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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 Wireless Sensor Network pada Sistem Keamanan Rumah menggunakan Sensor PIR dan Fingerprint Crisandolin Desman Rumahorbo; Muhammad Hannats Hanafi Ichsan; Agung Setia Budi
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

Today home security is left behind by its owner to be one serious problem. The security mechanisms of the RFID or password-based doors can be easily manipulated when the RFID card or password is shared or stolen, so a biometric based security system is required. Monitoring The wide space of the condition in its implementation has a weakness that is single-hop mechanism. The mechanism used to reach a wider area is a multi-hop mechanism. Based on the need for security and home monitoring from a far distance required system that uses fingerprints as the originality of the owner, PIR sensors as monitors and implements multi-hop to reach a wide area that Connected to the Internet that can be accessed by smartphone so the state of the house can be accessed anywhere. The results of single-hop testing with 100 tests of data delivery without a barrier distance of 3-15 meters has a packet loss 0%, 18-20 meters 2%, 22-25 meters 5%, 28-33 meters 8%, 38 meters 9%, 45 meters 47%, 50 meters 98% with an average total delay of 46.1 ms. Single-hop 3-12 meters distance barrier has 0% packet loss, 15 meters 12%, 18 meters 25%, 20 meters 58%, 22 meters 99%, with a total average delay of 38.1 ms. Multi-hop mechanism test results with 100 data delivery test with 1 hop distance barrier 3-12 meters have a packet loss 0%, 15 meters 19%, 18 meters 53%, 20 meters 98%, with a total average delay of 118.31 ms. Multi-hop with 2 hops with a barrier of 3-9 meters distance has a packet loss 0%, 12 meters 8%, 15 meters 54%, 18 meters 74%, with an average total delay of 105.13 ms.
Sistem Pengenalan Pergerakan Lengan Menggunakan Exponential Moving Average Dengan Metode Decision Tree Berbasis EMG Aufa Nizar Faiz; Rizal Maulana; Fitri Utaminingrum
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

Humans can carry out their work in a healthy condition, so health is the most important thing in life. But many people are unable to do their jobs due to physical limitations, commonly called persons with disabilities. Biomedical engineering is medical science that uses medical science and design engineers to solve health problems. Electromyograhy (EMG), one of the biomedical sciences that can detect signals generated by contractions in muscles, using EMG can make the system of detecting signals of muscle contractions, especially in the arm muscles. This system will help detect arm muscle contractions for people with disabilities in the arms. Detection is performed on changes in the degree of the arm, the degrees detected are 0, 30, 60, 90, 120, 150, and 180 degrees. Signals received by EMG have noise that can interfere with detection, so signal refining is required in the form of an exponential moving average (EMA) method. Exponential moving average has a weighting value to make a reward, the value used is 0.1 and 0.3. After refining the signal, the detection of degree changes is performed using the decision tree classification method. Then the results of the classification will be displayed on the LED and LCD.
Pembangunan Sistem Informasi Praktik Kerja Industri (Prakerin) berbasis Website menggunakan Model Pengembangan Perangkat Lunak Waterfall Studi Kasus : SMK Plus Almaarif Singosari Gede Jaya Widhi Aryadi; Ahmad Afif Supianto; Widhy Hayuhardhika Nugraha Putra
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

SMK Plus Almaarif Singosari annually doing industrial internship. There are still problems in the internship activity. The problem is about delivery of information that is still manual because it is only conveyed through meetings with parents. This makes the information to be received by students can be limited, inaccurate or not delivered. The limited information received by students such as requirements, industries that are suitable to be used as workplaces and positions and occupations in the industry. Based on problems related to the management of internship, it is needed a system that can manage information about the internship and can minimize existing problems. The system to be built is based on a website using the Laravel framework. In developing the information system, a waterfall software development model is used. The result from this research are 3 as-is business process modeling, 3 to-be business process modeling,4 actor, 15 user requirements, 32 functional requirements, and 1 non-functional requirement, 1 architectural design modeling, 32 sequence diagrams, 3 class diagrams, 1 physical data model and 11 sample design interfaces. The results of the requirements analysis are approved by the user, proven by the results of User Acceptance Testing (UAT). Unit testing explains that the existing function yields a valid percentage of 100%.
Seleksi Fitur dengan Information Gain pada Identifikasi Jenis Attention Deficit Hyperactivity Disorder Menggunakan Metode Modified K-Nearest Neighbor Muhammad Hafidzullah; Sutrisno Sutrisno; 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

Attention Deficit Hyperactivity Disorder (ADHD) is a disorder that usually occurs in early childhood. In general there are three types of behavior associated with this disorder, namely: inattentiveness, impulsiveness, and hyperactivity. ADHD mental illness can only be recognized through changes in patient behavior. In this study, the data used using 45 features, where the number of features can affect the performance and accuracy of the classification method. Feature selection aims to reduce features that are of equal importance to make classification algorithms easier to operate more quickly and effectively so as to produce better accuracy. The method to be used for the selection of features is the Information Gain method. The use of the Information Gain method in this case is to select the best features that have relevance to the related data. These features are selected based on the magnitude of the gain value obtained, where the greater the gain value, the more relevant the feature is with the related data. The best average accuracy results obtained from this system are obtained in the second test scenario with the highest average accuracy value of 88% obtained at k = 37 and k = 42 and the number of features 36 and 41, and at k = 1 in testing without using Information Gain. These results indicate the use of the Information Gain feature selection method in this case has a fairly good accuracy value.
Pengelompokan Dokumen Petisi Online Di Situs Change.Org Menggunakan Algoritme Hierarchical Clustering UPGMA Irwin Deriyan Ferdiansyah; Sigit Adinugroho; Mochammad Ali Fauzi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 10 (2018): Oktober 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Change.org is a website that is often used by people, which means for online delivering petitions and social campaignings. Campaign through social media had been proven that can make a change. The flow information of online petitions documents is updated daily in large numbers. It makes documents clustering being very important. Documents clustering is a process of grouping documents which have same topic. It aims to devide documents by its similarly, so the process of searching will be easier. This study uses hierarchical clustering UPGMA or unweighted pair-group method by arithmetic averages with adding feature reduction using latent semantic indexing method, that is the result of splitting singular value decomposition matrix. The result of this study conclude that latent semantic indexing method can solved the problem in high-dimensional data. The data conducted by 100 petitions. The result of performance testing which used cophenetic correlation coefficient obtained cophenetic value of 0.75959 at LSI matrix rank of 10 % and silhouette coefficient of 0.36862 with number of clusters as many as 2 clusters.
Sistem Informasi Penyuluhan Pertanian di Dinas Pertanian dan Ketahanan Pangan Kabupaten Padang Pariaman Surya Daren Hafizh; Fajar Pradana; Adam Hendra Brata
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 Department of Agriculture and Food Security of the District of Padang Pariaman is an element of the government that focuses on implementing agricultural matters whose responsibilities encompasses increasing the quality of agriculture in Padang Pariaman. Hence, training activities were planned encompasses increasing the quality of agriculture. The training activities involve field counselor, the chairman of BPP, department staff and head of the department. Before the activity is carried out, a program draft must be formed containing the plan and the design of the activities for next year. For every activity, the field counselors have an obligation to submit the field report containing the results of the activity and the usage of available funds. The process of creating the program draft and report starting from planning and approval of the documents requiring a huge amount of time. To make the steps more efficient, a solution is proposed which is in the form of creating an information system for agricultural training events using an SDLC waterfall method. During the analysis and designing phase, a model is built to ease the communication between developers and developers in hopes of finding the best solution. The models built in the analysis and designing phase are the use case diagram, use case scenario, sequence diagram, and class diagram. The system that was built will then be tested using the whitebox testing and blackbox testing. The results from the testing showed was near 100% valid which described the system has worked well and can help improve agricultural training activities in the district.
Implementasi Algoritme COZMO untuk Enkripsi dan Dekripsi Data pada QR Payment Suhadak Akbar; Ari Kusyanti; 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

QR payment is a payment method by scanning the QR code from mobile application. QR payment requires a security method so that the transaction data cannot be misused or manipulated by certain parties. Cryptography is one of the techniques that can be used to improve data security. One algorithm that can be used is COZMO algorithm. This algorithm is a stream cipher algorithm formed by a combination of Trivium and A5/1. COZMO algorithm is implemented on two Android applications for customer and cashier using the Java programming language and encrypting the transaction data. Based on the input length during the time performance test, 37 characters took 2.05 seconds, 68 characters required 2.06 seconds, while 169 characters took 2.15 seconds. These results indicated that the number of inputs could affect the processing time. A test was conducted over the input length of 68 characters in order to compare the application's performance time before and after implementing the COZMO algorithm which resulting a time difference of 0.3 seconds on the customer's application and 0.4 seconds on the cashier's application. Statistical calculations of the test results showed significant differences after the COZMO algorithm was applied. On the security test, the ciphertext only attack on ciphertexts could not find any plaintext due to the key used was too long. These results showed that COZMO algorithm could be used to secure transaction data.
Implementasi Enkripsi Payload menggunakan Algoritme Grain 128 berbasis IoT Middleware Winda Ayu Safitri; Ari Kusyanti; Eko Sakti Pramukantoro
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

Cryptography is an attempt to secure a message by using encryption techniques and keys to find the original message. Cryptography is essential in the process of exchanging messages on the Internet of Things in order to prevent sent message stealing or manipulation. In the middleware scheme, security features have not been implemented either in data transmission or data validation, therefore, a method is needed to fill in the security gap. Solving this problem, a method can guarantee the confidentiality of the communication, which is by implementing Grain 128 algorithm. Grain 128bit algorithm can protect packets sent. The results of the study show that the 128 Grain algorithm has been successfully implemented for data payload on the MQTT and CoAP protocols. Grain 128bit algorithm that has been implemented in the research system has gone through test vector and is declared valid. Data confidentiality testing proves that the confidentiality and integrity aspects can be applied in the encryption and decryption process. An active attact testing is successfully carried out when the user entered the plaintext and knew the ciphertext, because the xor process of the plaintext and ciphertext will produce a keystream. A passive attack testing is successfully carried out because on the result of observations, the sent and received plaintext do not change. In the process of encryption, the sent data are in the form of ciphertext.
Pengembangan Aplikasi Barberman Rate berbasis Web (Studi Kasus: Prosperous Barbershop) Kevin Romero; Adam Hendra Brata; Lutfi Fanani
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

Cutting hair is a necessity for men. When cutting hair, of course, men want the best results. The results of a good haircut can certainly increase the man's confidence. To get good haircut results, of course, you need a barber (barberman) with good pruning skills. Not a few men who find it difficult to find a barberman that can produce results that match the desire of the man. These problems also occur in Prosperous Barbershop where Prosperous Barbershop management finds it difficult to find a high-quality barberman due to the lack of information related to the barberman, so it takes a long time and long procedure when recruiting a barberman and sometimes after going through a recruitment procedure that does not take a little time, Prosperous Barbershop management also cannot find a suitable barberman to recruit. Based on these problems, a web-based Barberman Rate application was developed with a Prosperous Barbershop case study. The application development process uses the waterfall method. The profile matching method was used in this study to adjust barberman profiles with barbershop customer profiles to make it easier for barbershop customers to find a barberman that matches the customer. The development of the Barberman Rate application is expected to facilitate the Prosperous Barbershop management in recruiting barberman and barbershop customers in finding a barberman that matches the customer's profile.
Pengembangan Aplikasi Permainan "Artifact Hunter" Berbasis Design Play Experience (DPE) Framework Septian Pratama Widianto; Wibisono Sukmo Wardhono; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 9 (2018): September 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Cultural heritage is a product of tradition and spiritual achievement of the past as the identity of a nation, one example of cultural heritage are artifacts. As a culturally rich nation, Indonesians often ignore the existing cultural heritage, as people assume that the cultural heritage is irrelevant to modern times, whereas cultural heritage has an important role to play in establishing national identity. Based on the above problems, then designed a serious game as a medium of educational information on cultural heritage in the form of artifacts. The design of a serious game applies the DPE framework that divides the design into several layers. The layers include: learning layer, storytelling layer, gameplay layer, user experience layer, and technology layer. Tests conducted on the design of this serious game are black box testing, usability testing and paired t-test. Black box testing is used to determine the functional requirements, usability testing is used to determine the user response, and paired t-test is used to determine the effectiveness of the game designed about whether user's knowledge is increased or not about cultural heritage in the form of artifacts. From the results of tests conducted, it can be concluded that the serious game designed already fulfilled the learning objectives and fun factors as the essence of the game.

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