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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
Implementasi Alexa Voice Command Untuk Pembacaan Informasi Sensor Pada Rumah Pintar Romario Siregar; Sabriansyah Rizqika Akbar; Rizal Maulana
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 2 (2019): Februari 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Rapid technological development is needed in facilitating access to technology at this time. Because of the increasing mobility of the people, the higher the level of neglect of small things such as forgetting to turn off electronic equipment such as lights, televisions, air conditioners, and others. Smart home (Smart Home), one of the solutions that can be offered to overcome this problem. Smart Home is a term used for homes that have electronic equipment or security systems that are integrated with each other and can be monitored for use. The developing method in monitoring smart homes is to use sound (Speech Recognition). One of the Amazon voice services that can be used is Alexa Voice Service. In this study, Alexa Voice Service will be implemented to the Raspberry Pi which functions as the speech recognition module and Raspberry Pi can receive sensor data that contains the value of air quality, temperature, and smoke wirelessly which will then be sent to the Alexa Skills Kit through the Alexa Web Service. Then the voice command is entered and sent to the Lambda Amazon Web Service to be modeled in the JSON format. This format will be published to MQTT and MySQL Database so that it can be recognized by the system. The system will subscribe to the command as a reference for what Alexa must say. The level of accuracy and success of the system to be able to read voice command sensor data using 5 different speakers is 70%.
Analisis Perbandingan Konsumsi Daya Library Image loader pada Android (Studi Kasus: Aplikasi Media Sosial) Muhammad Abyan Safitra; Mahardeka Tri Ananta; Komang Candra Brata
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 battery power of the smartphone can not keep pace with other technological advances in improving performance such as CPU and memory, so research needs to be done in order to develop mobile apps that have low power consumption levels. According the survey, from the many existing mobile apps, media sosial apps are the most used apps by smartphone users. One way to develop mobile applications that can have low power consumption is to optimize library usage. Library Image loader is one of the most popular android libraries used in media sosial applications to handle image transformation. Library Image loader which will be tested in this research is library Picasso, Universal image loader (UIL) and Glide. The research is done by making a media sosial prototype application that resembles instagram timeline that will be used as a dummy system. The test will be performed over a specified time range and by using several different image size parameters to see the effect of image size differences on the power level of the Library Image loader. The results showed that the Glide library had the lowest average power consumption of 225,780 mW. While for testing with different image sizes, it only affects the Picasso and UIL libraries, that is the larger the image size, the greater the average power consumption level required.
Evaluasi Usability Pada Antarmuka Pengguna Aplikasi PLN Mobile Menggunakan Metode Evaluasi Heuristik Putri Ayu Lestari; Ismiarta Aknuranda; Admaja Dwi Herlambang
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 3 (2019): Maret 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

PLN Mobile is a Mobile application built by PT. PLN which aims to provide electricity services through Mobile apps. PLN Mobile has several services, namely information, check bills, provision of electricity, complaints, and contact centers. The PLN Mobile application has not been able to achieve the objectives in providing convenience in Mobile services due to the many user complaints on user review playstore for navigation or difficult application usage, therefore it is necessary to do usability evaluation to find out usability problems that exist at the PLN Mobile application interface. In this study usability evaluation uses the Nielsen's heuristic method. Heuristic evaluation method is a method used to find usability problems in the interface design of a product based on 10 usability principles. Heuristic evaluation in this study was carried out by 4 expert usability. The heuristic evaluation of the PLN Mobile application found that there are 22 problem with the highest average severity rating found on the principle of H-3 (User control and freedom), namely the severity rating of 2.7. While the heuristic principle with the largest percentage of findings is H-4 (Consistency and Standards) with a percentage of 22,88% of all findings of the problem. This research also provides improvement recommendations from evaluators which are very useful to be used as a consideration for PLN Mobile to improve the application.
Implementasi Metode Fuzzy Analytic Hierarchy Process (F-AHP) Dalam Penentuan Peminatan di MAN 2 Kota Serang Muhammad Fajri; Rekyan Regarsari Mardhi Putri; Lailil Muflikhah
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 5 (2018): Mei 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Specialization programs are introduced as an effort to better lead students based on their talents, interests, and academic abilities. There are four groups of specialization in Madrasah Aliyah Negeri 2 Kota Serang, namely IPA, IPS, Language, and Religion. The specialization of IPA is for students who have a tendency in the science of certainty. IPS specialization is for students with social science tendencies. Language specialization is for students who have a tendency to speak the language. And religious interest is for students who have religious inclination. In the determination of student interest, MAN 2 Kota Serang uses five aspects of specialization such as the value of acceptance of new learners (PPDB), the value of national examination, the value of report cards, the results of psychological tests, and ask students. But in the determination of specialization there is no standardization of weighting in every aspect of specialization so that the results obtained are not maximal. Fuzzy Analytical Hierarchy Process (F-AHP) is able to overcome the weaknesses in criteria that have more subjective properties on the AHP method. Fuzzy logic itself is a logic that has a value of disguise between two values. In this study, the resulting accuracy is 76.67% with 30 test data for the determination of specialization in MAN 2 Kota Serang.
Implementasi Algoritme Speck untuk Enkripsi dan Dekripsi pada QR Code Yuniar Siska Fatmala; Ari Kusyanti; Mahendra Data
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

Along with the development of technology, emerging new technologies are predicted to replace the function of the barcode. The technology is QR code technology. Quick Response Codes or QR codes are two-dimensional barcodes developed by Denso Wave Corporation in 1994. The QR Code is capable of storing information that is large enough therefore the QR Code needs to be secured because currently there is a lot of piracy of a code, which will harm someone or a related agency. There are several efforts to maintain data confidentiality so that it is not misused, one of which is by implementing the SPECK algorithm. SPECK is a family of lightweight blockcipers published by the U.S. National Security Agency. in 2013. From the results of the SPECK algorithm implementation can be concluded that this application can encrypt all types of characters in the form of strings, letters, numbers or symbols that need to be secured, and when decrypting the QR Code the application will activate the camera function and scan the QR Code that will become plainntext again. This is evidenced in security testing which proves that the results of ciphertext are very different from plaintext. The execution time of encryption and decryption can be proven by testing the performance of encryption time with the total performance required time is 0.061614036560059 seconds and in testing the performance of the decryption time total performance of the time taken is 0.0039241313934326 seconds.
Analisis Kepuasan Pengguna Audience Insights Menggunakan Model Sosial Strategis CRM Tetuko Aldimas Setyawan Eka Pradana; Yusi Tyroni Mursityo; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 11 (2018): November 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Highly competitive market conditions, unexpected changes in consumption trends and increasingly complex customer demands require business actors to deliver products / services that meet market needs. One way to be able to know the products / services in accordance with market conditions is to communicate directly with customers. Audience Insights is one of the CRM tools on Facebook that focus on the operational field. This study aims to determine the satisfaction of sellers when they use Audience Insights as a medium to do promotion using strategic social model of CRM. The model has five indicators: customer relationship oriented, social media technology use, customer engagement initiatives, relational information processes and customer relationship performance. The sample of this study amounted to 86 data with an age range between 17 - 44 years of domicile in Malang. The results of the study indicate that all indicators have a good and acceptabel level of significance. Variables of social media technology use, customer engagement initiatives, and relational information processes have strong relationships. Customer relationship performance variable has moderate relationship and customer relationship oriented variable has no relationship.
Prediksi Hasil Panen Benih Tanaman Kenaf Menggunakan Metode Support Vector Regression (SVR) Pada Balai Penelitian Tanaman Pemanis dan Serat (Balittas) Robih Dini; Budi Darma Setiawan; Candra Dewi
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

Kenaf (Hibiscus cannabinus L.) is a fiber plant that has many benefits. Kenaf is grown by seed so it is necessary to handle the seeds in order to ensure the quality of the seed is not decreased so as to increase the productivity of the kenaf. Balai PenelitianTanaman Pemanis dan Serat (Balittas) as the producer of the seeds has constraint to predict the yields of kenaf seed for the proper handling preparation of kenaf seeds. Therefore in this research proposed regression method using Support Vector Regression (SVR) by using Radial Basis Function (RBF). Hopefully this research can help Balittas to prepare the handling of the harvested of kenaf seeds properly. The research used 100 data about the characteristics of kenaf plants measured from the beginning of planting until the time of harvest. From the testing results that have been done, the result of prediction show the error value using Mean Absolute Percentage Error 3,5371% by using the best SVR parameters value which is cLR = 0,01, σ = 0,25, ε = 1 x 10-7, C = 0,5, λ = 0,6, and the number of iterations = 25000.
Evaluasi User Experience Pada Game Augmented Reality (Sub Projection Mapping ) : Wall Climbing Menggunakan Heuristic Playbility (PLAY) (Studi Kasus : Wahana Jawa Timur Park 3) Aryo Seto Dwisaputra; Retno Indah Rokhmawati; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 2 (2019): Februari 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Climbing Wall with Augmented Reality is one of attractions in Funtech, Jawa Timur Park 3. This games combines Projection Mapping techonlogies with conventional climbing wall which has been modified so it can be played for everyone, especially for kids. A new kind of user experience that occur in augmented reality is the reason of this study. Playtesting method used with Heuristic Playbility (Play) as instrument. There are 30 visitors of Funtech who played Climbing Wall as respondent with different background. The result of this study show that there are no different between dimension insisde heuristic playbility instrument with significance rate. The conclusion from those 3 categories are Climbing Wall games has provided a unique and good experience for the player itself. Meanwhile, there are some troubles like control of the game that decrease user experience.
Pengembangan Aplikasi Pembelajaran Pengucapan Bahasa Inggris Berbasis Android Menggunakan Automatic Speech Recognizer (ASR) Mohammad Chaliffilardhy Syaifuddin; Agi Putra Kharisma; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 2 (2019): Februari 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

English is one of the most spoken languages in the world. English speakers in Indonesia are below the average in the Asian region. This is due to a lack of interest, lack of basic knowledge, a less supportive environment, often forgetting the concepts learned, and no opportunity to learn. In addition, Indonesian people in general have difficulty in speaking English words or sentences. A new learning media is needed to make it easier to learn English pronunciation. This research develops an Android application that is able to assess and learn English pronunciation. This application implements Automatic Speech Recognition (ASR) for assessment features and implements Text To Speech for learning features. The rating and learning of English pronunciation in applications are limited to 10 words, namely gigantic, architecture, enormous, notorious, tiny, fabulous, enough, voracity, prosperity, and failure. Pronouncement assessment results are shown using the terms Perfect, Good, Not Bad, Bad, and Horrible. Perfect shows the highest value and Bad shows the lowest value. Pronunciation learning is implemented by voicing examples of pronunciation for 10 words assessed on the application. Accuracy and usability testing was conducted on 21 students of class XI (eleven) majoring in language. The accuracy testing results 82.38% of the assessment in accordance with the assessment of the English teacher. Usability testing results show 89.73% of users are satisfied with the application interface and appearance.
Analisis Sentimen Film pada Twitter Berbahasa Indonesia Menggunakan Ensemble Features dan Naive Bayes Rosy Indah Permatasari; Mochammad Ali Fauzi; Putra Pandu Adikara; Eka Dewi Lukmana Sari
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 11 (2018): November 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Sentiment analysis or opinion mining is one of the latest research topics in the field of information processing. It aims to know whether the polarity of a text-shaped data (document, sentence, paragraph) will lead to positive, negative, or neutral trait. This research used document text about Indonesian movie review which was obtained from Twitter. The method used in this research was Naive Bayes using Ensemble Features as a renewal feature beside Bag of Words Features. There are several types of Ensemble Features which are Twitter specific features, textual features, part of speech features, and lexicon based features. 500 data were used in this research, which were later divided into two types of data with the comparison of 70% for training data and 30% for testing data. The result of system accuracy obtained from sentiment analysis with Naive Bayes and Ensemble Features methods is 61.33%, 0.6369 precision, 0.5467 recall, and 0.5814 f-measure. The result of system accuracy using Ensemble Features and Bag of Words Features is 89.33%, 0.9041 precision, 0.88 recall, and 0.8922 f-measure.

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