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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 6,945 Documents
Prediksi Penjualan Seblak menggunakan Algoritme Extreme Learning Machine di Seblak Malabar Fadhlillah Ikhsan; Budi Darma Setiawan; Tibyani Tibyani
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

Seblak Malabar is a business in Malang running on food sector. The typical uniqueness of flavor and the diversity of menu which make the food attract many customers. However, because of the impact of some factors, such as weather change and tighter market trend, makes Seblak sale run into the fluctuation. It makes some new problems; those are problem in maximizing the profit and maintaining the stability of logistics. From those problems, the upcoming selling prediction is a solution offered by the researcher because it has an important role to make a decision. The data used for this prediction refers to the previous sale data. That data is time series because it is arranged based on the time. Time series data prediction is very complex problem so that it is needed a method which is able to produce a prediction based on previous data pattern movement. Extreme Learning Machine Algorithm in Artificial Neural Network (ANN) feedforward network is suggested by the researcher because it has very good performance in predicting time series data. From the research conducted, ELM algorithm is able to produce Mean Average Percentage Error (MAPE) up to 1.7548%. MAPE score less than 10% indicates that ELM algorithm can be used to predict the sale of Seblak Malabar.
Diagnosis Penyakit pada Anjing Menggunakan Metode Promethee Aditya Purwa Pangestu; Nurul Hidayat; Ratih Kartika Dewi
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

Dogs are one of the animals that are often found as pets. The interaction between humans and dogs has many health benefits such as helping reduce stress and making their owners have a more active lifestyle. However, the health of the pet itself must be considered. Dogs that are at risk of developing a disease have the effect of being able to transmit it to other pets or even humans, the condition becomes a little difficult if the new owner realizes that his dog is in an unhealthy condition outside working hours. The limited number of veterinary clinics that can handle patients outside of working hours makes dog owners must be able to provide early treatment immediately. To deal with the problems that arise, a system is needed to help diagnose dog disease by utilizing the Promethee method to help dog owners to detect early dog ​​diseases so that early treatment can be carried out immediately. The system is implemented using the Java programming language. There are 10 types of diseases with symptoms as many as 46. Based on the accuracy testing carried out, the average maximum accuracy is 98%.
Rancang Bangun Sistem Pengkalibrasi Nada Dan Pengkonversi Nada Menjadi Akor Pada Instrumen Gitar Dengan LabVIEW Raga Jiwanda; Dahnial Syauqy; Wijaya Kurniawan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 1 (2018): Januari 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In music, there are many various problems. One of them in the guitar instrument. If the sound quality of the strings in the guitar instrument is not calibrated properly, then the sound produced will not sound beautiful. There are 423 chords in the music. There is no practical way to understand a chord other than reading a chord book. When writing a song, naming a chord is necessary, so that when the song will be played by others musician, the musician can understand the existing chord. From these needs arise problems such as how to design a system that can calibrate the tone and detection a chord on a musical instrument. In this study, the system of calibrating the tone and detection a chord was made for the guitar instrument. System design process and user interface is done by using Labview programming. Because inputs are received in the form of acoustic signal, it is necessary to apply fast fourier transform algorithms in signal acoustic filtering. System testing is performed to determine the system's functionality in detecting tones, the time required to acquire data until the tone appears, the accuracy of the tone calibration and the chord detector. Performance generated by the system in the detection tone detection test, tone calibration test, chord detection test, the percentage of success is 100%. In the data acquisition process until the average tone appears the time required is 0.622933 seconds.
Klasifikasi Risiko Hipertensi menggunakan Fuzzy K-Nearest Neighbor Deby Chintya; Budi Darma Setiawan; Sutrisno Sutrisno
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

Hypertension, also known as high blood pressure, is a condition where there's increase of blood pressure above the normal level of 120/80 mmHg. Hypertension can cause cardiovascular disease and increased death risk by coronary heart disease and stroke. According to Riset Kesehatan Dasar in Indonesia, hypertension is the most prevalent health problems with 25,8% percentage in 2013. Development of classification system for hypertension risk can be used to detect early hypertension disease. Classification of hypertension risk in this research uses Fuzzy K-Nearest Neighbor method, with Information Gain feature selection. Accuracy value resulted from the test is 84.0002% with value k=5 using 6 features of blood pressure, fitness, age, fatty foods consumption and caffeine consumption.
Pengembangan E-Modul pada Mata Pelajaran Sistem Komputer untuk Kelas X Program Keahlian Teknik Komputer dan Jaringan di SMK Negeri 2 Malang dengan Model Pengembangan 4-D Rizka Hikma Damayanti; Hanifah Muslimah Az-Zahra; Satrio Hadi Wijoyo
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

Vocational High School 2 Malang has a number of expertise programs, one of which is Computer and Network Engineering. When learning, students are not given a module, the teacher uses teaching methods using powerpoint teaching media. One solution that can be used to solve this problem is to develop learning media in the form of E-Modules. With the hope that the E-Module can motivate and attract students' attention to the material presented. The development of E-Modules is carried out using a 4-D development model because it is suitable for the development of teaching devices. Data collection methods are used in the form of interviews, questionnaires and tests. Based on the questionnaire, the validation test of media experts and material experts shows that learning media in the form of E-Modules are declared to be very valid and suitable for use in the teaching process with an overall average percentage of material experts at 98.96% and media experts at 80.00% . The results of the pre-test conducted by 31 students received an average of 50.45 and an average post-test score of 91.74. In addition, the results of the t-test obtained a significance value of less than 0.05 which is equal to 0,000. From the results obtained from the analysis, it can be concluded that learning media in the form of E-Modules that have been developed can be used effectively in the teaching process.
Evaluasi Dan Perbaikan Proses Bisnis Pengelolaan Siswa Menggunakan Business Process Improvement (Studi Pada: Lingua Institute) Devita Widyasari; Nanang Yudi Setiawan; Andi Reza Perdanakusuma
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

Lingua Institute is a course institution that provides foreign language education and training. Student Management is the main service carried out by cross-functional divisions at Lingua Institute. This service focuses on student data as an object and includes matters relating to collecting, processing, storing, and distributing student data information. But Lingua Institute still has problems when running its business processes, such as the absence of rules and standard business process flow, therefore business processes run less effectively and efficiently; data recording and data storing are still manual so it is vulnerable to data loss; and delays in making learning modules. Therefore, analysis, evaluation and improvement of business processes are needed to solve these problems and to maximize the running of business processes. In this study, business processes are modeled using Business Process Modeling and Notation (BPMN), then analyzed and evaluated using the Failure Mode and Effect Analysis (FMEA) and Five Whys Analysis and finally improved by Business Process Improvement (BPI) method. Afterward, the current business process model and recommended business process model are simulated to validate and to indicate the time efficiency of the recommended business process. In a simulation of one business process, it is found that each activity is valid and there is a time reduction of 1 hour 2 minutes 16 seconds or an increase in time efficiency of 13.93%. This happens because of improvements such as changing some activities and utilizing Information System.
Pengembangan Sistem Informasi Pengelolaan Persediaan Barang Dengan ReactJS Dan React Native Menggunakan Prototype (Studi Kasus : Toko Uda Fajri) Faisal Fajar Nursaid; Adam Hendra Brata; Agi Putra Kharisma
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

Uda Fajri store is a shop that provides ingredients in making cakes, which is located in the warrior market, west bekasi. In this shop the management of goods carried out is still manual and not yet affordable by technology. In terms of recording incoming goods and when making transactions. Then to overcome this problem the development of "Inventory Management Information System with ReactJs and React Native Using Prototype". In the development of this system uses the react reacts framework to develop websites and native react frameworks to develop mobile applications. The development of this system uses SDLC prototyping. The development of this system begins with the stages of exploring the study of literature, needs analysis, design, implementation, testing and conclusion. From the results of the needs analysis, 1 actor involved in the system is obtained, namely the admin. Then in the needs analysis and design stages also built a Unified Modeling Language or UML in the form of use case diagrams in which there are use case scenarios, sequence diagrams, and class diagrams. Then the system implementation stage is carried out using the reactjs and react native frameworks. After the implementation is complete the developed system is then tested with whitebox testing for unit testing, in this unit testing only 4 main units are tested and produce valid results. Whereas the blackbox testing method is used for validation testing and produces 100% valid data from 15 test cases. From the tests that have been done illustrate that the system can run properly and in accordance with predetermined needs. Then in the User Acceptance Testing (UAT) test using a questionnaire instrument and Likert scale method, where there are 4 stages of UAT testing from the stage of testing the user's reaction to the system that has a percentage of 80%, the user's reaction to the interface has a percentage of 68%, the user's reaction when operating the system has a percentage of 96%, and user reactions to system functionality have a percentage of 76%.
Klasifikasi Emosi Lagu Berdasarkan Lirik pada Teks Berbahasa Indonesia Menggunakan K-Nearest Neighbor dengan Pembobotan WIDF Diajeng Ninda Armianti; Indriati Indriati; Sigit Adinugroho
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

In a song-making, one of the main component which must be considered is lyric. Lyric in a song play a main part to deliver the emotion or meaning from the songwriter to the listener. Sometimes, the emotion means to delivered by the writer is misinterpreted by the listener. To avoid the misinterpreted song-lyric meaning manually, an automatic classification is needed. Classification is also needed to gain information about the emotion from the songs accurately. One of the method used is K-Nearest Neighbor. Before classifications process, there are several steps need to be done such as text pre-processing and weighting using WIDF method. 108 data used in this research with the ratio 1:5; in which, 18 data used for testing and 90 data used for training with the same amount of data each class. The result from 6 attempts of testing based on random K value shown the best average precision is 0,49 and the best recall is 0,53. Songs classification with WIDF weighting method shown a poor accuracy results for 66%. Ambiguity of the words and amount of data training cause the less optimal result.
Analisis Perbandingan Pengalaman Pengguna Pada Aplikasi Music Streaming Menggunakan Metode UX Curve (Studi Pada Spotify dan JOOX) Zakia Rahmasanti Karyono; Yusi Tyroni Mursityo; 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 rapid development of technology changes our lifestyles, one of them is switching to listening to music through music streaming application instead of digital music application. This music streaming application enables the user to listen to the different types of music legally by streaming. Millenials are the perfect target audience for music streaming application. The increase in this trend of listening to music online brings up a hypothesis if the application has a good user experience, thus it creates a better response. One of the aspects that influences the development of the application is the perception of the user or far more familiar named as user experience. That is the reason why this research is conducted upon the comparison of user experience between Spotify and JOOX as the most subscribed music streaming applications in Indonesia. As the kind of application that is used daily, so A long-term research method like UX Curve is needed. UX Curve can capture every change in user experience from the beginning of the usage until recent usage by relying on the user's memory. There were 20 respondents, ages ranging from 16 to 30 years old, that were needed to conduct this research towards five aspects of UX Curve: general UX, attractiveness, ease-of-use, utility, and degree-of-usage. The result was a that shows Spotify has a better user experience so they assume Spotify is a good application for them thus resulting in the tendency to keep using it as their trusted music streaming application.
Evaluasi Usability Situs Web Snapixa dengan menggunakan Metode Usability Testing dan System Usability Scale Muhammad Aswin Zulhijdi; Retno Indah Rokhmawati; Nanang Yudi Setiawan
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

Snapixa is an application to make a landing page, owned by Startup Codelaris, which was made in May 2018. This application is still in the pre-release stage, so there are still many usability issues in the application until it is finally released. This study was evaluated to measure the level of usability using the Usability Testing method so as to produce recommendations for improvement by measuring aspects of learnability where the results are 97.65% meaning that the success rate of respondents is good, the aspect of efficiency is 0.0003 goals / sec or the time to complete a task 3 times longer than the expert user, the error aspect of 0.010 means that the respondent's error is relatively small. Satisfaction uses the System Usabilty Scale questionnaire to find out whether the system is suitable for use with 20 active users and the result is 50% -63% meaning it needs to be increased again. Participants tested 8 new users divided into 3 segments, 3 people aged 19-30, 3 people 31-40 and 2 people 41-54 years. Interviews were conducted to explore problems from the application so that they could be evaluated. Based on the results of usability testing and interviews found 9 problems such as user trouble finding the layout of the button elements, the function of the button elements, monochrome colors, input links, save button locations, and changing passwords. From these problems, recommendations for improvement were obtained according to usability guidelines where the results of recommendations for improvement still did not succeed in solving the problem because there was no design and implementation.

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