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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 Lowongan Kerja menggunakan Web Semantik (Studi Kasus : Unit Pengembangan Karir dan Kewirausahaan Universitas Brawijaya) Fachril Rachma Zulfidar; Achmad Arwan; 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

In the recruitment process at the University of Brawijaya's Career and Entrepreneurship Development Unit (UPKK UB), information on job vacancies from companies can only be accessed on the web page UPKK UB. This results in a lack of spread of information obtained by applicants looking for work. Vacancies in a company are sometimes not properly announced. Thus, applicants who have competencies according to the needs of the position cannot get information easily. With the use of technology web semantics in the job vacancy information system being developed, information spread can be done easily. Web semantics used because web semantics has advantages in data openness. Information owned by a system can be used or shared by other systems. In addition to the advantages of web semantic in data integration, with web semantic computers it is possible to search, combine, and process content web based on meanings understood by humans. The development method used in this system is the waterfall method. This system has been tested using unit testing, integration testing, and validation testing. Based on the tests carried out, the system gets 100% valid results in unit, integration, and validation tests. The system also gets 100% valid results in compatibility testing because it is able to run well in the browser environment under test.
Implementasi Algoritme BLAKE2B Pada JSON Web Token Untuk Mekanisme Autentikasi Query Language Isnaini Isnaini; Reza Andria Siregar; Nurul Hidayat
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

GraphQL is a web-based client-server communication architecture for data communication using the HTTP protocol. GraphQL is divided into three parts, namely schema, query and resolver. In schema, there were two parts namely the query that functions to retrieve data and the mutation functions as updating data. The query had a function to display data from the server. Resolver here had a function as a connector between the schema function with the existing data. On the GraphQL, the HTTP protocol communication process ran without any authentication mechanism. The authentication mechanism worked so that the user account could access his own resources. JWT which was a token-based authentication mechanism was chosen to overcome the lack of authentication features in graphQL architecture. The HS256 algorithm was one of the algorithms implemented in JWT as a hashing algorithm. The HS256 algorithm belongs to the HMAC-SHA256 algorithm that used the message authentication code (MAC), so it was also called as HMAC-SHA256. In 2011 there were pre-image attack, so that they became threatened the security of the SHA256 algorithm in the following years. The BLAKE2B algorithm was an algorithm derived from the BLAKE algorithm as a hashing algorithm that used message authentication code (MAC). The security level of the BLAKE2B algorithm was better than the HS256 algorithm. This research implemented the BLAKE2B algorithm on JSON Web Token for query language authentication mechanisms and as an alternative to the HMAC-SHA256 algorithm. Several methods were functional system to test the suitability of the system and in accordance with the objectives, the vector-test examination was conducted to determine the suitability of the results between the algorithm implemented with the provisions contained in the RFC document, and time-authentication test was carried out to determine how long it took for the BLAKE2B algorithm to produce a message digest and it was obtained that BLAKE2B algorithm was 96% faster than HMAC-SHA256
Pengembangan Gim Edukasi Chemistry Fusion pada Perangkat Bergerak menggunakan Metode Iterative And Rapid Prototyping Annisa Hestiningtyas; Wibisono Sukmo Wardhono; Issa Arwani
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

The learning methods used in the learning process in the formal education world that take place in schools are generally limited to discussions, presentations and direct explanations conducted by the teacher only. In addition, the use of instructional media used during the learning process in class can be said to be inadequate, so students tend to be passive in following the learning process. One of the subjects taught in the 2013 education curriculum at the high school level as basic material is chemistry. In the world of education in the subject of chemistry material about hydrocarbons and petroleum is needed by students who want to deepen chemistry. To help provide efforts in shaping an innovative and creative learning culture in schools through the use of digital-based learning media, namely educational games. So an educational game application was developed that focused on chemistry subjects, especially hydrocarbon and petroleum materials. The development of this educational game application applies the iterative and rapid prototyping method. Quality assurance results using black-box testing show that all functions in the Chemistry Fusion educational game application can run smoothly according to their functions. Usability test results using a questionnaire to get the calculation results with a presentation of 81.62%. The calculation results are then converted using the Likert scale interpretation reference so that it shows the parameter "Very Eligible" and can be used as a learning medium.at SMA Negeri 2 Tenggarong Seberang.
Evaluasi Dan Perbaikan Rancangan Antarmuka Pengguna Aplikasi MboisApp Menggunakan Metode Goal-Directed Design Revina Laksmi Permata Hati; Retno Indah Rokhmawati; Lutfi Fanani
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

MboisApp is an Android-based mobile application that aims to provide tourism information and make it easier for users to plan tourist destinations in Malang. Usability evaluation aims to identify problems faced by users when interacting with applications and find opportunities to improve the user experience. Usability evaluation was directed to 10 respondents by dividing 2 groups of of tourists based on geographical aspects, by measuring 3 metrics of usability as effectiveness using completion rate, efficiency using overall relative efficiency, and satisfaction using System Usability Scale (SUS) questionnaire. The results of the initial evaluation show 13 usability problems that need to be fixed in order to make it easier for users to achieve their goals in using the application, so in this study using the Goal Directed Design (GDD) method. After improving the interface using the GDD method, a final usability evaluation is carried out on the MboisApp application improvement design. The results of the final evaluation of the usability get an increase in the value of each metric. The initial effectiveness value was 64.2% to 94.2%, the initial efficiency value was 57.4% to 91.3% and the satisfaction score of all was 40.25 to 80.5. The results of improving the interface design in the MboisApp application using the GDD method prove that it can increase the usability value of the previous MboisApp application design. Keywords: usability, usability evaluation, goal-directed design
Pengembangan Aplikasi Mobile (E-Tani) Pencari Tenaga Tani Pangan Menggunakan Metode Location Based Service Berbasis People Nearby (Studi Kasus Desa Kenduruan Kabupaten Tuban Provinsi Jawa Timur) Pramudya Vizkal Arfianto; Herman Tolle; Muhammad Aminul Akbar
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

Agriculture in Indonesia is an important pillar in the economic sector which contributes a lot in the field of food. Kenduruan Subdistrict in Tuban Regency, East Java is a rural area with the majority of the population being farmers, where most farmers manage privately owned rice fields so that people who own rice fields rather than their background as farmers will find it difficult to manage their fields, thus requiring farmers who are not currently managing rice fields. anyone and has become a common problem of the difficulties faced by the rice field owners in Kenduruan Village. So we need an Android-based cellular application that can help rice owners find farmers by recommending farmers who are closest to their access location. This application called e-Tani was built by applying the Location Based Service method and the Haversine Formula so that it will be optimal when used. The results of testing the application Blackbox are worth 100% and have a functional otherwise valid. The next test result is usability testing, where the test is carried out to find out the ease when using the application, and from the usability test, the results are as much as 100% from both categories of users, namely rice field owners and farmers. Then 0.135 goals/sec in the rice field owner, and 0.017 goals/sec for the farmer in the aspect of efficiency, then 4.28 in the rice field owner, and 4.4 for the farmer in the satisfaction aspect, so it can be stated that the e-Tani application is acceptable in the community.
Perancangan Pengalaman Pengguna Aplikasi Pencari Partner Lomba Bagi Mahasiswa Berbasis Mobile Menggunakan Metode Design Thinking Mochamad Ilham Irwinansyah; Herman Tolle; Komang Candra Brata
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

Based on a survey on 350 students of Faculty of Computer Science, Universitas Brawijaya, this study found that 80% of respondents had felt confused in finding team members to take part in the competition. To overcome the issue, a user experience to make mobile applications needed to assist students in finding team members. The method used in this study is the design thinking method, which consist of gathering information by conducting interviews and distributing questionnaires to respondents to find out problems and users' behavior, analyzing users' needs to design priorities scale, formulating solutions of main problems, creating prototypes to implement the solutions into visual form, and usability testing to assess aspects of effectiveness, efficiency, and user satisfaction with application design. Usability testing is carried out using two methods, namely task scenarios to measure effectiveness and efficiency and System Usability Scale (SUS) to measure satisfaction. The design of the solution got score of 85% in the terms of effectiveness, 62.87% in the terms of efficiency, and 72.5% in the terms of satisfaction. The design of the solution obtained a final usability value of 73.46% which is included in group B (good).
Pengembangan Media Pembelajaran Berbasis Gamification Bagi Siswa SMK Keminatan RPL (Studi Kasus : SMKN 5 Malang) Achmeddieo Maulana; Denny Sagita Rusdianto; 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

Current technological developments have reached all fields including education. With the support of technology, teaching and learning activities can be better. State Vocational School 5 Malang has sufficient facilities in terms of technology, but these facilities have not been fully utilized for teaching and learning activities. In this research, an e-learning application that has a discussion forum feature is developed to carry out the discussion process outside of teaching and learning activities. The development of this e-learning application uses the gamification approach so that it can attract the attention of students to continue to use the e-learning. The system development process is done using the waterfall method. The developed system has 52 functional needs and 1 non functional requirement. Functional requirements testing is done that is testing black box and white box with 100% valid results. Non-functional requirements testing is done that is compatibility testing with the results of 5 critical issues on the browser. Based on the results obtained in this study, it can be concluded that the e-learning discussion forum for programmers in RPL subjects using the gamification approach can be used as a learning medium that will help during the teaching and learning process and also makes it easier for teachers to provide material outside of these class hours.
Perancangan Sarung Tangan Untuk Kendali Powerpoint Berbasis Wireless Menggunakan Bluetooth Ade Ronialta; Agung Setia Budi
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

Technology is developing very rapidly at this time, making the human tendency to make devices that facilitate their activities. One of them is in the field of wearable devices. The Microsoft Powerpoint application is a Microsoft office application program that functions as a presentation medium where we make presentations using several slides. In this research, the author will build an embedded system that uses a flex sensor which is intended to recognize finger movements to execute commands on PowerPoint during a presentation. This wearable device uses bluetooth as a communication medium between the wearable device and a laptop or other device used for presentations. To process input and output data, use Arduino pro micro. The Arduino pro micro has an Atmega32U4 microprocessor, which allows us to add on-board USB connectivity. Flex sensors are sensors that can have a change in resistance because the sensor gets input in the form of an indentation that is applied to the sensor. The output in the form of this resistance is processed so that it can detect finger movements. The Microsoft PowerPoint application requires a device that can give commands more freely. Therefore, a wearable device was built that could give commands with the indentation of a finger. The curve received by the flex sensor will then be sent from the glove to the receiver using bluetooth communication media. There are two Arduino used respectively in gloves and receivers, the output of this device is a command to run slides in the PowerPoint application. This device can make the presentation easier.
Analisis Sentimen Ulasan Pengunjung terhadap Sektor Wisata menggunakan Metode Support Vector Machine (Studi Kasus: Wisata Sejarah Tugu Pahlawan Surabaya) Fawwaz Roja Mahardika; Ahmad Afif Supianto; Nanang Yudi Setiawan
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 Sistem Informasi Bisnis (JSINBIS) Universitas Diponegoro
Implementasi Algoritma K-Nearest Neighbor Pada Database Menggunakan Bahasa SQL Shafira Margaretta; 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

Increasing the amount of data stored in the DBMS, resulting in data mining processes less efficiently implemented through machine learning applications. In general, the data mining process is carried out by implementing a number of work steps starting from data cleaning, data integration, data selection, data transformation and then data mining. In this series of steps, there is a process whereby data stored in a database is taken then exported for analysis. Exporting data from a database allows data to be insecure. Implementation of data mining algorithms in the database, is one solution to overcome these problems. In addition, implementing a data mining process on a DBMS can guarantee data security. The Faculty of Computer Science, Universitas Brawijaya has used the DBMS to store and manage student data. The application of data mining processes to predict the success of studies in the academic data of the Faculty of Computer Science is done by replicating the database. In implementing the K-Nearest Neighbor algorithm in the database, the table design stage is carried out by mapping each algorithm using SQL operations. At the design stage, SQL operations are stored in stored procedures. The results of stored procedure execution were tested by comparing the results of the MySQL DBMS system and the results of the WEKA application, obtaining an accuracy of the classification results of 96,94% using a MySQL DBMS and 96,84% using a WEKA.

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