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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
Penerapan Jaringan Saraf Tiruan Untuk Bantuan Pengereman Pemain Pada Gim Balapan Mochamad Halim; Muhammad Aminul Akbar; Tri Afirianto
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

Racing game is a video game genre themed around racing event, in which a player compete againts another player or computer to reach the finish line with the shortest clear time. A racing game focused around player reflex, racing technique and track knowledge. It is common for a new player to make many errors, for example driving outside the lane and crashing into the road barrier. For a new player, brake timing is one of the hardest skill to master. Wrong brake timing can cause player to hit the road barrier, or add more to the clear time. A brake assistance is needed to improve a player racing performance by imitating an advanced player brake timing. An advanced player's racing data is recorded, then it is used as training data by an algoritm. ANN (Artificial Neural Network) is an algoritm that can learn the pattern of a data set and have the ability to reduce error, thus this algoritm is acceptable for the brake assist. The metodology used to develop this brake assist is the ANN method. The brake assist system is implemented in the framework of racing game starter kit, an asset package from Unity Asset Store. ANN testing by using blackbox testing validate functionality needs, F1 testing results 0.78 and user acceptance testing shows lower crash count, but increase in total lap time.
Pengembangan Sistem Informasi Manajemen Barbershop dengan Pendekatan Gamification dan Forward Chaining (Studi Kasus : Goodfellas Barbershop) M. Hamzah; Adam Hendra Brata; Eriq Muhammad Adams Jonemaro
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

One of the favorite barbershop in Malang based on Radar Malang Award 2019 is GoodFellas Barbershop. From the running business processes, there are several problems experienced by GoodFellas such as lack of customer management , the queue of customers who still use note paper, it's hard to give promos, The customer has no idea of hair style, difficult to manage products owned, and they need methods that make customers cut their hair regularly. This barbershop information management system was built to overcome these problems. This system is build by using gamification method to make customers using this system continuously and forward chaining for recomentation hairstyle. The system development process is carried out using the prototyping method. In the needs analysis phase, 54 functional needs and 2 non-functional requirements are found with 2 iterations At the implementation stage, it is carried out using a codeigniter framework. Testing is done with 2 approaches, namely the white-box approach and the black-box approach. The white-box approach is used for unit testing with 100% valid results while the black-box approach is used for validation testing with 100% valid results. Compatibility testing has been done that this system can run on many browser.Usability testing is done with 2 approaches, namely Task scenario and System Usability Scale (SUS), for task scenario get 100% valid result, and for system usability scale (SUS) get score 86.5 which means included in the acceptable category so that the application is according to user requirements
Pengembangan Aplikasi Perangkat Bergerak Berbasis Android Untuk Layanan Masyarakat Dengan Metode Mobile-D (Studi Kasus : RSUD Ngudi Waluyo Wlingi Kabupaten Blitar) Jerry Kurnia Sandy; Agi Putra Kharisma; Lutfi Fanani
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

In Blitar Regency there is one public hospital in Wlingi District as a place of health services for the community, namely the Hospital of Ngudi Waluyo Wlingi Hospital. The system so far has implemented patient registration services, but still uses a manual system, in the morning patients must come first to pick up the queue number, wait around the counter and pay attention to queue information through the monitor, so that the system is less effective. The problems in the hospital at the Ngudi Waluyo Wlingi Hospital were developed by the Android-based Mobile Application for community services with the main features of new patient registration, patient registration and patient queues, with additional features of several information systems related to the Ngudi Waluyo Wlingi Hospital. The method in developing this application uses Mobile-D which requires an iterative needs analysis process, then implemented with java language programming, and uses the help of IDE Android Studio. The design process in this application was obtained twelve functional requirements as users, four requirements as admin and two non-functional requirements. Application testing is done, namely testing validation, compatibility, and usability. The results of the tests carried out obtained valid status with sixteen functional, easy to use with a SUS 72.33 score, and compatible running on several Android devices.
Pengaruh Media Pembelajaran Terhadap Minat Belajar dan Motivasi Belajar Yang Akan Berdampak Pada Hasil Belajar Peserta Didik Kelas XI Dalam Pembelajaran Produktif Jurusan Multimedia (Studi Kasus: SMK Negeri 11 Malang) Fadillah Eka Putri; Satrio Hadi Wijoyo; Wibisono Sukmo Wardhono
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

Learning media is always used by teachers to channel productive learning material while teaching class XI in Multimedia. But problems found in learning activities related to learning interest, learning motivation and learning outcomes. The purpose of this study is to analyze the effect of learning media on learning interest and motivation to learn which will have an impact on learning outcomes. For data collection, observations, interviews, questionnaires and collection of UTS values ​​were conducted. The sample in this study were 82 students. Data is processed using linear regression analysis, t-test and f-test and coefficient of determination. From the processing of data obtained results, namely: Learning media partially affects the interest in learning with the direction of positive influence, as evidenced from 9.420> t table 1.993 with a significance level of 5%; learning media partially influence learning motivation with the direction of positive influence, as evidenced from t count 9.012> t table 1.993 with a significance level of 5%; interest in learning partially does not affect learning outcomes with the direction of negative influence, as evidenced from t-count -0.656 <1.993 t table with a significance level of 5%; Partial learning motivation does not affect learning outcomes with a positive direction, as evidenced by 0.127 <1.993 t table with a significance level of 5%; and the interest in learning and learning motivation simultaneously did not affect the learning outcomes, as evidenced by the calculation of 0.775 <table 3.09 with a significance level of 5%.
Analisis Perbandingan Penerapan Stateless Dan Stateful Pada Aplikasi Server Load Balancing Berbasis Software-Defined Networking Fahmi Alfareza; Achmad Basuki; Kasyful Amron
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

Software-defined networking or commonly called SDN is a computer network architecture in which data flow and communication control are separate. This separation makes SDN able to configure network applications more efficiently than traditional networks, one example is the server load balancing application. Server load balancing is a technique for balancing load distribution to several servers that provide a service. There are two techniques that can be implemented as server load balancing, that is stateless and stateful. The problem is, if the state on SDN affects performance on SDN-based network applications. Then, which technique has better performance to be implemented as SDN-based server load balancing seen on the client side, SDN controller, and server. On the client side, it is found that the performance of stateless is better than stateful with the throughput value of stateless 222.9% greater at request rates of 250 requests/second than stateful. On the SDN controller side, it was found that the performance of the stateless is better than the stateful with the connection rate value of the stateless 222.9% greater at the request rate of 250 requests/second than the stateful. And on the server side, it was found that the performance of stateful was better than with a more even distribution of requests. In a stateful, server 0 receives 6,667 requests, server 1 receives 6,666 requests, and server 2 receives 6,666 requests. Whereas on stateless, server 0 receives 10,000 requests, server 1 receives 5,000 requests, and server 2 receives 5,000 requests.
Pembangunan Sistem Informasi Praktik Pengalaman Lapangan Pendidikan Teknologi Informasi (Studi Pada Prodi PTI FILKOM UB Malang) Achmad Marzuki; Satrio Agung Wicaksono; Faizatul Amalia
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

Pedagogic competence main requirement is to be possessed a teachers. On the study education information technology, the faculty computer science brawijaya university obliged to take lecture practices experience (PPL) any college student with have qualified, requirements to reduce lulusannya became a staff having competence pedagogic. In the registration process PPL needed time until six days to be registered in the implementation of the PPL. Day This study attempts to develop information systems which was able to help in the registration process for the ppl related parties that students can use a PPL the registration. This study attempts to develop information systems can help in the registration process ppls for the associated the students can do the PPL use the registration. Information systems that will have to be made 7 functional needs systems and 1 needs non-fungsional system 1. methods development information systems used which is the prototype evolutionary. And then design system. Then the next done system systems to through the testing of using black box testing virtue of testing in each case the show results 100% valid system. And then done testing the simulation time analysis before the registration process the ppl done manually takes time 6 day on the basis of the process business, as-is if the registration process the ppl use systems takes time rata-rata 27 47 minutes seconds, show in terms of time more eficien and can help to every college student when the PPL registration.
Pengembangan Aplikasi Pengelolaan Dan Monitoring Perjalanan Dinas (Studi Kasus: SMK Canda Bhirawa Pare) Nike Wirahayu Cahyaningsih; Denny Sagita Rusdianto; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 12 (2019): Desember 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

There are some documents in official trip, namely official trip orders, official orders and reports on results and finances that are done manually, take a lot of time, writing errors and duplication of incoming data often occurs. In addition, there is the possibility of missing data. Then there is not enough evidence for employees did official travel. Therefore this study will discuss the data collection for each available file and monitoring of each employee. Employees submit official trips and reports during official trips which will then be stored in a database which can then be checked by the administration, treasurer and school principal. The system was developed using PHP 7.2 and JavaScript. The method used is the waterfall because it has a development flow to find out the needs of teachers, principals, administration and treasurers directly and fulfill the needs clearly. Data collection is done by interview. Unit testing, integrating and validating are a test wich will be conducted for functional needs. While compatibility is used for non-functional testing by using sortsite which the result can be accessed by several different web browser.
Perancangan Pengalaman Pengguna Sistem Pembelajaran Etika Komunikasi Mahasiswa Universitas Brawijaya Dengan Konsep Gamifikasi Menggunakan Pendekatan Player Centered Design Mohammad Khaufillah; Hanifah Muslimah Az-Zahra; Buce Trias Hanggara
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

Brawijaya University has thousands of students with diverse backgrounds. Almost all student in Brawijaya University using smartphone for daily activities. The intensity of smartphone usage can affect communication behavior. It can be formed differences in the procedures or ethics of directly communicating and through information technology media, especially communication between students and lecturers. Therefore, we need a system with quality educational content to help Brawijaya University students to make positive communication behavior within the University of Brawijaya environment. To attract students' interest, an interactive and fun system is needed. This requires the concept of gamification in designing systems. The concept of gamification was chosen because the concept supports motivation improvement through the psychological side of the game element, namely through a combination of challenges, feedback, and rules. So that it can reduce the cost burden of implementing the system. To support the concept of gamification, a Player Centered Design approach is needed as a flow in system design. The design process produces 13 system requirements, 5 mission definitions, 6 motivation definitions, and the final result is a high fidelity prototype. In this research using testing process to generate some design improvement from user. Testing process in this research is using playtesting method. It has 2 iterations. In first iteration produce 8 system improvement designs and second iteration produce 1 system improvement design.
Perancangan Situs Web Tour Organizer Setapak Teratour Dengan Pendekatan Human Centered Design Juanshar Wicaksono Fajrin; Ismiarta Aknuranda; Retno Indah Rokhmawati
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

Setapak Teratour is a business company engaged in field of travel organizer that want a website to help them advertise their tour package, provide an easier way for prospective buyers to make transaction, and give prospective buyers a better way to communicate with Setapak Teratour's staff. One of the method that can be used in desinging a website is Human Centered Design (HCD) method. This method is a designing method that focuses on human factors in the process. The stages of this research is follow the stages in Human Centered Design, namely (1) understand and specify the context of use which produces list of stakeholders and their characteristic; (2) specify the user requirements that obtained by doing interview with 5 (five) respondents; (3) produce design solution; (4) evaluate the design solution by doing interview with 5 (five) respondent and generate 9 improvement suggestion for user interface, and (5) improve the design by reffering to improvement suggestion from evaluation process. The final results of this research is an improved website user interface design from the previous one and refers to the evaluation result from the respondents.
Analisis Pengalaman Pengguna pada Aplikasi Perangkat Bergerak Qlue dengan Pemetaan User Journey Prima Rizki Maulidina; Hanifah Muslimah Az-Zahra; Retno Indah Rokhmawati
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

Qlue is a smart city application on mobile devices, owned by PT. Qlue Performa Indonesia, in collaboration with the city government to handle public complaints. The main purpose of Qlue is as a bridge between the citizens and the city government to deliver public complaints about the surrounding environment. Based on preliminary observations, there are several problems related to the interface of Qlue that may impact the user experience. If the application does not provide a good user experience, users may leave the application and not use it again. User experience analysis aims to produce recommendations for improvements that can improve user experience of Qlue. By mapping the user journey, the author will gain insights of things that are interesting on Qlue, things that cause the respondents to experience difficulties, along with recommendations submitted by the respondent. Data needed for user experience analysis was collected through observation and interviews with respondents. Based on the results of the analysis, the most problematic features on Qlue are public forum, find friends, Street View, and navigation to page of details of neighborhood. The difficulties experienced by respondents when they want to use these features are difficult to find the location of features. There are several other difficulties experienced by respondents caused by misuse of labels and icons, as well as a lack of guidance. Recommendations for improvements are made in the form of design illustrations on the page, navigation, and icons that have problems.

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