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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 6,972 Documents
Sistem Kontrol Kecepatan Motor Berdasarkan Enam Arah Pergerakan Kepala Menggunakan Facial Landmark Mata Gagana Ghifary Ilham; Fitri Utaminingrum
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 6 (2020): Juni 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Persons with disabilities are normal people with limitations in doing something. One type of disability is a person with a physical disability, while a person with a disability does everything that needs help from others. Wheelchairs, for example wheelchairs. In this wheelchair can facilitate mobility of people with disabilities, but at the time when the compilation of disabled people appears not only defects in the legs due to defects in the hands as well, so to use this wheelchair will also feel difficult and still need help from others. This problem can actually be above by using a remote or joystick in order to control the wheelchair. The research was carried out in order to help people with physical disabilities intended for people with multiple physical disabilities and was designed to utilize head movements using digital image processing using cameras and facial landmark methods. In processing data on the system using Arduino nano and implementing output using dual L293d motor. The test was carried out using 6 people using different times and distances from the face objects on each head movement. The average test result for movement based on distance and time for all test subjects is 100%. Whereas in the movement of looking up at night the distance of 50 cm and 30 cm, and during the day at a distance of 30 cm also get an average gain of 98.75% in one of the test subjects. The effect of time and distance is very important in conducting this research.
Evaluasi dan Perancangan Ulang Antarmuka e-Learning SMK Negeri 1 Cerme menggunakan Metode Goal Directed Design (GDD) Nur Fitriani; Retno Indah Rokhmawati; Hanifah Muslimah Az-Zahra
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

SMK Negeri 1 Cerme is one of the SMKN in the Gresik Regency, East Java, which has 8 departments. In this research activity, respondents involved as many as 20 people in questionnaire respons and 5 people in testing the task scenario and interviews. Preliminary data obtained from this research activity shows that e-learning users, namely students of SMKN 1 Cerme, still experience difficulties, both from the language used and the appearance that is less attractive and informative. This research purpose to redesign the e-learning of SMKN 1 Cerme using the Goal Directed Design (GDD) method. The GGD method is a method that focuses on the goals of the user, in the GDD method there are 6 stages, research, modeling, requirements, framework, refinement and support. However, this research only reached the refinement stage because the researchers did not go to the development or support stage. The evaluation process before and after designing uses the Usability Testing method. Usability Testing is a method that focuses on the level of system usability by users, namely students of SMKN 1 Cerme Gresik. Usability Testing used in this study is usability testing ISO 9241-11. From the user side, there are positive and negative responses in its implementation, the icons used do not represent functions, the language used is not informative, the layout on the display is not neat so that it confuses the user in using it. The addition of a search feature that makes it easy for users to choose colors that represent SMKN 1 Cerme.
Pengembangan Sistem Informasi Penjualan Berbasis Website Untuk Usaha Kerajinan Kayu Jati di Kabupaten Ngawi Chavindro Bunga Mardiasto; Achmad Arwan; Komang Candra Brata
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

Abstract The rapid development of technology has made most people create new ideas in utilizing technology. The sales information system is the result of innovation in the use of rapidly growing technology. The sales information system is an electronic platform for marketing products through the internet that brings together sellers and buyers with courage. In the face of competition in the era of globalization, website-based sales information systems provide great opportunities for IKM players in Ngawi Regency to convey product information using technology connected to the internet. Selection of a website-based platform with the aim of facilitating the transaction process between craft entrepreneurs and buyers because information about handicraft products is available in the website-based sales information system catalog and can be accessed 24 hours every day. The development of this sales information system uses the waterfall method which has stages including other requirements, design, implementation, testing, and application and maintenance. This system produces 43 functional requirements and 4 actors from the results of the needs analysis that has been carried out. The sales information system in the implementation stage uses the Codeigniter framework and uses the programming languages ​​PHP, HTML, and CSS. Tests carried out in the study used two methods, namely the white box testing method for conducting unit testing and the black box method for validating testing. The results of the test process using the white box method are 100% valid from the 3 tested functionalities, while the results of the test process with the black box method are 100% valid from the 43 tested functionalities.
Pengaruh Minat Belajar, Gaya Belajar, dan Kemampuan Berpikir Kreatif terhadap Hasil Belajar Siswa Kelas X pada Mata Pelajaran Dasar Desain Grafis di SMK PGRI 2 Malang Dian Agus Sasmita; Admaja Dwi Herlambang; Satrio Hadi Wijoyo
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

This research is motivated by the learning outcomes of Grade X SMK PGRI 2 Malang which is less maximum. The purpose of this research is to know the influence of learning interest, learning style, and creative thinking ability to study results of grade X students on Basic Graphic Design subjects at SMK PGRI 2 Malang. This study used quantitative approaches with the expost facto research type. The retrieval of learning interest and learning styles uses questionnaires and creative thinking skills using assessment, while the result data is learned from the final value of 2020/2021 school students. The samples in this study were students of Grade X Computer Engineering Network and Multimedia SMK PGRI 2 Malang. The results of this study showed that interest in learning had no effect on learning outcomes with a significant value of 0.668 > 0.05. Learning style has no effect on learning outcomes with a significant value of 0.272 > 0.05. Creative thinking skills have no effect on learning outcomes with signification value 0.643 > 0.05. Learning interests, learning styles, and creative thinking skills have no effect on learning outcomes with a significant value of 0.72 > 0.05.
Implementasi Teknologi Cloud Computing untuk E-Learning berbasis Website dengan Framework Laravel (Studi Kasus: MAN 9 Jombang) Agung Cahya Kurniawan; Tibyani Tibyani; Faizatul Amalia
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

E-learning is one of the media used in the teaching and learning process that connects students and schools and other agencies. E-learning MAN 9 Jombang is the implementation of technology to support schools in pursuing advances in information technology. E-learning will be built by utilizing cloud computing technology as a platform for the needs of a centralized infrastructure and data center. Amazon is the cloud computing provider used in this study. The more users access e-learning, the greater the load received, so that more resources are needed, and server resilience in dealing with it. Amazon cloud computing has a large capacity and provides load balancing features to balance the load received by e-learning. This research uses the waterfall method, which is carried out by studying literature and functional requirements related to the system. Perform system design to load testing of e-learning by comparing the feasibility performance test of e-learning systems that use load balancing on Amazon and without load balancing. Based on the results of load testing with 10,000 users using the Jmeter application, e-learning without load balancing has an error of up to 80%, while e-learning is accompanied by installing load balancing on Amazon, experiencing an error of only 54%. These results indicate that the performance is better using load balancing than without the installation of load balancing.
Perancangan User Experience Aplikasi Presensi Mobile Menggunakan Metode Human Centered Design (Studi Kasus: Universitas Kadiri) Yudhistira Kurniawan Sutiknyo; Hanifah Muslimah Az-Zahra; Andi Reza Perdanakusuma
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 4 (2021): April 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Kadiri University is a private university in Kediri. Currently, the attendance system at Kadiri University is still using manual system. The manual attendance system has several lakes, with manual system, students can manipulate their absences and there is an opportunity for errors in recapitulation of attendance data. From these problems, the authors provide a solution by designing a mobile presence aplication. With this design, the process of attendace data recapitulation become easier for lecturers, students, and academic staff, and this design also can minimize student absences data manipulation. The design process is carried out with a user experience creation approach using human-centered design methods and elements of user experience. The human-centered design method consisted of four stages of the approach, namely specify the context of use, specify needs, design application, and evaluate the design. The process of measuring the usability prototype used the heuristic evaluation method using ten usability heuristic principles. Based on the results of the evaluation, it is known that there were 18 problems in the prototype, H1 related to Visibility of System Status, H2 related to Match Between System and The Real World, H3 related to User Control and Freedom, H4 related to Consistency and Standards, H5 related to Error Prevention, H6 related to Recognition Rathen than recall, H8 related to Aesthetic and Minimalist, and H9 related to Help users recognize, diagnose, and recover from errors. Problem with the highest average value was the problem with U5-1 code, which was the problem because there was no confirmation window for submit attendance.
Implementasi Algoritme K-Nearest Neighbour Untuk Penentuan Pada Sistem Rekomendasi Pose Menembak Senapan Angin Mochamad Iswandaru; Dahnial Syauqy; Mochammad Hannats Hanafi Ichsan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 2 (2021): Februari 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Shooting training so important for improve the quality of shooting accuracy, especialy for air rifle. Trainer is the important part when the athlete doing training because they can see and evaluate the training. One of indicator that trainer see when the athlete doing excercise is the movement of the rifle. Not every athlete can have trainer especialy amateur one. Stable movement of the rifle indicating that the position was right. From the problem above, need research that can replace trainer to give evaluation. To read the rifle movement in this research using HMC5883L magneto sensore with Arduino Nano using K-Nearest neighbor Algorithm. KNN methode used to find degree of angle from the rifle movement. From several test from HMC5883L sensore aquired 8,68% error percentage. From testing value of "K" aquired sucsses rate is 96%. From 10 times experiment that tested on user, system can get same value as the evaluation table was made.
Implementasi Komunikasi Multi-Hop Menggunakan Metode Controlled Flooding Pada Wireless Sensor Network Berbasis LoRa Zeddin Arief; Primantara Hari Trisnawan; Achmad Basuki
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

Wireless sensor network (WSN) is a wireless network that requires there are at least two interconnected nodes to communicate using wireless communication modules. One of the communication modules that has low power consumption and a considerable distance is the Long Range (LoRa). However, the limitations of LoRa that only uses single wireless hop communication creates problems when implementing LoRa networks to reach dark spots or areas that are difficult to reach by the network. Therefore, this research applies multi-hop communication using controlled flooding method. The application of controlled flooding method uses several mechanisms to resolve problems in the flooding method in general. There are mechanism of preventing infinite loop transmission, random delay mechanism, and packet retransmission mechanism. After testing, it was found that the infinite loop transmission prevention mechanism was successful in resolving the same packet forwarding over and over again. In addition, the packet retransmission mechanism for resolving if a packet lost is also successful. Then the performance test results show that the random delay mechanism is able to cut the percentage of packet loss. The test results show when using a random delay mechanism the packet loss results are 18%. Whereas when without using the random delay mechanism the packet loss results are 54%.
Pengembangan Aplikasi Android Rekomendasi Lapangan Tenis Di Malang Raya Dengan Group Decision Support System Dan Location Based Service Erastus Mauliate; Ratih Kartika Dewi; Komang Candra Brata
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

Tenis lapangan termasuk ke dalam lima olahraga terpopuler di Indonesia. Tenis lapangan dapat dimainkan oleh dua orang pemain atau antara dua pasangan yang terdiri dari dua pemain. Tenis lapangan juga cukup digemari oleh para pendatang yang ada di kota Malang. Para pendatang tersebut memiliki permasalahan terkait pencarian lapangan tenis terbaik yang bisa digunakan lebih dari satu orang. Oleh karena itu, penelitian ini bertujuan untuk mengembangkan aplikasi rekomendasi lapangan tenis di kota Malang berbasis Android dengan menggunakan Group Decision Support System (GDSS). Metode ini diharapkan mampu membantu pengguna dalam menentukan rekomendasi lapangan tenis berdasarkan kriteria yang ada. Pada penelitian sebelumnya, Heru Budiyanto telah melakukan hal yang serupa namun lebih menekankan kepada pendekatan rekomendasi yang ditujukan kepada setiap individu saja. Pada penelitian ini, aplikasi difokuskan kepada perhitungan rekomendasi secara berkelompok dengan menggunakan metode Technique for Order Preference by Similarity to ldeal SoIution (TOPSIS) dan BORDA dengan empat kriteria yang ada seperti harga, jarak, rating, dan jumlah lapangan. Penelitian ini menggunakan metode Location Based Service (LBS) untuk memudahkan pengguna menuju lokasi lapangan yang ditandai dengan fitur penunjuk arah. Data dari setiap lapangan akan tersimpan pada Google Firebase. Aplikasi ini telah diuji berdasarkan tiga metode, yaitu pengujian black-box, pengujian validasi algoritma, dan pengujian usability. Pengujian yang telah dilakukan mendapatkan hasil bahwa fungsionalitas dari aplikasi dapat berjalan lancar tanpa adanya pesan kesalahan dan sesuai dengan perhitungan algoritma secara manual. Aplikasi ini mendapatkan skor sebesar 73,5 berdasarkan pengujian usability, yang berarti aplikasi cukup dapat diterima oleh pengguna.
Sistem Monitoring Struktur Jembatan dengan metode Real Time Operating System (RTOS) Komang Deha Abhimana Kader; Agung Setia Budi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 2 (2021): Februari 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Real Time Operating System (RTOS) is a new breakthrough for running multitasking processes on embedded systems. RTOS introduces the concept of Real Time, which means that the system does all existing tasks according to the specified time so that no task is carried out beyond the specified time limit. RTOS can be implemented in various fields that require a high degree of modularity, have limited resources and have a response time to events. One example is in the field of infrastructure monitoring which requires dentification of various types. Examples of infrastructure such as bridges. To implement RTOS in monitoring bridge structures using freeRTOS. FreeRTOS which is implemented uses three tasks in all sensor nodes where the first functions to monitor the load, deflection and strain on the last bridge, each task displays all data results to the computer using the serial monitor on the Arduino Uno. The data displayed in the form of loads, changes in the drop point in the middle of the bridge and changes in strain that occur on the bridge. The sensors used in monitoring the bridge prototype include load cell sensors for load measurement with the HX711 module, accelerometer sensors for deflection measurements and ultrasonic sensors for strain measurements with the Arduino Uno micocontroller. In the bridge prototype, the load is carried out three times with a load of 0 kg, 5 kg and 10 kg. The results of the loading obtained from the load, strain and deflection that occur. Then get the accuracy and response time of each task at the sensor node. From the test results, FreeRTOS has an average time of 1ms faster than without FreeRTOS and the accuracy of the sensor readings using FreeRTOS is closer to the desired result.

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