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 Sistem Pengelolaan Ruang Baca Berbasis Web Dengan Menggunakan Django Framework (Studi Kasus: Ruang Baca Fakultas Ilmu Komputer Universitas Brawijaya) Atikah Nur Rahimah; Denny Sagita Rusdianto; Mahardeka Tri Ananta
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 (442.743 KB)

Abstract

Brawijaya University has one central library and several smaller libraries in each of its faculties, including a library located in the Faculty of Computer Science which is commonly called a Reading Room. Currently, Reading Room management is done by using an open source software called Senayan Library Management System (SLIMS). The use of SLIMS is deemed not quite helpful because the membership system cannot be connected with the student database that is owned by the faculty which make it difficult to check the students's status when they are going to make transactions. In addition, the Reading Room does not have collection data, especially thesis, to be seen by students online, making it difficult for students who want to find data outside of the Reading Room's working hours. As a solution, a web-based Reading Room Management System was developed. This system has features for managing collection data and reading room transactions with member data that is integrated with the faculty. In addition, this system can be used by students to search collection data including thesis data online. This research begins with requirements engineering process that produces 59 functional requirements and 1 non-functional requirement. Then, the system design is carried out. The implementation is done using Django framewok. From the testing process, the results are 100% valid for unit testing, integration, and validation. As for usability testing, the value of 82.92 means that the Reading Room Management System falls into the 'A'.
Pembangunan Sistem Informasi Manajemen Penjualan CV. Mitra Teknik Berbasis Web Mohamad Reza Mawardi; Faizatul Amalia; Djoko Pramono
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 (930.914 KB)

Abstract

Competition is increasingly competitive in today's industrial environment. Companies must be able to find and identify the factors that are the key influences for success. The development of technology is very influential on the strength of a company to compete in a climate of competition between competitors. CV. Mitra Teknik is a company engaged in manufacturing that serves a services, sales, repair of machinery materials industry. In running this business, CV. Mitra Teknik need a system that can manage data and information within a company to run its industrial wheels. However, current business processes that are running such as recording each transaction are still recorded manually in the company book, this can disrupt the daily operations of the company. The solution to solve the problem is by making a sales management information system. With the construction of the sales information system, it is expected to be able to provide convenience for users in data processing so that it can save time in running the company's business processes. From test conducted using white-box testing, the test gained 100% success rate, for black-box testing that tests the system validation successfully obtained a value of 100%. And the results of the User Acceptance Testing (UAT) in the calculation that has been done by 4 validators obtained values ​​above 75%, which according to the system rating scale table declared capable of being understood by the user.
Optimasi Analytic Hierarchy Process (AHP) dalam Penerimaan Siswa Baru pada Sekolah Menengah Kejuruan menggunakan Algoritme Evolution Strategies Maya Febrianita; Edy Santoso; Arief Andy Soebroto
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 (533.047 KB)

Abstract

Admission of new students is an activity that is done every school period. One of them is also applied to Vocational High School. Grades from there are referred to as graduates ready to work who have greater potential with equivalent schools. This can certainly cause problems if the level is not maximal. To solve this problem, we apply Analytic Hyrarchy Process (AHP) and Evolution Strategies (ES) algorithm. The ES algorithm will perform the weight optimization of the AHP process. This algorithm has a chromosome length of 6 genes, each gene representing the value of each element of the weight matrix. The Reproduction in this case is only a mutation without recombination. In the evaluation, AHP process determine admission of new student then will be calculated its fitness by using accuracy formula. Selection method uses elitism selection. Based on the results of the research that has been done obtained with the optimal parameter of population size 60, the number offspring is 50 and the number of generations 14 with a fitness value of 0.8869 or with an accuracy of 88.69%. Admission of new student will be shown to users as the final result of the system.
Pengembangan Sistem Informasi Kesehatan Gizi (Studi Kasus: Klinik UB Malang) Aizul Faiz Iswafaza; Achmad Arwan; Arief Andy Soebroto
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 (1144.416 KB)

Abstract

One of human welfare is derived from the value of health. For health, it is obtained by maintaining food intake for the body. Maintaining food intake can be done in consultation with experts or the application of a balanced diet. Universitas Brawijaya Malang Clinic is one of the nutrition health service providers. The clinic conducts services based on the Hospital Nutrition Guidelines book in 2011. The services carried out are in the form of recording personal data until monitoring and evaluation. Recording patient data currently using conventional methods, causing limited access to patient data services. In making a diet menu design the patient needs food data and does not exceed the patient intervention limit. This study aims to develop an information system that assists nutritionists in serving the nutritional health of patients using the waterfall development method. The technology used to develop the system is the use of laravel frameworks with the website programming language. In making system requirements engineering, 30 functional requirements were obtained which were then made designs and then implemented. In the final stage of the study, testing was carried out using the black box and white box method. The results of the black box testing of 30 functional requirements found 52 test cases that gave a valid status of 100% which meant that it was in accordance with the design made.
Penggunaan Flag untuk Mengurangi Permasalahan Input yang Tidak Disengaja pada Controller yang Menggunakan Kinect Viqi Hanada; 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

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1276.755 KB)

Abstract

The usage of Kinect to do an input into a computer by reading the movement and gesture of the user have been rising by these years. Kinect have been used alot as an input controller for a Role Playing Game. The usage of Kinect Gesture Recognition as an extended controller on a game named Steel Battalion: Heavy Armor had been getting many responses that the input done using kinect is unstable, that there are some input that unintended by the user happen when the user is doing nothing, and when the user had just done doing an input. limiting the reading of an input that kinect read using flag variable to divide input phase into 3, standby phase, input phase and reset phase, resulting in clearing the problem of unintended input that happened when user is doing nothing and when user had just done doing an input.
Analisis Pengaruh Kebiasaan Belajar, Minat Belajar, Lingkungan Belajar Siswa Terhadap Prestasi Belajar Pemrograman Dasar Kelas X Teknik Komputer dan Jaringan (Studi Kasus: SMKN 5 Malang) Ramadhana Setiyawan; Retno Indah Rokhmawati; Satrio Hadi Wijoyo
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 (821.052 KB)

Abstract

This study is a descriptive study designed to discuss the implications of learning habits, learning interests, and learning environments on the learning progress of Basic Class X programming in computer and network technology in SMK 5 Malang. Data collection uses a questionnaire methodology to obtain data related to study habits, learning interests, learning environment, and the use of documentation methods to determine students' learning performance. This study also uses a purposive methodology with a population of 80 students in Class X computer and network engineering from SMKN 5 Malang. The instrument tests were conducted by 32 students in Class XI computer and network technology. Multiple linear regression was used to analyse the data before being entered into the analysis step, the data was first tested using the analysis precondition test, and the results of the data were normalized, linear, and there was no heterokesdastisitas.This study found that (1) partially learning habits have a positive and significant impact on class X computer and network learning performance at Malang 5 Vocational High School, (2) partially learning interests have a negative and significant impact on basic programming skills, (3)Learning Achievements Have Class X Computer and Networking Technology at Malang Vocational Secondary School 5 Partly the learning environment is not significant, but it does have a positive impact on the learning performance of basic programming in Class X computer and network engineering at SMK 5 in Malang, (4) Simultaneity Learning interest, learning environment has an impact on the learning performance of basic programming in Class X of computer and network technology in SMK 5 Malang and is significant.
Analisis Proses Bisnis Gedung Yudhistira Manufacturing Area 1 PT Tirta Nvestama (AQUA) Pandaan Dengan Menggunakan Failure Mode And Effect Analysis (FMEA) Aulia Aprilliana; Yusi Tyroni Mursityo; Aditya Rachmadi
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 (836.504 KB)

Abstract

PT Tirta Investama (AQUA) Pandaan has several problems in the production process that occurred in 2017 and 2018. There are 4 problems in 2017 due to the negligence of work carried out by employees, and 1 problem caused because the work was not carried out according to the standards set. And in 2018 there were 3 problems caused by human negligence. Every problem is input into the Behavior Safety Analysis (BSA) system. The first step taken in this research is to model existing business processes using Business Process Model and Notation (BPMN). Furthermore, each activity contained in the business process is analyzed using the Failure Mode and Effect Analysis (FMEA) method so that the problems in each activity can be analyzed in depth. After obtaining the results of analysis using Failure Mode and Effect Analysis (FMEA), then look for the root cause of each activity using Root Cause Analysis (RCA). The use of RCA is expected to help companies in improving the production process so as to reduce existing problems. The results of this study are found to be the main factor causing problems during the production process, namely negligence of workers who do not comply with regulations. Because this is the main factor causing the problem, it is recommended to add features to the Behavior Safety Analysis (BSA) system. The added feature is the Person Involved feature, the number of negligence features, and the cause category features. So that the company is easy to carry out further evaluation on every problem that occurs and makes it easier to find out employees who often make mistakes.
Penerapan Decision Making NPC dengan Metode Hierarchical Finite State Machine Pada 2D Endless Runner Game Mayovio Ahmad Mahendrata; Eriq Muh. Adams Jonemaro; Muhammad Aminul Akbar
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 (1468.677 KB)

Abstract

Video game with 2D endless runner genre is one of the genre that is still popular today. In this 2D endless runner game, players are required to walk forward without stopping by passing platforms and obstacles in the form of traps and Non-Player Character (NPC) that act as player enemies. The NPC in this game will have an artificial intelligence that is applied to the decision making of the NPC. The method used in this NPC decision making is the Hierarchical Finite State Machine (HFSM). Decision making from NPC will be implemented by creating states and sub-states. This state will move to another state based on triggers received by the NPC, while the sub-state moves not only with triggers, but also based on the current state. This movement from one state to another uses a transition. The state and sub-state of the NPC will affect the behavior of the NPC, which can affect the playability and provide an increase in the performance of the game itself. The result is that the most optimum frame rate produced is 68.3 fps with an NPC of 25. This is in accordance with the average minimum frame rate that is standardized in the game, which is 30 fps.
Analisis Sentimen Opini Mahasiswa Terhadap Saran Evaluasi Kinerja Dosen Menggunakan TF-IDF dan Support Vector Machine. Achmad Firmansyah Sulaeman; Ahmad Afif Supianto; Fitra Abdurrachman Bachtiar
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 (1041.738 KB)

Abstract

Lecturers especially in institution should always need to improve their knowledge and effective and efficient teaching methods that can be well received by students. Evaluation on the quality of teaching and academic standardization needs to be done so that the objectives of the teaching goal can be achieved. Brawijaya University especially Computer Science Faculty implements of filling the online questionnaire due to evaluating lecturers' performance at each semesters. The opinion data that held by the UJM Team of Information Systems Department is still no processed by using data analysis classification technology that is able to provide information about student perspectives. Sentiment analysis using Support Vector Machine in combining with Term Frequency Inverse Document Frequency as word weighting can be used as a method in classification of student opinion data. This research managed to used student opinion data in bahasa for 3 last semesters in 2017 and 2018. The test that have been conducted on the results of classification show the average of 82% on Accuracy. Data visualization become an output of this research based on the classification result with displaying 3 different pages of sentiment analysis lecturers performance evaluation on each semester. The average result of usability test show result in 70, which means receives a good visualization dashboard at it self.
Evaluasi Usability Terhadap User Interface Aplikasi Medizi Berbasis Website Menggunakan Heuristic Walkthrough Vera Wati; Hanifah Muslimah Az-Zahra; Niken Hendrakusuma Wardani
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 (928.422 KB)

Abstract

Medizi is the web based application which enhanced from previous application using another channel called EDC (Electronic Data Capture). This application is used to facilitate the claim process for member of insurance in hospitals or clinic. Along its development, Medizi has never apply the complex evaluation. Therefore the usability evaluation of the user interface of the Medizi was conducted to improve the quality of usability in Medizi. The Heuristic walkthrough method is applied for this evaluation. The Heuristic walkthrough is a combined method between the cognitive walkthrough and heuristic evaluation. This evaluation involves the representative users in domain experts and usability experts that consist of four domain experts and three usability experts. Cognitive walkthrough is the type of evaluation that produce problems in each stage of the task with a throught provoking question as assistance that support by the domain expert and usability expert. Meanwhile the heuristic evaluation is an evaluation that conducted by the usability expert by comparing the applications with heuristic principles and determining the saverity rating value. After the evaluation applied, thirty one cognitive walkthrough problems were found and 38.7% of problems also found in the heuristic evaluations. In the heuristic evaluation, there are twenty problems found with the highest heuristic number on H-4 (consistency and standard) with 30% percentage of the problems found. Considering the results of this evaluation, it figured out the sixteen recommendations for improvement where nine of recommendations are to improve the user interface design and seven of recommendations are for system improvements issue.

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