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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.
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Articles 6,923 Documents
Evaluasi Kualitas Layanan Sistem Informasi Akademik UIN Maulana Malik Ibrahim Malang Menggunakan Kombinasi E-S-Qual dan E-RecS-Qual Ghufrani Kusuma Purnamasari; Yusi Tyroni Mursityo; Niken Hendrakusma Wardani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Sistem Informasi Akademik (SIAKAD) UIN Maulana Malik Ibrahim Malang is a website-based information system developed by the Bagian Administrasi dan Akademik of UIN Maulana Malik Ibrahim Malang. However, the services provided are still not maximal, proved by the fact that there are still many students who experience problems while using the Sistem Informasi Akademik. The objective of this study to determine the service quality of Sistem Informasi Akademik UIN Maulana Malik Ibrahim Malang in variable system availability, efficiency, privacy, fulfillment, responsiveness, contact, compensation and perceived value. And give recommendations to UIN Maulana Malik Ibrahim Malang to improve the service quality of SIAKAD. The study population consisted of students of UIN Maulana Malik Ibrahim Malang grade 2013-2017, with 120 respondents as sample.Furthermore the service quality of Sistem Informasi Akademik was analyzed using descriptive statistical analysis to determine the level of the average category of each variable, so that the results of the average category were obtained. At the end of the study it was determined that several variables obtained a fairly good average category of service quality SIAKAD UIN Maulana Malik Ibrahim Malang, such as system availability, efficiency, fulfillment, responsiveness and privacy variable, while compensation, contact and perceived value variable obtained a not good average category.
Penggabungan Natural User Interface dengan Joypad pada Role Playing Video Game (RPG) Sandhi Wistara; Wibisono Sukmo Wardhono; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Game with RPG as it's theme is placing player in world created with rule and story for player to experience. In this theme player given skill or magic based on rule in the world that created. The game with this kind of theme usually met in computer device. While consol device need adjustment to accommodate it's lack of input. To tacle this problem an outside input is needed to provide joypad lack of input. In this research Kinect is used that came with new X-box. This device use to capture human body joint to create data from it. From capture picture kinect turn it into bunch of data that can be manipulated and use. The type of data used in this research is head coordinate, left hand coordinate and right hand coordinate. Head coordinate is used to pin point user position. Right hand and Left hand is used to make input. The distance between both hand is used to decide whenever user making input or not. If by certain threshold the hand is far from each other kinect will wait till player making Lasso Form in one of the Hand. After Lasso is formed then it will became Function as Trigger. Trigger is used to decide the kind of input hand is making. From this research eight input is made with four on each hand.
Aplikasi Data Mining Untuk Memprediksi Kelulusan Mahasiswa Menggunakan Algoritme C4.5 Febrian Pandu Widhianto; Ahmad Afif Supianto; Nanang Yudi Setiawan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 6 (2019): Juni 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Brawijaya University Faculty of Computer Science had many students. The Information system study program from the generation 2011 to 2018 has 1817 college students, but the number of students who graduate and enter is disproportionate, so that students who do not graduate on time can reduce accreditation from major, faculty or university. Based on that, the amount of data available can be used as an algorithm in data mining to predict students graduates. The C4.5 algorithms are one of the algorithms that can be used in predicting students graduation by producing a rule in the form of a decision tree. The data used in this study is student academic data from semester 1 - 4. Using the algorithm C4.5 generated accuracy by 90.9%, while ROC's curve of AUC values is 0.8232. the usability value produced from SUS is 67.5. The output generated by a dashboard display with some graphic that contains the graduation percentage, the graduation recapitulation of each generation and the value details of students, is also a form for data input that can be used by the head of program information system study program to predict by uploading collective data or linear data.
Perancangan User Experience Situs Web Tanoto Scholars Association Brawijaya Malang menggunakan Metode Goal-Directed Design (GDD) Stefanus Anugrah Pribadi; Retno Indah Rokhmawati; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 8 (2019): Agustus 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Tanoto Scholars Association at Brawijaya University, asks for a good and easy to use website design for users in getting the information needed related to the scholarship program. So far, many users have had difficulty using the primary Tanoto Foundation website because they are structuring information and displays that are not appropriate. This study aims to produce TSA UB website design using the Goal-Directed Design (GDD) method which consists of six phases. Research phase, get the needs and needs desired by stakeholders and users with the results is statement of work. Modeling phase, produces user persona with seven variables, retrospective and prospective user journey. Requirements Phase, produce scenario contexts and adjust the needs of the website with the environment. Framework phase, create a web-based interface using wireframe. The refinement phase to perfects the interface framework in the form of high-fidelity prototype. The last is Support phase, conducting qualitative and quantitative testing with user testing techniques on six respondents and with the SUPR-Q questionnaire technique on 20 respondents were analyzed based on the scale of usability scale. The results of the SUPR-Q questionnaire provide aspects of usefulness, credibility, appearance and loyalty with all aspects valued at 75.81% (category C) which is good and acceptable so that it can be used on a website that is developed as a whole and can be accepted by respondents.
Pengembangan Aplikasi Fishio Sebagai Alternatif Media Penjualan Hasil Budidaya Perikanan Arif Rahman; Adam Hendra Brata; Djoko Pramono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Fishio is a marketplace that connects fish farmers and consumers. Based on the Indonesian KKP data in 2018 there was an increase in fisheries production reaching 17.22 million tons at the end of 2017. However, this potential was not in line with the conditions of fish pond farmers. Cultivators often complain about sales that don't sell because of difficult marketing. Therefore the author took the initiative to create media marketing through the application. The application that facilitates the marketing process will help farmers and consumers order and find their needs. This aims to make it easier for fisheries farmers to market their products so far and make it easier for consumers to order pond fisheries products. Application development uses the prototyping method as a software development method because the application is intended for many users so that in the future there can be an iteration in its development. Using the Android and Firebase platforms as service providers is expected to be able to solve existing problems. This application gets a value of 67.5 from a scale of 100 for seller applications and a value of 75 from a scale of 100 for buyer applications.
Pengembangan Aplikasi Pembelajaran Membaca Aksara Jawa Menggunakan Speech Recognition (Studi Kasus : SDN Tulusrejo 1 Malang) Mohamad Ilham; Agi Putra Kharisma; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The Javanese have a unique writing culture called Javanese script or hanacaraka. However, few Indonesian people, especially the Javanese who know and can read Javanese script. The role of the East Java Provincial Government is to establish Javanese subjects that will be used as local content subjects in madrasas and schools to preserve them based on the East Java Provincial Governor Regulation number 19 in 2014. In this study developing applications for learning to read Javanese script using speech recognition that is implemented on smartphones that utilize the Android speech recognition library that functions to convert sound into text. SDLC prototyping will be used in the development of the application. Then the features available in the application are learning and training features so students can know and be able to read Javanese script. The results of validation testing are that all system requirements are in accordance with functional requirements. Then in accuracy testing the system gets a value of 85% which means the answer will be the picture that was tested on the problem in accordance with the Javanese script material. In usability testing, the average value of testing is 71.79, which means that this application has acceptable user acceptance, has a good rating, and grade C.
Pengukuran Kualitas Layanan Website Akademik Universitas Sriwijaya Kota Palembang Menggunakan Metode Webqual 4.0 dan Importance Performance Analysis (IPA) Muhammad Fauzan Ahnaf; Hanifah Muslimah Az-Zahra; Widhy Hayuhardhika Nugraha Putra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 6 (2019): Juni 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

One of universities in Palembang city, Sriwijaya University, where the university has used a web-based information system to support the student's academic process. The application was realized in web media which was later better known as Unsri's academic. But sometimes the quality of service of a college website has not been able to meet the expectations of it's users, so in order to maintain or even improve the quality of services, a website must certainly get special attention. So the quality of universities in terms of website assessment is better. So from that quality improvement in website-based services is an effort that must be carried out continuously. This study was conducted to determine the value of service quality of the academic site Unsri from the user's preception using Webqual 4.0, find out the effect of usability variabels, information Quality, Service Interaction Quality and find out the Importance Performance Analysis (IPA) quadrant grouping on each webqual indicator. This research uses data collection techniques using questionnaires with a total sample of 117 respondents. The results of the IPA quadrant analysis indicate that there are five attributes that are the top priority in improvement, namely, attractive appearance, additional knowledge from website information, providing up to date information, providing sufficiently detailed information, and users feeling safe about their personal information. Furthermore, there are five attributes that are included in the low priority of improvement , namely ease of navigation, proper preparation of information, user feel safe to make transactions, website provide space for personalization, and websites make it easy to communicate with organizations. Other attributes do not have priority improvement because they are classified as quadrants that have sufficient service performance values to be maintained or even have excessive value.
Analisis dan Perancangan Sistem Informasi Manajemen Pendidikan Praktik Pengalaman Lapangan (Studi Kasus : Jurusan Sistem Informasi Program Studi Pendidikan Teknologi Informasi) Azkia Samara Devi; Satrio Agung Wicaksono; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Field experience Practice (PPL) is a course that must be pursued by students of S1 information Technology Education (PTI) Universitas Brawijaya. Based on the results of the interview with PTI's head of study program, there are several obstacles related to PPL registration process. The problem in the current PPL registration process is judged not to be sufficiently efficient and effective during implementation. This raises the loss on various parties involved, one of which is a student, a teacher of PPL and academic Prodi PTI. Based on the problems that exist today, built a design information System education management practice field experience (SIPPL) based website. In the process of designing the system used SDLC with Rational Unified Process (RUP) model. The design process was conducted using the OOAD approach and UML design modeling. The design results that have been built will be evaluated using Consistency Analysis, Traceability Matrix, and System Requirement Checklist. The result of the Consistency Analysis evaluation shows the assessment results with a percentage of 100% which means proving that the design was built and all elements of the needs of the four frameworks have been consistent. The result of traceability matrix also shows that all the needs of the business process until the end of the design can be traced to the need and can be concluded that all needs are identified. While the evaluation of the System Requirement Checklist proves that the design results that have been built have been validated all their needs by the five users and the needs are declared valid.
Pengembangan Sistem Pengelolaan Praktikum berbasis Web (Studi Kasus: Fakultas Ilmu Komputer Universitas Brawijaya) Asa Kartika Indrajati; Denny Sagita Rusdianto; Eriq Muhammad Adams Jonemaro
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 8 (2019): Agustus 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Faculty of Computer Science Universitas Brawijaya organizes education in the form of seminars, field work, lecture activities, practical work, field work, and structured and independent academic activities. Practicum is an academic activity that can be carried out in a laboratory or in other places that have been determined. At present, the implementation of practicum in the Faculty of Computer Science, Universitas Brawijaya has a problem such as the absence of self-organized resources to access matters related to practicum activity, causing important information to be missed such as opening new recruitment lab assistants. Then, the late collection of selection needs because of less efficient communication led to the late opening of a lab assistant recruitment. So for a solution, a web-based Practicum Management System was developed which is expected to help coordinate the preparation and implementation of coordination. Web development using the CodeIgniter Framework with PHP technology. Approval in developing this web using object-oriented documentation is approved using the Unified Modeling Language (UML). While the development cycle is done by the Waterfall method. For the testing process using unit, integration, validation, and compatibility testing. The results of testing with black-box and white-box techniques show 100% valid results. While from compatibility testing there were no issues.
Implementasi Arsitektur Publish Subscribe Pada Constrained Application Protocol (COAP) di Lingkungan Internet of Things (IoT) Muhammad Fauzi; Adhitya Bhawiyuga
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The rapid development of information technology makes the implementation of Internet-of-Things (IoT) increasingly common in everyday life. The IoT challenge is the ability to support devices with limitations and the Constrained Application Protocol (CoAP) is built to accommodate those problems. CoAP uses a client/server architecture that serves the request and provides the data respond requested by the user. This poses a problem when the client accesses the same resource simultaneously. This situation affects the workflow and makes it inefficient since it must do the same data request for all clients who needs that data. These activities may affect the performance of the server nodes which has limitations, and interfere the data transactions on the CoAP network. Therefore, the solution is by implementing a publish/subscribe architecture on CoAP in an IoT environment. The system uses broker that become bridges between publishers and subscribers, as well as data centers during data transactions. The test results show that the system has been able to run according to its functional needs, and the system has been able to run scalability test scenarios up to 250 users with a 0% error rate and has an average latency value of 74.5% smaller and overhead efficiency is 45.4% better than conventional CoAP. Based on these results, the system can be a solution to the problem of the IoT environment that has limitations.

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