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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.
Arjuna Subject : -
Articles 6,972 Documents
Perbaikan Desain Antarmuka Sistem Pelaporan Kehilangan Menggunakan Metode Human Centered Design (HCD) (Studi Kasus: SPKT Polres Tulungagung) Grenzya Laksmi Putri Kusoy; Hanifah Muslimah Az-zahra; Satrio Hadi Wijoyo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Sentra Pelayanan Kepolisian Terpadu (SPKT) is a police unit in charge of providing services to the public in the form of acceptance and first handling of reports/complaints, assistance services/police officers in accordance with the provisions of applicable laws and regulations. Lost Reporting Application can facilitate the Integrated Police Service Center of Tulungagung in creating reports for public reporting and can analyze the types of reports that have been reported in realtime. Lost Reporting Application owned by Tulungagung Integrated Police Service Center, the appearance was improved using the Human-Centered Design (HCD) method, with the interview techniques that resulted in PACT analysis and persona, further tested with usability testing, and the results of improvements in the form of prototypes. Prototype and testing design have been running according to user context and user needs. In initial testing, the results of two respondents failed to work on two assignments, and the average respondent worked nine tasks by 10 minutes to 13 minutes. Final usability testing gets the average result of nine tasks by 9 minutes to 13 minutes without any failure of respondents to perform the task after design improvements. So this research has been done and can solve problems in reporting applications lose using the method of Human-Centered Design (HCD).
Implementasi Metode Extreme Learning Machine pada Klasifikasi Jenis Penyakit Hepatitis berdasarkan Faktor Gejala Salsabila Multazam; Imam Cholissodin; Sigit Adinugroho
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 3 (2020): Maret 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Virus infection becomes very serious problem in medical world. Currently there are many viruses in Indonesia, including Human Immunodeficiency Virus (HIV), Novel Coronavirus (COVID-19), Dengue Virus (DENV), and Hepatitis A&B (HVA & HVB). It was recorded that in 2014 Hepaitits sufferers increased every year for the population aged above 15 years that is Hepatitis A (19.3%) and Hepatitis B (21.8%). To highly pay attention to the disease is very curcial considering Hepatitis sufferers often do not know already got infected by hepatitis. In this thesis the researchers is classifying Hepatitis types based on their symptoms using ELM method.The data being used is primary one gotten from the documents of patients infected by Hepatitis. There are 100 data with 20 features and 2 classes, namely Hepatitis A and Hepatitis B. This research was conducted in several stages from data normalization, followed by training process of the obtained data and then finally to verify the tested data input as well as data from the training process result. Based on the test results, the best ratio between train data and test data is 80: 20. This study uses several parameters to get optimal results including using 7 Hidden Neurons and the activation function used by Sigmoid Binary. By using these parameters obtained an average accuracy of 80.00%. It can be concluded that the use of the Extreme Learning Machine method can solve classification problems quite well.
Mekanisme Load Balancing Server Menggunakan Metode Naive Bayes dengan Agen Psutils pada Software Defined Network Aris Adi Utomo; Primantara Hari Trisnawan; Rakhmadhani Primananda
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The performance of the server is heavily influenced by the resources of those servers both include memory, disk and CPU. Server can experience overload when at one time get load traffic that exceeds its capability. To handle it can use the Load Balancing system using the Resource usage parameters of the server. This research will implement Load Balancing using the Naive Bayes algorithm with parameters including memory, disk and cpu. The built-in system will be applied to the Software Defined Network architecture by using the Fuzzy algorithm as a comparator. Testing was conducted using two Low text and text High test scenarios and three rates in each of the 25, 50 and 100 rate. The test parameters used include traffic distribution, throughput, response time, memory usage and CPU usage. From the test results obtained by Naive Bayes algorithm in all scenarios and test rates on Throughput, Response time, CPU Usage and Memory Usage parameters showed better results when compared to the Fuzzy algorithm. Average rating for CPU Usage testing for Low text and High text and Memory Usage for Low text and High text is 77.6% and 80% and 26.9% and 50.3%.
Pengembangan Aplikasi Manajemen Proyek Perangkat Lunak Kolaboratif Menggunakan Scrum Bayu Kharisma; Nurudin Santoso
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 3 (2020): Maret 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The project management method that is often used today is agile with the Scrum framework. Agile is an iterative method of project work in which a requirement of the software itself is not yet clear according to the character of most clients. Scrum is a collaborative workmanship method, where every requirement or issue is done in the form of a team backlog in a predetermined sprint circulation. At PT. Debox Indonesia as the object of the case study as a representative of the agile project management with Scrum, the number of projects received made the project management neglected because the company only uses Google Sheets to manage each project, so the information system that can include agile project management and scrum processes that covering circulation sprints within the scope of an organization or company is a solution to these problems. The expectation of this information system is the easy management process because everything is recorded and can be tracked in terms of project management, project scrumming, client management, and organizational management. The results of testing this information system are all functional requirements have passed the test in terms of verification and validation, and all non-functional requirements have passed the test manually.
Analisis dan Perbaikan Situs Web Sekolah Menggunakan Pendekatan Goal-Directed Design (Studi Kasus: SMA Negeri 1 Pasuruan) Yhanuar Alkhamislam; Retno Indah Rokhmawati; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 3 (2020): Maret 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

SMA Negeri 1 Pasuruan is one of the senior high school that uses the website as one of the information centers for the people. But in its use, there are still some problems found, such as the lack of updates on news content, video content that has partially cut off screen, a counseling page but does not have content so it can reduces the level of comfort of the user experience. Goal-Directed Design (GDD) is used as an appropriate step to solve these problems because it focuses on user goals that are collaborated with organizational goals. There are 6 phases of GDD namely; Research, namely conducting initial testing using the User Experience Questionnaire (UEQ) and interviews with users. Then in the Modeling phase, the process of determining the identification of user groups, organizational goals, and making persona. In the Requirements Definition phase, problem grouping, reconfirmation of recommendations for improvement to stakeholders, and designing web page information structure design using card sorting. Then the Wireframe and Refinement phase is carried out making designs and prototype designs for material comparison with the initial design. And in the last phase, Design Support is carried out UEQ testing of the solution design and compared with the results of the UEQ testing at the Research phase. The initial design test results at the Research phase obtained an average distribution of -0.39 to 0.99 (below average) . The results of testing the design of solutions have an average distribution between 1.58-2.01 converted in the benchmark data at a level above the average so that it can be said that the solution design can be a recommendation to improve the website of SMA Negeri 1 Pasuruan.
Perancangan User Experience Aplikasi Pendukung Evaluasi dan Analisis Proses Pembelajaran untuk Guru Berbasis Android dengan Metode User-Centered Design dan Design Solution Lutfi Putra Gusrinda; Lutfi Fanani; Ahmad Afif Supianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Observation is a data collection technique, with the aim of recording important points of the observation process so that it can be evaluated and improve results. In the world of education, the application of observation is carried out to the teacher in the hope that the results of observations can find out what is happening and are lacking in the learning process. To help the observation process, we need a media to help the teacher by focusing the teacher's needs and needs in designing the media, so that the media can be used to help the observation process. This research aims at observation and recording media by using user experience as a race in the making of solution solutions. The method used to explore user experience is Human Centered Design which is a method of placing prospective users as the main center of research development. The steps taken consist of identifying the user's needs by creating a persona and empathy map, then identifying the tasks and goals of the user with a user journey. Then the process of implementing the solution design is done by creating a wireframe, screenflow and prototype design which will be tested using the usability testing method and the usability scale system testing. From the test it was produced that the effectiveness level was 100% and the efficiency of 0.1 goals / sec and the level of user satisfaction was 57.5 which was at a sufficient level. Thus, it can be concluded that the solution design has succeeded in providing a solution to the problem despite the lack of user satisfaction
Pengembangan Aplikasi Android Rekomendasi Kafe di Kota Malang dengan Group Decision Support System (GDSS) dan Location Based Service (LBS) Muhamad Arifin Ramadhan; Ratih Kartika Dewi; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 3 (2020): Maret 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The presence of tens of thousand of students in Malang made a positive impact in the Café business in the city. All of this creates problem for the students in this city, that is choosing the suitable café for their needs. Wiandono Saputro had succesfully developed a Café Recommendation Android Aplication using TOPSIS Method.to solve this problem. But a new problem occurred, the application can only process one user input only yet people usually goes to a café in groups. The solution is developing a café recommendation android app. using Group Decision Support System and Location Based Service and the combination of TOPSIS and Borda Method. The criteria that are used are average price, distance of the café from the user, atmosphere of the café, comfort and the café rating. According to the test that had been held, the blackbox test resulted in 100% validity in functional requirement, 100% validity in the algorithm validity test. The last test is usability to understand about the ease of usage and the usefulness of the application through the user's point of view. The test resulted in 75.1 of the average score that falls in the Good category for the adjective rating and grade B in the percentile rank.
Navigasi Robot Beroda Berdasarkan Pengenalan Teks untuk Melakukan Pergerakan Menggunakan Metode Optical Character Recognition (OCR) M. Khanif Ashar; Gembong Edhi Setyawan; Eko Setiawan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The condition of an earthquake in a high-rise building often makes visitors panic when evacuating. This requires assistance to direct visitors to the evacuation route with voice commands or text written in the building. Therefore in this research a navigation system on wheeled robots is designed which aims to help the evacuation process at the time of an earthquake in a high-rise building by directing it to the evacuation route based on text orders. In the navigation system is designed to use a camera to recognize text. The camera detection results are used as input to be processed in the Raspberry Pi using the optical character recognition method. The output results are used as parameters to make the movement of the wheeled robot that is moving forward, turn right, turn left, walk backward and stop. Based on testing the detection accuracy obtained page segmentation modes value 6 with an average accuracy of 98.11%. The average result of time needed to detect an object is 48.5 seconds at a test distance of 3 meters and 185.75 seconds at a test meter of 6 meters. Wheeled robot speed obtained high percentage duty value of 13% and 14% with an average detection distance of 193.3cm. The accuracy of the motion results obtained by a percentage of 100% on all four objects except at the RUN object can make movements at a test distance of 50-250cm.
Implementasi Low Power System Pada Protokol Universal Plug and Play (UPnP) Pada Sensor dan Aktuator Untuk Otomasi Lampu Surya Nur Ardiansah; Mochammad Hannats Hanafi Ichsan; Agung Setia Budi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 2 (2020): Februari 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Smart home becomes popular topic right now, with smart home, the human daily work becomes easier and more effective. Smart home can control or command an object that has been programmed to do a certain activity. There are problems while we use smart home based on the electric power and the number of components used on smart home. The low power system method is used in this study is to efficient the use of electric power by minimizing the resources that are not used in the software-level system. This efficiency is achieved by turning off services that are not used until the basic lowest point of the system can work normally. The UPnP protocol was chosen because of its flexible nature. Since there are plenty of smart home components, it takes numerous control and configuration on each component to connect between each other. Therefore, UPnP addressing and delivery-description can solve the problems. With this feature, it is possible to make the system connected without any manual configuration (zeroconf). The author uses the Raspberry Pi microcontroller as a center for information processing, motion sensors (PIR) and light intensity sensors (LDR) as input data for the system, and a lamp as an actuator. The Control points can searching, receiving, and governing each component in the system. By using the low power system method, each device (PIR Sensor, LDR Sensor, Control Point) can reach the point of efficiency in 38.25%, 37.61%, and 30.85%. Due to reduce the resources used, there are consequences on adding a delay which was originally an average of 374.46ms to 732.77ms or a difference of 33.8%.
Pengembangan Sistem Manajemen Penyiraman Taman Playground BUMDESMA Kecamatan Ngantang Berbasis Mobile Aplication dan IoT Ginanjar Wisnu Ifan Agusti; Komang Candra Brata; Adam Hendra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 13 (2020): Publikasi Khusus Tahun 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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