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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 Rating pada Ulasan Produk Kecantikan menggunakan Metode SO-CAL in an Inheritance-based Lita Handayani Tampubolon; Mochammad Ali Fauzi; Yuita Arum Sari
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

The development of technology as an access to information about beauty products offered through internet is getting faster, especially about the review of beauty products that can help manufacturers to find out feedback about products from users, and help consumers to choose the appropriate beauty products easily. The product user can provide ratings and reviews on the sites that have been provided. Sometimes manufacturers and consumers have difficulty in differentiating and categorizing reviews into a rating as a determinant of the quality of a product. Therefore, a system is needed to simplify the right prediction of consumers or users of products on beauty products. In this study, a system was built using the calculation of the SO-CAL in an Inheritance-based method which applied on the K-NN algorithm and linear regression in the rating prediction. Results shows that the study using the SO-CAL in Inheritance-based method by testing using the Cross Validation / k-fold method obtained the average linear regression accuracy of 66% while the highest average accuracy of k-NN is 50% at Tolerance testing model 1. The average RMSE results in linear regression is 1.3628 while the k-NN algorithm is 2.1314. Hence, it can be concluded that the SO-CAL in Inheritance-based method is preferably applied to linear regression compared to the k-NN algorithm in the predicted rating.
Sistem Otomatisasi Lampu Rumah Dengan Algoritme Naive Bayes Berdasarkan Kebiasaan Penghuni Rumah Ahmad Yazid Bastomi; Dahnial Syauqy; 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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Abstract

In the house function development there is term called Smart Home where the automatic system is applied to ensure the resident activities can be arrange in certain ways. One of the electronics device is automatic lamp that decrease human error and increased the efficiency use of the lamp to resident in that house. With that purpose, needed research where an automatic lamp system taking the habit data of the resident while using lamp to turn it on or off and apply that to the lamp for next day. There are three main input of the system that controlled using switch that consist of training switch that control the system mode, lamp 1 switch as input habit for lamp 1 and lamp 2 switch as input habit for lamp 2. The user habit data will recorded into Arduino UNO EEPROM in minutes then processed using Naive Bayes Algorithm to determine the output of relay module that control the lamp condition. The result of system for EEPROM accuracy data from 5 times test is 100% for switch 1 and 100% for switch 2 while main system accuracy for 12 test data is 91,6% for switch 1 and 83,3% for switch 2.
Analisis Usability dan Rekomendasi Tampilan pada Game Mobile dengan Kategori Third Person Shooter Menggunakan Metode Heuristic Evaluation (Studi Kasus Game Mobile Rules Of Survival) Muhammad Jauhari Jawara Perkasa; Komang Candra Brata; Eriq Muh. Adams Jonemaro
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

Third person shooter is one of the many genre of games that is very popular at the moment. Third person shooter is a game genre that is very suitable to be played on a personal computer. This is due to the support of supporting devices such as keyboard and mouse which are very helpful in terms of control in the game with the third person shooter genre. However, the genre is still something new and are considered to have controls that are less suitable for mobile games. Besides control, user interface is one of the usability aspects that influences the comfort and convenience of users in using a game. Rules of Survival is a mobile game with the genre of battle royale third person shooter produced by NetEase. This game is a mobile game that is very popular today. This study aims to evaluate the usability in the form of control aspects and user interfaces in the mobile Rules of Survival game using the Heuristic Evaluation method. From the results of a heuristic evaluation conducted on the mobile Rules of Survival game, there were several problems with the game's control and user interface. Based on the problems found from the evaluation results, a display recommendation was made which was expected to overcome the problems found in the Rules of Survival mobile game.
Evaluasi Usability pada Aplikasi Perbankan Jenius dengan Metode Usability Testing Khairien Nissa; Hanifah Muslimah Az-Zahra; Yusi Tyroni Mursityo
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 an increasingly competitive business world to gain profit, the National Pension Savings Bank (BTPN) provides the best service that can support its financial needs, one of which is the Jenius Banking Application. Jenius Banking application is a service that helps users to conduct financial activities such as saving, doi transaction, or sharing to safer and more attractive appearance, but found problems related to usability obtained through observation and interviews regarding the application of the interface setting features that are less precise and words that are not common to the users, therefore, research needs to be done with three steps, being the first step is evaluation conducted to measure the aspects of usability, which are learnability, efficiency, errors with the method of Usability Testing and satisfaction with LEMtool - Measuring Emotions in the Visual Interface and found 7 problems out of 10 the task scenarios are tested, the second step is provide design improvement recommendations given to user behaviorthe, results of interviews and guidelines, the third is evaluate the design solution with the first design to compare the results between the two. Application recommendations given provide an increase in learning ability metrics from 64% to 87%, an increase in the efficiency of metrics from 0.02 goals / second to 0.05 goals / second, a reduction in error metrics from 30% to 6% and an increase in existing metrics satisfaction from 56% to 84%.
Pengembangan Antarmuka Mantuls.com Berbasis Perangkat Bergerak Menggunakan Metode Goal-Directed Design (GDD) Bhanio Gemilang Putakaz; Retno Indah Rokhmawati; Niken Hendrakusma Wardani
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

Mantuls.com is a web-based application that serves to help Event Hunter to get competition information easily, up to date, and with a choice of well-curated information. The Goal Directed Design method can produce an application design that is suitable for the user's goals. In applying the Goal Directed Design (GDD) method, it has six stages, the first stage is research to get problems and solutions that are desired by users and stakeholders. The second stage is modeling that produces persona and describes the user or stakeholder, the third stage is the requirement that will produce the needs of the user, the fourth stage is a framework that produces a designed interface framework, then the fifth stage is a refinement that will produce high fidelity prototypes it is ready to be tested, and the last stage is support that performs testing and analysis of test results on the prototype that has been made. The final evaluation here uses the System Usability Scale (SUS) Questionnaire. After developing using the Goal-Directed Design (GDD) method. The average value of the value of the System Usability Scale is obtained (value), with Acceptability values ​​above 73 and also grade scales with category b, and Adjective Rating with Excellent and Percentile Rank categories categorized as group A.
Pengembangan Sistem Informasi Manajemen Indekos Berbasis Web Dengan Menggunakan Metode Pengembangan Rational Unified Process (RUP) Muhammad Ahyar Arsul; Yusi Tyroni Mursityo; Admaja Dwi Herlambang
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

Setia Premiere boarding house is located in Bekasi City as a public lodging service provider. The purpose of this research is to develop web based boarding house management information system to help the management that still manually collecting data risks to prevent lost or damaged data. System with cloud based storage will handle damaged or lost data risk because of the disaster recovery feature. The software development method is Rational Unified Process (RUP). In Inception phase there are 6 user requirements, 23 functional requirements, and 3 business process models. In elaboration phase there are requirement change become 8 user requirements, 25 functional requirements, 1 non-functional requirement and system architecture design. In construction phase the architecture design implemented, blackbox testing on 51 test case with conclusion system works well, and compatibility testing with result system can run in 6 different browser well. The last, transition phase there is User Acceptance Testing (UAT) on actor. UAT Testing on manager actor acceptance level result is 95% and owner actor is 88,8% with conclusion the system functionality accepted by all actor. The web based boarding management information system helps process of occupant acceptance, monthly payment, and financial reporting process with actor accept system functionality.
Sistem Informasi Rekam Medis Paru berbasis Web (Studi Kasus : Rumah Sakit Karsa Husada Batu) Rizki Aziz Amanullah; Achmad Arwan; Agus Wahyu Widodo
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

Lung Medical Record Information System is a system intended to assist doctors and nurses in managing lung patient data along with storing medical record data of patients who have visited. In examining patients, doctors and nurses conduct initial assessments which include initial nursing assessments, and patient medical assessments. The patient's medical assessment includes anamnese, physical examination, supporting investigation, diagnosis, follow-up, and progress notes. The follow-up section, the patient will be outpatient or inpatient and will be treated. Inpatient medical records consists of inpatient identity, anamnese, physical examination, list of problems, and chest radiographs. The development of the pulmonary medical record system took a case study at the Karsa Husada Batu Hospital. The system development process starts from the requirements analysis to the testing section with an object oriented approach. At requirement analysis stage there are 111 functional requirements. The system implementation phase is carried out using the Laravel framework. Unit testing produce 100% valid data from 3 functionality tested, while validation testing produce 100% valid data from 111 tested functionalities. In compatibility testing it is proven that this system can run on two browsers, namely Mozilla Firefox and Internet Explorer.
Deteksi Arah Pergerakan Kepala Sebagai Kendali Motor Servo Menggunakan Area Mata Facial Landmark Aliffandi Purnama Putra; Fitri Utaminingrum
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

Disability is defined as a disability or inability to do something. There are various kinds of people with disabilities, one of whom is a person with a physical disability. In controlling a device with physical disabilities in the hands and feet it will have an impact on their difficulty in mobilizing so that they still need help from other people or other devices. These problems can be solved by using a camera-based control control system instead of the joystick or remote as a control tool. This study was designed to detect eye position based on head movement through image processing using cameras and facial landmarks as a method of detection. Processing on this system uses Raspberry Pi 3B + and trigonometric analysis. The output implementation on this system uses a servo motor. Tests on this system by testing 8 subjects using different time and distance from the position of face objects. The results of this study are the best time to detect the eye at any position of head movement in the morning and afternoon. The percentage of the best head movement is straight, right angled, left and left angled with a 100% accuracy. While on the right tilt movement get a percentage of 98.96%. System computing time is determined by the distance of the subject in front of the camera. The farther the subject from the front of the camera, the computing time of the system will be smaller. Conversely, if the subject is getting closer, the time for computation is getting bigger. For accuracy System integration with hardware is based on the classification output on the system. If based on the original movement, the accuracy is the same as the accuracy in detecting head movement based on the eye position.
Implementasi Metode FKNN (Fuzzy K-Nearest Neighbor) Untuk Diagnosis Penyakit Tanaman Kentang Jiwandani Andromeda; Nurul Hidayat; Ratih Kartika Dewi
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

Solanum taberosum (Potatoes) is one of the staple foods of humans because it is one of the tubers that has a good content. The content of protein and carbohirat can be fairly balanced so it is good for health. Potato production in Indonesia experienced a 9.82% reduction in production, from 1,176,304 tons in 2009 and in 2010 to 1,060,805 tons. Potato production in 2009 also decreased by 16.51 tons / hectare to 15.95 tons / hectare. Potato cultivation so far has several obstacles such as diseases and pests. Late blight is a major disease in potato plants. This disease has a lot of genetic heterogeneity so that plants become vulnerable to broken. Losses caused are fairly high in potato plants, especially in weather with high humidity. One of the solutions to make this plant easy to develop is by using varieties that have genetic resistance to the P. infestans race found in wild potato species. However, the genetic utilization of wild potato plants cannot be used for the development of commercial potato plants because they have different genetic makeup. To reduce failures in potato cultivation, software technology is currently needed to help detect diseases early on potatoes in order to facilitate farmers in potato cultivation.
Pengembangan Sistem Informasi Penilaian Hasil Belajar Siswa berbasis Web pada SMA Brawijaya Smart School Siti Masyruhatin; Yusi Tyroni Mursityo; 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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Abstract

SMA Brawijaya Smart School is an upper secondary school under the auspices of Universitas Brawijaya. Each year, the student of SMA Smart Brawijaya High School reaches an average of 450 people and the teacher reaches 34 people. With such a large number of students and teacher, SMA Brawijaya Smart School still uses Microsoft Excel in assessing student learning outcomes. The administration section must convert one file individually created by the educator into a leger before being converted into a report card format. Another problem that is about the conversion process that is not going well because the teacher makes a mistake that makes the Microsoft Excel file format that has been set up a part of the administration to be changed. The administrative part must be returned back one by one file that was transferred so the conversion process changes. Based on the published problems, a computerized information system was developed using the waterfall method and the Unified Modeling Language (UML) to install the report-making process in the SMA Brawijaya Smart School. Analysis of needs resulted in 43 functional needs and 2 functional needs. System testing is using black-box testing, compatibility testing and User Acceptance Testing (UAT). The result of black-box is 70 test cases with 100% valid results. And compatibility testing result is causing minor and major problems in some browsers that have some incompatible CSS properties. In testing User Acceptance Testing (UAT) has a yield of 82%, which means the student learning outcomes information system is very accepted by the user.

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