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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
Implementasi Sistem Penentuan Lokasi Dalam Gedung (Indoor Localization) Menggunakan Metode Fingerprinting Berjenis Monitor Based Localization (MBL) Dengan Teknologi Bluetooth Low Energy (BLE) Muhammad Hasbi Ash Shiddieqy; Adhitya Bhawiyuga; Kasyful Amron
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 8 (2020): Agustus 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Besides being famous for its accuracy in determining outdoor location, GPS technology also has weaknesses in determining indoor location due to signal attenuation. Therefore, to determine the indoor location, one of the methods that can be used is the fingerprinting method. The fingerprinting method is a method for determining location by classifying the obtained signal patterns into location names based on the signal characteristics at a location. . One technology that can be utilized to produce signals in the fingerprinting method is Bluetooth Low Energy (BLE) technology. BLE technology is used because it has several advantages such as fast advertisement packet duration, small device size, can use long-lasting batteries, etc. In this research, the fingerprinting method and BLE technology use the concept of Monitor Based Localization (MBL). The MBL concept is a concept where the device to be located only emits a passive signal, while other devices will determine the location. Percentage of the system error in determining location reaches 15.24% which means it has accuracy in determining location of 84.76%. The errors in determining location can be caused by the similarity of signal patterns at certain points at 2 different locations.
Prediksi Penerimaan Driver terhadap rute yang ditawarkan pada Layanan Gosend Sameday menggunakan Algoritme Deep Neural Network dengan Metode Latih Back-Propagation Baharudin Yusuf Widiyanto; Fitra Abdurrachman Bachtiar
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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Abstract

Untuk dipublikasikan di International Journal of Electrical and Computer Engineering (IJECE)
Pengembangan Aplikasi Klinik Kecantikan sebagai Pengelola Transaksi berbasis Android menggunakan Metode Prototype (Studi Kasus :Klinik Kecantikan CV Nana Beautyskin) Agung Dwi Saputra; Agi Putra Kharisma; Lutfi Fanani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 8 (2021): Agustus 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Proper marketing and information management can help business owners manage their business, such as planning activities and business financial analysis in order to maximize the use of business capital properly. The problems that occur at CV.Nana Beautyskin are problems in managing transaction data due to the large number of transactions that occur so that carelessness often occurs in the form of transactions that are not recorded or missed, because until now the recording is only based on manual book records that are carried out every day, so that feels less efficient when the transaction is busy. Based on these problems, the authors provide a solution in the form of developing a beauty clinic application as an Android-based transaction manager, in order to be able to record transactions directly every time there is a transaction activity. Application development uses the prototype development method. The application development process has several stages, namely requirements analysis, system design, prototype development, evaluation, implementation and system testing. Based on the iteration that is carried out 2 times, a total of 32 needs with 4 types of actors are obtained. Implementation using the Java programming language on android applications. Tests carried out in the form of unit testing based on 3 test samples, integration produced valid results, validation testing obtained 100% valid from 68 test cases, non-functional in the form of usability testing using the SUS method (System Usability Scale) got a value of 78 obtained from 17 respondents and compatibility get the results that the application can run well on the Android operating system starting from Lollipop, Marshmallow, Nougat, Oreo, Pie and Q.
Sistem Pengendalian Gerak Sendok Menggunakan Sensor Mpu6050 Dan Metode Pid Berbasis Arduino Ahmad Fahmi AdamSyah; Hurriyatul Fitriyah; Rizal Maulana
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 3 (2021): Maret 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Difficulty eating is a condition in which a person is unable to eat normally or comfortably. Researchers want to propose a spoon system that can be controlled its stability. The system of this research is the movement of the spoon to be read using the MPU6050 sensor. The value obtained from the sensor will be forwarded to the Arduino Nano processing unit for calculations using the PID controller method where the Kp, Ki, and Kd variables are searched using the trial and error tuning method. The results of these calculations will be used as a spoon mover. Based on the tests that have been carried out, there are conclusions on the test results, first on testing the accuracy of the sensor angle, it can be seen that from 7 experiments from an angle of 0 ° to 180 ° with a multiple of 30 ° on both axes, namely pitch and roll, the percentage error is 0. 59% or less than 1%. The second test of the accuracy of the servo angle based on the setpoint is done, it can be seen that from 7 experiments from an angle of 0 ° to 180 ° with a multiple of 30 ° on both axes, namely roll and pitch, the percentage error is 0.8. Finally, the system speed test has reached stable or commonly called the settling time that has been carried out, it can be seen that from 10 experiments, the initial speed of the system reaches the settling time, which is the average time of both axes, namely 0.99 seconds or under 1 second.
Pengembangann Aplikasi Rekomendasi Musik Berdasarkan Emosi Pengguna Pada Platform Android Muhammad Abdul 'Alim; Ratih Kartika Dewi; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 1 (2021): Januari 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Listening to music has become a hobby for everyone. Listening music does have its own charm, with a lot of genres out there, we can listen music anytime and anywhere we want. Also, with a lot of types of music too, we can match with the situation of the user. This can be a problem for music listeners who want a specific music for their taste. Example when somebody having a bad day, they tend to have a bad mood. This problem can be solved by listening to music with a slow rhythm. With problem something like this, we can make system recommendation based on user context. The Development of Application Recommendation Based on Mood User is to make android application with emotion based and using expert system method with the forward chaining method. For recommendation, playlist provided by system is derived from experts. Functional testing of the system, resulting in a valid outcome with a value of 100%. For usability testing, we are using the System Usability Scale with a value of 84. Which is categorized as excellent. Lastly, for accuracy testing, we are comparing using system output and what expert recommended as result with an accuracy value of 80%.
Pengembangan Aplikasi Ojek Daring untuk Motor Ramah Difabel (Toradi) berbasis Android Amira Fauzia Rahmah; Ismiarta Aknuranda; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 7 (2020): Juli 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The provision of accessibility of public facilities is necessary to realize equal rights for people with disabilities. To fulfill this, the Research and Community Service Agency of the Faculty of Medicine, University of Brawijaya proposes the Disability-Friendly Motorcycles (Toradi) project. Toradi is a motorcycle that has been modified by adding a sidecar that functions as a pillion and is designed to be easily accessed by people with disabilities. They also want Toradi to become an online transportation business because so far people with disabilities have experienced difficulties when using online transportation services that are already available. The difficulty is due to drivers who often refuse orders when they know their condition. Therefore in this research, an Android-based online transportation application will be built which can connect the disabled people with Toradi and making it easier for them to do mobility. The application development uses a prototyping method that helps developers to explore system requirements more easily. The application was developed using the Kotlin programming language with an object-oriented approach. Then the application is tested with functional testing and compatibility testing. Functional test results indicate that the application is valid. The compatibility test results show the application can run on Android devices with a version above 5. Furthermore, the application is evaluated by the user based on the system acceptance criteria and gets a value of 93.6% which can be concluded that the application can be well received by the user.
Perancangan User Experience Learning Management System (LMS) Menggunakan Metode Goal-Directed Design (Studi Kasus: Rakryan Digital Academy) Putri Maulidah Hasanah; Lutfi Fanani; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 7 (2021): Juli 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Rakryan Digitalent Hub has a digital competency strengthening program for Vocational High School (SMK) students who are competent in information technology expertise. This program is called Rakryan Digital Academy. This program is carried out in the form of blended learning, namely online and offline learning. To facilitate Rakryan Digital Academy program, Rakryan Digitalent Hub wants a Learning Management System (LMS) platform as a learning media that can be used easily by students. Previously, students used a global platform that did not yet meet stakeholder needs and some of the features that were uncomfortable for students. This research was conducted with the aim of designing a Learning Management System (LMS) using the Goal-Directed Design (GDD) method. In the GDD method, there are 6 steps that must be done. The first stage is the research stage which aims to determine the scope, interviews with stakeholders and potential users, and identifies organizational goals. The next stage is the modeling stage, modeling the characteristics and interactions of potential users in the form of personas and user journey maps. The modeling stage is followed by the requirements stage, which analyzes the needs of potential users and builds the context of the scenario as well as the design of the information structure using card sorting and hierarchical task analysis (HTA). After the needs are collected, the framework stage will be carried out with the aim of building a design framework based on design guidelines. The results of the framework stage will be refined with a refinement stage which results in a high fidelity prototype. After building a solution design, a support stage is carried out to test the level of usability in the learning management system design. The test was carried out using the USE questionnaire by 20 respondents and resulted in a final value of 84.75%. This value is an average of 4 parameters, namely, usefulness, ease of use, ease of learn, and satisfaction which are included in the very good category.
Perancangan User Experience (UX) Aplikasi Manajemen Waktu Berbasis Mobile dengan Metode Design Thinking dan Human-Centered Design: User Experience Design for Time Management Mobile Application Using Design Thinking and Human-Centered Design Method Kamalia Fitriana; Diah Priharsari; Kariyoto Kariyoto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 5 (2021): Mei 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Time management is a self-control of how long someone spend their time for certain activities, especially to get effectiveness, efficiency, and productivity. In the other hand, time management still being a big problem for people today. Lack of time management application and development skill is one of the reason that time management is difficult to implement. Because of this problem, researcher do a user experience design for time management mobile application. This application is designed with a combination of design thinking and human-centered design methods. Design thinking is used as a reference in design stage process, while human-centered design support the design process by its tool recommendation. The result of this design process is 6 kinds of pages namely login and sign up page, to-do list page, focus mode page, timer page, calendar page, time allocation page, and profile page. This application design was tested using usability testing. The result is 83% in effectiveness aspect and 78.4% in efficiency aspect. Meanwhile, the user satisfaction aspect gets 70% with as2nd Quartile on the quartil ranges, Marginal on the acceptability ranges, and Good on the adjective range.
Pengembangan Aplikasi Pembelajaran untuk Mendukung Mahasiswa dalam Belajar Pemrograman Java berbasis Android (Studi Kasus : FILKOM UB) Fadhyl Farhan Alghifari; Komang Candra Brata; Ahmad Afif Supianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 9 (2020): September 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The advancement of information technology in Indonesia have resulted IT Graduated Students are necessarily needed. However, there are still many graduates who are considered disappointing. One of the factors causing this problem is the exlcusion of programming curricula at the elementary, junior, and senior high school level and the limited access to programming course. Then, the authors collected data by questionnaire to 58 students of the Faculty of Computer Science Universitas Brawijaya (FILKOM UB) in 2018 where 75.9% of respondents thought that learning programming on mobile devices would make it easier for them to learn programming because it would facilitate access to learning. Then, 91.4% of respondents never learned the Java Language before becoming a college student, even though Java is a programming language that is often used. Therefore, the M-Learning application to learn Java Programming is necessary to facilitate students in learning Java Programming. This research will use the Mobile-D method in which the M-Learning application is flexible and the Mobile-D method is used because it can adapt to the users need. Based on the results of research conducted, user ratings of applications with an average SUS score of 84 for students and 70 for lecturers, it can be concluded that Java-Based Learning Applications to Support Students in Learning Java Programming are easy to use and can be accepted by users.
Implementasi Autentikasi pada Protokol CoAP menggunakan Feige-Fiat-Shamir Identification Scheme Julio Dimitri Fredrik; Ari Kusyanti; Reza Andria Siregar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 11 (2020): November 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Authentication is a problem in Constrained Application Protocol (CoAP). JSON Web Token is one of standard in authentication mechanisms. However, this method has vulnerability in unsecure connection. This is due JWT authentication mechanism send hash secret directly. Feige-Fiat-Shamir (FFS) Identification Scheme is an authentication method apply Zero-Knowledge Proof (ZKP) mechanism. ZKP mechanism is based on knowledge to proof secret without reveal single bit on the secret. This research starts by making pair of secret. The device in this research is hard code by the each one of the secret pair. Then, authentication mechanism is done by proving the that the pairs of secret is valid using FFS Identification Scheme. This research result that FFS Identification Scheme can be use on CoAP authentication. Duplication secret on authentication mechanism by sniffing can be resolve by FFS Identification Scheme mechanism. This research also provides memory and authentication performance enhancement up to 256 bits secret.

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