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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 Sistem Prioritisasi Kebutuhan Perangkat Lunak menggunakan Hierarchical Cumulative Voting (HCV) Ahmad Faizal; Denny Sagita Rusdianto; Edy Santoso
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

Functional requirements represent descriptions of services that the system must fulfill. In the requirement engineering process, the functional requirements obtained from many stakeholders have the potential to conflict, so that the selection process and prioritizing requirements of stakeholders are needed. Requirements prioritization can minimize conflicts between stakeholders because the priorities of each requirement can be accepted by all groups. Requirement prioritization can prevent occurrence of scope creeps, namely situation of widening requirements because clients continue to make additions. The Hierarchical Cumulative Voting (HCV) method is one of requirement prioritization method that is formed from a combination between Analytical Hierarchy Process (AHP) and Cumulative Voting (CV). HCV method has several advantages, including faster execution times, supporting hierarchical structures, and suitable for large-scale requirements. Through the application of HCV method, a web-based software requirements prioritization system was developed to facilitate analysts in exploring and prioritizing requirements. Requirements that have been arranged in the form of hierarchies according to the level, the voting process is carried out to get the final priority value. This system has been tested with white-box testing techniques for unit and integration testing, as well as black-box testing techniques for validation testing with valid results in each test case.
Evaluasi User experience Pada Aplikasi Mobile Asphalt 9: Legends Menggunakan Cognitive Walkthrough dan Heuristic Evaluation Ahmad Fahrurrozi; Satrio Hadi Wijoyo; Lutfi Fanani
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

Asphalt 9: Legends is a racing game that shows sophisticated cars in row that play with more clear graphic. Asphalt 9: Legends has 10 millions users, but this game was found a problem from the respondent like function from the fitur such as Settings and Restart that are difficult to find for the user. Based on observation from a writer, this game has many kinds of problem such as Hidden, is a clearance symbol that shows for fitur function and feedback, which is not serving mode touchdrive function in the game so there is no feedback between the system and users. The purpose of this observation are for evaluating users interface from Asphalt 9: Legends using cognitive walkthrough and Heuristic Evaluation method. Cognitive Walkthrough method involves 4 respondents who are new users of this game, for heuristic evaluating method involves 9 evaluator experts. The result of the Cognitive Walkthrough shows the Asphalt 9: legends has enough problems in Users and Hidden. Evaluating using heuristic method shows this game has 26 usability problems which is heuristic MA01 (visibility of System Status) prinsiple has the highest problem 30.7%, meanwhile the highest average level of severity is in the Heuristic Ma03 (User Control and Freedom) principle is 2.63 in percentage.
Rekomendasi Lagu Cross Language Berdasarkan Lirik Menggunakan Word2VEC: ` Gilang Widianto Aldiansyah; Putra Pandu Adikara; Randy Cahya Wihandika
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 song is a rhythmic variety of sounds and is one of the entertainment facilities that is popular among today's modern society. The desire of a society to listen to a song can be based on various things such as music (music genres), singers, years of songs to the lyrics of a song, singers, song years to song lyrics. In considering this matter, a system is needed that can facilitate the community in discussing a song based on the basics, one of which is a system of song contributions based on the lyrics. One method that can be used in building a song contribution system is Word Embedding which in this study uses Word2Vec. The stages of the system discussion of songs that contain data sets that produce a collection of words Word2Vec and TF-IDF, then the system will perform the processes of the lyrics of input songs by making expansion requests in accordance with the words words from TF-IDF close words the results of Word2Vec training. The process carried out by the system will produce 10 song titles that have similar lyrics to the input song. Results The aiming of the word parameters with TF-IDF taken and the close word test taken is the highest precision @ 10 value for the highest TF-IDF word taken = 25 and for the close word taken = 3.
Pengembangan Sistem Pelaporan Gangguan Berbasis Web dengan menggunakan Teknologi Progressive Web Application (Studi Kasus: Unit IT PT. Kereta Api Indonesia Daerah Operasi III Cirebon) Ari Setiawan; Denny Sagita Rusdianto; Agi Putra Kharisma
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 mission of PT. KAI is conducting business activities based on 4 main pillars, namely safety, punctuality, service and comfortability. To reach these 4 pillars, the IT unit of PT. KAI operating area III Cirebon makes a procedure for handling distrubance. But this procedure is still done conventionally, so that it still has several problems such as frequent reports of disturbances that are not successfully delivered, lack of information about officers who are on duty, officers unable to report to the leader when they want to go to place of distrubance and there are no reports of device coming out of the warehouse. To deal with this problem a solution was formed in the form of a system that has the main features disturbance reporting, disturbance handling and warehouse management. Research begins with requirement engineering which analyzed to 48 functional requirements and 1 non-functional requirement. The next step is to make a design and implementation. This system is developed using PHP, JavaScript, CSS and HTML using MVC design patterns (Model, View, Controller) based on web. This system is equipped with progressive web application technology. This system uses a MySQL database. After implementation is finished, testing of the system is carried out. This system has been successfully tested with unit testing, integration testing, validation testing and compatibility testing. The results of the system test is 100% valid for all tests, which means the system is compatible with analysis and design result.
Simulasi dan Evaluasi Kinerja Protokol Distance Routing Effect Algorithm for Mobility (DREAM) Pada Vehicular Ad-hoc Network (VANET) Untuk Komunikasi Kendaraan dengan Infrastruktur Imam Utomo; Primantara Hari Trisnawan; Reza Andria Siregar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 12 (2019): Desember 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Ad-Hoc Vehicle (VANET) is a network for wireless communication on vehicles that allows one node to another node to communicate with or without infrastructure. In VANET there are two modes of communication Vehicle-to-Vehicle (V2V) and Vehicle-to-Infrastructure (V2I). This paper is focused on discussing vehicle communication with infrastructure (V2I). In designing of VANET several problems arise, one of which is the selection of a routing protocol that matches the criteria and characteristics of the VANET network. In this paper, the protocol used is the Distance Routing Effect Algorithm for Mobility (DREAM), the protocol which will be simulated and analyzed based on a test-parameters that includes vehicles and variations of the RSU to establish a DREAM protocol suitable for use in VANET environments, DREAM protocol was chosen because the data transmission mechanism is related to the Road Side Unit (RSU). The simulation is performed using NS-2 for protocol simulation and SUMO is used for map simulation. The results of the DREAM protocol simulation will be analyzed based on test parameters namely packet delivery ratio (PDR), end-to-end delays, routing overhead and convergence The test results show the average value of PDR is 97,515%, the average value of end-to-end delay is 46,273 ms, the average value of routing overhead is 31,872 and the average value of convergence has is 548,207 ms..
Pengembangan Sistem Aplikasi Penjadwalan Pendampingan Mahasiswa Disabilitas (Studi Kasus: Pusat Studi dan Layanan Disabilitas Universitas Brawijaya) Dama Yuliana; Bayu Priyambadha; 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

Scheduling is a process by which time is fully divided according to the activities carried out. However, the scheduling process that is not carried out properly will cause problems like what happened at the Disability Study and Service Center Brawijaya University (PSLD)r. The process of completing the schedule currently carried out in PSLD is by selling so that it is found a schedule that conflicts with human error factors. In addition, the scheduling system is still difficult to change volunteers. Volunteers offered cannot provide assistance. Therefore, this study aims to develop a scheduling system that can minimize human error and make it easier to make volunteer changes. System development is carried out through several stages, namely: needs analysis, design, implementation, and system testing. System development is done by object oriented learning. The software development method used is a prototype with 2 iterations. The system implementation is carried out using the PHP programming language with the help of the CodeIgniter and Bootstrap framework. Testing is done by testing the white box testing with unit testing using the basic path testing method and black box testing with validation testing. The results of this study indicate that the system is implemented in accordance with user requirements that have been determined, shown from the results of unit testing and validation testing of 100% valid
Analisis Kinerja Routing Protocol Low Power and Lousy Network Pada Contiki Cooja dengan Menggunakan Metode Time of Arrival Putri Ayu Delina Sari; Mochammad Hannats Hanafi Ichsan; Rakhmadhany Primananda
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

Wireless Sensor Network (WSN) is a technology that develops very rapidly and causes it to be used on devices that we encounter everyday. All sensor nodes have various addresses and have the ability to retrieve, process and send data. Due to limited resources, WSN nodes have the ability to process and use energy consumption power which at each node is low, which makes the writer feel the need for RPL performance research, namely routing protocol specifically for low power radio and has the advantage that each node has processor power limited, low memory, low energy consumption on Contiki cooja simulator and low data rates. This study tested five scenarios, namely 10, 20, 30, 40 and 50 nodes with parameters of distance localization, routing overhead and packet delivery ratio. The test results show the influence of these parameters with the number of different nodes in a network. The localization test results show the results of testing where if the communication between client nodes and server nodes takes a long time, it can be seen that the distance between these nodes is getting farther away. The routing overhead test results show a trend of increasing values ​​as the number of nodes increases. In routing overhead testing using 10, 20, 30, 40 and 50 Nodes, respectively 64.58%, 72%, 72.93%, 73.01% and 75.56%. The results show that the more nodes on a network, the greater the Packet Delivery Ratio
Pengembangan Aplikasi Perhitungan Estimasi Biaya Proyek Sistem Informasi Menggunakan Metode Use Case Point, Extended Use Case Point, dan COCOMO 2 Ananta Bintang Pradana; Satrio Agung Wicaksono; Aditya Rachmadi
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

One of the problems faced in developing information systems is the calculation of cost estimates, the developer does not have yet a standard for determining costs in information system development. From 25000 information system projects implemented from 2011 until 2015, showed 27-31% stated that the project was successful according to (on budget , on time, satisfy), 17-22% failed (canceled or rejected), and 49-56% are challenging projects (Declared satisfactory but exceeds the budget or deadline, that is due an error use or not use existing estimation methods or models, not re-checking the input or output using Expert Judgment model, or ignorance of which method or model needs to be used in a particular condition. The way that is often used to determine the estimated cost and effort in an information system development project is by using the Expert Judgment Method due to limited time spent on the project, so that more complicated methods like COCOMO II or Use Case Points cannot be used. Based on this problem, the author created a system that helps developer to calculate the estimated cost of developing an information system project that can make it easier to calculate project cost estimates. System development using the Waterfall method. Testing method that used in this research is Basis Path Testing, Boundary Value Analysis, and User Acceptance Testing. Based on the results of testing using User Acceptance Testing, the acceptance value is 84%, which means the system is accepted by user.
Pengembangan Sistem Manajemen Penilaian Anak Berkebutuhan Khusus (Studi Kasus : SLB Negeri 7 Jakarta) Alif Prasetyo Aji; Achmad Arwan; Edy 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

The development of children with special needs is influenced by parents and teachers in their schools. The problem that occurs in SLB Negeri 7 Jakarta is when the homeroom teacher wants to provide an assessment of student learning outcomes to parents of students. The subject teacher must give a score rack of the subjects taught to the class teacher or homeroom teacher then the homeroom teacher recapitulates the values ​​of each subject teacher and gives report cards to the parents of students. This is detrimental to the teacher and parents of students. The homeroom teacher must wait and recap the grades for each subject teacher. Parents of students are also disadvantaged because they only know the activities or grades of their children in each semester when taking report cards. Finally, parents of students can not do additional lessons to their children at home if there are subjects that are felt lacking by these students and also parents of students can not know the behavior of their children at school. Therefore an Assessment Management System was built to overcome these problems. In conducting this research, researchers used the waterfall method in developing software. In this study, 3 trial samples were produced for unit testing, one trial sample for integration testing and all functional requirements for validation testing. In addition, compatibility testing is performed to test whether the system can run in multiple browsers with a resolution that is suitable for the device used by the user and compatibility testing are 100% valid and can run on multiple browser. the results of unit testing, integration and validation are 100% valid.
Klasifikasi Tweets Pada Twitter Menggunakan Metode K-Nearest Neighbour (K-NN) Dengan Pembobotan TF-IDF Rakhman Halim Satrio; Mochammad Ali Fauzi; Indriati Indriati
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

Twitter is a microblog that is currently favored by many people and has turned out to be a very fast spreader of information at this time. Information released and circulates through this media is very free and has many variations, like news, opinions, questions, criticisms, comments either positive or negative. Classification is a rule in text mining that collects content based on the similarity of the script. With this classification allows a tweets on Twitter to be grouped into one based on the category. For example, football, basketball and chess content are grouped into sports categories. Prosedure of classification begins using preprocessing, then term weighting is done, then categorization consists of cosine similarity calculations. Preprocessing itself consists of several phases, that is document cleaning, tokenizing, stopword removal, and stemming. The word weighting method used in this thesis is Term Frequency - Inverse Document Frequency (TF-IDF) & using K-Nearest Neighbor (K-NN) for its classification method. The KNN method is a classification of a set of data based on data learning that has been previously classified. Accuracy testing of the classification of tweets on Twitter with step of K-Nearest Neighbor (K-NN) theorem resulted in accuracy where the total data amounted to 140, with descriptions of 100 training data and 40 testing data and the values of k entered were 1, 3, 5, and 7, each the result is when k = 1, the accuration is 75.0%; k = 3, accuration is 72.5%; k = 5, accuration is 62.5%; k = 7, accuration is 55.0%.

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