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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
Sistem Pengontrol Presentasi Menggunakan Pengenalan Gestur Tangan Berbasis Fitur pada Contour dengan Metode Klasifikasi Support Vector Machine Muhammad Hafid Khoirul; Fitri Utaminingrum
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

In recent years, presentation has been a part of our lives. Presenter is limited by mouse, keyboard, or any other devices to control presentation. By using those devices conclude that less effective, less efficient, and less natural. On another hand, further method to control presentation uses hand gesture. It improves thinking process since the method can facilitate to give visual guide and deliver the presentation more effective, more efficient, and more natural. The developed system can recognize hand gestures and give output to control presentation based on the recognized hand gesture. Contour features such as Hu moments, circularity,convexity, aspect ratio, ratio of contour area, ratio of centroid height and width, and white pixel ratio used to distinguish every hand gestures. HSV and YCbCr color spaces used for skin segmentation. To recognized hand gestures used Support Vector Machine classification method. As a result, by using contour features and SVM to recognize hand gestures, system obtained average accuracy time of 88.15% and average computation time of 0.1567s.
Deteksi Pergerakan Kepala Menggunakan Metode Perbandingan Jarak Facial Landmark Untuk Pemilihan Menu Display Zulfina Kharisma Frimananda; Fitri Utaminingrum
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

Disability is every person who has limitations. One type of disability is a physical disability that is an abnormality in the hands, feet, or both. In general, all electronic devices such as joysticks, remotes, menu selections on the LCD, etc. still utilize the intermediaries of the hands to operate them. This is a problem for people with physical disabilities. This problem can be overcome by creating a system that can help persons with disabilities in selecting menus through the display by utilizing the movement of the head as a substitute for the function of the hand that cannot be used because of its disability. This system uses the Raspberry Pi as the processing unit while the implementation of the output of this system is the selection of menus on the display. Testing the accuracy of the movement and computing time of this system is carried out on ten people. The system produces an accuracy of 90% in the detection of head-to-right movements, accuracy of 100% in the detection of head-to-left movements, accuracy of 100% in the detection of head-up movements, accuracy of 100% in the detection of head-down movements, average the accuracy of each movement of the head to the right, left, up, and down to the integration of the menu display + model selection is 97.5% and the average computational time value on the condition of the head to the right movement is 770 ms, to the left is 776.9 ms, upwards is 771.8 ms, and to the left is 768.1 ms.
Pengembangan Aplikasi Data Warehouse Prestasi Mahasiswa (Studi Pada: Fakultas Ilmu Komputer Universitas Brawijaya) Sausan Zahrah; Issa Arwani; Satrio Agung Wicaksono
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

Study program accreditation is done every five years. In the accreditation process, there are several parameters used for accreditation assessment, including student achievement, one of which is seen from the aspect of achievement. At the Faculty of Computer Science, student achievement data is stored by the Student Affairs Section. Whereas student academic data is stored by the Academic Section. In recapitulating achievement and academic data, the study program at the Faculty of Computer Science obtains data from two different sources, they are the Student Affairs Section and Academic Section. To simplify the process of recapitulating data from the two sources, a data warehouse is needed so that data from different sources can be accessed at the same time. In building a data warehouse, the design phase that has been done refers to the Nine Step Methodology. From the design and implementation phase, it produced 6 dimension tables with 3 fact tables, they are the fact table Achievement, Graduates and Active Students. Then, a validation test is performed which results in a valid status in all test cases, and then the ETL performance testing in terms of time is done with the average time required for the execution of the ETL process is ± 11 seconds with a total amount of 32,746 data.
Evaluasi Usability dan Rekomendasi Perbaikan pada Aplikasi E-Kinerja Kabupaten Kediri menggunakan Metode Heuristic Evaluation Narayana Demafaris Pradana; Satrio Hadi Wijoyo; Andi Reza Perdanakusuma
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

E-Kinerja of Kediri Regency is an E-Government information system application that can record and report the performance of Kediri Regency Government employees. Based on interviews with application users, there are several usability issues faced by users. Usability issues can reduce user productivity in using the application. Therefore, an evaluation to find and solve usability issues in a user interface is needed. Heuristic Evaluation is a method of usability evaluation that involves experts as evaluators to assess elements at an interface based on the heuristic usability principle. The heuristic usability principle used by evaluators in this study is nine principles proposed by Monroy. The evaluators assess the severity rating of each usability issues with a scale value of 1-5. The evaluation was carried out in three stages, i.e. the first evaluation, recommendation for improvement (making recommendations, designing a wireframe, and making a high-fidelity prototype design), and the second evaluation. The first evaluation and the second evaluation were conducted by the same three evaluators. The first evaluation provides 23 usability issues while the second evaluation provides two usability issues that consists of two new usability issues and three old usability issues that still exist.
Pembangunan Sistem Pengelolaan Manajemen Rumah Indekos pada Indekos Semanggi di Kota Malang Susiawan Hastomo Ajie; Faizatul Amalia; Agus Wahyu Widodo
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

A good boarding house management will fulfill all its necessities. But there is error often occurred in data collecting when applying the boarding house management. The problem comes in Semanggi boarding house, such as takes a long time to find the position of the data. The problems in the data updating is often occurred in incorrect column and row positions, file corruption, delay to update the data, no payment receipts so that the boarders will be charged again when the data is not collected by the boarding house owner. The solution to solve these problems is the owners has to make boarding house management system followed by adding boarding house and boarders features, payment limit notifications, boarding payments, boarding house finance reports, room bookings, boarding house damage reports, printed payment as a proof, data check and also payment status. The development of this boarding house management system is used waterfall model. Unit testing comes to a value 100% valid as the result. The validation test gives 100% value too. The compatibility testing also gives 100% value using ten web browsers.
Pengembangan Aplikasi Perangkat Bergerak: Pencari Konselor Psikologi Terdekat berbasis Lokasi Tifo Audi Alif Putra; Agi Putra Kharisma; Randy Cahya Wihandika
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

Mental health is now a problem that cannot be underestimated. Even mental health is now a problem faced by many countries in the world, including Indonesia. Depression is a major cause of mental health problems. Depression affects 4.4% of the world's population and 5% of the population in Indonesia. In addition to the high number of people with depression, another problem in Indonesia is the lack of available mental health professionals such as counselors and psychiatrists. Therefore, the use of mobile-based systems can be done to connect people who have problems with the nearest counselor to get first aid in the problem. The implementation of mobile application development in this study was developed on the iOS platform using the Swift programming language. The research method used is an iterative waterfall model consisting of needs analysis, system design, system implementation, and testing. Testing in this study consisted of blackbox testing and usability testing. In the blackbox testing the researchers designed a testcase scenario to assess the correct system behavior while to get the comfortability level of the application developed using the SUPR-Qm instrument. The test results on Blacbox Testing stated 100% valid of all designed testcases. For the usability test results obtained 69.25% for patient applications and 74.75% for counselor applications, then if converted to usability rating scale produces an ok category for patient applications and good for counselor applications.
Pengaruh Kualitas Implementasi Metode Pembelajaran Ceramah Berbantuan Powerpoint dan Quizizz terhadap Hasil Belajar Kognitif dan Psikomotorik Mata Pelajaran Desain Grafis Percetakan di SMK Negeri 12 Malang Rita Novi Dayanti; Admaja Dwi Herlambang; 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

The purposes of this study are: 1) to determine the influence of lecture method assisted by Quizizz on the cognitive learning outcomes of students, 2) to determine whether or not there is an effect on the implementation of the lecture method assisted by Quizizz on students' psychomotor learning outcomes, 3) to determine the influence of the quality of lecture method assisted by Quizizz media on the students' cognitive and psychomotor learning outcomes. The significance of this research is to provide information on how the influence and implementation of the lecture method assisted by Quizizz on students' learning outcomes. This research uses a semi-experimental method using a pseudo-experimental method (quasi-experiment). Experimental Research is a study that aims to determine the presence or absence of a cause and effect relationship through the treatment of the experiment group and the controls in comparison. Based on research conducted in SMK 12 Malang obtained the result that 1) there is an influence of the lecture method assisted by Quizizz media to the students ' cognitive learning outcomes, 2) the implementation of Quizizz on lecture method does not influence the students' psychomotor learning outcomes, 3) there is an influence on the quality of lecture method assisted by Quizizz to the students ' cognitive and psychomotor learning outcomes.
Implementasi Alat Bantu Komunikasi Menggunakan Pergerakan Bola Mata berbasis Electrooculography dengan Metode Derivative Function Hafiz Nul Hakim; Rizal Maulana; Dahnial Syauqy
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

Amyotrophic Lateral Sclerosis (ALS) is a neurodegenerative disease that causes humans to not be able to move parts of their body and can even cause conditions of speech difficulties. The cause of this disease is genetic and environmental factors. In the early stages, ALS sufferers's muscle will weaken in one of the legs or hands. Muscle weakness slowly spreads such as the neck muscles, back muscles, muscles needed to talk, breathe, swallow food and other muscles that will progressively suffer from paralysis. But the bladder muscles, eye and sphinfer muscles are declared free of this disease (Palmowski, et al., 1995). Electrodes, signal conditioning circuits, arduino uno microcontrollers with bluetooth module, and smartphones can detect eye movements and implement them to sufferers to be able to communicate with people around them.The signal conditioning circuit includes the instrumentation amplifier circuit and the low pass filter. Eye movements can be classified into five movement there are front, right, left, top and bottom. From eye movements, it can be used as a command to communicate the needs of sufferers with those around them via a smartphone, so bluetooth communication is needed to send data in microcontroller to the smartphone. The system has been tested 10 times and has an accuracy of 80%.
Evaluasi Proses Tata kelola Keamanan Informasi Menggunakan COBIT 5 Dengan Proses APO13, DSS04 dan DSS05 (Studi Pada DISKOMINFO Kabupaten Sidoarjo) Ridho Hardiansyah; Yusi Tyroni Mursityo; Suprapto Suprapto
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 Department of Communication and Information (DISKOMINFO) of Sidoarjo Regency is a government agency that has the task of helping the regent doing the government affairs in the fields of communication, informatics, statistics and coding. In carrying out their duties, DISKOMINFO provides a data center (DC) that will be used to collect application data from each Regional Apparatus Organization (OPD) in Sidoarjo Regency to become a centralized storage area. The data center management process is carried out in the Information and Communication Technology Sector. Lots of data to be processed and possible threats to cyber attacks and data theft, so the need for good information security governance in order to improve data security and business continuity. To determine the ability of information security management it is necessary to evaluate the current condition data center of DISKOMINFO. This research uses the framework of Control Objective for Information and Related Technology (COBIT 5) using the APO13 (Manage Security), DSS04 (Manage Continuity) and DSS05 (Manage Security Services). From the results of the research, the level of maturity of the process managing information security at the data center for each process reaches level 1, with the value of the process of APO13 (64.29%), DSS04 (63.33%) and DSS05 (82.14%), the target level of expectations to be achieved are level 3, so there is a gap of 2 levels of all the processes. The recommendations from the results of the research that can be applied to improve the process of information security management in the data center at DISKOMINFO Sidoarjo Regency are four recommendations for the process of APO13, three recommendations for the process of DSS04 and seven recommendations for the process of DSS05.
Penerapan Kontrol Berbasis Suara Pada Game Pesawat Tempur Menggunakan IBM Watson Zulfikar Fahmi Falakh; Eriq Muhammad Adams Jonemaro; 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

Simulation games are a type of game where the player controls one or more virtual lives. One of the subgenres of the simulation game is a combat aircraft simulation which simulates its movements. One of the tools used to develop aircraft simulation games is the air strike starterkit which is found at the unity asset store. But in the air strike starterkit there are no features for the natural user interface. This makes playing experience less attractive than if there is a natural user interface feature. Therefore in this study the researcher will apply one of the starterkit air strike user interface interfaces using the IBM Watson library. In testing researchers used validity testing, FPS, play experience, command accuracy and delay. The results of validity testing are 100% valid. In the FPS test produces an FPS of 83. As well as in the testing experience of playing produces an increase in all aspects of the component game experience question in-game. In testing the accuracy results in a accuracy rate of 60%. The delay test produces the longest delay of 12 seconds at a connection speed of 10 kb / s and the fastest delay of 2 seconds at an internet speed of 1000 kb / s

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