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
Implementasi Metode Failover pada Broker Protokol MQTT Dengan ActiveMQ Mohammad Hafidzar Rakhman; Widhi Yahya; Kasyful Amron
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 10 (2018): Oktober 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (875.284 KB)

Abstract

Internet of Things (IoT) can be interpreted as a concept to connect "Things" or real objects in the world with the internet and sharing information. To share information between "Things" over the internet, Iot needs an ideal and efficient communication protocol in terms of resources when sending messages. One of the protocols considered to fit with IoT communication model is the Message Queuing Telemetry Transport (MQTT) protocol. In the MQTT protocol communication model, the broker has an important role in the success of the communication process that occurs. When the broker stops, the publisher and subscriber can't make the communication process and have to wait for the broker to be fixed. The solution of broker problem can be minimized by implementing failover between master and slave broker. Therefore, this study implements failover to improve the availability of services to brokers. Based on the test results, the system obtained an average downtime value of 24.3266 seconds from 5 tests. While on performance testing, the system gets an average latency value of 1.1763 seconds on the publisher side and 0.1157 seconds on the MQTT subscriber side. In packet loss testing, missing messages amount to 20 messages from 50 messages when implementing failoverl.
Optimasi Variasi Menu Makanan Sesuai Gizi Pada Anak Panti Asuhan Dengan Improved Particle Swarm Optimization Aldino Caturrahmanto; Lailil Muflikhah; Imam Cholissodin
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 (991.576 KB)

Abstract

Nutrition is a compound which important to human growth and their health. Nutrition consumption is really important that they can affect health if poorly managed. Unfortunately, there are still places which have poorly managed nutrition planning, which one of them is Orphanage. Improved Particle Swarm Optimization is an Evolutionary Algorithm which is based on nature folks of birds flying in group searching for new food points. This Algorithm have great ability to search local optimum solution and also global optimum solution. In this case, a list of foods menu will be represented by a Particles which consisting indexes of number represent menu. The result of our testing found that swarm size of 70 and combination of 2,0 for C1 and C2 is the best parameter for this problem. Although giving great solution based on Nutrition, this algorithm still offer total price above our limit value.
Desain Low Power Node dan Timer Dengan Atmega328p Berbasis NRF24l01 Tantri Isworo T. R. P.; Wijaya Kurniawan; Mochammad Hannats Hanafi Ichsan
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 (1035.661 KB)

Abstract

The data transmission process in the technology sector is increasingly being applied wirelessly. A wireless data transmission architecture that is often implemented is called the Wireless Sensor Network (WSN). In solving certain problems, wireless data transmission is carried out continuously so that it requires large amounts of electricity. In addition, the mechanism for making alternative data transmission lines is needed when data transmission through the main line is experiencing problems. This mechanism is needed so that data transmission is not interrupted even though the main transmission line cannot be used. But solutions using these mechanisms have the consequence of increasing the required electrical power. Another solution offered in this study is to enable sleep mode with a low power node design so that power consumption is focused on the data transmission path that is being used. The design of this solution utilizes nRF24L01-based Atmega328P microcontroller which activates one of the transmission lines that are to be used and deactivates (sleep mode) on the transmission line that is not being used. According to the results of experiments that have been carried out, the average value of the electric current when applying sleep mode is 60.45182 mA and electrical power is 5.44 watts. This value is smaller than a system without sleep mode that requires 73.38182 electric current and 6.6 watts of electric power. This proves that the proposed method was successful in reducing electricity consumption.
Pengembangan Sistem Aplikasi Penilaian Sasaran Kinerja Dosen pada Unit Kepegawaian (Studi Kasus: Unit Kepegawaian Universitas Kanjuruhan Malang) Rizky Muhammad Faris Prakoso; Adam Hendra Brata; Fitra Abdurrachman Bachtiar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 12 (2019): Desember 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (769.2 KB)

Abstract

At Universitas Kanjuruhan Malang, the process of lecturer performance evaluation is related to the process of applying for promotion and lecturer certification. The current lecturer performance evaluation process uses an online assessment system, but has not been able to help lecturers more anticipate and measure the success rate in the process of applying for promotion and lecturer certification. In the old system the evaluation results file were still separated, making it difficult for the lecturer to use it for submission of promotions. Based on these problems, this research develops a lecturer performance evaluation system that accommodates the evaluation of lecturers evaluation results in the form of lecturer credits and can help lecturers to conduct simulations of evaluating the success of lecturer certification submissions and help lecturers to anticipate lecturers to submit lecturer promotions. In this research the requirement analysis process produced 37 functional requirement and 1 non-functional requirement involving 4 Actors, the design and implementation process produced architectural, components and interfaces designs with the results of code implementation, data implementation resulted in 8 data tables, and interface implementation. Implementation results were then tested with Whitebox testing using unit tests with 4 samples 100% valid and Blackbox testing using validation testing with 37 test cases 100% valid.
Penerapan Filter Mahony Pada Tracking System Pergerakan Orientasi dan Posisi Kepala Berskala Ruang Muhammad Kholash Fadhilah; Dahnial Syauqy; Eko Setiawan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 10 (2019): Oktober 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (890.44 KB)

Abstract

Virtual Reality (VR) is a term in a 3D environment generated by a computer and has the ability to make users to be able to interact with alternative realities. To interact with virtual reality, users need devices that accommodate user interaction with the VR environment. A room scale VR device is capable of allowing users to interact more freely. VR devices that currently available in the market still require supporting external devices, resulting in a lack of device portability. Based on these problems, researchers developed a device based on head orientation and head position on a room scale. In the development of devices, testing is done to determine the performance of the device system. Testing of device systems involves the application of Mahony Filters as orientation filters. Tests are based on orientation data and position of user's head in a room. The testing of the device system obtains detection accuracy of head position data acquisition in a room area of ​​3.33m2 with an average deviation of 4.9cm from the range of actual space size and for the accuracy detection of orientation data by system, the average degree deviation is 2.59 degrees from the actual degree angle. In the classification of determining the heading by the system, that obtained success rate by 73.5%.
Simulasi Perubahan Hidrologi Permukaan Kawasan Karst Sebagai Dampak Ekploitasi Bahan Baku Semen Menggunakan Metode Tangible Landscape Cendi Tito Rahman; Fatwa Ramdani; Mochamad Chandra Saputra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 9 (2018): September 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1504.449 KB)

Abstract

Indonesia is the largest country that has karst area in southeast asia, karst area is rocky arid land, besides that, this area also in exploitation for the needs of cement-making raw materials, but from these mines there will be problems such as the disappearance or changing of hydrology and landscape in karst areas. the need for a preliminary analysis of the impact of mining is very important in the early stages, the technology used to solve the problem in the karst area is still minimal, this is the background of researchers to know the hydrological changes in the karst area impact of exploitation of cement raw materials by simulating the exploitation using the tangible landscape method, this research will visualize in real-time changes in elevation, contour and hydrological results of the exploitation, from the visualization results will be used to take tactical steps for related parties. The results obtained in this study is, mining activities in the area can affect the surface hydrology and environmental topography, then the results of different analytic testing obtained suitability model of 76.5%, Tangible Landscape influenced by the cell value contained in the data and the resulting scale, 10 cm x 10 cm in size produces 3,306 cells while in size 28 cm x 28 cm produces 13.328 cell, then for User Experience testing can be concluded that, this method has a positive experience level to the user see the results of UEQ. Overall Tangible Landscape can be used to visualize environmental changes that occur and can model the environment.
Analisis Sentimen Tentang Opini Performa Klub Sepak Bola Pada Dokumen Twitter Menggunakan Support Vector Machine Dengan Perbaikan Kata Tidak Baku Swandy Raja Manaek Pakpahan; Indriati Indriati; Marji Marji
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 (869.303 KB)

Abstract

Football is one of the most popular sports in the world, including in Indonesia. A football club is very dependent on its supporters so that the satisfaction of supporters of a football club must be maintained. Supporters of football clubs themselves often provide arguments to a football club via Twitter media. Therefore, the authors propose research to build a sentiment analysis system for football club performance opinions on Twitter documents. This research uses the Support Vector Machine method and Levenshtein Distance for non-standard word correction. The process starts with preprocessing the data, then do word correction with Levenshtein Distance, weighting using Term Frequency-Inverse Document Frequency, followed by classification using Support Vector Machine. The test results with the highest accuracy were obtained at 83.25% with learning rate = 0,0001, complexity = 0,001, lambda = 0,1, epsilon = 0,0001 and maximum iteration = 50.
Evaluasi dan Perbaikan User Experience Pada Aplikasi Mobile UB TV Dengan Metode Heuristic Evaluation dan Usability Testing Desy Sulistyaningrum; Herman Tolle; Retno Indah Rokhmawati
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 (773.178 KB)

Abstract

Brawijaya University Televisi or commonly abbreviated as UBTV is an official campus-based community television owned by Universitas Brawijaya Malang. To facilitate the dissemination of live broadcasts, UBTV creates a mobile application that can be used in all platforms. This mobile application has been created by the developer but has not yet been released and has never passed usability evaluation. So that the benefits of UBTV can be achieved, then by conducting usability evaluation can allow the user's goals to be as expected. This research uses 2 evaluation methods, namely heuristic evaluation and usability testing. Heuristic evaluation is used to explore problems based on 4 expert evaluators. From the heuristic evaluation it produces 20 problems consisting of 16 interface problems and 4 functional problems. After heuristic evaluation, then evaluation with usability testing using 3 aspects, namely learnability, efficiency and satisfaction. Usability testing evaluation is done twice, namely the old design and new design. From the old design to the new design experiencing an increase in the learnability aspect of 0.2, it is easier to use on new designs, the efficiency aspect is 61.7% and aspect satisfaction is 63.1%.
Pengembangan Aplikasi Perhitungan Rancangan Anggaran Biaya Bahan Bangunan Rumah berbasis Android Loudy Fitria Aspitasari; Fajar Pradana; Bayu Priyambadha
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 (408.86 KB)

Abstract

House is a place to live in which isthe construction really needs special attention to make it a dream home. Building a house is not an easy matter for people in general, because building a house requires a lot of costs and needs to be considered. Likewise, the time needed to consider in building a house so that overtime does not occur which also results in over budget. The first problem that occurs is overbudget, namely the existence of an unexpected and excessive reporting expected by the person who is going to build a house and usually that person has previously done a budget calculation manually so that it can produce the results of the calculation manually and the funds actually processing the development process. The second problem that occurs is overtime, namely the existence of construction work time that is past the predetermined time. These problems are also interrelated because the craftsman cannot finish his work according to the desired target will result in overbudget. Likewise, a compilation of people need problems finding the location of the nearest building material store, this takes quite a long time just to find the material. This can also cause overtime because the builders can use 100m2 in a day because searching for the final material can only finish 75m2. To consider this problem the development of a system that aims to make it easier for someone to calculate the cost of building an Android-based home. The results from unit testing, integration testing, validation testing and accuray testing produce 100% valid.
Optimasi Game AI Pada Game Strategi dengan Menggunakan Algoritme Genetik Tio Allin Subiantoro; Wibisono Sukmo Wardhono; Issa Arwani
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 (754.344 KB)

Abstract

Artificial Intelligence in video games is made to offer a challenge for the players. However, most of the AI only use simple rules to decide where to move. Those simple rules are the distance between the other opponent's unit, attack range, unit's power, etc. This kind of behavior is usually predictable and tend to be exploited easily. Genetic algorithm is an algorithm that provides various solutions to a certain problem. Thus, in this research, we use a genetic algorithm to control the unit movements. The algorithm will evaluate various factors before it is going to decide on where to move. These factors are the potential damage, potential loss, the distance of each unit to the midpoint, and the distance to the enemy main headquarter. Based on the research result, we can conclude that using a genetic algorithm as an artificial intelligent agent prove that the movement pattern of the units are less predictable. Additionally, they will still try to satisfy the goal given to them.

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