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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.
Arjuna Subject : -
Articles 6,850 Documents
Rancang Bangun Aplikasi Finding Dosen Untuk Mencari Posisi Dosen FILKOM di Dalam Ruangan Menggunakan Metode Color Radiomap Interpolation Miftahul Rizki Purwonegoro; Herman Tolle; Mahardeka Tri Ananta
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 existence of student and lecture is a main component from study in educational institution. Many student who has an obstacle experiences to looking for lectures position in campus. In addition to lecturing, lecture is also have another duties to do Tri Dharma Perguruan Tinggi, it becomes an obstacle for student to looking for lectures position where not always located in their room. In general, to determine someone position using GPS (Global Positioning System), however GPS have also a weakness such as can't determine someone inside the building. This study is to build an application that can find lectures position inside the building using Color Radiomap Interpolation method. Received Signal Strength Indicator (RSSI) from 3 Access Point is used to develop this application. The value from RSSI is converted turn into a color map that used to determine lecture position. This application is developed in two sides where for the lecture is used to change the status to can be found its position, for the students is also can find the lecture and see the position. Determining position with compare training data in the color map by test data when the status from lecturer is changed with collecting the smallest data from the equation of Mean Squared Error. The result is show that all of the requirement can be validated, with with accuracy 90%.
Scoring System Otomatis Pada Lomba Menembak Dengan Target Silhouette Hewan Menggunakan Metode K-Nearest Neighbor (K-NN) Syahriel Diovanni Yolanda; Rizal Maulana; Mochammad Hannats Hanafi Ichsan
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

Shooting sport is a one type of sport. Sports shooting is a sport of agility because this sport can increase the level of focus and capture a person. Through sports shooting someone trained and required to be able to concentrate, able to control themselves and dare to make decisions quickly and accurately. Shooting is a self-control exercise. In determining one's expertise in firing, an accurate scoring system is required. In a generalized scoring system, manual shooting requires an observer / judge to assess the firing result. The scoring system manually takes more time in delivering the information to the audience. In this study we will create an Automated Scoring System On Shooting Contest With Animal Silhouette Target Using K-Nearest Neighbor Method to determine which type of Silhouette is shot and add score on the system monitor. The K-Nearest Neighbor method is used in the classification process of the shooting Silhouette type to give effect to the score in the race. In this system uses some components of vibration sensor SW-420, Load Cell, Limit Switch, Switch, Module HX711, and Arduino Mega 2560 as much as 2 processors. Based on test result on this system, the accuracy level of sensor data is 96,42% and accurate to K-Nearest Neighbor classification is 100%.
Implementasi Sistem Pemantauan Kondisi Ruangan Menggunakan Jaringan Sensor Nirkabel Berbasis Protokol RF24Network Ahmat Choeri
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

Wireless Sensor Network (WSN) is an infrastructure consisting of a number sensor nodes that are distributed in certain environments and coordinated using a wireless network. WSN can be implemented using the nRF24L0. One protocol that supports the nRF24L0 is the RF24 protocol. But for the implementation of monitoring the vast room conditions this protocol has the disadvantage of using a single-hop mechanism. So that for a large area range, multi-hop mechanism is needed. The RF24Network protocol is a designed to meet the needs of RF24-based multi-hop mechanisms, users simply build a header that contains the correct destination address and the network will forward it to the destination node. In accordance with the above problems, the authors implement sensor nodes using Arduino Nano as Microcontroller, nRF24L01 for communication and DHT11 to acquire sensor data. From the implementation results obtained network performance for monitoring the condition of the room with the level of accuracy of data transmission and delay as follows. Single-hop data transmission mechanism without barrier distance 3-12 meters 100% accuracy, 15 meters 70%, 18 meters 40%, 21 meters 0% with a total average delay of 145 ms, with a distance barrier of 3-9 meters 100% accuracy, 12 meters 60%, 15 meters 30%, 18 meters 0% with a total average delay 276 ms. Multi-hop mechanism of data transmission accuracy reaches 100% with average delay (1 hop without barrier 110 ms with a distance 24 meters, with barrier 270 ms with a distance 18 meters. 2 hops without barrier 270 ms with a distance 36 meters , with barrier 350 ms with a distance 27 meters, 3 hops without barrier 280 ms with a distance 48 meters, with a barrier 260 ms with a distance 36 meters).
Rancang Bangun Prototype Sistem Real Time Pendeteksi Pelanggar Zebra Cross Pada Traffic Light Dengan Menggunakan Arduino Reza Ridlo Nugraha; Sabriansyah Rizqika Akbar; Gembong Edhi Setyawan
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

A lot of vehicles users nowadays especially in Indonesia can not be avoidable from a lot traffic violators on traffic light. Arduino microcontroller is a mini computer that can be used as a control system based on connected devices and Arduino used to build automatic system or security system. Therefore, the researcher will build a real time system prototype that can be used for detecting traffic violaton on traffic lights. System using the concept of laser security system to detect traffic violators, VC0706 camera modules to retrieve image data and using millis function to help multitask and scheduling on the systems to run in real time. In the results of its functionality testing, the system accomplishes its tasks of scheduling traffic, detecting traffic violator and activating the alarms. At the testing time measuring accuracy on the researcher system using millis, the system have a time average finishing the tasks in a one scheduling loop for 66.004 seconds based on its deadline 66 seconds and result of error percentage about 0.006%.
Desain dan Implementasi Mobile Augmented Reality Untuk Media Pembelajaran 3D Hidrosfer Ryan Aristo; Tri Afirianto; Muhammad Aminul Akbar
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

Geography lessons are an impossible lesson for most students. In this case the role of information technology such as mobile augmented reality technology is to provide information on hydrosphere information. Based on this poverty, knowledge of the environment and hydrosphere is indeed quite difficult to explain because these two things are natural examples that are difficult for people to see. This natural knowledge and hydrosation is usually obtained from books, teaching staff or science experts. To overcome by adding knowledge as 3D hydrosphere learning media through Augmented Reality system in the form of mobile augmented reality application for 3D hydrosphere learning media. Based on all functional requirements, validation testing has fulfilled. On the results using the Usability Scale System method of usability testing obtained SUS score of 82. The SUS score shows that the mobile augmented reality application for 3D hydrosphere learning media can easily be done. The results of media testing for mobile augmented reality applications for 3D hydrosphere learning media can be used well for users.
Analisis Perbandingan Kinerja File System GlusterFS dan HDFS dengan Skenario Distribusi Striped dan Replicated Muhammad Irfan Syafi'i; Adhitya Bhawiyuga; Mahendra Data
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

Big Data is a term used to describe the growth of large data, both structured data and data not tersrukur. Big Data has three main characteristics: volume, velocity, and variety. The problem that arises with the development of Big Data is how to store the data. Data that continues to grow enlarged each time requires a large storage space as well. This certainly will not be able if the storage space is in one machine (single node / host). Distributed file system is a storage and file management module consisting of multiple machines (multi node / host). This study aims to compare the performance of two file systems, GlusterFS and HDFS in distributed file storage with striped and replicated distribution scenarios. The study is limited to the measurement of file system performance in performing write / read file operational. The test results show that the performance GlusterFS have a lighter in performing write file operations with the acquisition of 44.54 MBps throughput, execution time for 58.54 seconds, CPU usage for 54.83% and memory usage for 3.6%. HDFS has the optimal performance on read files operations, obtained the average of throughput for 194.37 MBps, execution time for 16.01 seconds, CPU usage for 86.9% and memory usage for 18.5%.
Pengembangan Customer Relationship Management (CRM) Sistem Informasi E-Complaint Kota XYZ Elza Fadli Hadimulyo; Welly Purnomo; Arief Andy Soebroto
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 absence of the use of information systems in the management and handling of complaints in the XYZ city resulted in the management and handling of incoming complaints takes a longer time. This also affects the process making reports of complaints becoming inefficient. To improve the quality of complaints services in XYZ city, it is necessary to support the information system to support the management and handling complaints in XYZ city by applying the principles of CRM. This research was conducted to find out the information system built can improve the quality of complaint service in XYZ city. The information system will be built using Waterfall method and object oriented modeling. To build information systems researchers needs requirement analysis, design, implementation, and testing. Stages of needs analysis result in the depiction of business processes using BPMN and use case diagrams to model the needs and actors involved in the system. Stages of design produce activity diagrams, documentation of object interaction models into sequence diagrams, object model class diagrams, database design, algorithm design, and interface design. In the implementation stage generated information system in accordance with the design made in the previous stage. After that do white box testing using basis path testing to find out the complexity of the program code created and black box testing to test the functional requirements that are made is running as expected. To test the information system built can improve the quality of complaints service in XYZ city conducted UAT testing. The results of this study can be concluded that the information system built can improve the quality of complaints services in XYZ city.
Implementasi Dynamic Difficulty Adjustment Pada Racing Game Menggunakan Metode Fuzzy Reza Saputra; 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

Some racing games have a feature to play the game competitively against other player or against Artificial Intelligence (AI) or commonly called as a bot. In its implementation, we tend to find that the ability between the player and the bot is far. This causes boredom if the player has much higher ability than the bot, and will produce anxiety if the player's ability is much lower when compared with the bot. In some racing games there is an option to choose the difficulty level before starting the game, but this feature is still considered less effective to balance the ability of player and bot, because the ability of players can increase as the time goes by, and new players tend to confused that they don't know what category of difficulty that suits their abitility. To solve the problem, the researcher will implement Dynamic Difficulty Adjustment (DDA) by using Fuzzy method that able to adjust the ability of the bot according to player's ability over time. DDA testing is done by playing and matching static bots with DDA bots. Test results show that DDA bots are able to adjust their behavior with the static bots ability, in which the output parameter value changes at 35 seconds, the output parameter values generated for caution angle, steer sensitivity, max wander distance, and wander rate are 41,83, 0.012, 3,57, and 0,03 respectively. The overall value of the parameter categorized as HARD.
Implementasi Sistem Monitoring Gas dengan Arduino Mega2560 dan Sensor Turbin Studi Kasus PT. Perusahaan Gas Negara, Tbk Andi Mohammad Rizki; Sabriansyah Rizqika Akbar; Gembong Edhi Setyawan
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

The main component in the gas detection system is the Flow Computer which functions as a compensating computer of the passing gas stream. In its implementation, Flow Computer requires several sensors to read the required values on subsequent compensation. Generally are temperature sensors, pressure, and gas flow. In this research will be analyzed how data acquisition capability applied to gas detection system using Arduino Mega. Arduino Mega is a microcontroller that has the capability of general purpose (many functions). By using Arduino Mega, the author will try to replace the Flow Computer function with a microcontroller. In the hope of delivering good results as comparison and solution problems for data acquisition. The passing gas flow is read using a turbine sensor. This sensor successfully read the sensor value with a range of values 20-30 mL / s. Testing using DC 1200 rpm motor. The communication module successfully performs the exact communication switch and the value sent by each communication module does not differ remotely. Differences occur due to changes in time and conditions within the gas pipeline, but the value does not change significantly. This shows that using either Ethernet or GSM communications module (Global System for Mobile Communications), the system can provide the sensor value appropriately.
Implementasi Server Failover Pada Software Defined Network Dea Asmara Gita; Sabriansyah Rizqika Akbar; Widhi Yahya
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

Client-Server architecture is an architecture in computer network which involves data exchanges between two devices, in this case client and server. The server role in Client-Server architecture is very important because the server has a task to provide services that required by the client. So, if the server is down, client can't access services that server provides. To solve this problem, we need a high availability system. Many high availability systems which have been built uses master and slave model. In this study, high availability system in Client-Server architecture is built using Software Defined Network technology. Software Defined Network is a network architecture that separates between control plane and data plane. We hope Software Defined Network has a controller which gives information of the network, so the failover process will be faster. We get results of 0.826 second on average downtime, 0.865 second on average failback time, and 5.6% packet loss rate on failover process.

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