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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 Sistem Informasi Kesehatan Gizi Pasien Berbasis Mobile (Studi Kasus: Klinik UB Malang) Nadir Basalamah; Achmad Arwan; Agi Putra Kharisma
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

Nutrition is an important component in the formation of various important elements in the human body such as tissue development, reproduction and the formation of energy for metabolism. Healthy and balanced nutrition can be obtained by visiting hospitals and clinics that provide nutrition poly services. Nutrition poly is a service that aims to serve patients to obtain healthy and optimal nutrition. Services in nutrition poly include recording a nutrition data, designing food menus, monitoring of evaluation result and nutrition consultation. Nutritional data recording services and food menu design are carried out conventionally so that access to patient nutrition data is limited and there is no mechanism for a schedule reminder to return to nutrition poly or meal schedules. This problem can be solved by developing a mobile-based nutrition information system that can be used by nutritionists in recording nutritional data and for patients in monitoring nutritional development. The system was developed with the waterfall methodology and uses technology in the form of the use of the Kotlin programming language to develop mobile applications with the Android operating system. This research stage begins with a system requirements analysis that results in 44 system functional requirements. After the requirements analysis is carried out, the next step is to carry out the design and implementation process of the system. After the design and implementation have been carried out, the next stage is testing which includes unit testing, integration testing and system testing. The results of the system testing that have been carried out produce a valid status with a value of 100%, namely the system developed in accordance with the design results.
Pengembangan Sistem Informasi Manajemen Pelaporan Gangguan WIFI.ID berbasis Web di PT. Telkom Indonesia Witel Jakarta Timur Reyhan Ramadhan; Widhy Hayuhardhika Nugraha Putra; Buce Trias Hanggara
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

Telkom Witel Jaktim has interference report handling for their customers who subscribe to WIFI.ID. however, the handling still doesn't have a system that can support the process. In addition there are constraints and obstacles, such as sales officers who are charged with matters that aren't their obligation, use Telegram as a forum for communication, and others. Therefore, the authors developed the Laravel web-based WIFI.ID interference reporting management information system, which is integrated with Google OAuth 2.0 and Telegram Bot. This research uses the waterfall model which is carried out from the stages of literature study until system testing. By collecting data through direct interviews, a requirement analysis is produced, namely defining actors, system requirements, and use case diagrams and scenarios. Then in the design of the system generated diagram designs and interfaces. The entire design is then implemented using the web programming languages and MySQL. Finally, a validation test with a percentage of 100% valid, compatibility and responsiveness testing with good results, and UAT testing with a percentage received at 100% so that the system can be accepted by end users.
Evaluasi Usability Pada Aplikasi Learn C++ Menggunakan Metode Usabilty Testing Studi Kasus SMKN 3 Malang Dimas Anugerah Asprila; Satrio Hadi Wijoyo; Hanifah Muslimah Az-Zahra
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

The android application is one of the supporters of today's digital education applications. According to the results of direct interviews conducted by researchers with one of the Computer Network Engineering teachers at SMKN 3 Malang, it can be concluded that the lack of computer learning media facilities and the limited number of students who have laptops are a problem when the teacher teaches basic programming lessons. To solve problems when the learning process takes place Learn C ++ is a solution application from the teacher, to learn programming and writing code. The purpose of this study was to determine the level of usability Learn C ++ and make recommendations for improvements from the user. The method used is Usability testing using the System Usability Scale (SUS) questionnaire. Based on the research conducted, it was found 7 problems, and provided 7 recommendations for improvement solutions, the conclusions obtained increase the parameter values ​​of efficiency, effectiveness, and satisfaction. Where on the old interface the effectiveness rate was 90.4%, then on the new interface it increased to 100%. The efficiency level of the mean number of touch value in the first evaluation got a value of 3.7 while in the second evaluation it got a value of 3.02, therefore, it can be seen that there is a decrease of 0.68 which means that the recommendation for interface improvements given gives better application efficiency. The satisfaction obtained through the first evaluation received a value of 67%, while the second evaluation received a value of 76%. Experienced an increase in value of 18%, which means that respondents are more satisfied with the recommendations for interface improvements given.
Pengenalan Gesture Tangan Untuk Otomatisasi Switching Saklar Menggunakan Metode KNN Berbasis Raspberry Pi Misran Misran; Fitri Utaminingrum; Rizal Maulana
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

Research on switching automation has been done a lot, both by using smartphone control, infrared sensors to using voice commands. The switching automation process used to turn lights on or off can also be done using hand gestures. By using the K-Nearest Neighbor method the computer can understand human interaction quite well using the method of decision making from existing patterns. In this study, the K-Nearest Neighbor method was used to translate hand signals or hand gestures into a command to control the LED. The test was carried out using 5 volunteers, each of whom tested each hand gesture given. To get the results of gesture recognition, there are several steps that must be taken, namely skin detection, preprocessing process, Feature Extraction, K-NN, and finally the system output. 3. The accuracy produced by the system is very good, where by conducting several experiments, the accuracy results obtained for five volunteers is 80%. Research on switching automation has been done a lot, both by using smartphone control, infrared sensors to using voice commands. The switching automation process used to turn lights on or off can also be done using hand gestures. By using the K-Nearest Neighbor method the computer can understand human interaction quite well using the method of decision making from existing patterns. In this study, the K-Nearest Neighbor method was used to translate hand signals or hand gestures into a command to control the LED. The test was carried out using 5 volunteers, each of whom tested each hand gesture given. To get the results of gesture recognition, there are several steps that must be taken, namely skin detection, preprocessing process, Feature Extraction, K-NN, and finally the system output. 3. The accuracy produced by the system is very good, where by conducting several experiments, the accuracy results obtained for five volunteers is 80%.
Peramalan Indeks Harga Konsumen Indonesia menggunakan Metode Jaringan Saraf Tiruan Backpropagation Elan Putra Madani; Muhammad Tanzil Furqon; Nurul Hidayat
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

One of the focus of the government in the 2020 macroeconomic strategy is the realization of controlled inflation, an indicator often used to measure inflation, namely the Consumer Price Index (CPI). The movement of prices of goods and services consumed by the public causes changes in the value of the CPI, when unstable price movements can cause inflation. Forecasting is used to help policy makers to be taken into consideration in order to avoid inflation instability. This research used IHK as data inputs which will be formed the pattern then did data normalization process and processed using Backpropagation Neural Network method for the forecasting of CPI, return value with data denormalization and lastly using Mean Absolute Percentage Error (MAPE) for evaluation of forecasting results. The smallest MAPE value obtained from this research is 0.463% with the value of neuron input = 6, hidden neuron value = 10, initial weight range value in the range -1 to 1, learning rate value = 0.1, and epoch value = 5000
Pengembangan Aplikasi Penyesuai Playlist Musik dengan Konsep Geofencing menggunakan Spotify API Berbasis Android Fachri Rachmanda; Agi Putra Kharisma; Wibisono Sukmo Wardhono
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

Listening to music is one of the biggest uses of smartphones, because certain music is considered to be able to affect mood and mind in carrying out various activities. One of the most popular music listening service providers is Spotify, which currently does not provide location-based music playback services. Therefore an application development for Android-based smartphones is conducted to adjust the playback of the type of music from Spotify based on the user's activities with the location as a reference for the adjustment. This application applies the concept of geofencing which is implemented with the Java programming language on the Android SDK (Software Development Kit). The results of functional testing with black box testing show that the function of this application has fulfilled the main functional needs of the system in adjusting the playlist and complementary functions that support the main function. In the usability test using the SUS (System Usability Scale) method involving ten respondents obtained 60.75% results or included in the category of "Poor" which can be concluded that the application has not been fully accepted by users so it still needs to be developed for the better.
Pengembangan Permainan Edukasi berbasis Augmented Reality untuk Pembelajaran Senyawa Hidrokarbon bagi Siswa Sekolah Menengah Atas (SMA) Carlista Naba; Muhammad Aminul Akbar; Ahmad Afif Supianto
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

Chemistry is one of the many branches of science that is taught on high school, but observations from teachers shows that there's still many students who struggles learning chemistry because of its abstract and intangible concept. Example of a chapter that student still struggles is hydrocarbon chapter. To help with the problem of the abstractness concept of chemistry, this study has a goal to develop an educational game as a learning media to study about the structural molecule of hydrocarbon compound and its The International Union of Pure and Applied Chemistry (IUPAC) nomenclature using Augmented Reality (AR). The game will be developed as a puzzle game, on which the player arrange and build a hydrocarbon compound that can be seen on the real world with AR. The game will also detects the compound's name. This study will be done with Iterative Rapid Prototyping design cycle. The study's functionality result will be tested with Black Box Testing and tested on students with Game Experience Questionnaire (GEQ) module to asses the student's experience. There is 2 modules, which will be asked when the respondent is in their playing session, and when they're finished playing the game accordingly. The results of functionality testing shows that the game works well with 100% validity, just as the experience testing with GEQ. Based on the questionnaire results, game that uses AR could improve the student's interest and help them to overcome their feeling of boredom in learning.
Penerapan Hierarchical Finite State Machine untuk Pengambilan Keputusan Non-Player Character (Studi Kasus: Gim Hack and Slash) Ahmad Fadli Naharu; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
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

Hack and slash is a genre of a video game that a player is playing as a character that beats enemies using melee weapon. The enemies in this kind of game are non-player characters. Which mean those characters are controlled by machine instead of human. Because of that reason, developing NPCs in a video game like hack and slah is important. We've implemented three NPCs in this reaserch, they are called NPC1, NPC2 and NPC3. They are designed in states and transitions using Hirarchical Finite State Machine and implemented in Unity game engine. Those NPCs are tested using Test Flow Diagram and Frame Per Second Test. The result of TFD shown that NPCs are working normally as expected in genereted flows. And the last for FPS test shown that on the system spesification, NPC1 could run the game up to 250 NPCs at 60 FPS. For NPC2 and NPC3 could run the game up to 200 NPCs at 60 FPS.
Implementasi Naive Bayes Classifier untuk Klasifikasi Emosi Tweet Berbahasa Indonesia pada Spark Rizal Aditya Nugroho; Imam Cholissodin; Indriati Indriati
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

Emotion is a natural thing that every human being has because it is a response to an event. Because emotions are owned by every human being, classifying emotions has many benefits, for example, for identifying customer complaints. Emotions can be found in textual sources such as tweets. Tweet data on Twitter itself has a size that is growing every year and a system that classifies emotions on tweets is needed that can handle the growing data quickly and accurately. In this study the classification is carried out using the Naive Bayes Classifier algorithm and also the Spark framework with the process starting from preprocessing, training to find prior and likelihood values, ​​then testing to find posterior values ​​and performing classification, and finally calculating accuracy. The Spark framework itself is used to do work in parallel for faster computing time. Based on the test results from tweet data on June 1, 2018 to June 14, 2018, the accuracy of the Naive Bayes Classifier method for the classification of Indonesian tweets on Spark has the highest average value of 0,892 when the percentage is 90% training data and 10% test data. Then the highest average value is 0,880 when using smoothing. And finally, the highest average value is 0.888 when using constant priors. Comparison of execution times from using Spark and sequentially has a very large difference that it is almost 165 times faster on Spark. In Spark, the execution time takes an average of 0,525 seconds, while in the sequential method it takes 86,564 seconds on average.
Navigasi Robot Beroda menggunakan Algoritma SVM (Support Vector Mechines) Nengah Affan Riadi; Gembong Edhi Setyawan; 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

Wheeled robots need a navigation ability to operate properly. One of the navigation implementations of the wheeled robot is that the wheeled robot can help the SAR (Search and Rescue) team find victims. Wheeled robots need a navigation algorithm to do the job. This research will use one type of navigation algorithm, the SVM (Support Vector Machines) algorithm. In addition, the wheeled robot also requires a sensor and actuator that can support the performance of the wheeled robot. This research will use an Ultrasonic Sensor which is used to detect obstacles around the robot wheel and DC motor as the propulsion of the wheeled robot. The results of the tests conducted in this study, obtained the best PWM (Pulse Width Mudulation) motor value that will be used for operating robots is 150, Ultrasonic Sensors and DC Motors have a pretty good functionality and can be used in robots with wheels well, and accuracy SVM algorithm output that compares with the actual output is 87.5%.

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