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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
Prediksi Harga Pasar Daging Sapi Di Kota Malang Dengan Menggunakan Metode Extreme Learning Machine (ELM) Cusen Mosabeth; Muhammad Tanzil Furqon; Randy Cahya Wihandika
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

Beef is one of the basic needs whose existence is greatly increased in Indonesia. The need to consume beef is very sharp in proportion to the increase in population and the awareness of the importance of consuming very high nutritious foods. Basically the need for animal protein cannot be replaced with other proteins. Estimating future consumer demand by making production plans a challenge for an industry. This makes predictions play an important role. Effective and efficient design must be supported by an accurate prediction system. ELM Is an artificial neural network consisting of feed-forward with one or hidden layer-forwad neural. Therefore, in this study the author uses the Extreme Learning Machine (ELM) method. The experimental results showed that the ELM method had a good error measured by the Mean Absolute Percentage Error (MAPE) error rate of 0.344% using the ratio of the training data 90%: 10%, the input weight range between -1 and 1, the number of neurons in the hidden layer 7, then use the binary sigmoid activation function, and use the number of features 3. The results are proved by using the method of Extreme Learning Machine can predict the price of beef with accurate and precise and get the price of beef in the future.
Pembangunan Sistem Pengelolaan Data Nilai Siswa Berdasarkan Presensi Berbasis Web Dengan Fitur SMS Gateway Studi Kasus: SD Negeri Liprak Kidul 1 Muhammad Sodiq; Tri Astoto Kurniawan
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

SD Negeri Liprak Kidul 1 is an elementary school located in Desa Liprak Kidul, Banyuanyar, Probolinggo. In order to manage its students scores, SD Negeri Liprak Kidul 1 is still not structured properly, they recorded all scores manually in score book which being held by each homeroom teacher. The student attendance is recorded in attendance book when the class begins. Beside that, parents have trouble with monitoring their children scores, because they only see the final scores when they accepting school report card on final semester. It caused the parents couldn't know the scores of the assignments, the quizzes and the exams of their children. To overcome these problems, a web-based students scores management system based on presence with SMS gateway feature is developed. This system is expected to help the process of managing students scores and also students attendance become easier. The system equipped with SMS getaway to make it easier for parents obtain information of their children scores and attendance. This system has been tested using white box testing for unit and integration testing, and black box testing for validation testing.
Pengembangan Sistem Survei Kepuasan Pengunjung pada UPT P2BJ Jawa Timur dengan Metode SERVQUAL dan Analisis Importance & Performance Matrix Ardyani Nalendri Styadi; Ismiarta Aknuranda; Fajar Pradana
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

Currently, public satisfaction survey activities conducted by UPT P2BJ Provinsi Jawa Timur are undertaken by survey consultants from external organizations. Survey consultants visited UPT P2BJ visitors's place and distributed questionnaires manually so the survey required a complicated effort. Therefore, UPT P2BJ would like to conduct the survey within the internal organization but they hope the survey doesn't interfere the main business process of them. Not only that, the results of the current survey only grouped the questionnaire components into two groups: satisfied and dissatisfied. The use of a combination of SERVQUAL and IPA methods is expected to provide more specific analysis results on each component of the survey so the results can be a more appropriate guide in decision making process. Therefore, this research will develop visitor satisfaction survey system to UPT P2BJ East Java with Service Quality (SERVQUAL) and Importance Performance & Matrix method. The system is expected to automate UPT P2BJ survey activities. The system builds on a waterfall development model that begins the development with business process and requirements analysis, system design, system implementation, and testing. The test results from the implementation of the system show that the system met the functional requirements of users, the system can run on all type and version of web browsers that tested in the SortSite tool, and the system's time efficiency are 50.1% for respondent and 98.9% for administrator.
Pengembangan Sistem Informasi Geografis Cagar Budaya di Malang Raya Berbasis Webgis, 3D, dan Gamifikasi Machrus Alawi; Fatwa Ramdani; Djoko Pramono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 4 (2018): April 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Preserve culture is a cultural heritage that is material in the form of cultural heritage, the cultural heritage building, the structure of cultural heritage, the cultural heritage site, and the cultural heritage on the ground or in water that needs to be preserved the existence of it because it has significant value for history, religion, education, science and culture through the process of setting that have criteria in the form of unity or group who was at least less than fifty years, or on behalf of the style typical and representative of the style of at least fifty years. There are problems about the people's lack of awareness and knowledge of the importance of cultural heritage and values of culture. And the factor of the nature and theft that would eliminate the Preserve culture. One of the preservation that can be set is to make Geographic Information System (GIS). In this case as an object research is the temple and statue in Malang Raya (the city of Malang, Batu, and the District of Malang). Make GIS cultural heritage just not enough because the system the information will only display the location and information about the history of the site. Research is also using the method of 3D visual and gamification. Where's temple site and statue at each location will be used as a 3D model and history and information from each temple site and statue will be made in the game a quiz that will support GIS which was built. As a result of this research is a website based on a GIS capable of mapping the location of cultural heritage (the temple and statue) in Malang Raya, visualization of 3D models of every temple and statue, the game a quiz about the history of the temple and statue.
Implementasi Network Slicing dengan menggunakan Flowvisor untuk Mengontrol Traffic Data Packet pada Jaringan Software Defined Network Ahmad Rizal Muttaqin; Widhi Yahya; Reza Andria Siregar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 2 (2018): Februari 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The rapid network growth resulted in SDN Networks will encounter heavy traffic or network traffic from various types of data packets. The density of network traffic and the different data packets will result in decreased network quality. This is due to differences in data packets that flood the network has different communication characteristics as well as the Transmission Control Protocol (TCP) packet and the User Datagram Protocol (UDP) package. The more dense and the difference of packet characteristics on network traffic, it is necessary to implement network slicing by using flowvisor to overcome the problem of decreasing SDN network performance. Through the implementation of this system obtained QOS test results throuhput TCP, throughput UDP, packet loss, and jitter. Implementation of network slicing with flowvisor has a distance average value of TCP and UDP througput better than the normal SDN network that is 380.359 and 0.535 Mbits / sec. The mean distance of packet loss and jitter value of network slicing implementation also has better value than normal SDN network that is 908,546 bytes on packet loss and 0.138 ms on jitter.
Analisis Pengaruh Kualitas E-Service Grab Terhadap Customer Satisfaction and Loyalty menggunakan E-S-QUAL dan E-RECS-QUAL Iqbal Caraka Altino; Himawat Aryadita; 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

The rapid growth of the market share of e-commerce in Indonesia was already beyond a reasonable doubt. To deal with the intensity increasing challenges, the company in its business were required to think creatively to find a variety of breakthrough strategies that were able to create optimal synergy that contributes to the achievement of its objectives. In the industrial or business oriented customers quality of service was one of the factor that could affect customer satisfaction and loyalty. This research's goal is to know how influence the quality of service expecially e-service to customer satisfaction and customer loyalty in the Grab application user. The criteria of respondents in this research's questionnaire is a user that has done an online transaction using Grab application once transaction in minimum. Total sampel used in this research is 100 respondent chosen using simple random sampling methods. The model used in this research is adapted from Yang and Tsai wich used four latent variable: E-S-Qual, E-RecS-Qual, Online Satisfaction, dan Online Loyalty. The model then evaluated by using PLS-SEM. The research started by evaluating the model, Outer Model (Measurement Model) and inner model (Structural model). The result from this research is Online Satisfaction will have a significantly positive impact on Online Loyalty, Online satisfaction will be positively affected by E-S-Qual, Online satisfaction will be positively affected by E-RecS-QUAL, Online satisfaction will mediate the effects of E-S-QUAL on the online loyalty, and Online satisfaction will mediate the effects of E-RecS-QUAL on the Online Loyalty.
Pengenalan Sidik Jari Balita Menggunakan Metode Zone Based Linear Binary Pattern dan Extreme Learning Machine Dea Valentina; Yuita Arum Sari; Rendi Cahya Wihandika
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

Fingerprint recognition is one of the technological developments that is feasible since childhood. Along with the increasing number of toddlers, an introduction system is needed that is able to uniquely identify toddlers with the biometric patterns they have. Toddler fingerprint patterns have a low contrast between ridges and valleys and have a size (distance between ridges) that is smaller than adult fingerprints making it difficult to design accurate algorithms that are able to extract important features and match them in a strong way. In this study, the process begins with pre-processing and then uses the Zone Based Linear Pattern method to extract features on toddler fingerprints and the Extreme Learning Machine (ELM) classification method to recognize the identity of the fingerprint owner. The test results using a combined binary pattern for the Zone Based Linear Binary Pattern extraction method, the gaussian filtering, opening and adaptive thresholding technique for pre-processing images with dimensions of 200x200 in the image, the z-score method for normalizing data and the number of hidden neurons by 50 with binary sigmoid activation function for ELM classification produces the best accuracy of 72.33%. Based on these results it can be concluded that the Zone Based Linear Binary Pattern and Extreme Learning Machine methods can be used to recognize toddler fingerprints.
Identifikasi Penyimpangan Tumbuh Kembang Anak Dengan Algoritme Backpropagation Fadhilla Puji Cahyani; Muhammad Tanzil Furqon; Bayu Rahayudi
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

Growth and development are two processes that are interdependent and inseparable. Growth and development of children greatly affect the quality of growth and development of children in the future. In the development phase, often encountered irregularities that cause delay in child development when compared to children of the same age. Developmental disorders that often occurred in children are such as autism, Attention Deficit Disorder (ADHD), and Down Syndrome. This study aims to identify the type of development disorder of children based on symptoms that appear using Backpropagation algorithm. Backpropagation algorithm is one of Artificial Neural Network algorithm that has ability to solve complex problems that can not be solved by conventional learning technique. The network architectures used in this study are 38 input neurons, 5 hidden neurons, and 3 output neurons. The results of this study indicate that Backpropagation algorithm can identify the development disorder of children well with the average accuracy of 91,11% in the test of training data of 81, 9 testing data, learning rate 0,1, and 0,0009 minimun error.
Evaluasi Kualitas Marketplace PT. Metraplasa (Blanja.com) Berdasarkan Kepuasan Pengguna, Kerangka Kerja Webqual 4.0, dan Importance Performance Analysis (IPA) Nozomi Alifia Ghaisani; Admaja Dwi Herlambang; Aditya Rachmadi
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

Companies competition that engaged in the field of online trading was increasing especially in the development of e-commerce in Indonesia, they were competing to provide the best service and quality of the website for users to feel satisfied. Blanja.com is an online marketplace of e-commerce type. Blanja.com had aspect related issues of usability, information quality, service interaction quality. The purpose of this research is to show the scale of the priorities that appear then conducted research using quantitative approach. The population of this study is the total number of users who already have Blanja.com account (registered member) of 1.700.000 people and then selected a sample of 109 people by using convenience sampling. Data were collected by questionnaire. Conditions on variable usability, information quality, service interaction quality, and user satisfaction are in high categories at both performance and importance levels. Transaction and information security indicators are in quadrant A (concentrate here). Performance, timeliness, purchase satisfaction, and experience satisfaction indicators are in the C quadrant (low priority). The recommendations given for this research are to improve the quality of transaction and information security, performance, purchase satisfaction, and experience satisfaction.
Optimasi Jumlah Pinjaman Koperasi Menggunakan Fuzzy Tsukamoto Dengan Algoritme Genetika Shelly Puspa Ardina; Imam Cholissodin; Budi Darma Setiawan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 3 (2018): Maret 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Nowadays, almost the majority of cooperatives are still performing calculations lending manually and very rarely utilize the use of computer technology so that in decision making is done less efficient. From the problems encountered, it takes a system that has a relationship with the computer so that it can accelerate and assist the process of making the decision of lending efficiently. The required system is an artificial intelligence system that helps to get the most precisely seen value of the greatest fitness as each of its calculations. The criteria that become the basis for determining the loan amount to the members using the optimized Tsukamoto Fuzzy method using Genetic Algorithm are job status, age, salary and loan duration. The results will be able to show the fitness in each of the calculations that have been optimized by using Genetic Algorithm, so it will get the most appropriate value. The result of system evaluation using Mean Absolute Percentage Error calculation with the example of a case has an error value of 0.661468035 or 1.65% with the resulting fitness value of 0.601877363.

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