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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
Perancangan User Experience e-Learning pada Website SMAN 13 Surabaya menggunakan Pendekatan Human Centered Design (HCD) Dzakiyyah Salma Wachid; Satrio Hadi Wijoyo; Andi Reza Perdanakusuma
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

e-Learning is a tools for the learning process which is implemented without having to face to face directly between students and teachers. In e-learning usually contains information related to learning modules, school assignments, test score results and other announcements related to the learning process. E-Learning is usually one of the features on school websites. Based on the results of the author's interviews with several students and teachers, it is difficult to implemented the learning process with many kinds of platforms so they feel confused because the information is not well organized. So students and teachers need a platform that can help the learning process. With e-Learning, all information is clearly organized, so students and teachers can easily implemented the learning process without any reason to miss information. This study aims to design e-Learning on the website of SMAN 13 Surabaya, to meet user needs. In this study, the approach used is the Human Centered Design approach. Human Centered Design is an approach that uses human/ergonomic factors, knowledge and usability techniques. This approach is interactive and aims to develop systems in design that can increase the effectiveness and satisfaction of users. The resulting design is a desktop version of the prototype by testing using the User Experience Questionnaire (UEQ) to find out whether the user's needs have been resolved. The results of the test using the UEQ assessment, which have a positive category mean value with all UEQ scales being in the very good category except the Perspicuity scale being in the above average category and the Novelty scale being in the good category.
Penerapan Rest API Dalam Pengembangan Sistem Informasi Manajemen Koperasi Syariah Berbasis Web dan Mobile (Studi Kasus: Koperasi Syirkah Berkah Bersama) Abi Firmandhani; Widhy Hayuhardhika Nugraha Putra; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 13 (2021): Publikasi Khusus Tahun 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Untuk dipublikasikan di Jurnal Ilmiah Penelitian dan Penerapan Teknologi Sistem Informasi
Analisis dan Perancangan Sistem Informasi Penjualan Merry Collection menggunakan Metodologi Ripple Chenni Irnandha; Djoko Pramono; Buce Trias Hanggara
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

Merry Collection is an MSME that offers locally product women's bags. In carrying out its sales activities, Merry Collection uses conventional methods which in practice there are still problems, in getting new customers and complaints from customers which have an impact on reducing sales turnover. Because of this, research for making design recommendation of sales information systems is carried out. The stages involved in making this system design recommendation are modeling and evaluating business processes, analyzing and designing system, and system design evaluation. Evaluation of business processes using QEF shows 12 quality factors that different with the target. The results of requirements analysis and system design using ripple are activity diagrams, class diagrams, use case diagrams, database schemes, sequence diagrams, and interface designs. The evaluation results using the Traceability Matrix and SUS show that all system requirements have been modeled and produce a SUS value of 86 which is equivalent to the value of “A”. The SUS value indicates that the system design is good and acceptable in terms of usability.
Analisis Kinerja Mekanisme Routing Flooding dan Convergecast Pada Wireless Sensor Network Kharisma Fadillah; 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

Wireless Sensor Network (WSN) is a wireless sensor network that has a specific purpose, including use for monitoring. To find out the transferred data packets and the total number of data packets lost requires a routing protocol that is tasked with determining the shortest path from the source node to the destination node. use of power in the WSN network, where the results obtained routing gossiping are more efficient in terms of energy. From previous research, the researcher took the idea that convergecast routing has one of the same advantages of flooding routing, namely the same as having the best performance in data transmission. This research analyzes the routing protocol algorithm flooding and convergecast which aims to assess the performance of the routing performance based on latency, backoff time, power consumption, as well as to analyze the optimum type of routing protocol in a wireless sensor network. Topology design uses 5 kinds of nodes, namely 7, 14, 21, 28, and 35 nodes. Testing is done with parameters of latency, backoff, activity durations, and power consumption. The result of the activity durations parameter is 13 ms, then latency is below 0.005 ms, while for routing flooding it has a value that is almost the same as the convergecast at the end of the node for backoff parameters (3.1 ms convergecast & 3.2 ms flooding) and power consumption (56.3 mW second routing)
Lima Fitur Gray Level Co-Occurence Matrix Untuk Deteksi Kemanisan Buah Semangka Tanpa Biji Dengan Klasifikasi Support Vector Machine Berbasis Raspberry Pi Amalia Septi Mulyani; Fitri Utaminingrum
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

Watermelon in Latin from Citrullus Lanatus Tunb is one of the vines that is developing very rapidly in Indonesia, besides that Indonesia is also the largest producer of watermelons in the world. It was found that the interest of many people is fond of watermelon. It can be seen that watermelon yield data in 2014 was 653,974. The type of watermelon that is often in demand is watermelon which has no seeds, which has a soft texture, does not contain too much water, and has a paler flesh than the seeded watermelon. This research carried out feature extraction on the texture of watermelon rind using the Gray Level Co-Occurrence Matrix (GLCM) method, then using the Support Vector Machine (SVM) to classify the sweetness or unsweetness of watermelon fruit without seeds with a distance of 10-11 cm. This research requires a camera on the system to be able to take images for detection and class classification can be done. If the system can detect the sweetness of watermelon without seeds, it will be displayed on 16x2 LCD. The GLCM features used in this study are correlation, contrast, homogeneity, energy, and dissimilarity. Tests conducted using the SVM kernel, namely linear, RBF, and polynomial kernels. To get the best d and θ values ​​in this study, several trials were carried out with values ​​of d=1,2 and θ=0⁰, 45⁰, 90⁰, 135⁰. The best d and θ values ​​after testing the detection of the sweetness of watermelon without seeds were d=2 and θ=45⁰ with an accuracy of 95%. Hardware integration testing is carried out from various sides of the image taking, namely from the front, back, and top. Obtained the best accuracy in testing the integration of hardware using the best d and θ values, which is 80% on the back side using a polynomial kernel. In testing the computation time of the system with a value of d=2 and θ=45⁰, the best kernel was obtained, namely the polynomial kernel to detect the sweetness of watermelon without seeds, which took 13.13 seconds.
Pengembangan Aplikasi Share Our Car untuk Menambah Jumlah Okupansi Kendaraan pada Kebijakan Ganjil Genap di Daerah Khusus Ibukota Jakarta berbasis Android Muhammad Rafsan Adhizar; Denny Sagita Rusdianto; Komang Candra 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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Share Our Car is an android-based application developed to increase the number of vehicle occupancies in the Odd-Even policy in the Special Capital Region of Jakarta. Share Our Car provides a public service forum for 4-wheeled riders who want to give rides to Jakarta residents and is also a public service forum for Jakartans who want to ride with 4-wheeled vehicle users, so that apart from being able to support government policies in the form of Odd-Even, it can also increase the number. occupancy of passengers in one vehicle so as to reduce the number of congestion that occurs in the Special Capital Region of Jakarta. This application was developed based on android so that related actors can access it easily anywhere, anytime, and can be used on an android mobile device that is connected to an internet connection and GPS and has installed the Share Our Car application. Requirements engineering is carried out as an early stage of research to find out actor identification, system requirements, and business processes. The requirements engineering stage results in 20 (twenty) functional requirements and 1 (one) non-functional requirement. These needs are used as the basis for the design and implementation stages. The system implementation is done using the Kotlin programming language. The results obtained at the testing stage using whitebox testing were 100% valid, blackbox was 100% valid, and usability using the System Usability Scale resulted in a final value of 87.5% and included in the acceptable category.
Pengembangan Aplikasi Penentu Kadar Hidrokuinon berbasis Android (Studi Kasus: Laboratorium Kimia Analitik Fakultas MIPA UB) Nyoman Putra Utama; Adam Hendra Brata; Komang Candra Brata
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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Analytical Chemistry Laboratory is one of the seven laboratories in the Chemistry Department. One of the activities in analytical chemistry laboratory is to test the level of hydroquinone solution. Hydroquinone is a compound that is toxic when inhaled by the nose and in direct contact with eyes and skin. Hydroquinone analysis using spectrophotometry method is one method that is fast compared to other methods but in determining the level of hydroquinone solution using the UV spectrophotometry method must understand the use of UV spectrophotometer so it requires time to learn the use of the instrument. In using a UV spectrophotometer the device must wait for 30 minutes after the device is turned on to perform a calibration so that it can be used in conducting analysis. In this research, the authors developed an application based on Android-based levels of hydroquinone solution to assist in analyzing the levels of hydroquinone solutions using RGB color codes from smartphone camera photo results which were then performed calculations using lambert-beer law in determining the levels of hydroquinone solutions. The application is built using the prototyping method because the requirements of the system have not been fully defined at the beginning. The results of functional tests which include unit testing, integration, and validation obtained 100% valid results. The results of non-functional testing are compatibility testing with system results that can be run on the Android operating system with a minimum version of 7.0 to 10.0.
Penerapan Multiplayer Pada Gim Tower Defense Menggunakan Photon Unity Shena Star Sarwodi; Wibisono Sukmo Wardhono; Muhammad Aminul Akbar
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

Online multiplayer game is a game that necessarily need an internet connection and ease to be played anywhere remotely, known as an advantage of this game. Tower defense is a subgenre of strategy which purposely used to defend player's territory or property by blocking enemies as an attacker through defense structures by placing along their roadway of attack. The framework that can be used for multiplayer game development is Photon Unity. Photon Unity is a real-time multiplayer framework that has server and internet services. The objective of this study is to increase interactivity in tower defense genre games by implementing a multiplayer system using photon unity. Based on the Game Experience Questioner (GEQ) researched which used to determine the impact of implementation of this multiplayer feature, it was found that female players had more empathy and negative feelings towards their opponents. Meanwhile, male players have higher behavioral involvement. Players who have never played a real-time strategy genre have a higher sense of empathy to their opponent. Whereas, players who have played a real time strategy genre game have negative feelings and has higher behavioral involvement towards their opponents.
Analisis Sentimen Ulasan Pengunjung Simpang Lima Gumul Kediri menggunakan Metode BM25 dan Neighbor-Weighted K-Nearest Neighbor Inosensius Karelo Hesay; Indriati Indriati; Sigit Adinugroho
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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Simpang Lima Gumul (SLG) is a monument that has become an iconic building as well as a tourist destination in Kediri. Visitors who come can provide reviews on Google Review SLG to help the manager know the advantages and disadvantages of existing infrastructure. However, the SLG manager does not have a system that can automatically classify positive and negative reviews. This problem can be solved by using a sentiment analysis system. The sentiment analysis system used in this study uses Neighbor-Weighted K-Nearest Neighbor (NWKNN) and BM25 methods. The stages of this system include preprocessing process, weighting TF-IDF, ranking using BM25, and classification process using NWKNN. The number of data used is 1000 data, with the division of 800 training data and 200 test data. The test was carried out using 5-fold cross validation to test the k and exponential values in the NWKNN method and the k1 and b values ​​in the BM25 method. Based on the tests carried out on each tested parameter, it was found that the best value for the parameter value k1 = 1.2, b = 0.5, k = 20, and exponent = 2. The combination of these parameter values ​​produces an average value precision of 0.9509, recall of 0.9589, accuracy of 0.93, and f-measure of 0.9548.
Rancang Bangun Sistem Informasi Manajemen Event berbasis Web Faesal Herlambang; Nurudin Santoso
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

An event must be adapted so that it still can be held on a pandemic situation. Because it involves many people, the implementation of events during a pandemic must be done using online media to avoid direct physical contact. Therefore the process of managing an event must also be done using online media. Generally, the documentation of managerial process on an events is not done centrally or under the same roof, including assignments to each organizing committee. This can cause problems if there is miscommunication between parties, causing delays in the managerial event process. Especially when using online media. Therefore, a web-based event management information system was developed to help resolve these problems. This research was developed using the waterfall method because it is easy and suitable for building generic systems. The system developed has 77 functional requirements and 3 types of actors. This system is written on a web platform, using the JavaScript programming language and the help of the ReactJS library. Then MongoDB is used as a database service provider and is linked to the system using GraphQL. The testing phase was carried out using the white box and black box methods for the functional systems which all passed the test.

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