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Estimasi Biaya Perangkat Lunak menggunakan Metode Use Case Point (Studi Kasus: PT. Pln(Persero) Area Malang)
Habib Rahman Muhammad Akbar Putra;
Widhy Hayuhardhika Nugraha Putra;
Djoko Pramono
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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There are a number of problems encountered by companies related to project work, the problem about triple constraints on the project, namely time, cost and scope of the project. Calculation of time estimates that have not been standardized properly makes the project cost load can be over-estimated or under-estimated. The application of scientific method, namely Use Case Point (UCP) can be used as one of the standardization calculations for a project's time estimation, this is the purpose this study with the object Sistem Konstruksi Tiang on PT. PLN (Persero) Area Malang , therefore in this study scheduling uses Gantt Chart which refers to the Work Breakdown Structure or WBS. In this study using the UCP method resulted in an estimated time of 411.04 hours and estimated costs of Rp20,383,062.50.
Pengembangan Aplikasi Permainan Edukasi Untuk Pengenalan Warna Dasar Menggunakan Markerless Augmented Reality
Vio Cesar Melano Yonanta;
Tri Afirianto;
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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Early childhood needs education and coaching to help their growth and development. One of the coaching efforts for children is to introduce basic colors to them. The way for children to improve their cognitive abilities so they can recognize basic colors, and get a pleasant visual experience in recognizing basic colors is a challenge for teachers and parents. Therefore, an educational game or game application is made that utilizes marker-less augmented reality technology to provide a pleasant experience such as watching virtual objects join the real world to children and improve children's cognitive abilities in recognizing basic colors by giving instructions through augmented reality technology. The method used in this study is the Game Development Life Cycle (GDLC). Based on the research conducted, it was concluded that the gameplay of the educational game developed can improve children's visual experience in recognizing basic colors and children's cognitive abilities in recognizing basic colors can be increased by the influence of educational games that have been developed.
Identifikasi Jenis Attention Deficit Hyperactivity Disorder pada Anak menggunakan Learning Vector Quantization dengan Seleksi Fitur menggunakan Algoritme Genetika
Chalid Ahmad Aulia;
Dewi Candra;
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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Attention Deficit Hyperactivity Disorder is one of the common disorders that may occur on children which is indicated by certain kinds of behaviors such as the inability to calm down, not being able to pay much attention, and sudden desire to do excessive things. There are three types of ADHD in general: inattention, impulsiveness, and hyperactivity. Unfortunately, a lot of people are unaware of the dangers of this disorder if not treated from an early stage. Therefore, a system to identify the type of ADHD in a child is needed. This study implements Learning Vector Quantization as the algorithm to classify the types of ADHD and genetic algorithm as the selector of relevant features. In this study, there are 45 features which are the symptoms of ADHD that will be selected in advance by the genetic algorithm to determine which features are going to be used in the LVQ process to determine its accuracy value. The testing includes finding the numbers of variables that may have impacts to the results and can result the highest accuracy numbers. The best parameters with the highest accuracy results are the population size of 15, crossover rate of 0.9, mutation rate of 0.1, number of generations of 7, and the learning rate of 0.5 where the average accuracy is 96%.
Pembangunan Kakas Bantu Perhitungan Kualitas Kode (Quality Rate) menggunakan Metrik Perangkat Lunak
Odhia Yustika Putri;
Bayu Priyambadha;
Arief Andy Soebroto
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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A good quality software is usually understood as a lack of errors within the software. The previous study entitled “Towards a Reliable Identification of Deficient Code with a Combination of Software Metrics†has been done by Beranic in 2018 and showed the use of combination of 8 object-oriented software metrics to identify deficient code in certain software. The deficient code detection can be used to calculate the quality rate. However, the calculation of deficient code and quality rate are done separately. To overcome this problem, a tool is made for the calculation of quality rate with a combination of software metrics. This tool was built using Software Development Life Cycle (SDLC) Waterfall method and coded in Java. This tool runs on a desktop platform and use Java project as its input. Requirement engineering process in this tool produced 3 functional requirements and 1 non-functional requirement. The design is in object-oriented and produced 1 class diagram, 3 sequence diagrams, 5 algorithms, and 3 user interface design. The design is develop using JavaFX and ASTParser library. The outcome of the white-box and black-box tests indicate that this tool has a validation percentage of 100%.
Pengembangan Smartphone Gateway Sebagai Perantara Pengiriman Data Lahan Menuju Data Center
Fadhlan Muhammad;
Adhitya Bhawiyuga;
Reza Andria Siregar
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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Recently, Development of Internet of Things techology becomes very popular. Internet of Things is a network that connect everything with communication protocol. There are various implementations of Internet of Things. The implementation of Agriculture Internet of Things was one of them. But, in some Agriculture scenarios does not provide network infrastructure. Also, Agriculture technology development affected by the field space. In that case Agriculture Internet of Things need to developed with mobility. Smartphone gateway could be implemented to develop a system with mobility. Development of Smartphone gateway need system design, protocol communication, data transformation mechanism, data storage. To solve this problem, this research develop gateway as data communication agent with Bluetooth low energy for gateway-sensor communication and Intenet for gateway-cloud communication. Gateway also have a feature to capture an image from the Smartphone device as data source. As the result of this research gateway-sensor communication have success ratio of 92% with data send rate of 33.6 Byte/s for a sensor and Gateway-cloud communication have 100% data send without data loss. Smarthphone device capable to store data depends on the remaining internal memory space with data growth rate under 1KB for every 100 sensor data and 3.067MB for every image.
Pengembangan Aplikasi Mobile untuk Pelayanan Administrasi Posyandu dengan menggunakan Google Maps Api Geolocation Tagging
Nadia Savitri;
Heru Nurwasito
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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Today the use of smartphones has become a way of life in almost all walks of life. Mothers are already accustomed to using the Android smartphone to communicate through social media. In general, smartphones are not fully utilized for activities that are productive. This paper discusses the use of Android applications to support the activities of Posyandu (Integrated Service Post). Applications developed can be used to replace the IHC administration system which still manual and conventional. Toddlers data recording process, the immunization schedule, and early childhood development can be done easily and quickly using the Android app on the smartphone. With this application, administrative activities in Posyandu become more efficient and encourages mothers to take advantage of a smartphone with applications more productive.
Ekstraksi Ciri untuk Klasifikasi Jenis Kelamin berbasis Citra Wajah menggunakan Metode Compass Local Binary Patterns
Muhamad Wahyu Budi Santoso;
Randy Cahya Wihandika;
Muh. Arif Rahman
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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Humans can quickly and make accurate predictions from visual images. Among facial tasks, gender classification is one that has an important role and is probably the easiest and fastest way to achieve. This time, the use of computers continues to grow so that a system similar to human capabilities is built, namely the gender recognition based on facial images. Some applications that require a gender recognition system such as, application of human-computer interaction interface (adjusting software behavior concerning the gender of the user), and demographic data collection to determine trends and product recommendations in the store based on gender. The use of accessories on facial images such as glasses, earrings, and hats that can make a person's gender difficult to recognize is a challenge in doing gender classification based facial image by the system. Compass Local Binary Patterns (CoLBP) as one of the image processing methods used in feature extraction for gender classification based face images. CoLBP utilizes the Kirsch Compass Mask to improve the performance of Local Binary Patterns (LBP) in the feature extraction process. In this research using the Color FERET dataset containing photos of faces (with accessories and without accessories) and the Random Forest classification method for the evaluation process. In the test results, the best accuracy average is 91.8%. From this research, can be concluded that the CoLBP method provides good feature extraction performance and accessories on the face give an influence on the reducing quality of the feature extraction by the CoLBP method.
Pengembangan Aplikasi Food Sharing berbasis Android
Bintang Dimas Pambudi Abdul Rozaq;
Adam Hendra Brata;
Djoko Pramono
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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Food is the resources used for creature to live. In 2017, seen from the Food Sustainability Index data that every Indonesian people produce 300 kilograms of food waste in a one year period, which can be mentioned that Indonesians have excess food so many are wasted. Food waste is one of the activities not to consume proper food sources such as being left stale or discarded. The problem of food waste that can be solved by using a smartphone, where almost all people already use a smartphone for their daily activities. Smartphone is used because of its high mobility and can be carried anywhere. From the problem of food waste, the writer has an idea to create a food sharing application by utilizing a smartphone with Android operating system because it is have advantages like internet, camera sensors and GPS (Global Positioning System) sensors. Food sharing application is an application that is developed that is expected to reduce food waste which brings people who surplus of food and people as food recipients so that food is still feasible can be consumed and not thrown into garbage. Testing the application is required because smartphone users with the Android operating system consist of various types of devices with different specifications, then compatibility testing is using the firebase test lab with automatic robotest features to test all of the function automatically.
Pengaruh Problem Based Learning Terhadap Peningkatan Hasil Belajar Siswa pada Mata Pelajaran Komputer dan Jaringan Dasar di SMK Negeri 3 Malang
Yuliana Anggreini Budiman;
Satrio Hadi Wijoyo;
Issa Arwani
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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Problem Based Learning is the learning model in which the focus of learning is in the real problem which had been given by the teacher in order to encourage the students to find out various information and knowledge as well as experience which can be useful to solve the problem by having group discussion. The aim of this research is to investigate whether PBL model can affect the students' learning outcomes. The focus of this research is the students' learning outcomes in cognitive and psychomotor aspect. The result of this study showed that there was no significant effect after implementing PBL model toward the students' learning outcomes in cognitive aspect. It is proven from the result of analyzing the data in which the significance value of the learning outcome in cognitive aspect is in the amount of 0.993, which is bigger than 0.05. Based on the criteria of success which had been set, it can be concluded that there was no significant effect in students' learning outcome in cognitive aspect after implementing PBL model. However, the result of this study showed that there was significant effect toward the students' learning outcomes in psychomotor aspect. It was proven from the result of analyzing the data in which the significance value of the learning outcome in psychomotor aspect is in the amount of 0.001, which is smaller than 0.05. Based on the criteria of success which had been set, it can be concluded that there was significant effect in students' learning outcome in psychomotor aspect after implementing PBL model.
Pengembangan Sistem Informasi untuk Pegawai Berbasis Android dengan menggunakan Arsitektur Multi-Tier (Studi Kasus PT Gandum Malang)
Faris Tri Utomo;
Djoko Pramono;
Lutfi Fanani
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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PT Gandum company is a cigarette manufacturer company located in Malang City. The company has three offices that are used to produce cigarettes. With different office locations, making information delivery less efficient. From the results of interviews with related parties in PT Gandum. With different office locations, the HR department in managing employee data has a problem because, if there is a change in personal data, the employee does not report to the HR department so that the data in other parts is not updated. And in conveying information by the HR department to other parts is also not efficient, because it must come to every part of each office. The results of this study are in the form of an information system that makes it easier for employees to access and manage information related to their data and information from companies and also makes it easier for the HR department to convey information to other employees. This system is built using a multi-tiered architecture where the interface side, program logic, and database are in different locations. The methodology used in this study is a prototype model. For analysis and system design illustrated by using UML diagrams (Unifed Modeling Language). The system is divided into 2, which is based on android and web-based. On Android-based systems run on smartphones for employees and computers for admin in the form of a web-based system.