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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
Klasifikasi Customer Intent untuk Mengetahui Tingkat Kepuasan Pelanggan menggunakan Metode Support Vector Machine pada Restoran Bakso President Julia Ferlin; Fitra Abdurrachman Bachtiar; Alfi Nur Rusydi
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

The number of Bakso restaurants in Malang require Bakso President to improve business strategies to maintain or increase customer satisfaction. Intent classification is one way to assist Bakso President in categorizing customer intent as supporting information in generating business strategy or decisions. Customer intent itself is the desire or intention of the customer on a certain product or service. This study classifies customer intent based on 2252 reviews data written by customers on the TripAdvisor and Google Review sites then classified according to 3 categories of customer intent, namely quit, direct, complaint intent, and "other" category. This research performs by Support Vector Machine algorithm to classify the data and TF-IDF as the term weighting algorithm. This data model establishes that intent classification can be performed with 80% Accuracy, 66% average Precision value, 43.7% Recall, and 47% F1-score. In order to visualize the classification's result, the dashboard is used and then it will be evaluated by the SUS (System Usability Scale) questionnaire. The evaluation performs by Manager of the Bakso President restaurant himself and resulted in 75 usability score. This value implies that the dashboard has "Excellent" usability and received very favorably by the user.
Evaluasi User Experience Gim Defense of The Ancients 2 (DOTA 2) menggunakan Metode Flow Framework Moh. Laksamana Adhitama; Eriq Muhammad Adams Jonemaro; 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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Abstract

Defense of the Ancients 2 (DotA 2) is one of the most popular Multiplayer Online Battle Arena (MOBA) games. However, the game design and game play mechanics that have been presented in the game Defense of the Ancients 2 (DotA 2) still have problems, especially in terms of user experience as observed from the flow experience perspective. The following research will exercise a flow framework method which composed of two components, flow antecedents and flow state. Flow antecedents have several dimensions which include playability, clear goals, challenges, feedback and sense of control. The flow state dimension consists of concentration, intrinsic reward, loss of self-consciousness and time distortion. Results of evaluations that have been implemented using the flow framework method on Defense of the Ancients 2 (DotA 2), the quality and user experience on each flow dimension was received. Game Defense of the Ancients 2 (DotA 2) get the value of mean of 4.60 on clear goals, 4.47 mean score on time distortion, 4.35 mean score on loss of self-consciousness, 4.30 mean score on intrinsic reward, 4.07 mean score on feedback, 4.00 mean score on concentration and 3.90 mean score on playability which signify that this game has presented an ease of play. However, with a mean challenge value of 3.50 and a sense of control mean score of 3.77, the game Defense of the Ancients 2 (DotA 2) does not provide a balanced gameplay, where beginners with limited experienced play against solid veteran players or against players which are disruptive and upsetting which resulted a sudden drop on player's motivation and increase on stress level. manually that cost more time. As results of the expert evaluator's recommendations, further improvement need to be done by developing a new system based on flow framework dimension that could measure player's ability, on both new game accounts and old accounts to mitigate the chance of imbalance ability between players on a game session.
Bray-Curtis Distance Untuk Pencarian Resep Kue Tradisional Berdasarkan Ketersediaan Bahan Makanan Febriana Ranta Lidya; Yuita Arum Sari; Indriati Indriati
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 modern times like today there are several problems, especially regarding the introduction of traditional food which is one of the cultural heritages. Most Indonesian people today prefer modern cuisine to traditional food, especially for general snacks such as cakes. The lack of introduction of traditional cakes to the community is currently the background of a bray-curtis distance study to search for traditional cake recipes based on the availability of food ingredients. In this study the data used are food recipes obtained from Twitter users using the number of likes and retweets and are processed using the Bray-Curtis Distance calculation, and also compare with Euclidean Distance, the influence of Like and Retweet are also seen to find out whether the likes and retweets can provide better traditional cake search results. The Bray-Curtis Distance and Euclidean Distance Calculation Results for MAP produce the MAP value for Bray-Curtis Distance on Top-1 is 0.76 while for Euclidean Distance on Top-1 gives 0.18 results. In this case it can be seen that Bray-Curtis Distance is superior compared to Euclidean Distance, this is because in Euclidean Distance occurs in words that have high dimensions so it cannot work properly, because Euclidean Distance will assume that there is a high degree of dependency between vectors coordinates on the vector.
Sistem Pengusir Hama Burung pada Sawah dengan Menggunakan Sensor PIR dan Metode Naive Bayes Irham Manthiqo Noor; Hurriyatul Fitriyah; Rizal Maulana
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

There are various methods in dealing with rice pest attacks. Generally, the method used is less efficient and effective. Research carried out initiated the use of technology, specifically by utilizing the Passive InfraRed Sensor (sensor-PIR) on Arduino-UNO in the eviction of bird pests in the fields. The method using the sensor is able to detect infrared light in the form of heatwaves released by birds. The detection results are then sent to the Arduino UNO next to the servo motor. Utilizing the Naive Bayes method to look for opportunities for success, this study revealed an accuracy percentage of 89.45%. The data computing when the system stops at 1262.5898 milliseconds.
Evaluasi Gameplay Autochess Mobile Game Menggunakan Mechanic Dynamic Aesthetic Framework Abdul Hakim; Eriq Muhammad Adams Jonemaro; 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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Abstract

Game is one of the entertaiment thing which have many people inetersted of. Nowadays games has so many genre, for example card game, board game and Video game. For video game, there is so many platforms that you can play with, like Console, Pc Games and Mobile games. in mobile games, Auto Chess is one of strategy based genre which you can download on google play store. Based on google play rating, Auto Chess Mobile has the lowest score compared to the other games who have same genre, one of the lowest score is on gameplay. therefore, research is conducted on the gameplay of Auto Chess Mobile games with Mechanic Dynamic Aesthetic Framework. in this method, data collection is obtained by doing solo testing and playtesing with two particapnts who plays Auto Chess Mobile Game. based on the analysis that has been done by doing solo testing and playtesting with two particapants, obtained recommendations for doing enhancment and reduction for damage from the skill of some the heroes, enhancment and reduction from some of the synergy, enhancment and reduction of the base stat for some heroes and how to use the item for the heroes. recomendation result will be categories by Formal Elements Of Game
Perbandingan Metode Exponential Smoothing Untuk Peramalan Penjualan Produk Olahan Daging Ayam Kampung (Studi Kasus : Ayam Goreng Mama Arka) Dzar Romaita; Fitra Abdurrachman Bachtiar; Muhammad Tanzil Furqon
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

Ayam Goreng Mama Arka is a culinary business of Ayam Kampung meat products that are currently developing. Uncertain customer demand is a challenge for Ayam Goreng Mama Arka to determine the right sales strategy in order to maximize profits and minimize losses Therefore, a customer demand forecasting system is made using the Exponential Smoothing method. In this research, comparing the accuracy of 3 methods of Exponential Smoothing, namely: Single Exponential Smoothing (SES), Double Exponential Smoothing (DES), and Triple Exponential Smoothing (TES) using Mean Absolute Error (MAE). The data used are sales results from January 2019 to November 2019 for 5 products,namely ayam goreng laos, ayam bakar kecap, ayam bumbu rujak, ayam frozen laos, and ayam frozen rujak. Based on the test results for one of the products namely ayam bakar kecap, the smallest value obtained in TES method when a=0.3, b=0.2, g=0.7 with value of 2.45, while the largest MAE value obtained in DES method when a=0.3, b=0.1 with value of 2.74. Overall, forecasting with TES show the best result for 3 products, the smallest MAE value is 2.45 which obtained in ayam bakar kecap products, so it can be concluded that the most accurate method for forecasting ayam kampong meat products is the Triple Exponential Smoothing method.
Diagnosis Penyakit Mata menggunakan Metode Improved K-Nearest Neighbor Anggita Nurfadilla Mahardika; Agus Wahyu Widodo; 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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Abstract

The eye has a very important for the human body which is as the sense of sight. Humans can do a variety of activities based on visual information received through the eyes. A healthy eye is very supportive to various activities and make out activities without obstacles. So the importance of the part of the eye, health of eye needs to be right considered and cared because the eyes do not escape the threat of disease that can disturb with vision. But, in the fact the people is still underestimate and consider the problem of eye disease is not dangerous. Lack of public awareness about eye diseases can worsen eye conditions if that cannot be handled and resolved to quickly. Beside, the factors that make some people still apathetic to eye diseases, they do not know if they suffer from eye disease and ignore the symptoms that are felt. Public ignorance of the symptoms that arise due to eye disease because people are still reluctant to check eye health to health services, because the cost of the examination, especially for the cost of specialist doctors that are considered quite high. Therefore, in this problem the authors then build an early diagnosis of eye diseases to facilitate the public in recognizing visual disturbances or eye diseases based on symptoms that are felt. In construction this system, the writer uses the Improved K-Nearest Neighbor methods. The improved K-Nearest Neighbor method has been proven to get a good results. The highest accuracy from system using lmproved K-Nearest Neighbor method by 88% in the process of diagnosis of eye disease.
Pengembangan Aplikasi Perangkat Bergerak Penyebaran Informasi Kebutuhan Darah Darurat Kepada Pendonor Terdekat menggunakan Push Notification Yanuardi Firmansyah; Agi Putra Kharisma; Wibisono Sukmo Wardhono
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 general, when a patient needs emergency blood, a family member or friends tries to get a blood depending on the availability from the hospital where the patient is treated, to contact the Palang Merah Indonesia, post via social media, or contact the family and friends. Meanwhile PMI as a provider of blood supply is still often experience a lack of 1 million blood bags each year. In addition, asking for emergency blood through social, the results are not optimal because information on social media has been mixed with other information. The technique used in this study is waterfall model.The Application distributes emergency blood information using push notification. The push notification is used to provide a real time notification to the donor's mobile device when a blood matches the patient's blood, while the haversine formula is used to get the closest donor. The results of unit testing and validation testing method show the validity of the application is fulfilled according to the functional requirements that have been designed. based on the results of usability testing using USE, the system has fulfilled all the factors that affect usability in terms of usefulness, ease of use and satisfaction with index the average percentage is 93,12% so the system is easy to use and can used by users. And based performance testing of 8 test cases produces an average of 1,375 seconds, these results indicate the system meet the real time criteria.
Optimasi Feeder Vehicle Routing Problem pada Distribusi Pengiriman Barang dengan menggunakan Multiple Travelling Salesman Problem dan Algoritme Genetika Maya Novita Putri Riyanto; Imam Cholisoddin; Putra Pandu Adikara
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

The increase in population is directly proportional to the increase in demand for goods. The sales block is a concept of shipping goods by dividing the area based on the number of fleets, but the number of goods in the Motorcycle fleet is depleted, so the goods must be taken to the Car fleet, this problem is called the Feeder Vehicle Routing Problem. Researchers will optimize the Feeder Vehicle Routing Problem (FVRP) on the distribution of freight shipments using Multiple Traveling Salesman Problems (MTSP) and Genetic Algorithms. In the Genetic Algorithm chromosome representation based on the MTSP concept, a cluster division is made to map the shipping routes, including the destination Shop, the condition of reloading or not reloading, the selection of the Car to reload, the Position of the Car, and the time interval for changing the reloading items. Crossover Reproduction Stage uses Partial Mapped Crossover and Extended Intermediate Crossover, while the reproduction of mutations using the method. Calculate distance values ​​using the Haverseine Formula, then calculate fitness values ​​and save with Elitism. The test results get the greatest fitness value 1.35926 assessment of population size 50, Cr value of 0.5 and Mr 0.6 in generation 100, besides fitness convergence is available at around values ​​1.25 to 1.3. Producing with a size of 50, or more than 50, and producing 100, and a value of Cr 0.5 and Mr 0.5, resulting in a fitness value of 1.266594973.
Implementasi Metode Complementary Filter pada Pengendali Robot Mobil menggunakan Gestur Tangan Manusia Samkhya Aparigraha; Wijaya Kurniawan; 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

Human and computer interaction is one of the scientific disciplines that study the design, implementation, and evaluation of interactive computing systems from various related aspects. The current development of the technology of human and computer interaction is progressing very rapidly, especially the interaction between human and robot. Robotics is one area of technology that is still evolving today. Along with its development, more new terms have been introduced, such as mobile robots, humanoids, animaloids, et cetera. Within the control process, mobile robots are divided into two types, namely, automated robots and teleoperating robots. Automated robots can move themselves based on the commands that have been written in the control program, whereas teleoperating robots could move based on commands that are sent manually, either using wired or wireless. To develop a mobile robot that can be controlled using human-hand gestures, the MPU6050 GY-521 module is needed to input the data - in the form of an accelerometer and gyroscope. An accelerometer is used to measure the acceleration of motion, while a gyroscope is used to measure the angular velocity of the rotation. Afterwards, the data will be filtered using a complementary filter method to eliminate noise, which then will be processed using NRF24L01 module as a communication exchange of data between humans and the car robot. Based on the results of this research, it can be concluded that the complementary filter method can reduce the noise of the roll value of 21.8% and the pitch of 26.5% hence it can make the mpu6050 sensor more stable than without using a filter and integrative derivative proportional method which is implanted in the arduino nano controller with a value of Kp = 6.98, Ki = 4.61, and Kd = 1.15, to make the system perfectly run as desired.

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