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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 Data Warehouse untuk Evaluasi Pembelajaran Matakuliah Berdasarkan Data Kuesioner Mahasiswa di SIAM dan Rekapitulasi Presensi Dosen (Studi Kasus Teknologi Informasi Fakultas Ilmu Komputer) Juan Michel Hesekiel; Issa Arwani; Dian Eka Ratnawati
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

In order to make sure the quality of the learning process at Brawijaya University, students are asked to filling out some questionnaire. The questionnaire is filled out by students at the end of the semester online, at the University of Brawijaya (SIAM UB). Data from the questionnaire given by the head of the study program. The recapitulation data of teaching lecturers is also given by the head of the study program. But if you want to analyzed them the processing is still done manually. To obtain this information, a data collection mechanism from 2 or more integrated sources is needed. The data set will then be analyzed to be used as a source of reporting. The results of the analysis can be used as an evaluation for a study program. Therefore we need a solution that help the study program to analyzed data to the maximum. The solution that can be used for handling this kind of problems is data warehouse. To be able to have quality data that will be data warehouse, it needs the Extract, Transform, Loading (ETL) process. There are various kinds of software that handle ETL, one of them is Talend Open Studio. After the ETL is complete, using data visualization tool named Tableau a dashboard will be created. Based on the test results, verification of the ETL in the data warehouse tables was successfully done. The results of validation testing on the dashboard within the data warehouse also display valid status. Then also performed time testing on the ETL. The average time needed to execute ETL with a total of 4,625 rows is + 7 seconds.
Analisis dan Perancangan Sistem Antrian Pembayaran Pajak Daerah Kabupaten Jayapura Fernando Firdaus Mansyur; Widhy Hayuhardhika Nugraha Putra; Welly Purnomo
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

Badan Pengelola Pendapatan Daerah (BAPPENDA) is a government agency engaged in regional taxation. Badan Pengelola Pendapatan Daerah (BAPPENDA) has several functions, one of which is the payment of taxes. Where in this function problems often occur during the queuing process carried out by taxpayers. The accumulation of queues resulted in unclear bookkeeping processes carried out by tax counter employees. On the side of taxpayers, they can experience inconvenience when queuing. Therefore, Badan Pengelola Pendapatan Daerah (BAPPENDA) needs a queuing information system that can make it easier for taxpayers and counter officers to make tax payments. In conducting the requested system design, researchers use the Object Oriented Analysis and Design (OOAD) method. In the analysis process, the system requirements data were collected from respondents. In this process, several system requirements are obtained, namely this system has 3 actors, 9 features, 9 functional requirements, and 2 non-functional requirements. Obtained several needs such as use case diagrams, activity diagrams, sequence diagrams, and class diagrams. After the analysis and design phase is complete, an evaluation process is carried out using the Traceability Matrix and Usability evaluation. At the traceability evaluation stage, very satisfying results were obtained, namely all needs were met in the design diagrams. And the results of the Usability evaluation, the efficiency aspect as a counter employee gets 96.1% and a taxpayer of 100%. In terms of the effectiveness aspect, counter employees earn 0.99% and taxpayers 0.1%.
Implementasi Multipath Routing menggunakan Algoritme Iterative Deepening Depth First Search pada OpenFlow Software-Defined Networking Ignatius Suryo Wicaksono; Primantara Hari Trisnawan
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

One of the main problems of the implementation of multipath routing is how to find the paths. In this research, Iterative Deepening Depth First Search (IDDFS) algorithm was used. The performance of IDDFS algorithm was measured by comparing IDDFS with other algorithms: Breadth First-Search (BFS) and Depth First-Search (DFS). Some parameters used to measure the performance of algorithms were path search, multipath, path execution time, response time, and throughput. The measurement was done by using simple topology and complex topology (fat tree). The measurement results showed that IDDFS, DFS, and BFS had ability to find paths and to implement multipath routing scheme. The IDDFS performance on simple topology was under the performance of other two algorithms. The measurement results of path execution time: 0.0011355 ms (DFS), 0.001461 ms (BFS), 0.0018207 ms (IDDFS); response time: 147.8 ms (DFS), 145.9 ms (BFS), 146.9 ms (IDDFS); and throughput: 16.63 Gbps (DFS), 16.79 Gbps (BFS), 16.71 Gbps (IDDFS). The IDDFS performance on complex topology was better. The measurement results of path execution time: 0.1277544 ms (DFS), 0.1760637 ms (BFS), 0.0006142 ms (IDDFS); response time: 2043.7 ms (DFS), 2396.1 ms (BFS), 298.3 ms (IDDFS); and throughput: 12.964 Gbps (DFS), 12.533 Gbps (BFS), 14.78 Gbps (IDDFS).
Perbandingan Kinerja Pola Perancangan MVC, MVP, dan MVVM Pada Aplikasi Berbasis Android (Studi kasus : Aplikasi Laporan Hasil Belajar Siswa SMA BSS) Bahrur Rizki Putra Surya; Agi Putra Kharisma; Novanto Yudistira
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

Laporan hasil belajar is a system that regulates student learning outcomes reporting at Brawijaya Smart School. This system can display grades from students in android application form. The need for efficiency in an android application is very necessary to achieve user satisfaction, and the need for knowledge of the design patterns needed to build or develop an android application. There are several design patterns that are used to build or develop an application, including Model View Controller, Model View Presenter, and Model View View Model. The design pattern will be applied to the laporan hasil belajar application to compare which design patterns are most efficient for laporan hasil belajar application. The initial stage for this research is engineering needs, at this stage gives the results of 4 (four) functional needs and 2 (two) non-functional needs, these needs are used as a basis for designing and implementing. The implementation is carried out by applying the design pattern of Model View Controller, Model View Presenter, and Model View View Model with the java programming language. Furthermore, after the implementation phase, the testing phase will be carried out on each application that has applied the design pattern of the Model View Controller, Model View Presenter, and Model View View Model 5 (five) times with the same results on energy use medium and memory usage average of 59.7MB for MVC, 59MB for MVP and 73.2MB for MVVM. The functional testing by using the blackbox testing method gives 100% validity in all functions
Sistem Pendukung Keputusan Kelompok untuk Menentukan Penerima Bantuan Kemiskinan di Kota Malang Menggunakan Metode PROMETHEE II dengan Copeland Score Ridwan Fajar Widodo; Arief Andy Soebroto
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

Malang City is one of the most populous cities in Indonesia. Poverty data collection is often a problem in determining poverty support beneficiaries, and some of the problems arising from poverty data collection are not found for residents without E-KTP, human resources are not eligible, and the data collection process is still done manually using paper, which requires a longer selection time. The PROMETHEE II method, Weighted Product, and Simple Additive Weighting are used in decision making by decision-makers. The system test is made by providing different criteria for each variable and indicator, and five tests were performed to measure the accuracy of the system, and the test results obtained 4 tests that obtained 100% results for each variable. The family variable in the second test tube can reach 20% and for the individual variable, it can reach 60° in the third data test. The level of accuracy obtained as a result of these tests is that the differences in the distribution data used are not evenly distributed. This will cause the level of accuracy obtained to fluctuate based on the data for each reference weight. Testers, the level of accuracy of the site can explain the results more accurately.
Pemetaan dan Rekomendasi Papan Reklame Tetap berbasis WebGIS: Studi Kasus Jade Indopratama Dennie Novandhika; Fatwa Ramdani; Alfi Nur Rusydi
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

Malang City has many fixed billboard locations for rent. Noted there are more than 100 permanent billboards scattered in the city of Malang. Based on the distribution, there was a problem related to the information that the billboards had provided. Potential advertisers are not easy to get information about the distribution point of the billboard location. This problem occurs because there is no WebGIS that displays fixed billboard maps. Therefore there is a need for WebGIS mapping and permanent billboard recommendations to overcome this problem. WebGIS mapping and billboard recommendations are still being built using agile development methods. Billboard recommendations on WebGIS are determined using Tsukamoto's fuzzy calculation formula. WebGIS, which was completed, produced an interface consisting of narration and digital maps. Digital maps on WebGIS include markers, search features, filter features, specification information, photos, and photosphere from billboards. WebGIS is tested using the usability and compatibility parameters. Based on the usability test results, WebGIS can be said to be excellent or can be used easily. Based on compatibility test results, WebGIS can be said to be compatible in several browsers such as Edge, Opera, Chrome, iOS, and Android. WebGIS that has been built and tested is expected to be useful for all users.
Sistem Pemantauan Daya pada Wireless Sensor Network menggunakan Algoritma Priority Scheduling Muhammad Ihksan Sahib Latif; Mochammad Hannats Hanafi Ichsan; Agung Setia Budi
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

Wireless Sensor Network is a wireless technology required for monitoring environmental conditions which consist of several sensor nodes that can communicate and process information with each other. The problem in WSN is about power consumption which results in power at the node using only batteries for its operation, resulting in limited energy reserves. When one node dies, it results in a change in performance, there is an obstacle in having to conserve power energy repeatedly and reduce the benefits of WSN. The solution to this problem is to implement the Priority Scheduling algorithm to be placed on each node which will prioritize the order based on the largest to the smallest power. In the power monitoring mechanism of each node, NRF24L01 is available for sending and receiving data, Arduino Uno R3 microcontroller, ACS712-30A current sensor, voltage sensor, DHT11, and RTC DS1307 which functions to display real-time data results. Based on the test results, DHT11 accuracy is 98.52% to 99.26%, voltage accuracy is 99.6%, and the current accuracy is 94.86% to 97.86%. Data reception performance takes an average of 2 to 3 seconds. Retrieval of power data using Priority Scheduling in the room there are obstacles and no obstacles have a 100% success percentage obtained by looking at the results of the power data displayed on 10 experiments in different rooms and the order is according to the largest to the smallest power data.
Evaluasi dan Perbaikan User Experience Menggunakan User Experience Questionnaire (UEQ) dan Heuristic Evaluation (HE) Pada Produk Gift Card Tiket.com Faisal Risq Efendy; Herman Tolle; Lutfi Fanani
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

Gift Card products was one of product developed by Tiket.com that works for helping user to buy Gift Card from Tiket.com. This product has not been evaluated for user experience to the user, so the level of difficulity has not been known yet. In this research an evaluation was conducted with User Experience Questionnaire (UEQ) to know the level of Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, also Novelty from the users and evaluation was conducted with Heuristic Evaluation (HE) to dig deeper the main problem from the evaluator. The result of evaluation for the overall old design got a Good score, with a benchmark score for every point of assessment got a Good score for Atrractiveness, Efficiency, Dependability, Stimulation and Novelty point, while Perspicuity point got an Above Average score. From the old design has found 23 problems with detail 9 problems was found by respondent, and 21 problems was found by evaluator, 7 problems which found by respondent also found by the evaluator. From the evaluation process for design repair solutions overall got Excellent result with detail for every point got Excellent score for Attractiveness, Efficiency, Dependability, Stimulation, and Novelty point while Perspicuity got Good score.
Rancang Bangun Sistem Tingkat Kemanisan Buah Sky Rocket Melon menggunakan Metode Gray Level Co-Occurrence Matrix dan Backpropagation Neural Network Kirana Sekar Ayu; Fitri Utaminingrum
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

One of the most popular types of melon in Indonesia is the Sky Rocket Melon. Melon fruit has a sweet flesh taste, yellowish green skin with a texture shaped like a net, and has a distinctive odor. The increasing interest in melons every year must be balanced with melon production. The postharvest sorting process is very important to determine the quality, sales, and prices in the market. One of the sorting processes is based on the level of sweetness of the melon. Measuring the size of the sweetness of melons can use a refractometer brix, but this is not practical because you have to split the melon first. Therefore, an innovation was made to determine the level of sweetness of melons by analyzing digital images based on the texture of the net found on the melon skin. This study uses 5 features of the Gray Level Co-Occurrence Matrix method, namely Dissimilarity, Homogeneity, Contrast, Correlation, and Energy with variations in the distance values ​​d=1,2,3 and θ = 0°, 45°, 90°, 135° and Backpropagation Neural Network to perform classification. This study uses a dataset of 375 data which will be divided into training data and test data with a ratio of 4:1. In testing the number of epochs and the learning rate, the highest training accuracy was obtained at 87% at 80,000 epochs and a learning rate of 0.1, at the values ​​of d = 2 and θ = 135°. The results of the epoch and learning rate tests are used to determine the values ​​of d and to be used in the integration test. The integration test obtained the highest accuracy of 82% on the bottom side of the melon with an average computation time of 2.2967 seconds.
Pengembangan Sistem Informasi Akademik Sekolah Sepak Bola berbasis Website menggunakan Metode Waterfall (Studi Kasus: SSB Sumbersari FC) Eko Ramadhanu Aryputra; Buce Trias Hanggara; Satrio Agung Wicaksono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 5 (2020): Mei 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

SSB Sumbersari FC is an informal school that focuses on teaching soccer for young students. SSB has several problems that can hinder daily operational activities. The problem is that the SSB often loses registration files and has not been able to realize the desire to make a report card. Based on these problems, the need to explore the need to produce a solution. The solution provided is the creation of a football academic information system. This development uses the waterfall development model. In this development model several stages will be carried out. The needs analysis phase produces 21 functional needs and 2 non-functional needs. The design phase produces a class diagram from the server and client side. The server diagram class has 14 model classes and 15 controllers, while the client diagram class has 31 classes. The implementation phase uses the vuejs and vuetifyjs framework for the client, while for the server uses the sailsjs framework with a MySQL database. In the implementation phase it produces 21 pages or interface and 61 service endpoints. The last stage is testing using blackbox testing and SUS. Blackbox testing uses the equivalence partitioning method which results in 100% of system requirements in accordance with SSB Sumbersari FC user requests. SUS testing is done to determine the level of ease of the system based on the user, where this test produces a value of 75.9375. This value means that the academic information system developed has been in accordance with user requests, is quite preferred, but still needs to be improved again.

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