hanifah Muslimah Az-Zahra; Admaja Dwi Herlambang
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 1 (2019): Januari 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The purpose of this study was to determine the usability problems and severity values ​​contained in the Department of Cooperative dinkop.malangkota.go.id Malang by using heuristic evaluation and recommendations on the way down. The method used is the heuristic evaluation method in finding problems through observation or opinion by IT experts who have skills in the content field of the application. The survey results revealed that usability problems found using the heuristic evaluation there were 24 issues totaling entirety. Of the total of 24 issues divided unevenly in each heuristic for most issues contained in the H5-Consider heuristic error-prone conditions, namely "to prevent errors" by totaling five issues. Recommendations are given based on the problems contained in the Website of Cooperative consists of 4 problems. It is divided into eight cosmetic problems, 8 and 8 minor problems major problems. From a total of 24 problems can be said to be only 4 issues given real improvement recommendations by the evaluator.
Sistem Pendukung Keputusan Kelompok untuk Penilaian Kinerja Unit Perusahaan Menggunakan Metode PROMETHEE II dan Borda (Studi Kasus: Perum Jasa Tirta 1 Malang) Dhea Azahria Mawarni; Arief Andy Soebroto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 12 (2018): Desember 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Assessment of unit performance of the company aims to facilitate in evaluating the performance of each unit. Poor performance will have an impact on the quality of the company, so it needs to be improved and upgraded. However, the assessment of company unit performance in PJT 1 Malang is less efficient due to the absence of a system to process KPI Unit assessment data. This has an impact on the amount of manpower and required time in the assessment of the company's unit performance. To overcome these problems, it requires a computer system in the form of group decision support system (SPKK) to assist in the assessment of the company's unit performance. One method of Multi Criteria Decision Making is PROMETHEE II, used for decision making in every decision maker (DM). While Borda is used for the voting method. This study uses 72 alternative data and five assessment criteria. Based on the results of the weight test analysis, the best accuracy was obtained in the 3rd, 4th, and 5th experiments at the level of importance of the fourth weight with value of 83.3333% using the first range. And the highest accuracy based on the results of the amount of data test analysis obtained of 86, 1111% when using 36 data test.
Analisis Pengalaman Interaksi Pengguna Terhadap Permainan Catur Sebagai Obyek Augmented Reality Menggunakan Game Experience Questionaire Ryan Edbert Jeremiah; Wibisono Sukmo Wardhono; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 1 (2019): Januari 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The interaction between human and computer is an integral part in the present life along with the development of information technology. Similarly in the development of information technology that supports the interaction with users as well as augmented reality, especially in this research is a game of chess with game board application. This study aims to integrate the game of chess as an object of augmented reality by considering interactive elements to improve the user experience and analyze the user experience of chess game applications displayed as augmented reality objects using Game Experience Questionare (GEQ) technique. The research method used is the development and evaluation, which includes evaluation planning, evaluation and evaluation results evaluation. The data were collected using questionnaires with Likert scale with range of five (1,2,3,4,5). In the Game Experience Questionare (GEQ game used with chess game application with augmented reality technology based on GEQ Core Module, and GEQ Post-Game Module which before being used has been done by expert validation.The results show that game of chess by conveying the elements interactive successfully integrated as a static augmented reality object with a background on the chess game showing real environment captured via webcam.
Monitoring Dan Implementasi Sistem Otomasi Real Time Kualitas Air Tambak Menggunakan Web M. Sifa'un Ni'am; Sabriansyah Rizqika Akbar; Rizal Maulana
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 12 (2018): Desember 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Ponds farmers experience anxiety because of the frequent occurrence of poor water quality. With the current conditions, the fish farmers are very difficult to get good quality clean water. Changing weather conditions can exacerbate pond water quality, conditions like this can also make fish farmers unsettled, because current pond farmers depend on weather conditions and environmental conditions directly. Based on these problems, research is used to at least control the quality of water by using 2 sensors, namely the LDR sensor to determine the value of turbidity in the water, and the DS18B20 temperature sensor to determine the pond water temperature. Using the Arduino Uno microcontoler and ESP8266 module to transmit data from the two sensors readings to the Thingsboard web server. Readings from two sensors will appear on Thingsboard in the form of charts and graphics. From the results of this monitoring system test shows the results that the system will provide the results of the sensor readings, the LDR sensor gives results if the clear water gives a value smaller than turbid water, and the temperature sensor gives an average temperature value of the sensor of 35, 55 ° C and the average temperature value of the thermometer reading is 35.44 ° C, and the average of the error value is 0.46%. The delay results from the ESP8266 test give the average delay time of 1.7s.

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