cover
Contact Name
-
Contact Email
-
Phone
-
Journal Mail Official
-
Editorial Address
-
Location
Kota malang,
Jawa timur
INDONESIA
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer
Published by Universitas Brawijaya
ISSN : -     EISSN : -     DOI : -
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
Pengembangan Aplikasi Autoplay dengan Konsep Context-Aware menggunakan Spotify API berbasis Android Rofy Firmansyah Rachmandany; Agi Putra Kharisma; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (489.857 KB)

Abstract

Smartphone are the one of device that well-needed by people. Smartphone can be used for many things and have supporting sensors. It makes smartphone become highly potential device. That potential is utilized by an application called Spotify. Spotify is an aplication for streaming music, podcasts, and videos. To maximize the use of Spotify, an autoplay application developed in this study. This application has a context-aware concept that uses activity recognition to trigger Spotify. This design of this application uses the Object-Oriented (OO) method. This application is implemented by Java programming language and created by Android Studio IDE. This application testing uses Validation, Compatibility, and Usability method. In Validation Testing, all functions on this application can run normally. In Compatibility Testing performed on five devices with different Android version, all functions on this application can run normally. In Usability Testing, this application uses questionnaire with SUS (System Usability Scale) method. Based on the results from conducted research, the results of Usability Testing involved 10 (ten) respondents were 74.5%. Under the SUS method, the value is included as “Good” category and can be accepted by the users.
Klasifikasi Tingkat Kematangan Susu Kefir dengan Metode K-Nearest Neighbor (KNN) menggunakan Sensor Cahaya dan Sensor Warna Faizal Ardiansyah; Dahnial Syauqy; Gembong Edhi Setyawan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (355.932 KB)

Abstract

Milk is a product that is classified as rare in Indonesian society and also the age of milk that is classified as short, making it difficult for the community to consume milk every day. Therefore, the prototype of the kefir milk fermentation process is designed using the K-nearest neighbor method. Starting from fresh cow's milk mixed with kefir seeds, after that the freshly mixed kefir milk will be inserted into the dark box in the box, there are color sensors and light sensors that are used to monitor color changes and the light intensity that occurs when fermentation is in progress. The readings obtained by the next two sensors will be determined using the K-nearest neighbor method. The test results obtained to determine the accuracy of the reading of the light sensor is worth 5.12% while the color sensor is worth 8.64% from the results of testing the two sensors, it can be concluded that the readings of the two sensors can be said to be quite good. The test results on the Kefir milk maturity level classification system using the K-nearest neighbor method with 10 times testing found an accuracy rate of 80%. And the average value of system computing time obtained after the calculation of the value of K obtained 353.3ms in 10 times the test.
Perancangan Antarmuka Pengguna Portal Pencarian Kerja FirstJob.id Berbasis Web dengan pendekatan Human Centered Design Faris Genis Yudi Perdana; 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

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (545.256 KB)

Abstract

There are many job search sites recently and yet still lack useful features on showing the available job list. This leads to the number of candidates which is apparently incompetence with the company wishes. Also, the fresh graduates often not much pay attention to the requirements or randomly apply for any jobs as possible without check their competences. Due to that, there is a trusted job search site which can solve that problem. the site's name is firstjob.id and developed by PT. Java Cipta Solusi. The idea is to make an interactive user interface job search site by using the Human Centered Design (HCD) approach, an approach to develop an interactive system for human. The design will be evaluated by using usability testing to know how easy it will be made when the site is used by the user and Focus Group Discussion (FGD) for knowing the user's need and expectation at firstjob.id. Then, the result needs to be evaluated again and finally, the user interface design will be easily used as the user's needs and expectation.
Perbandingan Kinerja Redis, Mosquitto, dan MongoDB sebagai Message Broker pada IoT Middleware Fitri Febriyani; Eko Sakti Pramukantoro; Fariz Andri Bachtiar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (459.87 KB)

Abstract

IoT middleware has a service unit that implements Redis message broker to accept various types of data. In addition to receiving data, message brokers need to be scalable to handle a lot of data and to continue to operate despite failures. This study compares the performance of Redis, Mosquitto, and MongoDB as alternating message brokers on IoT middleware. MongoDB was chosen because of its scalability and Mosquitto was chosen because of its stable performance. The results of performance testing, the best CPU usage when reading data is Mosquitto with a range of 8%-62%. CPU usage when writing data, memory usage, and runtime, Redis has the best results with values ​​ranging from 13%-41%, 53MB-64MB and 54MB-59MB. Then the write and read data runtime are 2,37 seconds and 0,05 seconds. On disk i/o, MongoDB has the best performance when writing and reading data of 111 megabits and 689 megabits. In terms of scalability, the best concurrent publish is Mosquitto for 18 messages per second through CoAP and 15 messages per second through MQTT. It can be concluded that Redis has a good performance on CPU usage when writing data, memory usage, runtime, and speed of handling incoming data. In terms of disk i/o and speed of reading data, MongoDB has the best performance. Whereas Mosquitto has the speed of writing data and handling data that comes out.
Evaluasi Manajemen Teknologi Informasi Menggunakan Framework COBIT 5 Domain Monitoring, Evaluate, and Assess pada PT. PLN (Persero) Kantor Pusat Septian Rachmat Widayanto; Suprapto Suprapto; Aditya Rachmadi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (729.658 KB)

Abstract

PT. PLN Persero (Pembangkit Listrik Negara) is an agency of a State-Owned Enterprise that conduct electricity supply business for public interest in an amount and adequate quality and fosters profits and implements Government assignments in the field of electricity in order to support development by applying the principles of Limited Liability Company. PT. PLN (Persero) Kantor Pusat utilizing information technology in supporting its operational activities to be interconnected between IT Fields under the auspices of the STI Division that can support the Company's business processes value to services from the Company's business processes. However, in the implementation there are still problems, namely the use of a supporting document hasn't been maximized which has resulted in the implementation didn't running well or being hampered which makes human resources less understanding of the use of the system and management of information system development management in the Information Technology and Systems Division. From these constraints it's necessary to evaluate information technology management using the framework COBIT 5 domain MEA (Monitoring, Evaluate, and Assess)on PT. PLN (Persero) Pusat. The results of average Capability Level measurement study reach to Level 2 Managed Process and have a GAP average of 1.
Sistem Deteksi Marka Membujur Garis Utuh dan Putus Menggunakan Metode Thresholding dan Hough Transform Berbasis Raspbery Pi Putra Wijaya; Hurriyatul Fitriyah; Gembong Edhi Setyawan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 6 (2019): Juni 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (868.039 KB)

Abstract

Road lines with longitudinal line types are road lines that we often encounter on highways, all highways always have this type of marker. Although this marker has the function of dividing the road into two directions and helping motorists drive in place, in fact there are still many traffic accidents caused by not concentrating and are not aware that the driver is in the wrong position. On this basis as an effort to improve driving safety in combination with current computer technology, this study was made a tool that can detect the type of longitudinal road lines with the addition of features to measure the position of the vehicle with markers and provide a warning to driving if the position is in a position danger or violating line markings. Enter from the system in the form of video obtained from the use of a camera mounted on the body of a motorcycle that is parallel to the front wheels of the vehicle. The method used to recognize objects uses a Thereshold blend with Hough Transform so that an image will be produced where longitudinal line can be detected and can be calculated in length with the help of Raspberry Pi 3, then the results of the process will be displayed on the LED lights and sounds from buzzer as output media. From the results of functional testing the tool can detect markers objects and can provide information to users about the distance of vehicles with line markers, as well as sound signals if the driver is in a dangerous condition. In accuracy testing obtained an accuracy of 85% of the video sample with four distance conditions and two type longitudinal road lines conditions. From testing computation time starting from object recognition to processing data takes an average of 1,265 seconds.
Sistem Rekomendasi Lapangan Futsal berbasis Android dengan Metode TOPSIS Faishal Pradipta Astungkoro; Ratih Kartika Dewi; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (579.731 KB)

Abstract

Futsal is a sport based on soccer, played by five player per team, uses smaller ball and mainly indoors. Due to many available options for futsal pitches in Malang city has caused somewhat a problem in choosing pitches based on people's interests in renting pitches. There are five factor which affects people's interest in choosing rental pitches such as price, promotions, facilities, and contact person availability. Therefore, the solution for this problem is to develop an Android based decision support system to recommend futsal pitches. System will recommend futsal pitches with TOPSIS method based on distance, price, and amount of facilities. Recommendation results also displays detailed information such as address, facilities, price, distance, operational time, contact person, and amount of pitches. The blackbox test results of the implemented system reach 100% score which all the functionality is valid. Then, algorithm validation test result for TOPSIS implementation and manual calculation also gave the same result. And last but not least, usability test result for the system reached 80 point from five respondent. Therefore, the system has grade B with user acceptance category as acceptable, grade scale level category as B, and adjective rating category as excellent.
Sistem Kontrol Kecepatan Motor Exhaust Fan Pada Cooking Hood Menggunakan Metode Fuzzy Devo Harwan Pradiansyah; Wijaya Kurniawan; Dahnial Syauqy
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 8 (2019): Agustus 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (759.182 KB)

Abstract

In cooking activities, smoke has a risk to health. This is often underestimated by the community, especially women who are more often at kitchen. If the kitchen is a minimalist type where there is no air hole which causes air circulation in kitchen can not change and it is difficult to smoke to get out. Although it looks trivial, smoke actually has a bad impact on the health of the skin until breathing, it is caused by incomplete combustion smoke in the kitchen containing carbon monoxide (CO), SO2, and NO2 gas which if inhaled excessively can cause pneumonia and cancer. based on these problems there needs to be a system that is able to detect smoke and take action to remove it. In previous studies, there are studies on how to monitor levels of cigarette smoke in the room and regulate the flame on the fan. In this study, there are two kinds of inputs, namely MQ 2 sensor and MQ 7 sensor values ​​obtained from these sensors will be processed using fuzzy logic method whose results will be used as a consideration to run the output in the form of an accelerator on the fan according to the requirements needed based on the smoke conditions and CO gas contained in the air. This system also equipped with LCD which is useful for displaying the concentration of smoke and CO gas contained in the air and the required motor speed based on calculations on the fuzzy logic method. From the results of tests that have been carried out the system can run well in accordance with the design that has been done. Motor speed in this system change responsively according to changes of the concentration of smoke and CO gas.
Penerapan Flocking Behavior Untuk Pergerakan Berkelompok Non Player Character pada 2D Endless Runner Game Yosua Yosua; Eriq Muh. Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 5 (2019): Mei 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (755.421 KB)

Abstract

2D Endless Runner Game is a game where the player will keep on moving forward thus no end point and will present obstacles for the player and keep the player's adrenaline driven to keep on playing. The obstacles on some of Endless game differs, for this research, the game which will be made will have differently obstacles such as obstacle and group movement. The game will have obstacle where there will be many opponents moving as a group to fight the player's character. The group of assailants which will fight the player, will be applied on simultaneously moving NPC. Flocking is the most famous methods from artificial intelligence which moves a group.Flocking's movement sometimes has this restrained moment, therefore, applied one of the pathfinding method that is A* to make the group's movement not be restrained. Based on this problem, the researcher will develop a game which will have assailant's group have the Flocking Behavior. The results of this study indicate that flocking can be applied in group movements and the resulting FPS affects the number of NPCs in the group This result was proven by testing 3 NPCs to produce FPS ranging from 43.6 and with 8 NPCs producing FPS around 33.7. NPCs also make it to the destination without being blocked.
Perbaikan Antarmuka Pengguna pada Aplikasi Malang Menyapa menggunakan Metode Heuristic Evaluation Lasma Triani; Hanifah Muslimah Az-Zahra; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 6 (2019): Juni 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (480.401 KB)

Abstract

The Department of Culture and Tourism (DISBUDPAR) of Malang City has developed a city tourism application based on the Android system, called Malang Menyapa. Malang Menyapa aims to provide a means to market the cultural and tourism potential of Malang City Based on interview results from staff members of DISBUDPAR of Malang City, there were a few complaints from users regarding the usability aspect, which was satisfaction. An evaluation was required on the usability aspect of the Malang Menyapa application to ease the user in using the user interface, therefore preventing the user from uninstalling the Malang Menyapa application and the main goal of the development of the Malang Menyapa application can be achieved. One of the few methods that can be used to evaluate usability is Heuristic evaluation. Heuristic evaluations involves experts as evaluators to assess whether a design does not comply with the 9 usability principles which were proposed by Monroy. Each problem discovered were giving a severity score rating from a scale of 1-5. The Heuristic evaluation was conducted into two phases. The Evaluators who participated in this research were evaluators who have an understanding of usability. Thirty-nine usability problems were discovered in the first phase of the evaluation. The improvements which were done consisted of 2 phases, which were wireframe designing and hi-fi prototype. The second phase of the evaluation was conducted on the issues discovered in the first phase, the amount of discovered problems in the second phase decreased to 4 usability issues.

Filter by Year

2017 2026


Filter By Issues
All Issue Vol 10 No 13 (2026): Publikasi Khusus Tahun 2026 Vol 10 No 01 (2026): Januari 2026 Vol 10 No 4 (2026): April 2026 Vol 10 No 3 (2026): Maret 2026 Vol 10 No 2 (2026): Februari 2026 Vol 9 No 13 (2025): Publikasi Khusus Tahun 2025 Vol 9 No 12 (2025): Desember 2025 Vol 9 No 11 (2025): November 2025 Vol 9 No 10 (2025): Oktober 2025 Vol 9 No 9 (2025): September 2025 Vol 9 No 8 (2025): Agustus 2025 Vol 9 No 7 (2025): Juli 2025 Vol 9 No 6 (2025): Juni 2025 Vol 9 No 5 (2025): Mei 2025 Vol 9 No 4 (2025): April 2025 Vol 9 No 3 (2025): Maret 2025 Vol 9 No 2 (2025): Februari 2025 Vol 9 No 1 (2025): Januari 2025 Vol 8 No 13 (2024): Publikasi Khusus Tahun 2024 Vol 8 No 10 (2024): Oktober 2024 Vol 8 No 9 (2024): September 2024 Vol 8 No 8 (2024): Agustus 2024 Vol 8 No 7 (2024): Juli 2024 Vol 8 No 6 (2024): Juni 2024 Vol 8 No 5 (2024): Mei 2024 Vol 8 No 4 (2024): April 2024 Vol 8 No 3 (2024): Maret 2024 Vol 8 No 2 (2024): Februari 2024 Vol 8 No 1 (2024): Januari 2024 Vol 7 No 13 (2023): Publikasi Khusus Tahun 2023 Vol 7 No 9 (2023): September 2023 Vol 7 No 8 (2023): Agustus 2023 Vol 7 No 7 (2023): Juli 2023 Vol 7 No 6 (2023): Juni 2023 Vol 7 No 5 (2023): Mei 2023 Vol 7 No 4 (2023): April 2023 Vol 7 No 3 (2023): Maret 2023 Vol 7 No 2 (2023): Februari 2023 Vol 7 No 1 (2023): Januari 2023 Vol 7 No 14 (2023): Antrian Publikasi Vol 6 No 13 (2022): Publikasi Khusus Tahun 2022 Vol 6 No 12 (2022): Desember 2022 Vol 6 No 11 (2022): November 2022 Vol 6 No 10 (2022): Oktober 2022 Vol 6 No 9 (2022): September 2022 Vol 6 No 8 (2022): Agustus 2022 Vol 6 No 7 (2022): Juli 2022 Vol 6 No 6 (2022): Juni 2022 Vol 6 No 5 (2022): Mei 2022 Vol 6 No 4 (2022): April 2022 Vol 6 No 3 (2022): Mei 2022 Vol 6 No 2 (2022): Februari 2022 Vol 6 No 1 (2022): Januari 2022 Vol 5 No 13 (2021): Publikasi Khusus Tahun 2021 Vol 5 No 12 (2021): Desember 2021 Vol 5 No 11 (2021): November 2021 Vol 5 No 10 (2021): Oktober 2021 Vol 5 No 9 (2021): September 2021 Vol 5 No 8 (2021): Agustus 2021 Vol 5 No 7 (2021): Juli 2021 Vol 5 No 6 (2021): Juni 2021 Vol 5 No 5 (2021): Mei 2021 Vol 5 No 4 (2021): April 2021 Vol 5 No 3 (2021): Maret 2021 Vol 5 No 2 (2021): Februari 2021 Vol 5 No 1 (2021): Januari 2021 Vol 5 No 13 (2021) Vol 4 No 13 (2020): Publikasi Khusus Tahun 2020 Vol 4 No 12 (2020): Desember 2020 Vol 4 No 11 (2020): November 2020 Vol 4 No 10 (2020): Oktober 2020 Vol 4 No 9 (2020): September 2020 Vol 4 No 8 (2020): Agustus 2020 Vol 4 No 7 (2020): Juli 2020 Vol 4 No 6 (2020): Juni 2020 Vol 4 No 5 (2020): Mei 2020 Vol 4 No 4 (2020): April 2020 Vol 4 No 3 (2020): Maret 2020 Vol 4 No 2 (2020): Februari 2020 Vol 4 No 1 (2020): Januari 2020 Vol 3 No 12 (2019): Desember 2019 Vol 3 No 11 (2019): November 2019 Vol 3 No 10 (2019): Oktober 2019 Vol 3 No 9 (2019): September 2019 Vol 3 No 8 (2019): Agustus 2019 Vol 3 No 7 (2019): Juli 2019 Vol 3 No 6 (2019): Juni 2019 Vol 3 No 5 (2019): Mei 2019 Vol 3 No 4 (2019): April 2019 Vol 3 No 3 (2019): Maret 2019 Vol 3 No 2 (2019): Februari 2019 Vol 3 No 1 (2019): Januari 2019 Vol 2 No 12 (2018): Desember 2018 Vol 2 No 11 (2018): November 2018 Vol 2 No 10 (2018): Oktober 2018 Vol 2 No 9 (2018): September 2018 Vol 2 No 8 (2018): Agustus 2018 Vol 2 No 7 (2018): Juli 2018 Vol 2 No 6 (2018): Juni 2018 Vol 2 No 5 (2018): Mei 2018 Vol 2 No 4 (2018): April 2018 Vol 2 No 3 (2018): Maret 2018 Vol 2 No 2 (2018): Februari 2018 Vol 2 No 1 (2018): Januari 2018 Vol 2 No 8 (2018) Vol 2 No 6 (2018) Vol 1 No 12 (2017): Desember 2017 Vol 1 No 11 (2017): November 2017 Vol 1 No 10 (2017): Oktober 2017 Vol 1 No 9 (2017): September 2017 Vol 1 No 8 (2017): Agustus 2017 Vol 1 No 7 (2017): Juli 2017 Vol 1 No 6 (2017): Juni 2017 Vol 1 No 5 (2017): Mei 2017 Vol 1 No 4 (2017): April 2017 Vol 1 No 3 (2017): Maret 2017 Vol 1 No 2 (2017): Februari 2017 Vol 1 No 1 (2017): Januari 2017 More Issue