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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 Perangkat Lunak Playon Sebagai Platform Untuk Sewa Dan Menyewa Tempat Olahraga Berbasis Web Aang Muammar Zein; Bayu Priyambadha; Denny Sagita Rusdianto
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

In this modern era, information technology has developed very rapidly. So that it affects the strength of the business sector, including the sports rental business. Now, to implement adequate information technology, small and large sports venues do not need to worry about allocating large amounts of funds. With the aim of making a profit and being able to compete in a wider market. One of them is using online-based information technology called e-commerce. The development of e-commerce is also accompanied by the development of payment gateways. The combination of e-commerce and payment gateways is expected to be a solution to the problems that exist in the sports rental business that is currently happening. The first problem that occurs is that there is a buyer who finds it difficult to find a sporting place around him in accordance with his wishes. The second problem is the recording of sports booking transactions that are still done manually so that the owner of a sports venue often has difficulty managing the transactions that are in the place of his sport. Because the problem above, PlayOn software was developed. With the leasing business process between the owner of the gym to the customer (B2C) and the customer to the customer (C2C). With the creation of this software, the hope of the above problems can be resolved. The system has been tested by unit testing, integration testing, and validation testing and producing a 100% valid value. In testing compatibility in getting the results that the software can be run there are all types of browsers and Android and iOS devices.
Sistem Elisitasi Kebutuhan dengan Konsep Gamification Berbasis Website Fadhilah Muchammad F. A. Bakthier; Fajar Pradana; Bayu Priyambadha
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

Requirements elicitation is an important process in software engineering that used to get information about the system scope and needs that will be built. This elicitation process determines the success of the software, where if there is an error in defining the requirements it will cause system to failure. In this process the stakeholders' role is needed to help the software development team determine what kind of system will be built. But, in the process there are several problems that can hinder the elicitation process. The first problem is that stakeholders usually having trouble when defining the desired system and the lacks of knowledge that the development team have about scope of the system, caused a misunderstanding in defining the requirements. On the other hand, the low enthusiasm of stakeholders makes the requirements elicitation proses has been more difficult, so the requirements that been produced has a poor quality. Based on these problems, need an innovation in the process of elicitation to overcome existing problems. The gamification concept is the way that can be done to make an activity more interesting, so that it can increase the stakeholders' enthusiasm to participate in the process of requirements elicitation. The requirements elicitation system with gamification concept is expected to be able to make collaboration between stakeholders and the development team easier, therefore they can produce a requirement with a good quality. This system is made with website technology and has been tested with the Whitebox testing method for unit testing and integration testing, and the Blackbox testing method for validation testing which resulting in a 100% valid value for all test cases then, usability testing which resulting in 82.5 with acceptable category.
Prediksi Rating pada Reveiw Produk Kecantikan Menggunakan Metode Contextual Valence Shifters dan Regresi Linear Nanda Firizki Ananta; Mochammad Ali Fauzi; Sutrisno Sutrisno
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

At present there are various kinds of beauty products. With a variety of products, the selection of beauty products in accordance with the needs must be done to get the best results. One way to choose beauty products for consumers is to look at reviews along with ratings of the products to be purchased. But with the existence of various review sources, it is not uncommon for the review not to be accompanied by a rating, making it difficult for the consumers to see whether the product to buy is a good product or not. Therefore, this research aims to categorize the review into a rating so that it is easier for consumers to determine the selected product. The system built in this research uses the Contextual Valence Shifters and Linear Regression methods and the use of n-grams includes taking the word bigram, trigram, and review sentences. In system testing, the highest results for the tolerance 0 testing model are 21,6% for bigram and trigram, the tolerance 1 test model the highest accuracy is 66,5% for bigram and for sentiment review is 62,4% for bigram. From the results of the tests, the use of n-gram especially bigram had a positive impact on the results of system accuracy.
Pengembangan Aplikasi Mobile Social Crowdsourcing dan Early Warning Bencana Alam dengan menggunakan Push Notification Rizqi Aryansa; Adam Hendra Brata; Herman Tolle
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

Disaster is an event that can cause the destruction of society due to natural or human factors, it can cause impacts such as environmental damage, loss of life, property and psychological. The high number of natural disasters in Indonesia is a serious problem that must be resolved immediately to overcome the problem of disasters. With the development of mobile technology that accelerates, the use of technology that can be used by the public to share information about disasters, share information about locations and geospatial information using geotagging features and push notifications in real time. In addition, applications that use the Android platform will be developed in this study (Kitana) using crowdsourcing feature where disaster information can be immediately disbursed from other users. And use the BMKG API (Application Programming Interface) for disaster information. The technique used in this study is prototyping. Furthermore, the tests carried out are validation, unit testing, usability testing using SUS (System Usability Scale) as an instrument, and testing the performance of the push notification feature. Functional testing's results are valid and the application runs according to the user needs. Usability testing that produces a value of 73.5 where the value includes both good and successful categories. While the performance test of 10 test cases produces an average value of 1.6103 seconds, which means the system meets the real time criteria.
Klasifikasi Penyakit Kulit Kucing menggunakan Metode Support Vector Machine Yuwilda Wilantikasari; Imam Cholisoddin; Edy Santoso
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

Cats are one of the most popular pets in the world. However, health is a matter of concern in the nurturing of cats. Indonesia has a relatively high humidity of air, hence parasites and fungi can multiply and spread which could cause skin diseases. The scarce knowledge of cat owners about cat skin disease and some symptoms that have similarities to various types of cat skin disease are difficult to identify. With these problems, an intelligent system that can classify cat skin diseases based on symptoms is proposed. This intelligent system also aims to help medical teams especially in the field of veterinary medicine in providing a diagnosis of cat skin diseases. Support Vector Machine method can be applied to skin disease classification problems using a limited dataset of 240 with 14 parameter. This study uses five classes of classes: scabies, cat flea, abscesses, dermatitis, and fungi. SVM performances gave an accuracy of 98.745% with parameter value on sequential training SVM, , y = 0.01, C = 10, = 0.01, iteration = 100 and the ratio data of 90%:10%.
Optimasi Fuzzy Time Series Untuk Prediksi Jumlah Produksi SAGA Leather Fashion Menggunakan Metode Algoritme Genetika Aditya Chandra Nurhakim; Budi Darma Setiawan; Candra Dewi
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

Leather wallets are an item that has a lot of interest nowadays, but because the process of makingproducts handmade and the price of raw materials is increasingly expensive, so making wallets andother leather-based goods has a higher price value, which makes the producers have decreasedorders. Therefore, an effort is needed to optimize the remaining raw materials used by predicting thenumber of items to be produced in the following month. The prediction method used to solve theproblem in predicting the amount of production is fuzzy time series, which is then optimized using thegenetic algorithm method. From the results of these studies, it is expected that the predicted resultscan help producers in optimize the remaining raw materials in the production process. In this study,the best individual from genetic algorithm on wallet products produce a RMSE (Root Mean SquareError) value of 5.24611658 with an accuracy rate of 96.44%, where the RMSE value is smaller thanthe test without optimization which results in a RMSE value of 7.20507068 with an accuracy of95.06%.
Evaluasi Critical Success Factors Pada Implementasi Sistem Informasi Supply Chain Management (ALISTA) Menggunakan Metode Dematel Pada PT. Telkom Akses Malang Nina Dian Kusumawardani; Yusi Tyroni Mursityo; Retno Indah Rokhmawati
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

Supply Chain Information System in PT. Telkom Akses or known as ALISTA is a website-based information system that helps PT. Telkom Akses to manage its supply chain. Nevertheless, practically, PT. Telkom Akses especially in Malang have many obstacles within the implementation. This study aims to evaluate CSF in implementation of ALISTA. The speakers in this study consisted of 5 stakeholders in ALISTA who are the IT Support staff, Team Leader Operational, Team Leader Procurement, Team Leader Finance and General Manager. The method used in this study is DEMATEL method. The calculation result using the DEMATEL method shows several factors that have the highest degree of prominence, namely communicating effectively (CSF001) with value of 0.643, managing relationships (CSF002) with value of 0.563 and align vision and build plans (CSF005) with value of 0.556. There are also factors that have a large influence (degree of relation) on other factors, namely taking top management responsiveness (CSF004) with value of 0.177, align vision and build plans (CSF005) with value of 0.110 and communicate effectively (CSF001) with value of 0.037. Factors with high importance and still not well implemented, such as CSF001, CSF004 and CSF005 need to be considered more optimally to achieve 80% success in implementing ALISTA.
Pengembangan Sistem Point Of Sale Berbasis Web Pada Edd's Waffle Untuk Mendukung Penjualan Restaurant Said Atharillah Alifka Alhabsyi; Fajar Pradana; Fitra A. Bachtiar
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

Culinary business is a business that is available in every region both on a small and large scale. Edd's Waffle, is a restaurant located in Pekanbaru with variant price of food and beverages that become popular among teenagers. Nowadays, Edd's Waffle uses a standard cash register, the Cash Register Sharp XE-A102 to support sales transactions. This standard cash register leaves a lot of problems in terms of sales development due to its ability to only be able to print sales receipts and provide financial reports in X-reports and Z-reports containers. To solve this problem, a point of sale system was developed to support Edd's Waffle both in terms of sales and information optimization. This point of sale system provides key features such as adding transactions, observing sales transaction history and sales progress charts, estimating revenue predictions, and identifying sales trends that contain the lists of products and best-selling product combinations. In term to optimize current data, this system utilizes 2 algorithms that contained in data mining techniques. The first algorithm is Holt Exponential Smoothing to predict Edd's Waffle's income. The selection of this algorithm is because the existing pattern of data movement is dynamic, which tends to change and is not bound by certain variables. Whereas the second algorithm is Apriori, to analyze the trends in every sold product, so that it produces information to get the combination of potential products to be paired. This system is built on web platforms. This system has been tested using unit testing and integration testing using the Whitebox method and validation testing using the Blackbox method. Beside of that, usability testing is measured using the System Usability Scale method, which the final score is 87.5 (acceptable).
Deteksi Plagiarisme pada Artikel Berita Berbahasa Indonesia menggunakan BM25 Dina Dahniawati; Indriati Indriati; Sutrisno Sutrisno
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

One of the cases that had tarnished the world of journalism was the plagiarism that had been carried out by a journalist related to the news articles he wrote. Plagiarism was not given strict observation, so that the reuse of all news articles could be carried out freely in the past. But as time goes by, news agencies are no longer able to ignore the case of plagiarism, so detection of plagiarism is very important to implement. The method used to detect plagiarism in this study is BM25. The process of calculating plagiarism using BM25 begins with text preprocessing, searches for term frequency value, inverse document frequency, weighting using BM25, then calculating the percentage of plagiarism. Testing is done by changing the threshold value by 75%, 50%, and 25%. Then the results of plagiarism calculations using BM25 will be compared with the results of cosine similarity. The average results from BM25 are closer to the threshold with a difference of 6.12%, 9.77%, and 10.01%. These results prove that BM25 works better than cosine similarity which has a difference of 14.25%, 26.43% and 32.36% of the threshold. The average value of precision from BM25 for each threshold is 0.87, 0.80, and 0.63.
Klasifikasi Dokumen pada Laporan Kepolisian dengan Menggunakan Metode BM25 dan Improved K-Nearest Neighbor (IKNN) Ardhimas Ilham Bagus Pranata; Indriati Indriati; Marji Marji
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 National Police of the Republic of Indonesia is one of the law enforcers in the Unitary State of the Republic of Indonesia. One of the tasks of the Indonesian Police is to provide services to the community. Accusation of crime is one form of service to the community offered by the Police. Crime can happen to anyone no matter an employee, a student or others. The stage after the report of a crime is received by the police is the issuance of investigation. However, within one month the police had difficulty classifying every police report that have been accepted especially Polres Kota Malang. Therefore a system for helping the police to classified a accusation of crime into three cases are persecution, stealing, and fraud is needed. Process in this study is by doing a pre-processing text which the next stage is counting the weight of tf, df, and idf and continue to classification. In this study classification do by using BM25 and Improved K-Nearest Neighbor Methods (IKNN). The results of the k-fold cross validation test, the highest average value of precision=0,953373, recall=0,931382, f-measure=0,938122 and accuracy=0,956795 at the value of k = 15.

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