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INDONESIA
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 6,923 Documents
Perancangan User Experience Menggunakan Metode Human Centered Design Pada Aplikasi Mobile Portal Berita Tabloidjubi Naufal Aji Dewananto; Herman Tolle; Hanifah Muslimah Az-Zahra
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

Tabloidjubi is a web based news portal originated from Papua Island that publishes National and International news. The increasing of smartphone usage makes Tabloidjubi developed a mobile application. One of the most important aspects of mobile application development is user experience which is useful for user success and user satisfaction when using the application. This research intends to design Tabloidjubi's user experience based on the problems found in the first evaluation. Evaluation method that carried out in this research is heuristic evaluation. The designing of user experience using human centered design method will be held after the problems from the first evaluation are identified. Some of problems found on the first evaluation are intricate categorization and the absence of user features. There is 25 total problems found in the first evaluation. On the second evaluation there is less problems found with total of 5 different problems that differ from the first problems found in the first evaluation. Thus, the problems found in the first evaluation have been successfully solved. The outcome of this research are identification and analysis of the usability problems and advanced design recommendation in the form of high-fidelity prototype as the representation of the given solution.
Implementasi Sistem Penentuan Kesegaran Daging Sapi Lokal Berdasarkan Warna dan Kadar Amonia Dengan Metode Jaringan Saraf Tiruan Berbasis Embedded System Hamdan Bagus Firmansyah; Dahnial Syauqy; Mochammad Hannats Hanafi Ichsan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 4 (2019): April 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Beef is the most meat that consumed by humans. High consumption of beef along with the high price of beef has caused many butcher mix fresh beef with rotten beef. The impact of consuming rotten meat can be diarrhea and poisoning. From these problems we need related research to make meat freshness detection systems to reduce disadvantages in the society. In this study the parameters used were color and ammonia levels. This study aims to design a system for determining local beef freshness based on color and ammonia levels. The process of determining the freshness of the meat is obtained from the reading results of the TCS3200 color sensor and the MQ135 gas sensor by the Arduino Uno microcontroller using the Artificial Neural Network method. Accuracy results from the tests carried out obtained a system for determining the freshness of beef based on color and ammonia levels in local beef with artificial neural network methods tested with the number of training data as much as 81 data and test data as many as 27 data worth 92.5%.
Sistem Monitoring Ph Dan Suhu Air Pada Tambak Udang Menggunakan Protokol Websocket Adhi Kurniawan; Heru Nurwarsito
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 4 (2019): April 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Wireless Sensor Network (WSN) is a network architecture in which each sensor has the ability to be able to observe the surrounding conditions (sensing). In implementing the Wireless Sensor Network (WSN) we can create a monitoring system consisting of several sensors, microcontrollers and wireless communication between nodes with low and low power in maintaining them. To make communication between nodes, a network protocol is needed that is easily developed and understood by most users and can display information in real time, communication that can be used to create realtime applications, namely Websocket. Websocket is chosen for communication between nodes because it is able to provide statefull and full-duplex communication on the HTTP protocol which is very suitable for monitoring systems. In its implementation the system is used to monitor the pH and temperature of the water in the cultivation of shrimp ponds. The results of performance testing show that the accuracy of the sensor in obtaining information on the pH value and temperature has an accuracy rate of 99% with an error rate compared to other measuring devices which are below 1%. While the data transmission performance required by the system in serving requests from the client until sending it back to the client requires an average time of less than 1 second of each transmission process.
Analisis Kinerja Protokol Routing Destination Sequence Distance Vector (DSDV) dan Optimized Link State Routing (OLSR) Berdasarkan Mobilitas Gauss-Markov Pada Mobile Ad-hoc Network (MANET) Aditya Prayudhi; Rakhmadhany Primananda; Reza Andria Siregar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 4 (2019): April 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Wi-fi technology is very dependent on the infrastructures, therefore Mobile Ad-Hoc Network (MANET) arises as a solution to this problem. MANET is a network technology that can run without a centralized infrastructure. MANET also needs a protocol so that every devices can communicate with each other. DSDV and OLSR are the protocols commonly used in MANET. Simulation is needed to determine which protocol is better in a certain network condition. Researchers mainly used software simulator to help them simulate MANET because real life simulation costs too high. Mobility model is needed so that nodes in simulation can represent mobile devices properly. The example of a mobility model is gauss-markov. In this mobility model, initially the node will run with a certain speed and direction, then after some time interval the calculation of destination and speed will be carried out based on the destination and speed of the node at that time. This research examined the performance of DSDV and OLSR using the gauss-markov mobility model. The results of the tests conducted, the OLSR protocol generally has better performance. But the advantages of the DSDV protocol are lower end-to-end delay values when testing with fewer nodes and lower node speeds.
Implementasi Privacy Module Menggunakan Algoritme Enkripsi Trivium Pada SNMPL8 Dimas Dwi Radhityo; Ari Kusyanti; Widhi Yahya
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 4 (2019): April 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Device management is needed when more internet of things (IoT) devices are connected in a network. One of the device management protocols is SNMP. But SNMP generates large data. Therefore there is a monitoring system that developed for effectivity in generating data called SNMPL8. On the other hand, SNMPL8 did not focus on security functions. One of the security functions for monitoring systems is the SNMPv3's Privacy Module. However, the Privacy Module still using CBC-DES algorithm that is not recommended by NIST, so a replacement algorithm is needed. One of the candidates is Trivium algorithm that designed for constrained devices. Therefore, this study uses the Trivium algorithm adopted on the SNMPv3's Privacy Module for network monitoring systems. Based on the getResponse testing, the Privacy Module requires 17.28 ms to generate keystream and 2.76 ms for the encryption process. The difference in memory at implementation is 176 Bytes, while the difference in the total data package is 769 Bytes.
Implementasi Komputasi Paralel GPU pada Algoritme Cellular Automata Menggunakan CUDA® Muhammad Rizal Ma'rufi; Imam Cholissodin; Eriq Muh. Adams Jonemaro
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 4 (2019): April 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Video games industry is expanding fast in this modern era. This expansion needs to be balanced with quality and production time from creator. Procedural Content Generation (PCG) is one of innovations that suit with that condition. In PCG world, there are many algorithms can be used, one of the most well know in PCG is cellular automata (CA) algorithm. But CA has efficiency problem, but it can be solved with parallel computing. In this research, parallel computing is implemented using CUDA® technology. But there is another problem, that is the map result from CA is not always giving good result, sometimes it cannot be played due to isolated cave in map, but it can be solved using flood fill algorithm. In this research, the implementation will go through few steps, implementation of CA CPU, CA GPU and Flood Fill. Then those implementations will be integrated with Unity® game engine, then time to implement it to game. The game implementations will use Unity® game engine with C# as scripting language. CA CPU, CA GPU and Flood Fill algorithms computation time will be tested to know their performances. From the test result, CA GPU algorithm has better performance than CA CPU up to 227 times. In the other hand, flood fill algorithm that being used in this research has very high computation time, so the map size is very limited.
Penerapan Penjadwalan Program Kerja Indonesian Future Leaders Chapter Malang Menggunakan Algoritme Genetika Rafely Chandra Rizkilillah; Budi Darma Setiawan; Marji Marji
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

Indonesian Future Leaders is a youth-led Non-Governmental Organization concerning on social activies education and youth empowerment. Indonesian Future Leaders is moved by implementing a variety of work programs that have been created and designed by Indonesian Future Leaders itself. Indonesian Future Leaders work programs are required to be done in a structured way. The programs that are being implemented by Indonesian Future Leaders takes about one year. The problems that Indonesian Future Leaders has is they didn't have structured work program schedules from the start of the beginning starting period. The data that is used by this research are all the work programs of Indonesian Future Leaders. Afterwards, the data will be proceeds with Genethics Algorithm with various of steps, such as cromosom representation, crossover, mutation, evaluation, and selection. The results of the schedule from Genetic Algorithm examination is the best fitness schedule has value of 0,001524 , which has 180 generation combination, 240 populations, and value of 0,7 cr and 0,3 mr.
Implementasi Topsis Pada Sistem Rekomendasi Tempat Wisata Pantai Di Sekitar Malang Berbasis Lokasi Muhamad Hilmi Hibatullah; Ratih Kartika Dewi; Marji Marji
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 4 (2019): April 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The tourism sector in Indonesia currently considered to be an effective role in increasing the country's foreign exchange. In 2016, the tourism sector was the second largest constributor to foreign exchange in the amount of USD12.5 billion. Malang is one of the areas that have a lot of potential tourism object. Beach tourism in Malang is a lot where it is cause visitors confused to choose the beach to be visited. This research propose to make a beach recommendation system around Malang by applying the Technique For Order Preference by Similiarity to Ideal Solution (TOPSIS) method. The TOPSIS method was chosen because TOPSIS was able to do the selected alternative ranking, where the selected alternative had the closest distance from the positive ideal solution and the farthest distance from the negative ideal solution. The criteria used in this system are distance, cost, rating, facilities and transportation. System functional testing shows that 100% of the functionality is valid. Furthermore, testing the validation of the algorithm, obtained the results 100% of similarities between the system output and manual calculation. While rank consistency testing obtained results that show that the TOPSIS method has a good level of consistency when implemented on the beach recommendation system
Sistem Peringatan Kondisi Jalan Berdasarkan Kecepatan dan Guncangan Sepeda Motor Menggunakan Naive Bayes Berbasis Embedded System Herwin Yurianda; Dahnial Syauqy; Hurriyatul Fitriyah
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 4 (2019): April 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In developing countries especially Indonesia traffic accidents can result in serious health problems.. Indonesia is a country which ranks fifth in the world in terms of traffic accidents, the data obtained at World Health Organization (WHO). Some of the factors that caused the accident was the road condition, vehicle and rider. However, the riders are often the vehicle outside the limit speed of the spur and the streets are less good is the most dominant factor is the cause of the accident. Based on the issue, it needs to be made to road condition warning system security drive vehicle motorcycle Embedde based System using Naive Bayes method. The sensor used in these systems is the hall effect sensor as the speedometer, and vibration sensors that serve to measure the level of shock two-wheeled vehicle. Will then be classified using Naive Bayes method, with a warning sound output with the use of the buzzer, and the screen display uses LCD, all processed system on an Arduino. Testing conducted include functional testing, system performance and accuracy. From functional testing that has been done, the system has a value of 100% truth, so it can be concluded that this test successfully. For performance testing, the system has a speed of processing time on average by 789.441 p. Whereas on testing Accuracy, the system was tested with test data as much as 43 data and the amount of training data by as much as 86 data and to have the accuracy of 97.76%.
Pencarian Resep Makanan Berdasarkan Citra Makanan Menggunakan Simple Morphological Shape Descriptors, Cie L*A*B* Color Moment Dan Local Binary Pattern Yosua Dwi Amerta; Yuita Arum Sari; Putra Pandu Adikara
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

A recipe is a guide that contains the ingredients, steps, and how to serve a food. Recipe searches are generally limited to using the title or name of a food, and to overcome these limitations image search is needed. Image based search requires extraction of image features, and there will be 3 feature extraction methods to be used. Extracting color features is done using the CIE L * a * b * Color Moment method, which will take the features of the mean, standard deviation, and skewness. In the shape feature, Simple Morphological Shape Descriptors (SMSD) is used to get 4 feature, aspect ratio, length, width, and diameter features. The third feature, which is texture extracted using the Local Binary Pattern method. Based on the results of these methods, it can be seen that the search uses CIE L * a * b * Color Moment gets the MAP value of 0.70. The SMSD method gets the smallest MAP with a value of 0.46. LBP gets the same value with the combined method which is 0.52. So it can be concluded that LBP has major effects to the results of the combined method.

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