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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
Pengembangan Aplikasi Wedding.co berbasis Web (Studi Kasus: Kota Malang) Beuty Ayu Fambudi; Adam Hendra Brata; Eriq Muhammad Adams Jonemaro
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

In the era of information technology development as it is now certainly will affect the increasing competitiveness of the business world. Wedding organizer company is one of the companies engaged in the service sector that requires assistance from the advancement of information technology such as websites. Changes in lifestyle and financial capabilities make the bride and groom often do not have enough time in preparing for their wedding. The wedding.co application development is an application that can provide a service for brides who will order a wedding package service in real time. The wedding.co application development acts as a platform to bring together wedding organizer companies in Malang with prospective brides. The application development process uses waterfall method with prototyping model requirements engineering, starts from the requirements engineering phase to the testing phase with an object-oriented approach. At the requirements engineering phase, there are 67 functional requirements and 1 non-functional requirement. The implementation phase of this application is done using the PHP programming language, Laravel framework, and MySQL database. The testing phase conducted is unit testing with 100% valid data from 3 functionality tested, integration testing with 100% valid data from 1 functionality tested, and validation testing with 100% valid data from 32 functionality tested. Non-functional testing is tested using the compatibility parameter conducted proves that this application can run on 6 browsers, namely Internet Explorer, Edge, Mozilla Firefox, Google Chrome, iOS, and Android.
Deteksi Pergerakan Arah Mata menggunakan Convolution Neural Network berdasarkan Facial Landmark Muhammad Amin Nurdin; Randy Cahya Wihandika; Fitri Utaminingrum
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 10 (2020): Oktober 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The movement of the human eye can be useful in various fields, for example in security systems, health, transportation and design interface. In the design interface systems, eye movement used as an interactive system. The system can interact and responses to users by using eye movements. The video-based eye tracking method has the advantage of being practical and convenient during the detection process. This study uses the Convolution Neural Network (CNN) algorithm because it will utilize the advantages of the CNN method to classify and have the most significant results in object recognition. The results of this study indicate that the CNN model that good to use in the classification of eye direction based on facial landmarks is with 2 layers contain 32 filters and 64 filters, batch size 16 in image augmentation with 20 fully connected layers resulting loss value of 0.08, with an accuracy of 0.98 and 8.62 seconds in training time. Test results on videos taken 50 frames randomly three times, resulting in an average accuracy 0.95.
Pengembangan Serious Game Menggunakan DPE Framework untuk Mengasah Kemampuan Berhitung dengan Gestur Tangan Aditya Luthfi Alvari Ramadhan; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
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

Counting has been a basic need in daily life activities such as trading, working, studying, etc. The ability to count can decline over time if not trained regularly. This causes a decline in counting ability. One of the effective methods to enhance counting skills is by using hand gestures as hand gestures can reduce cognitive load. In order to make the learning process with hand gestures fun, games can be used as a media for learning. Games are known to be able to make players feel happy, reduce stress, and improve their logic. Based on that premise, a serious game is developed using hand gestures as input method to enhance counting skills. To design a beneficial and fun serious game, the design process is aided by Design, Play, Experience Framework or commonly known as DPE Framework. The usage of this framework will hopefully increase the chance of success in the learning process without sacrificing the fun factor of the serious game design. In order to measure the experience performance of the game, two types of testing are used in this research such as Play Testing and Game Experience Questionnaire (GEQ). Test results from 33 respondents showed that the game is fun and beneficial with low levels of negative experience, tiredness, and disorientation. Overall, players found the game fun with a rating of 4,12 out of 5.
Pengembangan Sistem Informasi Manajemen Proyek Properti Berbasis Website (Studi Kasus: PT. Sona Citra Mandiri) Citra Nadya Dwi Irianti; Imam Cholissodin; Achmad Arwan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

SONA CITRA MANDIRI is a company engaged in construction services located in Malang. There is a problem, namely the manager project does not have special tools in preparing activities and budget plans, so it is made based on estimates with the help of makeshift tools. This process takes a relatively long time and the quality of the design depends on the experience of the manager project who handles it. Project implementation often experiences a setback in completion of work so that it must experience rescheduling. In implementing a project, the use of labor and material tools can deviate from the plan. The occurrence of construction that is not in accordance with the plan needs attention. Needs analysis was carried out by conducting interviews with related parties, and using literature studies on existing problems. Resulting in 66 functional requirements and 3 non-functional requirements. In addition, the design method uses modeling in UML. The programming language uses the programming language PHP, HTML5, CSS3 and Javascript with the Laravel and Inerty Js framework, as well as the MySQL database. The results of the study showed that there were 66 test scenarios and all of them were successful. In unit testing using themethod white box, testing was carried out by referring to the 3 main functions and obtained 7 test scenarios with all of the results obtained.
Evaluasi dan Perancangan Perbaikan Desain Antarmuka Pengguna Situs Web Haiwanita.com G. Tulus Hari Ramadhan; Ismiarta Aknuranda
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

The website haiwanita.com is one of the information media that discusses women, from the latest information about the health of babies, children, adolescents, adults to menopause. Based on the latest knowledge which provides useful information to increase the knowledge of readers, especially women. This counseling is provided by experts in their fields. However, 5 women who use this website still do not feel comfortable using this website, because the news layout is close, the repetition of the same news, the ad layout is not good so that the level of website usability is not good. To produce a website Interface that can be more easily understood and used by users, the Human Centered Design (HCD) approach is used which involves 5 users as respondents. This study uses 2 aspects of usability, namely aspects of effectiveness and efficiency. These two aspects are used in the evaluation before and after the Interface design is updated. The results of the comparisons made get the results of the increase in the two aspects used. In the efficiency aspect, there was an increase of 00: 19.47 seconds, the effectiveness aspect increased by 28%.
Analisis Penerimaan Penggunaan Aplikasi Antrian Online pada Mal Pelayanan Publik Sidoarjo berdasarkan Unified Theory of Accepptance and Use of Technology (UTAUT) Silvia Nilam Sari; Widhy Hayuhardhika Nugraha Putra; Bondan Sapta Prakoso
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

The Government of Sidoarjo city built the Mal Pelayanan Publik (MPP) which was inaugurated on January 29, 2019 and implemented an e-government service called Antrian MPP Sidoarjo to facilitate the people who would visit MPP Sidoarjo. Based on the rating of their application on Google Play Store in 2019, Antrian MPP Sidoarjo application gets 3.1 out of 5 stars, and the information centre stated that people still rely on offline queue. This research aims to describe the acceptance of Sidoarjo Regency community towards Antrian MPP Sidoarjo application based on the Unified Theory of Acceptance and Use of Technology (UTAUT) model, which includes performance expectancy, effort expectancy, social influence, and behavioral intention variables. Data collection was carried out by distributing offline questionnaires to 60 samples based on purposive sampling criteria. The data obtained were processed with descriptive statistics and the results showed that the acceptance of Sidoarjo Regency community towards the Antrian MPP Sidoarjo application based on the UTAUT model is quite high (66.75%). There are three variables which values are below the average, namely effort expectancy, social influence, and behavioral intention. As a recommendation, the three variables must be improved or optimized for future implementation. A total of 10 recommendations are given for each indicator of the respective variable.
Evaluasi Usabilty pada Aplikasi Mobile Gapura UB menggunakan Metode Usability Testing Muhammad Rhamanda Fadilla; Hanifah Muslimah Az-Zahra; Niken Hendrakusma Wardani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 10 (2020): Oktober 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Gapura is the integrated services for information system who can give information and service access to all users information systems brawijaya University. the Gapura Mobile is a mobile application who can give the information access with mobile device like smartphone and tablet. a service can be access with aplication comprise for College student, lecture and staff. for college student, they can use to see like biodata information, academic status, college fee, study plan, and study result and also college schedule. but there is a usability problem and that makes difficult to adaptation with new user. So it need to research with first testing to find the value of metric of learnability, efficiency, error using Usability testing and satisfaction using LEMtool- Measuring Emotions In visual Interface and the research was found 5 problems form 10 task scenario in tested. after first evaluation, the result form first test made as guide in improvement recommendation and based on interview result, obsetvation behvior, and guidelines. after improvement recommendation interface has done, then do the second evaluation. the result of second evaluation would be comparing between the first evaluation to observe the different before and after improvement recommendation in Gapura UB. the result after giving improvement recommendation design in application show improvement on Learnability metric from 82% become 97%, on Efficiency metric giving improvement from 0,08 goals/sec to 0,13 goals/sec, decrease on Error metirc from 15% to 2% and enhancement to Satisfaction metric from 62% to 94%.
Klasifikasi Sumber Nektar Madu berdasarkan Kecerahan dan Warna dengan Metode Naive Bayes berbasis Embedded System Syarief Taufik Hidayatullah; Dahnial Syauqy; Hurriyatul Fitriyah
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

Honey is a liquid has many benefits for humans and also as a food reserve for bees, honey stored by bees undergoing chemical processes and fermentation through evaporation, air exchange and changes in increasing heat temperatures. The bees job is divided into three kind, female bees lay eggs, male bees to mate with female bees and the worker bees looking for nectar which is stored in the bee hive as food reserves. Honey from different nectars produces different colors and tastes, so it have different benefits. Honey can be used as a sugar substitute and has many contain beneficial. This design system with naive bayes classification uses acacia honey, eucalyptus honey, coffee honey longan honey, Sengon multiflora honey and mango honey with Arduino Uno microcontroller, TCS3200 sensor and LDR sensor. The classification process is carried out by pouring honey into a 50ml beaker glass then placing it above the LDR sensor and under the TCS3200 sensor according to the prototype design of the calcification tool. The LDR sensor gets light from the color sensor and then will give output red, green, blue, and honey clarity then the data is processed by the naive bayes method so the result will be a classification of honey. Classifications are displayed on the LCD so that users can see the classification results. Naive Bayes classification was chosen because it is effective and requires a bit of training data, in this study using 10 samples of training data per honey. From the test results with 67 honey samples, the results obtained 94% accuracy with an average computation time of 1007.28ms, an average LCD accuracy 100%, an average LDR sensor accuracy 98.9% and an average error on the color sensor 5.69%. This means that the results can be said it's good
Sistem Identifikasi Jenis Makanan dan Perhitungan Kalori berdasarkan Warna HSV dan Sensor Loadcell menggunakan Metode K-NN berbasis Raspberry Pi Muhammad Rizqi Zamzami; Dahnial Syauqy; Hurriyatul Fitriyah
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

Overweight and obesity are still common diseases in this world, which is caused by an unhealthy lifestyle, one of which is consuming excessive food. This excessive food consumption is caused by several factors, namely emotional problems, environmental and social conditions and certain physical conditions. If food consumption is not controlled and is not balanced with a lot of body activity, it will cause calorie accumulation in the body, resulting in obesity and obesity and a risk of disease. One way to overcome this is by controlling yourself in consuming food by measuring the number of calories that will be consumed. From these problems, a system is made to measure food calories by identifying the type of food and measuring the weight of the food. The identification of these foods uses the k-Nearest Neighbor method and the Loadcell sensor to read the weight of the food being measured. The system will capture images and read the weight of the food measured through the camera module and loadcell sensor. The image is then processed on the Raspberry Pi 3 B to extract the color value from the mean HSV. Furthermore, the extraction results are used as a feature to identify the type of food which is used to measure food calories based on the identification and measurement results of the Loadcell sensor. The results of the system will be displayed on the 16 × 2 LCD screen. The system test uses 5 samples for each type of food. From the test results, the accuracy at k = 3 is 96%, at k = 5 is 92% and at k = 7 is 92%.
Implementasi Load Balancing Web Server Pada POX Controller Berbasis Penggunaan Memori Dengan Agen Psutil Pada Software Defined Network Cindy Zefira Afiani; Heru Nurwarsito
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

Increased requests to fulfill the needs of the user in accessing the internet occur as technology develops. The increasing number of requests is also accompanied by a very high increase in traffic which can cause overload. Web server load balancing method which is implemented in the network architecture known as software defined network can be a solution to improve the performance of the server. Several previous studies had implemented web server load balancing using algorithms like round robin, response time, and server resource based algorithms such as CPU usage based algorithm which had different performances. Resources of a server such as memory can serve as a parameter in the load balancing algorithm. The server with the smallest memory usage will service requests which are requested by the client. Memory usage based algorithm uses psutil agent to find out memory information on the server and is implemented in POX controller. The result of this study is sending requests by clients to the server with the smallest memory usage. The memory usage based algorithm is compared with the CPU usage based algorithm in terms of parameters such as throughput, response time, and memory utilization. In testing with 1800 requests as the largest connection requests, the memory usage based algorithm has a higher throughput value of 29.44 KB/s compared to the CPU usage based algorithm, which is 27.78 KB/s. Meanwhile, the memory usage based algorithm has a lower response time value of 5.68 ms compared to the CPU usage based algorithm, which is 5.88 ms. At the server with the highest memory capacity, the memory usage based algorithm has a lower memory utilization value of 12.94% compared to the CPU usage based algorithm, which is 13.20%.

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