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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.
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Articles 6,972 Documents
Pengembangan Aplikasi Android untuk Latihan Fisik dimasa Pandemi berdasarkan Cuaca Ikhsanul Isra Yunelfi; Ratih Kartika Dewi; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 11 (2021): November 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The Coronavirus Disease 2019 (COVID-19) pandemic changed the world in a short time, spreading rapidly on a wide scale and causing many fatalities. The Bureau of Meteorology, Climatology and Geophysics (BMKG) predicts that almost all regions of Indonesia will enter the transision period season. In the midst of the coronavirus pandemic, with these extreme weather changes, it is recommended that people stay at home, maintain a clean and healthy lifestyle, exercise diligently. Exercise is important for body fitness, but excessive exercise actually decreases immunity. That's why many athletes are more susceptible to Covid-19. With the development of this app, users get a type of sports recommendation that suits the weather conditions.This Android-based Weather-based Sports Recommendation System during a Pandemic is designed with FITT principles which is a great way to monitor exercise programs. The system will detect the location and weather around the user and provide sports recommendations according to FITT's advice and principles. Functional testing of applications is conducted in the blackbox method by obtaining a valid 100% value, and non-functional testing is conducted in sus method with a value of 74.5 which is well categorized and has a Grade B..
Pengembangan Aplikasi Pendeteksi Kelelahan bagi Pengendara Mobil berbasis Android melalui Face Recognition Rahmat Adi Setiawan; Fajar Pradana; Fitra Abdurrachman Bachtiar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 11 (2021): November 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

One of the main causes of vehicle traffic accidents are human factors such as sleepiness during driving, which is 35% of total traffic accidents in Indonesia. In order to prevent and minimize the percentage of traffic accidents and material loss caused by that factor, through this research will be developed a fatigue detection system for car drivers. This research will be focusing on the development of fatigue detection method through visual cues with Percentage of Eye Closure (PERCLOS) method, which in that method measures the eye closure percentage against time to indicate the fatigue of a car driver. The system will be able to give the car driver a signal for a detected fatigue, directing the car driver to an area to rest, contacting the close related person to the car driver when fatigue detected and an emergency function to do that without a need of fatigue detection. This system will be implemented in a smartphone with Android-based operating system. Waterfall model is used for the development process of this system. The requirement analysis produced produced 8 functional requirements and 1 non-functional requirement in the development process. Unit testing has 100% pass result and validation testing has 100% pass result which has 15 test cases. The system expected a web-based implementation that can be used to integrate the fatigue detection system to handle user data in fatigue detection system in a large scale.
Analisis dan Perbaikan Proses Bisnis menggunakan Metode Business Process Improvement (BPI) (Studi Kasus Divisi Simpan Pinjam KPRI UB) Imam Setyo Wibowo; Nanang Yudi Setiawan; Buce Trias Hanggara
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

Simpan Pinjam Division of KPRI UB is a division or unit in KPRI UB that has savings and loan as the main service. Simpan Pinjam Division of KPRI UB has loan application as one of the business processes. In operating the business process, Simpan Pinjam Division still has a problem, such as the completion time of the loan application business process that takes a long time to finish or still has not met the expected time target. Therefore, it is necessary to analyze and improve business process to handle the problem and optimize the performance of the loan application business process. This research uses the Business Process Improvement (BPI) method from the organizing for improvement phase, then the understanding the process phase, to the streamlining phase. BPMN or Business Process Model and Notation is used for modelling the process business, and Five Whys Analysis is used for root cause finding. After obatining the current business process model and business process recommendation model, a simulation is performed to idenfity process validity and to determine the results of time analysis comparison using Bizagi Modeler. From the simulation, it is found that every business process is able to run validly and from the time analysis comparison there is an increase in the average completion time of 53%. It can be concluded from the results that the business process that has been improved is more efficient than the current business process in the Simpan Pinjam Division of KPRI UB.
Perancangan Pengalaman Pengguna Aplikasi SiKumuh sebagai Penataan Kawasan Kumuh Kota Bekasi berbasis Mobile menggunakan Metode Design Thinking Tiar Adhi Bagaskara; Herman Tolle; 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

Bekasi City has a slum area of ​​443 Ha, but only 128.61 Ha has been successfully. The cause of a large number of slum areas is due to data and information that is not up to date concerning the spread of slum areas in every sub-district of Bekasi City. The lack of reports from the public regarding slum areas are one of the factors. Based on these problems, designing a mobile application user experience is necessary to facilitate people to report on slums easier. Data and information on slum conditions in every sub-district of Bekasi City will be up to date, and they can be handled immediately. This research uses the design thinking method, which consists of collecting user needs and problems by conducting interviews, analyzing problems and finding the right problems and needs, formulating solution ideas to determine solutions to problems and needs, making prototypes to design solutions form of application features, and usability testing to test aspects of effectiveness, efficiency, and satisfaction. Usability testing uses a task scenario to measure effectiveness and efficiency and a system usability scale (SUS) to measure satisfaction. A final usability score of 84.1 is obtained for those who had reported on slum areas, and it is included in group A (excellent). Meanwhile, a value of 78.5 was obtained for those who had never reported on slums, and this score is included in group B (good).
Optimasi Rute Distribusi Logistik pada Bekangdam dengan Algoritma Bee Colony Nadiah Nur Fadillah Ramadhani; Bayu Rahayudi; Imam Cholissodin
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 11 (2021): November 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Kodam V Brawijaya is the Regional Defense Command in East Java Province. The area of ​​Kodam V Brawijaya covers areas spread across East Java such as Pacitan, Ngawi, Madiun, Blitar, Nganjuk, Kediri, Mojokerto, Malang, Situbondo to Banyuwangi. One of the bodies in Kodam V Brawijaya is Bekangdam. Bekangdam or Kodam Transport Provisions is the regional implementing agency of the Indonesian Army in the regions whose function is to provide supplies for combat logistics and war transportation. The supplies for Bekangdam will be distributed to the areas of Kodam V Brawijaya. In addition to combat equipment and war transportation, Bekangdam's logistics are in the form of food, medicine and other basic materials. The distribution process at Bekangdam uses land transportation in the form of trucks. Bekangdam has obstacles in determining the optimal route because of that in the delivery process Bekangdam often experiences delays. Based on these problems, an appropriate method is needed to deal with this problem, this study uses the bee colony algorithm in solving the case of multiple traveling salesman problems with the aim of finding the optimal route in the logistics distribution process. Based on the tests carried out, the route generated by the system is more optimal than the route chosen by Bekangdam V Brawijaya. This study obtained the optimal value for the 115th popsize, the 40th limit and the 1200th iteration. From the parameters used, the total distance from the system was 2454.65 km, while the total distance selected by Bekangdam was 2874.1 km.
Penentuan Tingkat Kepentingan Email dengan menggunakan Metode K-Nearest Neighbor (Studi Kasus PT Green Air Paciffic Surabaya) Ade Wahyu Muntizar; Bayu Rahayudi; Indriati Indriati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 11 (2021): November 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Email is one of the digital means of communication that has existed since the beginning of internet development and is currently being used popularly. Email is an important means of communication, including for PT Green Air Pacific Surabaya. PT Green Air Pacific Company is a private company engaged in logistics. Because it is engaged in logistics, most of its operations use email as a medium of communication and information. In a day messages received via email can reach 700 messages. Incoming email messages are also not all-important for company productivity, so the increasing number of incoming email messages can actually make it difficult to process company email messages. Based on these problems in this study, an email classification system was made based on its usefulness and importance where the method used was the K-Nearest Neighbor (KNN) classification method. The results of the email classification system based on its importance using the KNN method (a case study of PT Green Air Pacific) show that the highest F-Measure is located at k= 3 and k= 4, which is 98.734, and with the K-Fold Cross Validation data validation method, the F results are obtained.-The highest measure is 100%.
Implementasi Load Balancing pada Cloud Computing dengan Algoritme Improved Weighted Least Connection Muhammad Denny Chrisna Pujangga; Nurul Hidayat; Fariz Andri Bakhtiar
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

Load balancing is a workload distribution mechanism that is widely used in distributed systems. One of the most widely used load balancing algorithms is the Weighted Least Connection Algorithm. The Weighted Least Connection algorithm has a problem that when a new server is added to the server cluster system when there are many user requests, the Weighted Least Connection algorithm will distribute the workload intensively to the new server, causing an uneven distribution of server workloads. To overcome this problem, the Weighted Least Connection algorithm was developed by combining two algorithms, the Server Selection algorithm and the Overload Reduce algorithm into one algorithm, namely the Improved Weighted Least Connection algorithm. This study applies the Improved Weighted Least Connection algorithm on the cloud architecture using the CloudSim Plus simulator. The results of this study indicate that the distribution of the Weighted Least Connection algorithm task is more even than the Improved Weighted Least Connection algorithm on heavier workloads. Meanwhile, for the difference in the distribution of tasks to VM 3, there is not much difference between the Weighted Least Connection algorithm and the Improved Weighted Least Connection algorithm, with an average of 4.81 tasks per 10 seconds and an average of 28.3% cpu usage for the algorithm. Weighted Least Connection, and an average of 4.75 tasks per 10 seconds and an average of 28.02% cpu usage for the Improved Weighted Least Connection algorithm.
Implementasi Routing Statis menggunakan Media Komunikasi LoRa dan Websocket untuk Pengiriman Data dari Sensor ke Cloud pada IoT Mohamad Lutfi; Primantara Hari Trisnawan; Rakhmadhany Primananda
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 12 (2021): Desember 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In general, the IoT environment consists of the internet and the Wireless Sensor Network (WSN). WSN is a collection of sensor nodes that can collect data and communicate with each other. To communicate with each other, WSN requires a protocol, for example is LoRa. LoRa has the advantages of wide coverage and low power consumption. However, LoRa has a weakness. The communication is still limited to one hop and LoRa cannot directly send data to the cloud. To solve the one-hop problem, static routing is used, so that it can send data in multi-hop. Static routing is used because it is suitable for small network implementations. For the problem of not being able to send data to the cloud, a gateway that can communicate with the cloud is added using the Websocket protocol. Websocket was chosen because it has a smaller round trip time than MQTT and lighter than HTTP. Performance testing is carried out with three parameters, successful rate, round trip time and delay. The results of the successful rate test, data from nodes 1 and 2 are sent and stored 100% to the cloud, node 3 is sent 94%,, while sensor node 4 is sent 92%. The results of the round trip time test are that nodes 1 and 2 require 0.2 seconds, node 3 takes 0.4 seconds and node 4 takes 0.7 seconds The more hops that are passed, the more risk of data loss and resulting the longer time The results of the delay test, in the first experiment the sensor node 2 got the longest results and in the second test it got the fastest results. This is influenced by internet network conditions which make different results.
Evaluasi User Experience Game Raft menggunakan Metode Game Experience Questionnaire (GEQ) Darmadani Kyat Madana; Eriq Muhammad Adams Jonemaro; Hanifah Muslimah Az-Zahra
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

Raft is a survival game developed by Redbeet Interactive and Axolot Games while still in the Early Access stage. Therefore, the game requires an evaluation of the user experience before reaching final stage of development. The method used in this study is the Game Experience Questionnaire, a questionnaire-based instrument that aims to measure user experience in playing games. The questionnaire has 3 modules. The first module is the Core Module with an average value result of 3 on dimensions such as Competence (M = 2.99, SD = 1.05175), Immersion (M = 3, SD = 1.03061), and Positive Effect (M = 3.1, SD = 1.019152) while the lowest value results are on dimensions such as Negative Effect (M = 0.9875, SD = 1.293767) and Tension (M = 0.817, SD = 1.38392). The second module is the Social Presence Module. However, it is not used for this research because it is preferred for games which require many players. The respondents will only be playing play the game in singleplayer for the purposes of this study. The third module is the Post-Game Module with the highest score on the Positive Experience dimension (M = 2.6833, SD = 1.07958) while the lowest score on the Negative Experience dimension (M = 0.60, SD = 1.00536). The results of the Raft game user experience are of good value. However, there are some issues that arise and do not affect the gameplay completely because they are minor.
Convolutional Neural Network untuk Klasifikasi Citra Makanan Khas Indonesia Muhammad Dandi Darojat; Yuita Arum Sari; Randy Cahya Wihandika
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 11 (2021): November 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

There are various types of special food in Indonesia that are still difficult to identify domestically and internationally. If many people know the special Indonesian food, then Indonesia will be increasingly recognized as well. In line with this, state revenue may increase as well. But in some cases, special food in Indonesia is still challenging to identify, especially for foreign tourists. This paper proposes an image classification system for Indonesian special food images using the Convolutional Neural Network algorithm (CNN) which is supported by several other methods and algorithms. Based on the experiments conducted eight times on 26 models, the best model was obtained with a test accuracy value of 0.6 and an evaluation accuracy of 0.91. This shows that the CNN is relatively good to be applied to the classification of special Indonesian food images.

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