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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 6,923 Documents
Pengembangan Sistem Informasi Pengelolaan Produksi Dan Penjualan UMKM Berbasis Web (Studi Kasus Rabbani Food) Reza Ararsy Arrohman; Hanifah Muslimah Az-Zahra; Satrio Hadi Wijoyo
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

Rabbani Food is one of the MSMEs engaged in the processing of various types of souvenirs such as spinach chips, curry chips, vegetable sticks, etc. So far, these MSMEs are still carrying out production and operational activities in the form of home-based businesses where the MSMEs are still carrying out financial management using the manual method. This turns out to still cause a variety of problems such as the frequent occurrence of discrepancies in recording production and operational activities so that what is targeted is not achieved, for example such companies often do not know the supply of their products in the shops where the products are distributed. Then the management of bookkeeping records is still often unsuitable because each book of sales and production does not match the target produced where the information needed is often incomplete in the bookkeeping. From this problem, the author will create an information system that can manage the production, operations, and marketing of MSMEs so that the problem of incompatibility of data in the MSME business process can be minimized and can facilitate the company to manage its production and distribution activities. Work on information systems developed using the waterfall method. Testing in this study uses the type of Validation Testing and User Acceptance Testing. From the results of value 87.63% of acceptance testing witch it means it could be said that the system was well received by the user.
Sistem Diagnosis Penyakit Tumbuhan Mangga Menggunakan Metode Naive Bayes Mochammad Taufiqi Effendi; Nurul Hidayat; Ratih Kartika Dewi
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

Mango productivity can compete with the rapid local and export markets which are opportunities for Indonesian farmers, but farmers must increase the yield of mangoes to increase marketing competitiveness due to the various inhibiting aspects including diseases. In the Mango Plant Diagnosis System Using the Naive Bayes Method aimed to assist farmers in overcoming the problem of diagnosing mango plant diseases. This system wad built based on the problems that occurred in farmers, namely the difficulty in recognizing the types of mango plants, due to the many similarities in the symptoms of mango plant diseases. Mangoes have long been felt by farmers causing the deflation of mangoes' crop yields. In 2015 a decrease of 10.39 percent from 2014 was 2.43 million tons to 2.17 million tons. Naive Bayes method which selected in this study was a method used to predict probability. This system was used on Android systems, because it was quite efficient and popular among the public. The results of testing this study indicate that, in testing the accuracy of 30 test data get an accuracy rate of 87.5%.
Implementasi Metode Artificial Neural Network (ANN) Model Based On Use Case Point Dalam Menghitung Biaya Perangkat Lunak (Studi Kasus CV. Profile Image Studio) Ade Pratama; Andi Reza Perdanakusuma; Djoko Pramono
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

Software cost estimation is an important part of an information technology project for budgeting. In the process of determining the price of a system CV. The Profile Image Studio does not use the scientific standard format or is commonly called parametric, they only use the guesstimate method. It is only estimates based on intuition. Based on this case, the cost estimation in this study will implement Artificial Neural Network (ANN) model Based on Use Case Point method is implemented in calculating software costs as suggestion for CV. Profile Image Studio. Cost estimates can be obtained after obtaining estimated effort, number of human resources and estimated system development time. Artificial Neural Networks (ANN) Based on Use Case Point method is implemented in 2 systems that have been developed by CV. Studio Profile Image. At the end of this study, the cost comparison of system development was done by comparing estimated cost results obtained using the Artificial Neural Network (ANN) model based on the Use Case Point with the allocation of costs incurred by CV. Studio Profile Image. The results of applying the Artificial Neural Network (ANN) model Based on the Use Case Point method in calculating software costs, it was found that the total estimated cost of the DBA ticket system was Rp. 17,703,140 carried out by 12 people in 1247.46 hours while the pintu air system was Rp. 6,436,860 carried out by 12 people in 453.6 hours.
Implementasi Pendeteksi Penyakit Paru-Paru Berdasarkan Warna Kuku dan Suhu Tubuh Berbasis Sensor TCS3200 Dan Sensor LM35 dengan Metode Naive Bayes Dadang Kurniawan; Rizal Maulana; 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

The human lung is an organ that is susceptible to disease because it is in direct contact with the air inhaled through the nose. Lung medicine is currently using CT scan and sputum tests which are checked manually by sputum experts. Many people still do not know about this treatment system, and finally they are reluctant to check their lung health, because they feel inefficient and besides that the results of the tests can't go out immediately. based on these problems, there is a need for research related to the automation system to detect the severity of lung disease from patients, so when a patient comes to check their lungs, the results can be immediately known. In this study the parameters used to compare the grade level of lung disease are nail color and body temperature of patients using the Naive Bayes method. It is known that the Naive Bayes method has good accuracy and can be used based on class classification at the beginning of the process. Based on several tests carried out on the system generated TCS3200 color sensor reading error of 1.478%, and the LM35 temperature sensor reading error against the thermometer measuring instrument is 1.13%. Furthermore, testing the system using the Naive Bayes method with the number of training data as many as 24 data and test data as much as 12 data, obtained an accuracy of 91.6% with an average computing time of 0.69 seconds.
Pengembangan Media Pembelajaran Berbasis Multimedia Interaktif pada Mata Pelajaran Sains Materi Tata Surya Menggunakan Model APPED (Studi Kasus: SD Brawijaya Smart School) Ghasa Faraasyatul 'Alam; Hanifah Muslimah Az-Zahra; Retno Indah Rokhmawati
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 integrated educational institution of SD Brawijaya Smart School applies various innovations and creations on information technology that are used to grow and develop the potential in students. However, in Science subjects Solar System material for class VI media used is still standard with the use of textbooks and illustrated paper. Support solutions implemented by developing interactive multimedia-based learning media using the APPED model. The stages of R & D (Research and Development) type research from the APPED model are to carry out initial analysis and research, design, production, evaluation and dissemination. All components in the test results of the ongoing evaluation have worked well according to three specific criteria and the developer has proven all valid results. While the results of the validation of income, the percentage of alpha testing was 95.5% by material experts, 92.5% by instructional experts, and 88.8% by media experts. Therefore, according to the experts it was declared valid and according to the criteria of "Very Good". The beta test results for the pre-test value averaged 65 then increased to 90 above the KKM to assess the post-test. "Completed" and denied that Interactive Multimedia Learning (MPI) products are better and more feasible to be used in teaching and learning activities in the classroom.
Implementasi Support Vector Machine Berdasarkan Ciri Histogram of Oriented Gradients Untuk Verifikasi Citra Tanda Tangan Berbasis Raspberry Pi Mohammad Lutfi Zulfikri; Hurriyatul Fitriyah; Wijaya Kurniawan
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

Signature is a personal attribute that has long been widely accepted as a tool for verification of personal identity. But signatures are also easy to fake to be misused. To avoid this, a system is created to verify signatures. This system uses the image of the signature captured by the camera as an input triggered by the push button, Raspberry Pi as a digital image processing unit, and LCD 16x2 as the system output. This study uses the Histogram of Oriented Gradients (HOG) feature descriptor with precedence of image preprocessing. The output of the HOG method is a feature vector that represents the signature characteristics of the image, this feature vector which will be classified with the Support Vector Machine (SVM) classifier for data training and data prediction. There are two main parts of system software, the training data section, and the testing data section for signature verification. The implementation results obtained that the system can verify signatures with an accuracy of 87.33%. System requires 1.45 seconds in average to train data on each signatory name and for the verification process, the average system takes 0.238 seconds for the genuine signature and 0.242 seconds for forgery signatures.
Analisis Performa Algoritme SPECK Pada Arduino Uno Zuroul Mufarokah; Mochammad Hannats Hanafi Ichsan; Ari Kusyanti
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

SPECK algorithm is an algorithm that still has a family with lightweight block cipher algorithm. This algorithm was published by the National Security Agency (NSA) in June 2013. This algorithm is used to optimize in a software implementation. This algorithm has 10 block variants, namely block size 32 and key size 64 bits, up to block size 128 and key size 256 bits, selection of the three SPECK type variations following previous research that utilizes the AES algorithm to secure data where AES research has three variation based on the length of a key, AES-128, AES-192 and AES-256. In this study it can be concluded that between the results of encryption and decryption are valid with test vectors, SPECK block size 128 bits and key size 128 bits 1047.6 ms, SPECK block size 128 bits and key size 192 bit 1080.8 ms and SPECK block size 128 bits and key size 256 bits 1114.6 ms. Afterwards the results were put in Kruskal-Wallis and Post Hoc tests to be analyzed and concluded with each change While the results at the time of encryption and decryption of the three algorithms also have significant time differences.
Pengembangan Sistem Informasi Pelaporan Pendataan Kependudukan Kabupaten Malang Berbasis Website Dengan Metode Rational Unified Process (RUP) Hana Nur Hanifah; Yusi Tyroni Mursityo; Mochamad Chandra Saputra
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

Dinas Kependudukan dan Pencatatan Sipil of Malang is a government agency that functions for population problems in Malang. In the implementation Dispenduk Capil of Malang has several problems related to the submission of population administration and reporting of population data conducted by the village/kelurahan. Submission of population administration has several problems such as the process of submitting a population administration requiring a relatively long time because the process is quite complicated. This is because the community must go through a series of processes starting from the village/kelurahan, kecamatan level and ending up in the dispenduk capil, the number of queues that occur every day, and the extent of the malang district area can be make long distance to came Dispenduk Capil of malang, so the community must have pay the expensive transportation. The process of reporting population data has several problems, i.e. the absence of uniformity of report formats, which makes it difficult to manage reports and the frequent delays in sending reports. Based on these various problems, the solution that can be applied is to create an information system for reporting population data collection. The system was developed using the Rational Unified Process (RUP) method with the initial phase of inception, elaboration, construction, and transition. The system development process begins with performing requirements analysis, system design and system implementation. Then the system is tested using validation testing, compatibility testing and usability testing. The test results reveal that the system runs according to the requirements and can be easily used by the user.
Penentuan Seleksi Atlet Taekwondo Menggunakan Algoritme Support Vector Machine (SVM) Uswatun Hasanah; Imam Cholissodin; Mochammad Ali Fauzi
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

Martial arts is an art that in use for defense or defense, protecting one's self when subjected to danger. Taekwondo is a martial art that originated in Korea that uses the hands and feet with the rules and ethics of discipline. Public physical exercise in a prepare taekwondoin i.e. MTH, 300 meter run, run back and forth 6 meters, side kick, back kick, front kick, Crescent kick, block, punch, horses, jump rope, push ups, sit ups, pull ups, backing up, triple hops. The purpose of this research can apply the algorithm support vector machine in determining the selection athlete taekwondo. On this research uses data sets that 116 has 16 parameters. Then the data is divided into training data and test data which used the method with a K-Fold Cross Validation, with k = 10. The result of the implementation of the algorithm of support vector machine for determination of taekwondo athletes in the classification selection qualify and do not qualify for the best accuracy results obtained with the parameters used, namely a comparison ratio data = 90%: 10%, a parameter λ ( lamda) = 10, the parameter γ (gamma) = 0.001, the parameter C (constant) = 1, parameter ϵ (epsilon) = 0.001 maximum iterations, 30. So the average accuracy is obtained that is 100%.
Analisis Perbandingan Blended Learning berbasis Edmodo dan Google Classroom ditinjau dari Motivasi dan Hasil Belajar Siswa Maurish Sofie Rahmi Batita; Satrio Hadi Wijoyo; Admaja Dwi Herlambang
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

Vocational high school prepare their students to enter job industry. Industrial work practice or prakerin and implementation of Teaching Factory (TEFA) learning concepts are carried out to bring that vision. Implementation of prakerin must be out ouf school, so it requires e-learning to make learning activities happen. Also, the TEFA learning concept uses block schedule, caused reshuffle of theories based subjects meeting number. This study used quasi experimental to implement blended learning model that could combine face to face meetings and learning activities beyond time and space. Used two e-learning platform, which are edmodo and google classroom, by comparing two variables, which are motivation and learning outcomes. This study revealed that there were significant differences in learning outcomes and motivation between two experimental classes by t-test results. Learning outcomes of blended learning implementation that used Edmodo was better, while Google Classroom was better considering learning motivation.

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