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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
Prediksi Persentase Penyelesaian Permohonan Hak Milik menggunakan Metode Extreme Learning Machine (ELM) (Studi Kasus: Badan Pertanahan Nasional Kabupaten Malang) Meilinda Dwi Puspaningrum; Edy Santoso; Novanto Yudistira
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

Certificate of Ownership is a type of certificate where the owner has full claim to the ownership of the land in a certain area that has been mentioned in the certificate. On 2018, the National Land Agency (BPN) established the PTSL program, which is a land registration process. This program is a government innovation through the Ministry of ATR / BPN to meet the basic needs of the community such as clothing, food and shelter. The process of community land certificate services that worked by BPN of Malang Regency has a constraint in which the process takes longer than determined, causing the number of certificates of ownership that can be completed every month to be lower than the number of incoming requests. In this case its cause the work of the staf is pilling up everytime. Several factors that cause this problem is the lack of inadequate human resources, especially measurement staf in the field and data processing staf. Therefore, in order to facilitate the process of servicing the land certificate, a prediction of the percentage of completion of an application using the Extreme Learning Machine (ELM) method is required. Based on the results of testing the parameters that have been carried out using the Extreme Learning Machine (ELM) method with the application for ownership data from 2014 - 2019 the comparison test of training data and testing data is produced the smallest evaluation value 2.878% using the MAPE method. At the comparison testing of training data and testing data the ratio results on the data is 30%: 70% with 2 neurons and activation functions used sigmoid binary.
Evaluasi dan Perbaikan Desain Antarmuka Pengguna Menggunakan Metode Usability Testing dan Human-Centered Design (Studi Kasus: DPAD Malang Mobile Library) Jerry Deska Perdana; Hanifah Muslimah Az-zahra; Aditya Rachmadi
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

Malang Library is a regional library in Malang City. It already has its own application that is integrated with the physical library named DPAD Malang Mobile Library. When using the application, user has some problems. One example, when user press the back button on their smartphone, the application close itself instead of going back to previous page. Writer also did preliminary evaluation using UEQ method to 20 library members. Result shows that DPAD Malang Mobile Library has a “bad” score on all scale of UEQ except for perspicuity with a “below average” score. Also, Malang Library still have not upload the application to Google Play because they want to polish the application on the user interface side. If the application is uploaded without polishing the user interface, it will cause negative experience to the user. Because of that, writer did an evaluation and fixing the application using Human-Centered Design approach and Usability Testing method for evaluation. Steps on this research are understand and specify the context of use with observation and interview, preliminary evaluation using Usability Testing method and specifying the user requirements, produce design solution with Material Design Guidelines, evaluating the design using Usability Testing method, and fixing the design solution with Material Design Guidelines.
Evaluasi User Experience Gim Mobile Legends: Bang Bang menggunakan Design Thinking Evika Septianawati; Ismiarta` Aknuranda; Buce Trias Hanggara
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

Mobile Legends: Bang Bang (MLBB) is one of the most popular online games in Indonesia. However, based on preliminary research that has been conducted online through a questionnaire, there are several factors that users do not like when playing the Mobile Legends game. Often players who play in rank mode solo (without playing together), are made into trouble by some players who have unpleasant behavior, one example of which is toxic players. This continues until the current Mobile Legends season. The purpose of this study is to explore the factors that users do not like when playing the Mobile Legends game and propose solution ideas that can support and solve problems experienced by players. This study uses Design Thinking, every action taken using this process is centered on what the user wants and needs. There are several stages in Design Thinking, namely Empathize, Define, Ideate, Prototype, and Test. At the Empathize stage, 7 problems were found, then the information that had been collected during the Empathize stage through interviews was analyzed and synthesized in the Define stage and produced 5 problem statements. At the Ideate stage, 5 solution ideas were generated, the solution ideas were implemented at the prototype stage and tested using the Feedback Capture Matrix to get user feedback.
Rancang Bangun Sistem Informasi Recording Sekolah pada Sekolah Menengah Atas (Studi pada Sekolah Menengah Atas Negeri 105 Jakarta) Septi Sulistio Ardoko; Buce Trias Hanggara; Bondan Sapta Prakoso
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

SMAN 105 in current state still minimize the use utilization of information system to carry out learning activity or administration. On that basis, research carried out at SMAN 105 Jakarta in order to develop school information recording system needed by SMAN 105 Jakarta. As of time of the writing, SMAN 105 Jakarta only have a website only for displaying general information of the school and is also configuration on the website limited by the direction of ministry of educational indonesia. The software development life cycle used to develop the sistem are based on waterfall. On the framework side, the sistem is based on codeigniter framework and using UML as a base to develop the diagram used to build the diagram like use case and such. For testing the software, blackbox testing were used to test functional and non functional requirement which gave valid result as test were rolled to test the system. User Acceptance Testing (UAT) used to the stakeholder gave a 100% acceptance result using Guttman scale which mean that the system is accepted by the stakeholder.
Analisis Kinerja Protokol Routing IS-IS dan Protokol Routing EIGRP Pada Jaringan Topologi Mesh Aidi Rahman; Heru Nurwarsito
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

In communicating and exchanging information, the internet requires a routing protocol that can help the process of sending data from the source location to the destination location. There are many types of routing protocols used in sending information. Each type of routing protocol has different characteristics and algorithms that can affect the performance of each routing protocol. It is necessary to do this research to find out which routing protocol has the best performance in the mesh topology network. The research was conducted using the GNS3 simulator application to create a mesh topology that is implemented with the IS-IS and EIGRP routing protocols. Mesh topology is divided into 2 forms, namely by using 5 routers and 8 routers which will be tested with a test scenario to determine the performance of each routing protocol based on the parameters used. By comparing the parameters of throughput, packet loss, update routing table, delay and convergence duration, the results show that the topology of 5 routers using a full connected connection shows that IS-IS has a greater throughput value, namely 2319.52 kbps. In routing table updates, IS-IS has a faster update time of 0.059 s. Then in the delay parameter, EIGRP has a smaller average time, namely 0.165 s. In the parameter convergence duration, IS-IS has a faster time, namely 6.6 s. And the packet loss parameter IS-IS has a smaller amount, namely 3.3%. Then on the 8 router topology that uses partially connected connections, it shows that EIGRP has a higher throughput value, namely 367.68 kbps. In the routing table update, EIGPR has a faster update time of 0.186 s. Then in the delay parameter, EIGRP has a smaller average time, namely 0.612 s. In the parameter convergence duration, EIGRP has a faster convergence time of 13.8 s. And the packet loss parameter EIGRP has a smaller amount of packet loss, namely 6.9%.
Pembuatan Objek 3D Candi Badut Menggunakan Metode Photogrammetry Benjamin Septa Pardamean; Herman Tolle
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

Based on its function, the media as a source of information plays a very important role in learning, by delivering accurate information, the information conveyed can be received clearly. One of the digital media is three-dimensional media that provides visual information on objects such as colors, textures, shapes, and others. One of the methods in making 3D objects is by using the photogrammetry method. The photogrammetry method is the process of making 3D objects using many photos captured by the camera that will be integrated into a software and processed into 3D objects. In this research, the photogrammetric method in making 3D objects of Candi Badut, using UAV in taking photos, is then processed in the Meshroom software which consists of StructureFromMotion, DepthMap, Meshing, and Texturing stages, which produce 3D objects and then reprocessed in the Blender 3D. The resulting 3D object results can be used as digital assets such as the introduction of tourist objects, video games, animation and others. The 3D object of Candi Badut was tested to measure the level of accuracy using the Root Mean Square Error (RMSE) method by comparing the measurement results in the software with the measurement results in the field. The test results obtained are RMSE of 0.0734meter where the 3D object of Candi Badut produced by the photogrammetry method has approached the object of Candi Badut in the real world.
Aplikasi Virtual Tourism Promosi Kampung Tematik Kota Malang berbasis Web VR 360 Danar Hikmah Krismanto; Herman Tolle
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

Thematic village is a place administratively under a sub-district that has both a social and economic potential. However, at this time the spread of the Covid 19 pandemic virus outbreak caused the closing down of almost all thematic village. Based on these problems, in this research a virtual reality (VR) application for promotion of thematic villages by using web VR 360. This application is developed using Agile software development life cycle. The aplication is divided into 2 part, they are VR applications for users and admin system for admins to manage data VR. The implementation of virtual reality applications uses the Aframe framework and the admin system uses the Laravel framework. System testing is done using blackbox testing to test functional requirements and use usability testing to test non-functional requirements. The results fungsional testing is all functionality requirements are valid. The results non-functional testing using usability testing for VR applications got an average System Usability Testing (SUS) score of 75.5 and for the admin system it got an average SUS score of 77. It can be concluded that the system being developed is good for use.
Pengembangan Sistem Manajemen Proyek Perangkat Lunak (Studi Kasus: CV. Karya Studio Teknologi Digital) Robi Hidayat; Achmad Arwan; Agi Putra Kharisma
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

Software project management is very important to the success of a software project. KS is a company that specializes in developing software projects. The main problem that happens with Karya Studio concerning software project management is that project managers often have difficulty monitoring the progress of tasks that are carried out by programmers. The cause of this problem is the lack of a system that records the progress of tasks that the programmer is doing. All progress reports from the programmers are stacked in one report in the group chat. Another issue is that the client cannot directly monitor the progress of the project and therefore cannot provide early feedback if there is a work error in the project. A software project management system was built to solve these problems. It is expected that with this system, a software project can be managed in one platform so that coordination between Karya Studio team members and clients can be carried out in a more structured and systematic manner. This system is developed using a waterfall model software development life cycle. The phases of this study include literature review, requirements engineering, system design, implementation and testing. This system is developed on a web platform using the single page application (SPA) concept. This system has been tested using unit tests, integration tests, validation tests, and compatibility tests.
Optimasi Rute Distribusi Lokal Buah Segar Menggunakan Algoritme Genetika (Studi Kasus: PT Great Giant Pineapple) Asfie Nurjanah; Agus Wahyu Widodo; Muhammad Tanzil Furqon
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 12 (2020): Desember 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In terms of time and financial costs, transportation and distribution are the biggest challenges for the fresh produce industry in Indonesia. On time delivery and the freshness of the product when it reaches the customer are demands that must be met by the company, as experienced by PT Great Giant Pineapple. To solve this problem, a system is needed to improve the quality of distributing products by minimizing distribution distances by finding the optimal route for the vehicle by considering travel time, service time and vehicle transport capacity. This problem in determining the optimal distribution route is known as the Vehicle Routing Problem with Time Windows (VRPTW). Genetic algorithm is one method that can be used to solve the VRPTW problem. The genetic algorithm uses a permutation representation where the chromosome length represents the number of subscribers. The search for solutions is carried out by combining chromosomes and then processed using genetic operators (mutation, crossover, and selection) by initializing genetic operators (population size, number of generations, crossover probability, and mutation probability). The test results show that the distribution route optimization using a genetic algorithm can reduce the travel time in distributing goods by 1 hour 37 minutes with the highest fitness value obtained at population size 120, the number of generations 100, the combination of crossover probability value 0.4 and mutation probability 0.6.
Klasifikasi Kategori Buku Ilmu Agama Islam Menggunakan Metode Naive Bayes Dan Seleksi Fitur Information Gain Panji Gemilang; Yuita Arum Sari; Suprapto Suprapto
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

Books that have important role for making the next generation of nation intelligent, creative, and critical. Special reading books on Islamic religion have various categories, for example categories of creed, morals, sirah, and so forth. Books about Islam and various categories that exist makes it difficult for people to find the desired book according to the category of books that you want to read. Thus this study seeks to classify Islamic religious book categories into 7 categories using the Naive Bayes Multinomial and feature selection Information Gain. The classification process starts from the preprocessing text, features selection by the Information Gain method, and classification using the method Multinomial Naive Bayes. Testing is acuration, precision, and recall with 2 scenarios, namely through the process of stemming and not through the process stemming also analysis the influence of threshold Information Gain. Displaying scenarios through stemming with a 50% feature selection has the best accuracy, precision, and recall results of 69%, 74%, and 69% by order. Based on testing algorithms can classify the categories of Islamic religious science books using the Naive Bayes Multinomial method and feature selection Information Gain

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