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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
Implementasi Perbandingan Sistem Pengiriman Sinyal Suara secara Wireless pada Arduino Muhammad Rasyid Perdana; Wijaya Kurniawan; Rakhmadhany Primananda
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

Technology has always experienced development from time to time, and the development of technology also affects various aspects of life, at this time the focus of how the impact of technology on audio media. Audio is the transmitter of information in the form of sound signals. with the development of technology now, not infrequently audio is used as a medium for delivering messages. In getting good sound quality, it is necessary to pay attention to several aspects that affect sound quality such as connecting media and the placement of sound sources and voice receivers. For this reason, this study designed a wireless voice sending device. This tool has a transmitter as sending voice and receiver as voice reception. For sending voice via radio media, the nRFL201 module is used, the HC-02 module is for sending voice via bluetooth, and the ESP8266 module is for sending voice over wifi. The module reading will be processed using the Arduino Uno micro controller. In each transmitter the mic will be used as the voice input and the speaker will use the speaker as the sound output. Based on the test results it shows a fairly large comparison when executing tools and programs together. The results of this test indicate that each sound signal that is sent has significantly different data. Every difference in distance, the data obtained has decreased. Whereas in bluetooth the sound signal produced is relatively stable. But there was a decrease in sound quality. For testing on wifi the results obtained by voice delivery are relatively stable. The sound quality produced is also consistent even though it is done at different distances.
Pengembangan Aplikasi Augmented Reality Untuk Memadukan Baju Kampanye (Studi Kasus: Calon Anggota DPRD Kabupaten Nganjuk) Ananda Widya Pratama; Herman Tolle; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 1 (2020): Januari 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Party dress is one of the identities of the party in every election, there is a group of people who wear uniform party dresses. Party clothes are used during campaigns to convey party messages and information to the public. The 2019 general election is a general election whose polling is the most complex and stunning of the world. It is this election system that raises challenges for the community because of simultaneous elections. The simultaneous election to elect the president and legislature is evident from the survey results of the Indonesian Survey Circle (2019) showing that "Many legislative candidates (candidates) in their constituencies (electoral districts) have chosen the average election for each legislative candidate. As many as 70.6 percent of the 1,200 did not know the legislative candidates, 25.8 percent already knew the legislative candidates in their electoral districts. In general, only 25.8 percent already know the legislative candidates to be elected in their respective electoral districts. "The survey shows that elections are needed so that people understand the legislative candidates by adjusting to the current era in which technological developments continue to develop. messages and information today are using assistive technology, augmented reality technology is a solution to help resolve the problem, 3D concepts in augmented reality technology can be applied in group selection campaigns by making campaign clothes, a single marker of the author expects the help process of candidates for DPRD members Nganjuk Regency from the general election and giving new innovations in the general election Based on the optimal examination results the marker produced the results correctly FALSE indicates that the marker was not determined or the marker was selected but did not display the infallibility, ie the optimal marker with a size of 15x1 5cm between 30-240cm, markers of 15x20cm between 30-270cm, markers of 20x20cm between 30-300cm, markers of 20x25cm between 30-330cm, and markers of 20x30cm between 30-360cm. Based on the usability testing using the System Usability Scale method, the usability test shows satisfactory results. Based on the questions raised to 10 respondents with a weighting rating scale of 1 (Strongly Disagree) to 5 (Strongly Agree) a usability test result of 81.25 was obtained with a Very Good ranking qualification
Pengembangan Sistem Informasi Semester Antara Fakultas Ilmu Komputer Universitas Brawijaya Winda Silviana; Denny Sagita Rusdianto; Heru Nurwarsito
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

The intermediate semester is one of the programs which has its own regulatory policies by the university, both in time determining and implementing regulation. It can be found at the Faculty of Computer Science of Brawijaya University (FILKOM UB), which is needed suitability to the prevailing business processes. There are three main processes in the intermediate semester, namely data collection, registration, and implementation. In the data collection process, there was a discrepancy between the assessor and the class that would be opened in the intermediate semester. In the registration process, there was problems with the discrepancy of interest in the course that will be taken by the participants. Based on the problems, it causes retardments in the implementation process and detrimental to stakeholder in the intermediate semester. This problems can be resolve by the web based development of intermediate semester according to procedure and user requirements using the CodeIgniter Framework with the MYSQL database, and payment gateway to make a payment transaction in realtime system. Based on requirements elicitation and analysis, the research obtained 43 functional requirements, 11 entities, and 24 data tables. The system information development resulted 100% of valid status from the whole unit testing and validation testing, and produce 100% on compatibility testing that categorized as critical issue in 11 browsers. So, the development system of intermediate semester can be run based on user requirements.
Pengembangan Media Pembelajaran Interaktif untuk Ranah Kognitif pada Mata Pelajaran Sistem Komputer di Kelas X Teknik Komputer dan Jaringan SMK Negeri 3 Malang dengan Model Pengembangan 4D Laras Krisnayuwati Suwardi; Admaja Dwi Herlambang; Tri Afirianto
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

SMKN 3 Malang is a Vocational High School that provides competency in Computer and Network Engineering expertise. Problems encountered in learning activities are in the cognitive domain, where the daily tests of 36 students in class X Computer and Network Engineering SMKN 3 Malang get an average value of 56.89 in Computer System lessons with Basic Competence material 3.4 and 4.4, which is not complete because it is not sufficient Minimal Completeness Criteria. Based on the problems found, it is necessary to develop an Interactive Learning Media. The study was conducted using the 4D development model through 4 stages, namely define, design, develop, and disseminate. The subjects of this study were students of class X Computer and Network Engineering SMKN 3 Malang. Data obtained through observation, interviews, questionnaires, and tests for pretest and posttest. The results of the validation of material experts get a percentage of 98.00% (Very Good), the validation of media experts get a percentage of 60.00% (Good), the results of student responses get a percentage of 93.40% (Very Good). The average pretest produced a value of 55.83, the average posttest produced a value of 87.63, and the different test produced a significance of 0.00 (sig ≤ 0.05). Based on the increase in the average value of pretest and posttest of 31.8 and the results of the effectiveness test carried out, so it can be concluded that the developed Interactive Learning Media is proven to assist students in improving learning outcomes in the cognitive domains.
Evaluasi Pengalaman Pengguna Pada Aplikasi Mobile Dengan Menggunakan UX Curve (Studi Kasus: BNI Mobile banking) Vira Indriana; Hanifah Muslimah Az-Zahra; 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

Mobile banking is a service that allows bank customers to conduct banking transactions through acellphone or a smartphone. One of the banks that provide mobile banking facilities is Bank NegaraIndonesia with BNI Mobile banking application. This research aims to evaluate long-term userexperience using the UX Curve Method which has 5 aspects to evaluate which are General UX,Attractiveness, Ease-of-Use, Utility and Degree of Usage. The data collected in this research is gatheredby giving 20 respondents a template curve. One hundred curves were gathered which were thencategorized into either Improving, Deteriorating or Stable based on how the curve was drawn. Afterbeing categorization, 50 curves as Improving, another 34 curves as Deteriorating, and another 16curves as Stable. Besides drawing curves, respondents were asked to give a reason which will be dividedinto positive and negative reasons. For the General UX aspect the average reason is 3,5, Attractivenessan average of 2,9, Ease-of-Use the average reason is 2,9, Utility average reason is 2,7, Degree of Usagethe average reason is 3,1.The reaction of respondents who expressed discomfort at experiencing certainerrors when using the BNI Mobile banking application is also recorded. A final questionnaire will thenbe distributed to identify the correlation between the curves and user satisfaction. The results from thefinal questionnaire were that all respondents agreed to recommend to BNI Mobile banking applicationto their friends.
Implementasi Protokol DSDV (Destination Sequenced Distance Vector) Pada Mobile Ad-Hoc Network Dengan Menggunakan Perangkat Berbasis nRF24L01 I Made Oka Semara Putra; Primantara Hari Trisnawan; Reza Andria Siregar
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

DSDV (Destination Sequenced Distance Vector) Protocol is one of the protocols which was used appropriately for Mobile Ad-Hoc Network, because it was proactive in order to solve the trait of the network which was changeable. However, in implementing process, the DSDV protocol was mostly used in simulator implementation, so that it resulted the study which was in ideal or perfect condition that would be problem when the protocol was implemented in daily life. In order to solve the problem, the researcher implemented the DSDV protocol on mobile ad-hoc network by using nRF24L01 based device in order to know the communication result of node on the real place where the study was done. From the study which was done , it showed that DSDV protocol can be implemented for every node, where every node can send broadcast messages to identify, for changing address each other, and in making routing table. Besides, it was also done the sending process in order to know the communication of node by using two testing scenarios; the first one was when the sender node needed another node in order to process the delivery and it showed the successful percentage which was 70%. The next was the second scenario was when the destination node moved and went into the sender's node range and it showed the successful percentage which was 80%. The result of the implementation which was done showed that the environment which was used as the testing environment affected the communication from node of DSDV protocol.
Sistem Navigasi Otomatis Quadcopter Untuk Menghindari Obstacle Dengan Pengolahan Citra Menggunakan Metode Hough Transform Okke Rizki Kurniawan; Gembong Edhi Setyawan; Mochammad Hannats Hanafi Ichsan
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

Drones are vehicles that can be controlled by long-distance pilots. Drones are widely used by many companies to facilitate jobs that are difficult to achieve by humans. This research will apply image processing segmentation on quadcopter to avoid obstacles without manual control (automatic). Digital image processing will use two methods, namely canny edge detection and hough transform. This research will be use a quadcopter of type Parrot Ar.Drone 2.0. The results of the tests conducted in this study will get the accuracy of the quadcopter by using the distance from the width of the obstacle. Testing based on accuracy (errors) obtained from the purpose of this system is 0.07125%. The maximum detection distance on a quadcopter that can be detected is when the width of the obstacle has reached 294 pixels and 142 pixels. And for research time estimation will get an average quadcopter travel time of 7.464857 seconds.
Rancang Bangun Sistem Rekomendasi Tempat Kuliner Khas Malang Berbasis Lokasi Iqbal Santoso Putra; Ratih Kartika Dewi; Candra Dewi
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

Malang is a place in Indonesia that has a variety of unique culinary. This causing the appearance of places that sell unique culinary and only took place at Malang. However, none of the systems nowadays provide to give the recommendation of unique culinary places that using other criteria aside from using the nearest range. Therefore, we initiating to build a system that gives a recommendation of Malang unique culinary places using more criteria based on location. The system is designed for using TOPSIS to deciding which place will become the best recommendation for the user using four criteria. They are : the nearest range, the cheapest price, the highest rating, and the oldest age. The system will be implemented in the Android application using RESTful web service as data exchange. The test result over the system shows that the system has been implemented using functionals that corresponding with the functionals from the system requirement. TOPSIS algorithm that applied in the system has been stated as valid based on the result of the manual calculation has the same result as the result from the by-system calculation. The test result also stated that the system has been succeeded to approach an A grade with an average score of 81.00. Therefore the system is acceptable for the user.
Optimasi Travelling Salesman Problem Pada Angkutan Sekolah Menggunakan Algoritme Ant Colony Optimization (Studi Kasus: MI Salafiyah Kasim Blitar) Moh. Ibnu Assayyis; Imam Cholissodin; Tibyani Tibyani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 1 (2020): Januari 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Mobility is the movement from one place to another, where in the implementation of mobility requires a tool that can support. The field associated with mobility is transportation. The use of transportation is applied in MI Salafiyah Kasim as a solution to ease the burden of guardians. Because the guardian can not every day pick up their children from school, especially the age of students who are still very young and worried about having to go or go home from school alone and distance of school and home far enough. Optimization of the school's own private transportation will be expected to bring the optimal solution to minimize constraints, such as: lack of efficiency in delivery times, traffic accidents, to save the school budget. Ant Colony Optimization (ACO) is the preferred algorithm for optimizing Travelling Salesman Problem (TSP) problems. In this research, the data is the distribution of kloter delivery of students to homes divided by 2 kloter. Where the total number of students is 44 people, the first group of 20 people and the second group of 24 people. From the test results obtained best optimization was 5,711 km (22,71%) on first cluster and 34,5551 km (62,14%) on second cluster.
Pemilihan Fitur dengan Information Gain untuk Klasifikasi Penyakit Gagal Ginjal menggunakan Metode Modified K-Nearest Neighbor (MKNN) Muhammad Ramanda Hasibuan; Marji Marji
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

Kidney has an important role in human body. Decreased kidney function can result in chronic kidney disease. Detection of chronic kidney disease using medical data that use features as factors of kidney failure, this data can be processed and build an intelligent system from it, that can help detect kidney failure. In the process of chronic kidney disease data classification method can be used. Modified K-Nearest Neighbor (MKNN) is one of classification method. But the weakness of the MKNN method is in the process using all available features, so it can cause an error detection because there are some features that are less relevant. Therefore in this research, a feature selection method is added, namely Information Gain, Information Gain method calculates the Gain value for each feature, features with large Gain values ​​will be better used for the classification process. On the results of testing variations numbers of features after selection and the effect of variations of K values, produces the highest accuracy value on 4 features with K values = 2 and 4 produces an accuracy value of 97,7% and on 6 features with K values = 2 and 4 produces an accuracy value of 97,7%. For the system testing using Information Gain produces an accuracy value of 96,8% and those not using Information Gain produce an accuracy value of 79,9%.

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