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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
Aplikasi Data Mining menggunakan Algoritme Naive Bayes untuk Memprediksi Ketepatan Waktu Lulus Mahasiswa Riska Agustia; Ahmad Afif Supianto; 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

The graduation rate for each student is different, timely and not on time. What can be an obstacle is if there are many students who graduate not on time. Based on data in 2018 on the official website of the Faculty of Computer Science, Universitas Brawijaya, the average student admission of Information Systems every year is approximately 227 students, while for the average student graduating annually around 134 students. So based on these data, an application is needed that is able to help decision makers to predict earlier students who have the potential to pass on time so that further action can be given. The process of predicting the timeliness of graduating students will be done using the Naive Bayes algorithm. The system implementation will utilize the Laravel framework and Weka simple CLI. The output generated from the system is in the form of a dashboard visualization with a chart containing graduation information, a form to create a model, information from the model that has been made, and a form that can be used by the Head of the SI Department to predict the timeliness of graduating students. The results of the evaluation and validation of the Naive Bayes algorithm resulted in an accuracy value of 88.6076% and an AUC of 0.9558. The results of testing the system using black-box testing shows that the system is valid according to defined requirements. While for usability testing with the System Usability Scale produces a value of 67.5 which is classified as an Adjective rating Good.
Sistem Deteksi Titik Kebakaran dengan Algoritme K-Nearest Neighbor (KNN) menggunakan Sensor Suhu dan Sensor Api Addin Miftachul Firdaus; Dahnial Syauqy; Rizal Maulana
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

Fires often occur in the area of housing, Office space or in the Woods. The emergence of the fires themselves often leave casualties is not a little. Fire occurrence process itself can develop quickly or slowly depending on various factors such as the typically temperature, wind direction or weather based on material to burn. The issue was made of various fire alarm systems that are usually placed on building large and function gives a warning if the fire is large enough or usually the alarm will also be activated manually but the system does not tell you the location of the occurrence of fires. Based on the problems researchers make fire with point detection system sensor LM35 and flame sensor using algorithms K-Nearest Neighbor and a microcontroller, Arduino Mega as data processing. The workings of this system with sensor LM35 temperature detected on duty around the room and the sensor detects flame flame candles. If there is a fire then the system will process the calculation by the method of classification results obtained so KNN are used as the end result of this system. After the research is done, the results obtained from testing system has the accuracy of 80.55% and for process calculation of classification are obtained for 1428.83 ms.
Pengembangan Sistem Manajemen Lembar Kerja Anggaran Investasi Program Rencana Kerja Rekonfigurasi Jaringan Tegangan Menengah Berbasis Web (Studi Kasus PT PLN UP3 Malang) Maurendra Retawan Waluyo; Tri Astoto Kurniawan
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

The Medium Voltage Network Reconfiguration Work Plan Program is one of the work plan programs in the investment budget worksheet. This work plan program is used to rearrange the medium voltage network by dividing a load of electricity distribution facilities with other electricity distribution facilities. The documentation of the proposed work plan program now still uses several separated documents. It becomes ineffective task since there will be duplicated documents for the same proposal due to revisions. Changes in construction prices also cause changes in the proposed data such that manual changes need to be made for each proposal. This will take a long time process. Customer Service Unit (ULP) at this time also can't know the progress of the proposal that has been submitted. The investment budget worksheet system for the medium voltage network reconfiguration work plan program was developed to solve these problems. This system development was done in a web-based platform. Such development was done by using the Waterfall development model and an object-oriented approach. The system has been tested through several testing strategies, namely unit testing, integration testing, and validation testing. The unit and integration testings were performed by using white-box testing technique, while the validation testing were done using black-box testing technique.
Evaluasi Playability dengan Player Persona menggunakan Metode Heuristic Evaluation of Playability (HEP) pada Game Vainglory Mochammad Naufal Rizky Angkasa; Satrio Hadi Wijoyo; Hanifah Muslimah Az-Zahra
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 Vainglory game is a Multi-player Online Battle Arena (MOBA) game which was released on July 28, 2018 on the PC platform which until June 26, 2019 is still under development or Alpha status. Playability is a term used to describe the quality of the game as a whole, which includes uses and aspects of the game, Playability is an important factor when determining the success or failure of a video game in providing an interesting gaming experience for its players. In this study begins with making a player persona, by conducting interviews directly with 6 respondents who are players from the Vainglory game, which aims to determine the characteristics and categories of respondents when playing the Vainglory game. To be able to find out the playability aspects of the Vainglory game, an evaluation using the Heuristic Evaluation For Playability method is an evaluation method specifically devoted to evaluating the game at the development stage. This study aims to get playability problems in the Vainglory game. The evaluator used in this study was divided into two groups, namely 3 evaluators who had the ability to develop games and 3 evaluators who had experience playing games with similar genres. The results of the Playability evaluation in the Vainglory game show the results of Severity Ratings namely Minor Usability Problem, the problems found in the Vainglory game have the potential to cause problems or disruptions to players that cause a sense of playing experience or the player's playing experience to be bad.
Klasifikasi Jenis Citra Makanan menggunakan Color Histogram dan Gray Level Co-occurrence Matrix dengan K-Nearest Neighbour Hafid Satrio Priambodo; Yuita Arum Sari; Agus Wahyu Widodo
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 habit of consuming food irregularly is one factor increasing health risks. One solution to make it easier for the public to know, record and monitor the types of food consumed is to create an intelligent system. To support this solution, research is conducted to identify the type of food that will be consumed. The initial stage in making an introduction is to classify these foods. The classification process is done from the value of the feature extraction used. The introduction process begins with the image preproccessing process which is then performed a feature extraction. Feature extraction used is Color Histogram and Gray Level Co-occurrence Matrix. In feature extraction using the Color Histogram using 3 colors namely red, green, blue with each color having the mean, standard deviation, and skewness features. In addition, feature extraction with the Gray Level Co-occurrence Matrix has 6 types of features such as contrast, dissimilarity, homogeneity, angular second moment, energy, and entropy with the angle of taking pixel values ​​0o, 45 o, 90 o, and 135 o. The method applied to classify the value of the feature extraction results can use is the K-Nearest Neighbor method. The results of the average accuracy produced by these methods amounted to 93.33%. This proves that the methods used in this study are able to classify the types of food images.
Optimasi Penjadwalan Perkuliahan Dengan Menggunakan Hybrid Discrete Particle Swarm Optimization (Studi Kasus: PTIIK Universitas Brawijaya) Muhammad Syafiq; Imam Cholissodin; Himawat Aryadita
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 4 (2017): April 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Generally, timetabling is done by using conventional tables or spreadsheets. As a result, its affect the quality of timetable and it could drain time and energy if data is considered in thousands. Based on these problems, it requires an intelligent system that not only automates its process but also optimizes the result. PSO is proved effective to solve multidimensional and multiparameter optimization problems compared with other methods. DPSO is used in this study because of combinatorics problems. Various strategies are also used in this method such as clustering particle representation, transposition method for particle movement, time-variant approach, guided random strategies, particle's position repair strategies, and multithreading. The strategy is expected to improve timetabling result. With the various strategies that have been used, this study will use “Hybrid Discrete Particle Swarm Optimization” approach. The test results showed the combination of parameters that resulting the best fitness is: bloc_min=0.6, bloc_max=1, bglob_min=0.6, bglob_max=1, brand_min=0, brand_max=0.002, particle total 2 and iteration total 50,000. The resulting fitness is 248,515.76 with the total execution time is 1 hour 46 minutes 14 seconds and 600 milliseconds.
Pengembangan Aplikasi Web Otomatisasi Survei Kondisi Jalan Menggunakan Sensor Ponsel Pintar (Studi Kasus PT. Hirfi Studio) Yoga Saputra Hariyanto Kusumo; Achmad Arwan; Nurudin Santoso
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

Roads are infrastructure that have an important role to support land transportation and support equitable development in an area., therefore road conditions must always be in good condition. In conducting monitoring, a survey is needed to determine the feasibility of road conditions. One survey method used is the International Roughness Index (IRI). PT. Hirfi Studio is a technical consultant company in Malang that provides transportation infrastructure survey services. PT. Hirfi Studio conducts surveys using direct visual observation method and then recorded manually on a survey form to be processed and converted into an IRI scale. The main tool used in conducting surveys are GPS, cameras and worksheets. The weakness of that processes are survey data in the paper form vulnerable to loss and damage, and processing data from the digitization of data to making maps takes a long time. Therefore, it is necessary to develop an automation survey on road condition using smart phone sensors to assist in conducting surveys. System development is done using software development life cycle (SDLC) waterfall model with object-oriented approach. The implementation of the application applies the model-view-controller (MVC) pattern in Codeigniter framework using HTML, PHP, CSS and Javascript programming language and uses database management system (DBMS) MySQL. In the testing phase, the unit testing value is 100% from 12 test cases, 100% validation of 46 test cases, and compatibility testing shows that the application can run on all desktop and smartphone web browsers.
Evaluasi Manajemen Aset Teknologi Informasi menggunakan Framework Cobit 5 Proses EDM04 dan BAI09 : Studi pada PT. Perkebunan Nusantara XI Dio Wisnu Hamjono; Suprapto Suprapto; Andi Reza Perdanakusuma
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

Ministrial regulation number PER-02/MBU/02/2018 on State-owned Enterprise's IT Governance Principles states that state-owned enterprise (SOE) needs to implement IT governance to ensure good corporate governance. PT. Perkebunan Nusantara which is one of an SOE has fulfilled said needs with their creation of IT master plan. The IT master plan states that to ensure IT could support business strategies and goals there is a need for an IT capability audit. This research is an IT governance evaluation using COBIT 5 framework that aims to discover PT. Perkebunan Nusantara XI's (PTPN XI) IT capabilities on IT asset and service management. This research uses EDM04 (ensure resource optimization) process and BAI09 (manage IT assets) for their relation on optimizing cost and performance of IT asset. Evaluation found PTPN XI has capability level 2 on EDM04 process with 1,5 gap value, and capability level 1 on BAI09 process with 2,5 gap value. Recommendation for EDM04 is to documentate IT service capabilities evaluation, and for BAI09 to documentate the IT service capabilities on business requirements, IT assets cost optimization, and license audit.
Rancang Bangun CCTV berbasis Wireless Sensor Network dengan Sistem Deteksi Pergerakan untuk Keamanan Rumah Wahyu Pria Purnama; Rakhmadhany Primananda; Mochammad Hannats Hanafi Ichsan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 11 (2019): November 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Home security system is an important and mandatory thing that must be considered by every homeowner. Therefore, one solution that is widely used is to use CCTV to monitor the state of the home environment, but the current CCTV data stored is in the form of video which usually requires a large enough storage space of course it is less efficient in the use of storage space. The solution is to build a CCTV with a system that uses image files as a data format, in addition to more efficient storage of image data formats, it also makes the system work less so that it is lower power than video formats. Therefore in this research, a CCTV system based on Wireless Sensor Network with Motion Detection System for Home Security consists of 3 sensor nodes and a sink node. When the sensor node detects a movement of the system will send a notification to the homeowner and take pictures automatically then send it to the sink node. Homeowners will receive a URL address to access the image file. This system communicates using a WiFi network and consists of several components, namely: 3 ESP32 microcontrollers and a camera, 3 SR501 PIR (Passive InfraRed) sensors and a Raspberry Pi Model B. Based on the results of trials on this system it was found that the system can detect movement by effective in the range of 1 meter to 6 meters from moving objects. Each sensor node is able to send images to the sink node. The system is able to send notifications to homeowners and the system can provide a URL address so that image files can be accessed remotely.
Pengembangan Sistem Pencarian Sponsorship dan Partnership Berbasis Web Ana Kusuma Ardani; Denny Sagita Rusdianto; Arief Andy Soebroto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 10 (2019): Oktober 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

This sponsorship and partnership search engine was initially designed to bring companies and communities together. Sponsorship is a form of financial support from a company to ensure the success of an upcoming event, which in return will help the company to gain awareness and good image through the event. However, there are many obstacles that communities often encounter. One being the difficulties in finding accurate information of the sponsor. As for the company, in order to settle into an agreement to support an event, must acquire detailed information regarding the event itself and take many factors into consideration. To solve the issues, a website is built to showcase not only a list of sponsors, but also list of events that might need one. That way, the product offer as well as the aim of the event will be shown clearly. This research is conducted using Object Oriented approach, with MVC [Model - View - Controller] design protocol, and will be developed using the waterfall methode. The sytem development will be conducted through MySQL database. The research has been succesfully tested through unit test, integrated test, validation test, and compatibility test. The entire research has been successfully conducted according to the previous design and analysis.

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