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Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer
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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
Perbaikan Proses Bisnis Layanan Tes TOEFL Pada Unit Pengembangan Bahasa (UPB) Universitas Brawijaya Menggunakan Metode Business Process Improvement (BPI) Febiko Ramadina; Nanang Yudi Setiawan; Andi Reza Perdanakusuma
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

Unit Pengembangan Bahasa (UPB) is an institution business unit of Universitas Brawijaya has a function in the field of the TOEFL Test. In carrying out the business process has several obstacles, like processes carried out manually and there are also online, making many activities with the same purpose repeated, services that are less than optimal, complicated activities make the time taken longer. Therefore, analysis and evaluation is needed to help and accelerate business processes in order to run more effectively and efficiently. This research begins with analysis business process primary and business process second of TOEFL test service, Failure Mode and Effect Analysis (FMEA) a method for analyzing the root causes and potential in business processes as a evaluation business process. Business Process Improvement (BPI) to get business process recommendations. Then there will be a simulation of validation and time analysis for current business processes (as is) and recommendations (to be), the results of current business process analysis will be compared with business process recommendations. from the 5 current sub-business processes and recommendations found the highest time effectiveness in the business process of the TOEFL test implementation to 72.32% and the lowest time effectiveness in the business process results and TOEFL test certificates up to 4.95%. So that business processes can be concluded. recommendations can improve performance better.
Implementasi Algoritme Poly1305-AES pada Protokol MQTT Tista Pamungkas Ragil Alit; 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

Message Queuing Transport Telemetry (MQTT) is one of the Internet of Things (IoT) protocols specifically designed for communication between machines that have characteristics that can be used at low power, uses small bandwidth, connectivity in packet delivery and protocols using this technology to publish- subscribe. The MQTT protocol only provides authentication security for security which defaults do not guarantee the security of data in transmission so that data privacy and data integrity are problems in the implementation of the protocol. Therefore, the application of the Message Authentication Code (MAC) method uses the Poly1305-AES algorithm based on block ciphers. Based on testing, the Poly1305-AES algorithm has an increase in memory usage of 0.013MB to publishers and 0.028MB to customers and the Poly1305-AES algorithm can support changes, insertions and substitution data. This study presents the results of the Poly1305-AES algorithm which has a pretty good performance based on the value of increasing memory usage and resistance to attacks.
Analisis Kinerja Protokol AODV (Ad Hoc On-Demand Distance Vector) dan AOMDV (Ad Hoc On-Demand Multipath Distance Vector) Terhadap Serangan Aktif Pada Jaringan Manet (Mobile Ad Hoc Network) Muhammad Alif Bahari; Primantara Hari Trisnawan; 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

MANET (Mobile Ad hoc Network) is a network that does not have a fixed infrastructure and the nodes in it function as routers to forward the information that is sent. MANET has 3 types of routing protocols, namely proactive, reactive and hybrid routing protocols. AODV (Ad Hoc On Demand Distance Vector) and AOMDV (Ad Hoc On Demand Multipath Distance Vector) are reactive type protocols found on MANET. Security on MANET is a big challenge, because nodes will be connected to one unprotected wireless network. Based on the above problems, the authors made a study entitled Performance Analysis of AODV Protocol and AOMDV Against Active Attacks on MANET (Mobile Ad hoc Network) networks. The results obtained from this study are proven that active attacks in the form of Blackhole and DDoS attacks of type Flooding RREQ Attack affect the performance of the two protocols. Tests in this study were conducted on Network Simulator 2 and measured based on 3 parameters, namely Packet Delivery Ratio, End-To-End Delay, and Normalized Routing Load. The test results show that the lowest value of Packet Delivery Ratio is found in the 100 node scenario using the AOMDV protocol with the type of DDoS attack that is worth 52.00%. While the highest end-to-end delay value is found in the 100 node scenario using the AODV protocol with DDoS attack types that are worth 134.25 ms. The highest average value of Normalized Routing Load is found in the 100 node scenario using the AOMDV protocol with DDoS attack types valued at 158.8.
Perbaikan User Interface dan Analisis Perbandingan Hasil pada Website Lazada.co.id dengan menggunakan Usability Testing dan System Usability Scale (SUS) Questionnaire Veronica Sonya Souissay; Retno Indah Rokhmawati; Hanifah Muslimah Az-Zahra
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 the world, technology is developing rapidly towards digital and mobile. The rapid development of information technology gives many positive influences in life. One of them is buying and selling activities that are getting easier through e-commerce. In Indonesia, one of the most well-known and widely used e-commerce sites is Lazada. But in previous research there were several problems experienced by Lazada users related the interface. These problems also impacted to usability level of the Lazada.co.id website. Therefore, the purpose of this research is to improve the Lazada.co.id website from the interface side. Then, this will be tested to the respondent and assessed using a questionnaire. The results will be compared with the results of previous research obtained from the Lazada.co.id website. The method used in this research is the Integrated Design of Interface (IDI) method until the fourth stage by producing prototypes to improve user interface (UI), usability testing, and the System Usability Scale (SUS) questionnaire. Respondents consisted of six people at the initial interview stage and ten people at the usability testing stage, SUS questionnaire, and user experience interviews. The work background of each respondent varies with the age range of 16-65 years who have used e-commerce Lazada. Through the results of this research, recommendations for improvements through the Lazada prototype get better results compared to previous research on the Lazada.co.id website.
Pengembangan Aplikasi Mobile Pengingat Jadwal Layanan Posyandu dengan Menggunakan Teknologi Firebase Cloud (Studi Kasus : Posyandu Raflessia Kelurahan Tanjungsekar, Kecamatan Lowokwaru Kota Malang) Velient Vinandha; Bayu Priyambadha; Heru Nurwarsito
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 5 (2019): Mei 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Posyandu is health services program where it facilitated by government to community, however the program is from goverment, posyandu held by community to comunnity. Although this program held by community, the Ministry of Health also has a role in overseeing and supporting every activity in the posyandu both technically and financially. Posyandu offers the community so many services such as Basic Health Service for mother and child, Family Planning Service, Immunization for Kids and Infants, Information of aNutrition Delivery Service, and Diarrhea Prevention and Treatment Service. All of the services are written on a pocket book that happens to be the health guidance. But information in the form of a book still has some boundaries in its usage. We often forget where we put the book or even it gets lost. So that the author is currently doing a research of developing an application that may help record the process of administration recording of Posyandu's services and remember the Posyandu's activity schedule, by recording administration of posyandu service in an application that can help the community to obtain information about posyandu services and remember schedules of the posyandu. This application is developed using Java programming language and using firebase database technology to save data of the application. Firebase is the newes of technology by Google that can be use to many platform one of many of the platform is mobile. So this application can remind the user to be able to remember posyandu activities according to the existing schedule. This application can be developed based on design program. This application already tested using some software testing, that is unit testing, integration testing and validation testing. This application can be used easily, based on testing that has been done using usability testing, that get 83,5 score of SUS, this score is classified to the acceptable category.
Penerapan Dynamic Audio Pada 2D Endless Runner Game Menggunakan Pure Data Ade Darmawan; Eriq Muhammad Adams Jonemaro; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 5 (2019): Mei 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

2D platformer game is a genre game where players move characters through a side camera and are required to pass existing obstacles to achieve certain goals. Techniques in game development to add to the playing experience are also growing very rapidly. Can be taken an example of the application of dynamic audio. The use of dynamic audio in the game will provide the advantage of using static audio by entering multiple assets for each movement. This research uses Pure Data to implement dynamic audio in endless 2D game runners. Pure Data has a visual way to program sound, namely by connecting small boxes together with virtual cables. Therefore the use of Pure Data is to apply dynamic audio to endless 2D game runners that are highly preferred with consideration of convenience in applying them. The results of this study prove that from predetermined designs obtained valid results and successfully run on 2D runner endless games that have FPS are not significantly different from the use of static audio. The average FPS obtained is 62.4 FPS for dynamic audio and 62.1 FPS for static audio which can be ignored as well as the application of dynamic audio in 2D Endless Runner Games does not provide performance.
Penerapan Neural Network untuk NPC Braking Decision pada Racing Game Herlambang Yudha Prasetya; Muhammad Aminul Akbar; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 5 (2019): Mei 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The popularity of the racing game genre is still visible today. Factors that supporting the popularity of this genre are speed driving which provides an exciting experience, interesting track variations, stunning graphics, and unique challenges presented by artificial intelligence. An important factor to be developed and in line with the core of the racing game that provides a fun challenge is artificial intelligence. Artificial intelligence behavior that is not varied and easy to guess, or even playing badly will affect the fun of the challenge of racing games. To avoid this, artificial intelligence is needed which is able to learn mindset and imitate human decisions when playing, especially braking decision or gas and brake determination. That is the basis of the Neural Network algorithm implemented for Artificial Intelligence in the Racing Game Starter Kit. The complexity of the code on the machine is simplified by changing the decision process to some intelligent neural networks that are similar to human neurons, especially how it works. Coupled with the adaptation process in a dynamic environment makes this algorithm interesting for AI researchers. By utilizing Cross-Validation, learning this algorithm with human behavior has a similarity rate of 76 percent. In a 10-round trial, the time results showed 12% or 72 seconds faster than the kit's AI, and a stable frame rate with an average of 59 frames per second.
Penerapan Dynamic Lighting pada 2D Endless Runner Game menggunakan Visibility Polygon Computation Arda Satata Fitriajie; Eriq Muhammad Adams Jonemaro; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 5 (2019): Mei 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

This study aims to develop dynamic lighting modules in video games with 2D environments that have endless runner types that use the principle of polygon visibility. One type of graphic effect that exists in video games is dynamic lighting, this effect is generally applied to 3D games where the effect can bring a realistic and immersive impression on the game being played. The implementation of dynamic lighting in 2D games in the previous study was implemented using a method used in 3D games, namely normal mapping, the technique is more commonly used in top-down games and game with isometric style, whereas in the game to be implemented polygon visibility techniques due to game perspective which is seen from the side. In this study, dynamic lighting will be implemented using the concept of polygon visibility because the light nature is the same as the vision concept that exists in the concept of polygon visibility in the flat two-dimensional polygon visibility in this study implemented using raycasting which is shot from a point and spreads like light where light represented by one ray object emitted by the module. Based on the above requirements, dynamic lighting modules will be implemented in 2D endless runner games that produce dynamic lighting modules that are implemented using raycasting that visualize polygon visibility and obtain 100% valid functional test results and fps performance testing of 2 test cases that get fps above 24.
Pengembangan Chat Bot pada CoMa untuk memberikan motivasi kepada pengguna menggunakan AIML Bestralaga Rusmarasy; Bayu Priyambadha; Fajar Pradana
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 5 (2019): Mei 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Ease of access and teaching-learning activities in e-Learning raises a new problem, where there are some students who found a difficulties to do a task in e-Learning and lack of motivation in doing the task. With the Code Maniac e-Learning website was help students in the learning process, but haven't been able built the students motivation. So in this study will enhance CodeManiac e-Learning website with the addition of chatbot to provide motivation to users and actively capture user behavior and give a messages based on user behavior. In this study writer used AIML. AIML itself is subset of XML. Like XML, AIML here as the language used to construct chatbot logic which contains a set of patterns and responses that can be used by chatbot to track answers every sentence given. With this implementation has been motivated CodeManiac users feels by the chatbot who can interact with users and actively captures user behavior. In final step on the enhancement of codemaniac has been tested with whitebox testing, blackbox testing and usability testing with each score 100% valid, 100% valid and 88%.
Evaluasi Manajemen Risiko Teknologi Informasi pada Badan Perencanaan, Penelitian dan Pengembangan (Barenlitbang) Kota Malang Menggunakan Cobit 5 Domain EDM03 dan APO12 Agatha Shella Agtika; Yusi Tyroni Mursityo; Aditya Rachmadi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 5 (2019): Mei 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Information technology (IT) risk management evaluation at Badan Perencanaan, Penelitian dan Pengembangan (BARENLITBANG) city of Malang is needed because the current implementation is not yet optimal. One of the reasons is the absence of particular division that manages IT risk at BARENLITBANG. In this research, the framework Control Objective for Information and related Technology 5 (COBIT 5) is used to evaluate and assess the capability level of the IT risk management at BARENLITBANG. The domains used are EDM03 (risk optimization) and APO12 (risk management). This research begins with data collection, then analyzing capability levels and gap, identificating the risk using the Risk Breakdown Structure (RBS), assess the risk, and making mitigation and recommendations. Results of the capability level in EDM03 domain is level 1 while domain APO12 is in level 2 with 1 level gap for both domains. From 9 identified risks, there are 5 risks in the middle category and needed to be mitigated while 4 risks in low category can be accepted by the organization. There are 6 recommendations recommended for BARENLITBANG such as making SOP to regulate risk management, optimizing supervision and evaluation, making risk maps, maximizing action plans, improving human resource capabilities in BARENLITBANG, and optimizing internal control task force.

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