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INDONESIA
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 Deteksi Hama Babi menggunakan CNN (Convolutional Neural Network) berbasis Raspberry Pi Aditia Reza Nugraha; Fitri Utaminingrum; Hurriyatul Fitriyah
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 9 (2021): September 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Indonesia is an agricultural country, part of which contains the agricultural sector, such as maize, rice, oil palm and other food crops. The area of ​​agricultural land increases every year by cutting down forests as an additional resource. Forest encroachment for the agricultural sector has an impact on the environment in which agriculture is located, where agriculture is in direct contact with forest areas. Agricultural areas adjacent to plantations cause wild animals such as wild boar to become pests that can damage plantation products and are also dangerous if they come into direct contact with humans who are present while doing activities in the area. As a pest repellent prevention, it is usually carried out by conventional means such as pig traps, poison, or nets in the affected area. As an innovation using smart technology, a solution to this problem requires a system that functions as a security supervisor for plantations. The system that will be created serves to monitor the situation when the plantation is invaded by pests such as wild boars. The surveillance system uses a webcam that is attached to the Raspberry pi model 4 which functions to see the state of the garden when there are objects of pig pests. The monitoring system on the camera will classify wild boar and farmer objects on plantations using the Convolutional Neural Network method by YOLOv3 architecture with an accuracy rate of the data model for a value of 97%. The system will also be built using a buzzer notification as a notification when a pest is detected on hardware with a success of 100% buzzer output.
Prediksi Cuaca Kota Denpasar menggunakan Algoritma ELM dengan Optimasi Quantum Delta Particle Swarm Optimization Adam Sulthoni Akbar; Candra Dewi; Randy Cahya Wihandika
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

Weather is an important factor for beach visitors on the island of Bali, especially in the city of Denpasar. Clear weather, is the perfect weather to visit the beach. To make tourist not come to beach when weather it's rainy, a weather prediction is needed, so tourists can determine the right time to visit the beach in the city of Denpasar. Weather is a natural phenomenon that occurs in a relatively short period of time. Weather data is collected via satellite, and can be used to predict the weather in the future. In this research, the weather data used were temperature, wind speed, humidity and air pressure. To make these predictions, an artificial neural network using the Extreme Machine Learning method is used, with the optimization of the Quantum Delta Particle Swarm Optimization. With 5 hidden neuron, the result of accuracy from ELM is 39%, otherwise, with QDPSO optimization with 10 particles, 42 iterations, and g value 0,96, have result 100% accuracy.
Perancangan Desain Interaksi Modul Pelayanan Kesehatan Masyarakat Pada Aplikasi Malang Sehat Dengan Menggunakan Metode HCD (Human-Centered Design) Andika Fatimah Az-Zahara; Herman Tolle; Retno Indah Rokhmawati
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

Efforts to improve the quality of public health services continue to be carried out by the Government of Malang. In achieving the increase in access and health services, the Government not only realizes this through improvement of supporting facilities and infrastructure, but also in the form of application-based health services that make it easier for patients to gain access to health services. Today, many countries are innovating to build smart city in order to maximize services for their people, including the Indonesian state. At present the Office of Communication and Information (Kominfo) of Malang City is also working to develop Malang towards smart city. Therefore, to realize this desire one of them can be done by improving the quality of health services in the city of Malang, so it is necessary to design an interaction design for integrated mobile apps based health service applications in order to provide services in an effective, efficient and comfortable way to use the community. This interaction design applies the Human-Centered Design method that focuses on users and stakeholders. At the evaluation stage, testing was conducted with 20 participants using the Remote Usability Testing technique and using the System Usability Scale (SUS) questionnaire, then the test results obtained were the aspect value effectiveness of 99%, efficiency value of 83% and satisfaction value 77.1 which means getting Grade Scale is C value with acceptable level which is high. With this score results get adjective ratings in the 'Good' category.
Implementasi Prototype Kapal sebagai Sistem Monitoring Kualitas Air menggunakan Algoritme Naive Bayes Axel Elcana Duncan; Rizal Maulana; Eko Setiawan
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

Living things really need water as a source of life. Lots of people use water in the waters for various things. Water quality standards using three characteristics, physics, chemistry, and biology are prerequisites for water quality. Through its very important role for all living things, it is very much needed an embedded system that is equipped with an algorithm for monitoring water quality, given the complexity, and conventionality of existing methods for measuring water quality. A ship prototype system using Arduino Nano, WEMOS D1 Mini, Genuine Analog pH Meter sensor, DS18B20 sensor, Turbidity sensor, JSN-SR04T sensor, L298N motor driver, and 6V DC motor can help from existing problems. This system is in the form of a ship so that it can carry out comprehensive monitoring. This system also uses the Naive Bayes algorithm in classifying through features such as pH, temperature, turbidity, and depth as inputs. Good, medium, and bad results will be the class will be output. In getting these results, this system uses as many as 40 training data and 20 test data. The average error reading of the Genuine Analog pH Meter sensor from 10 tests is 8,233%. The average error of DS18B20 sensor readings from 10 tests is 0.859%. Turbidity sensors have a linear graph, the more turbid the water the smaller the voltage value. The average error of sensor reading JSN-SR04T from 10 times the test is 2.492%. The accuracy of sending data from 10 tests is 100%. The accuracy of the classification using the Naive Bayes algorithm is 90%. The average computational time performed by the system from 10 tests is 3.7055 ms. The accuracy rate on the drive system from 3 times of testing is 100%.
Optimasi Rute Distribusi Produk Minuman dan Makanan pada Distributor Nestle (CV Forward Kediri) dengan Algoritma Ant Colony Optimization Allifira Andara Hasna; Bayu Rahayudi; Agus Wahyu Widodo
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

The distribution process at CV Forward Kediri involves more than one sales for the product delivery process. In this case, the route determination management from the distributor is very important so that the distribution process can be more optimal. The problem experienced by many salespeople in finding the closest route is known as the Multiple Traveling Salesman Problem. One of the optimization algorithms to solve the closest route-finding problem is the Ant Colony Optimization algorithm. This algorithm is algorithm that is inspired by groups of ant colonies in finding a path to get food. In this study, to determine the resulting solution from the Ant Colony Optimization algorithm, a comparison of the initial conditions with the system was carried out. By testing the parameters of Ant Colony Optimization, the optimal parameters are obtained, namely the iteration of 2000, the alpha value, the beta value of 0.1, the rho value of 0.3, and the tau value of 0.03. Based on the results of the comparison of the system using the Ant Colony Optimization algorithm, with an average fitness of 121.27 with the original condition of 179.42, it turns out that the results obtained by the system are much shorter than the original condition so that it can provide more optimal results.
Analisis Pengaruh Handover Terhadap Kinerja Video Streaming Menggunakan Protokol LTE Ryan Eko Listyanto; Primantara Hari Trisnawan; Reza Andria Siregar
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

LTE (Long Term Evolution) is a technology that dominates the cellular network developments for mobile nodes currently. LTE can carry out handovers to increase network capacity and support services to mobile nodes. On the other hand, at this time, video streaming is becoming a popular service with mobile nodes support capable of accessing high-quality video and support for LTE as a high-speed network of up to 150 Mbps. However, the handover mechanism on LTE can affect service quality due to channel shifting between eNodeB that is influenced by various things, for example, the number of nodes served, packets sent, or a drop in the signal that occurs on both eNodeB. This research is conducted a handover simulation with several scenarios using a micro cell. The simulation is carried out with four scenarios, namely node speed, node density, the distance of two eNodeB, and the size of packets sent. In the simulation, the nodes will move linearly between two eNodeB for 1000 seconds to get the results of end-to-end delay, jitter, packet loss, and throughput. From this test, it was found that nodes that were moving too slowly had suboptimal results. The higher network load on testing node density and packet size decreases service quality but it is still in good condition for video streaming. Meanwhile, the decrease in signal strength can improve service quality at some point.
Pengembangan Aplikasi Peta Interaktif Tiga Dimensi Studi Kasus Fakultas Ilmu Komputer Universitas Brawijaya Raesulli Kautsar Riando; Buce Trias Hanggara; Agi Putra Kharisma
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 increased usage of virtual applications as a replacement for many real world activities has risen significantly with the advance of technology. Due to the many benefits of virtual alternatives of real world activities, therefore rises the need of the development of a virtual representation of the FILKOM UB campus area. The visual representation of the FILKOM UB campus area takes shape in a 3D virtual map. The map has plenty of objects that enhances the realism of the virtual area, the objects also adds additional information to the map. The virtual map application contains two modes, an exploration mode and a 3D map mode. With the two modes, the user is able to more freely explore the virtual FILKOM UB campus area. The development of the virtual map application is split into stages such as data collection, analysis, design, and implementation. The virtual map application is made using the Unity3D game engine, the decision to choose this game engine is based on the relative simplicity of the application and the ability of the game engine to display realistic graphics. The objects used on the virtual map were made in blender3D. The application runs on desktop and laptop computers, this decision was chosen because of the limitation of mobile devices hampering the functionality of the application. Testing results shows the application was able to complete all the functional requirements with great results.
Pengembangan Sistem Informasi Rekam Medis Hewan dan Rekapitulasi Transaksi Berbasis Web (Studi Kasus : Klinik Hewan House Of Pet Malang) Leny Mirta Sari; Achmad Arwan; Djoko Pramono
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

House of Pet is an animal clinic that has several services for animals including grooming, pet hotels, animal inspection and selling goods at petshop. During this time the House of Pet in its business processes using paper and Microsoft Excel to write veterinary medical record data and data related to the recapitulation of transactions in the clinic. This raises the problem, first the difficulty of tracking the medical records of animals that come to the clinic and second to know the recapitulation of transactions so far, you need to look at each of the patient's medical record. This is very inefficient because there are quite a lot of visitors every month. Therefore, this research developed a web-based medical recordinformation system and transaction recapitulation that can facilitate the House of Pet clinic to store, change and track data related to animal medical records and transaction recapitulation. This research was developed by the waterfall method and implemented using the PHP programming language and codeigniter for its framework and MySQL for database processing. This system is tested using a unit test with the results of 100% valid test paths, integration testing of 100% valid paths, validation testing of 53 test cases 100% valid and compatibility testing with system results can be run in several browsers.
Perancangan Antarmuka Pengguna Sistem Portofolio Siswa Sekolah Sepak Bola (SSB) Sumbersari Menggunakan Metode Design Thinking Yogie Tegar Pribadi; Buce Trias Hanggara; Bonda Sapta Prakoso
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

Sumbersari Football School is an informal school that focuses on soccer for students aged 7 to 14 years. This soccer school has several problems in the training it runs. The problems experienced include the absence of student portfolio data during the exercise. Based on the problems experienced by SSB Sumbersari, interviews were conducted to explore the needs and what were the core problems. The purpose of this research is to find a solution to the problems currently being experienced by SSB Sumbersari. Solutions to problems experienced, SSB Sumbersari requires a design design for the student portfolio system. At the stage of extracting the needs, 4 user needs and 7 solution ideas have been made. In designing this student portfolio design using the design thinking method. The final result of this research according to the results of the System Usability Scale gets a value of 78 which is included in the good category.
Pembangunan Aplikasi Perangkat Bergerak Konseling Online pada Anxiety Disorder berbasis Android menggunakan Metode Personal Extreme Programming Muhammad Satya Nugraha; Komang Candra Brata; Adam Hendra Brata
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

Based on a basic health study conducted by the Ministry of Health in 2018, 9-10 out of every 100 Indonesians suffer from mental and emotional disorders. A significant increase compared to 2013 data, namely 6%. Despite the high incidence of sufferers, there is a large imbalance between the number of mental health cases and the availability of mental health professionals in lower middle income (L-MIC) countries, including Indonesia. In addition, the price of consulting professionals is quite high, especially for adolescents. From these problems, there is an alternative solution, namely internet-based intervention. Cybercounseling or what is often called E-counseling (electronic counseling) is one of the guidance and counseling services using computer technology, especially the internet. This research will develop an e-counseling application as a preventive action and treatment for anxiety disorders. The method used in this research is Personal Extreme Programming. The research started from the requirements engineering stage which resulted in 32 functional requirements and 1 non-functional requirement. The implementation stage of this application uses Firebase as a database and using the Kotlin programming language. The final stage is a testing phase with unit testing resulting in 3 functional tests that are valid, validation testing has succeeded in reaching 100% valid according to the expected result, and usability testing produces a usability score of 87 on Maze and a SUS score of 71.5. From this research, it is hoped that it can help provide preventive action and treatment of symptoms of anxiety disorders, overcome difficulties in finding information on mental health services, provide convenience in conducting counseling, educate the importance of mental health, and helping people seek help during emergencies.

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