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Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer
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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
Pengembangan Sistem Monitoring Aset Sekolah berbasis Web (Studi Kasus SDN Dlanggu Mojokerto) Gita Asmara Putri; Adam Hendra Brata; Lutfi Fanani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 10 (2021): Oktober 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The Asset Monitoring System in this study is intended to solve problems that occur at SDN DLANGGU. The problems that occur include recording data on assets, the condition of assets, and reporting on assets. In SDN DLANGGU, the monitoring process for asset stuffs still uses a manual process, starting from recording data items that are still manual using Excel, recording the condition of stuffs that are not updated regularly, giving ineffective item codes, and reporting data that takes a long time due to a lot of asset stuffs, the addition of new assets or the condition of asset stuffs that will continue to change. Meanwhile, data reporting will be submitted every three months to the school asset coordinating agency for all districts and every six months to the school asset center institution for all districts. The author offers a solution by building a system in the form of a useful website for SDN DLANGGU, namely the Asset Monitoring System that covers existing problems. This system processes monitoring at SDN DLANGGU by following technological developments and can speed up processing time and create efficient reporting data. This system is also useful for updating the condition of stuffs periodically and making reports that are in accordance with the data that has been entered into the system. Information from interviews such as data and data artifacts is used as a reference in making this system and will be developed using the waterfall method. The results of this system are in accordance with what has been obtained from the results of interviews that have been conducted. The system created uses a new process to monitor asset items, thereby shortening the processing time. The results of the system testing carried out on this system are in accordance with the results of the needs analysis, requirements engineering and requirements design that have been done previously.
Perancangan User Experience Situs Web Senjani Kitchen menggunakan Human Centered Design Zainuri Mahmud; Ismiarta Aknuranda; Andi Reza Perdanakusuma
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

Senjani Kitchen is a company engaged in daily catering. In the business process Senjani Kitchen applies a coupon system. So that users are asked to buy a certain number of coupons and can use these coupons to order daily catering. However, the current process is still done manually via WhatsApp, so users must record their own coupon management. In addition, because business processes are still dependent on humans, it causes frequent errors in user orders. So that a new innovation is needed to overcome these problems. One of the innovations that can be done is with a website. In making a website, it takes a design that has a good user experience so that users will be comfortable and satisfied. Human Centered Design (HCD) is a user experience design method that focuses on user needs, so it is suitable for use as a design foundation. The results of the design evaluation that have been carried out using the User Experience Questionnaire (UEQ) get an attraction value of 1.698, a clarity value of 1.786, an efficiency value of 1.655, an accuracy value of 1.631, a stimulation value of 1.464, and a novelty value of 0.786. Where the value of attractiveness, clarity, efficiency, accuracy, and stimulation received the predicate Good, and the recency value received the predicate above average. Thus it can be concluded that the solution design has a good user experience.
Evaluasi User Experience E-Learning Universitas Bhayangkara Jakarta Menggunakan Metode TUXEL: Technique for User eXperience Evaluation in E-Learning 2.0 Alwan Fauzan; Retno Indah Rokhmawati; Hanifah Muslimah Az-Zahra
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

The rapid development of Information and Communication Technology creates innovations in teaching and learning activities which are usually done face-to-face but can now be done anywhere without being bound by place and time using a Learning Management System by utilizing internet and computer technology. Based on a short user experience questionnaire to 159 users of E-Learning Universitas Bhayangkara Jakarta, it is known that the index score for the ease of learning and use factor is 72%; easy access 77%; interactive and non-boring visuals 68%; increase interest in learning 66%. TUXEL 2.0 is a method that is used specifically to evaluate the usability and user experience of an E-Learning using three questionnaires, namely problem reporting tables, general LMS evaluation, and user experience questionnaire for 12 respondents. From the results of the usability inspection stage, 33 problems were found from the four categories, namely Login, Assignments, General Interface, and Assessments. In the General LMS / Pedagogical Usability Inspection stage, 17 problems were found from the four categories, namely Learning Through LMS, LMS Flexibility, Help and Documentation, and LMS Learnability. At the UX Evaluation stage, the overall scale value tends to be positive. Based on the results of the hierarchical analysis of user needs, Ubhara Jaya's E-Learning is considered good enough to support learning activities, but is less reliable because it often experiences technical problems. Keywords: TUXEL 2.0, Learning Management System, Usability, User Experience
Pengembangan Sistem Informasi Penjualan Terintegrasi berbasis Website menggunakan Payment Gateway (Studi Kasus: Usaha Kuliner Pentol Buto) Ya'qub Al-Kindi; Widhy Hayuhardhika Nugraha Putra; Issa Arwani
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

Pentol Buto is the brand name for the pentol produced by UD Berkah Usaha Sucipto. Initially, Pentol Buto sold products through outlets. Over time, in order to maintain competitiveness and expand market share, Pentol Buto launched pentol products in frozen food packaging using a sales system through the website. However, transactions on sales through the website require consumers to upload proof of payment to the admin via whatsapp. The transaction is not effective, because it can allow for an error in the number of payments and must be checked manually. Based on these problems, a sales information system is needed with payment automation features through a payment gateway. The architecture of this research system is based on Service Oriented Architecture. System development applies the waterfall method. The requirements analysis and definition stages produce actor identification, use case diagrams, use case scenarios, and activity diagrams. The system and software design stages are translated into sequence diagrams, class diagrams, and physical data models. The implementation and unit testing stages use the CodeIgniter framework. Functional testing using blackbox testing and obtained results with a value of 100%. Non-functional testing uses compatibility testing with the result that the system is compatible with several browsers, namely internet explorer, safari, microsoft edge, iOs, and android. In performance testing using the jMeter application, it was concluded that the more virtual users did not affect the greater the percentage of error values and the average error percentage was 58.69%.
Deteksi Emosi pada Tweet Berbahasa Indonesia tentang Pembelajaran Jarak Jauh Menggunakan K-Nearest Neighbor dengan Pembobotan Kata Term Frequency-Inverse Gravity Moment Fira Sukmanisa; Yuita Arum Sari; Imam Cholissodin
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

In December 2019 in the city of Wuhan, China, a case known as coronavirus disease 2019 (Covid-19) emerged and spread rapidly throughout the world. The Indonesian government implements a distance learning policy (PJJ) to minimize the spread of Covid-19. Opinions about PJJ are conveyed by the public via tweets. Emotion detection is the process of classifying tweets into emotion classes. Term weighting is a basic problem in text classification because it can affect accuracy. TF-IDF is one of the most frequently used term weightings, but TF-IDF is not the most effective because it ignores class labels. Therefore, emotion detection in tweets is carried out in order to find out emotions about PJJ. In this study, emotion detection will go through several processes, namely preprocessing, weighting of the Term Frequency-Inverse Gravity Moment (TF-IGM), cosine similarity, classification using the K-Nearest Neighbor (KNN) method, and evaluation using confusion matrix. Based on the test results using an imbalanced dataset, the optimal TF-IGM weighting coefficient is 9 which produces the highest accuracy of 0.55 at k = 25. The use of the TF-IGM weighting coefficient provides an accuracy that is less stable when compared to the TF-IGM without the weighting coefficient. The weighted words TF-IGM and TF-IDF have the same highest accuracy value, and the distance between evaluation results is small for each k tested.
Pengembangan Sistem Pelaporan Kecelakaan Lalu Lintas berbasis Web (Studi Kasus : Polres Magetan) Irma Nurdianingtyas; Achmad Arwan; Denny Sagita Rusdianto
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

Polres Magetan is a resort police in the Magetan district which is led by the Kapolres. Under the Kapolres there are several elements of the unit. One of them is the traffic unit that has the task of carrying traffic turjawali, service registration of vehicles, investigations of traffic accidents and law enforcement in the traffic sector. When handling traffic accident, first public report to the nearest police station, so it takes a long time to help the accident victim if the accident scene is far away. When handling traffic accidents, police officers process the scene of the case by collecting traffic accident data and recording it on paper to be used as a police report for further investigation. It makes the process of handling a traffic accident less effective. To solve this problem, a system was built to make it easier for the public to report traffic accidents and to make it easier for police officers to carry out their duties to handle and investigate traffic accidents. The system is built with the waterfall development method on a web platform with progressive web application technology to provide easy access to the system. The system is implemented using a codeigniter framework with the concept of Model View Controller (MVC). The system is tested using unit testing, integration testing and validation testing resulted 100% valid, which means that it runs according to its functionality. The results of the compatibility test show that there are no critical issues so that it meets the compatibility aspect and can run on various browsers.
Implementasi Metode Optical Flow untuk Pemilihan Menu Display pada Rancang Bangun Sistem Deteksi Pergerakan Kepala Nyoman Kresna Aditya Wiraatmaja; Fitri Utaminingrum
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

The Ministry of Health has collected data on persons with disabilities for 2018 which through Riskesdas in 2018 obtained 3 categories for persons with disabilities. First, there are people with disabilities aged 5-17 years who have disabilities reaching 3.3% throughout Indonesia. The second category is adults with disabilities whose age range is from 18 - 59 years which 22% experience disability in all of Indonesia. The last category is the elderly category, where people with disabilities are someone who is over 60 years old, it is stated that 22% of the elderly experience mild obstacles to carrying out their activities, 1.1% have moderate barriers, 1% have severe barriers, and 1.6% elderly are totally dependent. In this case, it is very difficult for people with disabilities to carry out normal activities or need assistance to operate electronic devices. So this study aims to create a head movement detection system with the optical flow method for selecting the navigation menu screen so that it can be used by people with hand disabilities without making direct contact. This system works by detecting the movement of the user's head, namely with broken movements to the left, right, head movements up, down, and head movements to the right. The output of the system is that the user can select the available navigation menus without making direct contact with the system. Based on the tests, the system obtained an accuracy of 94.6% and a computation time of 2.43104s in dim lighting. While in bright lighting the system gets an accuracy of 98.6% and the computation time is 2.41244s.
Pengembangan Media Pembelajaran Peralatan Multimedia berbasis Augmented Reality dengan Outfit Marker di SMK Hayam Wuruk Mojokerto Mei Mukti Wardana; Tri Afirianto; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 10 (2021): Oktober 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

There are limitations in accessing multimedia equipment props due to the pandemic conditions imposed by distance or online learning at SMK Hayam Wuruk Mojokerto. Not all students have teaching aids to be used as learning media. Therefore, an augmented reality-based Android application was created to provide a real picture of the props. This study uses the waterfall model and unified modeling language (UML) when designing an Android application. The development was carried out using Unity and Vuforia to produce an augmented reality based learning media. Android application testing is carried out to determine whether the application will have minimal errors or is feasible to use by using two techniques, namely black box testing and usability testing. Validation of media application is carried out by media expert, teacher and students using usability testing and a Likert scale of 1-5 through a questionnaire. Usability testing that has been tested by media experts, teachers and students shows that this application has "Good" criteria to be used as additional learning media. From the test results, it can be concluded that the augmented reality Based Learning Media Development of Multimedia Equipment with Outfit Marker can be said to be suitable for use as learning media.
Optimasi Extreme Learning Machine dengan Particle Swarm Optimization untuk Klasifikasi Penyakit Jantung Koroner Rasif Nidaan Khofia Ahmadah; Bayu Rahayudi; Yuita Arum Sari
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

Heart disease is the leading cause of death globally. Several factors that can trigger heart disease include smoking, blood pressure, diabetes, lifestyle, diet, and stress levels. The minimal number of health workers in Indonesia and the different abilities of each doctor in diagnosing patients with heart disease, so that a system is needed to automatically diagnose the disease which functions to assist doctors and overcome delays in inpatient treatment. This system is a classification system using the Particle Swarm Optimization method and the Extreme Learning Machine for the diagnosis of heart disease, where the Particle Swarm Optimization method is used to optimize the parameters of the Extreme Learning Machine. In the tests carried out, the system succeeded in providing an accuracy value of 86%. This also shows that the use of PSO-ELM can increase the accuracy value than using the ELM method only in diagnosing heart disease.
Perancangan User Interface Sistem Informasi OSIS berbasis Android dengan pendekatan Human Centered Design Studi Kasus SMKN 1 Dlanggu Desi Fatmawati; Hanifah Muslimah Az-Zahra; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 10 (2021): Oktober 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

OSIS is the main organization for schools that aims to mobilize students in channeling talents and creative ideas. The OSIS organization at SMKN 1 Dlanggu plays an important role for schools, especially information and activities carried out by the OSIS. Submission of information or OSIS activities such as the election of the OSIS chairman and information on OSIS events is still done manually, meaning that there is no well-integrated system. This activity carried out is still not efficient. Based on these problems, the researcher designed the OSIS information system user interface to help select the OSIS chairman, convey information on activities efficiently and effectively. The design of the OSIS information system interface is to determine the needs of the user's system design display so that users can adjust the use of the system according to their needs. The results of the research are in the form of low fidelity wireframe designs and high fidelity prototypes which are evaluated by stakeholders as domain experts, namely OSIS supervisors and usability testing using user groups, namely one admin, three teachers and three students. System design testing is carried out iteratively and testing for the final results is carried out using usability testing with SUS assessment. The results of the test get a score with an average of 84.6 the results of this value indicate that the system design can be accepted by potential users.

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