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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
Optimasi Kombinasi Bahan Makanan untuk Meningkatkan Imunitas dan Pencegahan Dini Tertular Covid-19 pada Usia Dewasa Muda menggunakan Algoritma Genetika Anggi Novita Sari; Imam Cholissodin; Bayu Rahayudi
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 Covid-19 pandemic is a new virus that attacks the body's immunity, various steps and efforts have been made to prevent transmission of the virus. The problems experienced are that the spread of Covid-19 is very fast, lack of exercise and high stress levels can weaken the body's immunity, and a poor diet can worsen the body's immunity. And there is no computer-based system to determine the combination of food ingredients as a form of early prevention of contracting Covid-19. The Ministry of Health provides an appeal for the fulfillment of balanced nutrition to increase body immunity so that it can reduce the risk of chronic diseases and infections with optimal nutrition to build or improve the body's immunity to work properly. In solving optimization problems, genetic algorithms can be used, which are effective in solving optimization problems with chromosomal variations obtained through the basis of biological evolution with a wide search space, so that they are not trapped in the local optimum. This study provides recommendations for food ingredients that can be consumed for 2 days and in consultation with nutritionists. Based on the test, the most optimal results are obtained with a combination of the values ​​of cr 0,3 and mr 0,7 with an average fitness value of 0,848, a population size of 160 with an average fitness value of 0,917, and the number of generations 241 with an average fitness value of 1,076. And can save expenses by 33% in a day with an average cost of Rp26.800 for men and 42% for women with an average cost of Rp23.350.
Pengembangan Kecerdasan Buatan Objek NPC pada Micro-Games: Karting menggunakan Finite State Machine Unity Muhammad Azzam Al-Ghifari Habiburrahman; Muhammad Aminul Akbar; Tri Afirianto
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

Video game development is a process of making a video game through many ways, and one of them is through game engine. Game engine is a tool to develop a video game without building its foundation first, because in many game engine, there is already many function that developer can easily understand and use. One of the most used and most popular game engine is Unity. Unity can provide a way to develop a video game through a template that fasten the development process. One of this template is Micro-Games Karting that can be downloaded directly at Asset Store Unity. This template already has many assets that developer can use, but there is still not available artificial intelligence to use for the non-playable character (NPC) model. To overcome the said problem, therefore the development of airtificial intelligence employing Finite State Machine decision making method is being developed. The artificial intelligence is a representation of the behavior of the drivers in racing in the real world. The artificial intelligence is tested with two type of tests, namely functional testing with the black box method and performance testing. The functional test results show that the artificial intelligence developed for NPCs using the Finite State Machines method has functionalities that are all valid in black box testing, and the performance test results shown by the NPCs when run have a good performance related to the ability to avoid collisions.
Perancangan Pengalaman Pengguna Aplikasi Pemantauan Kegiatan Masjid berbasis Piranti Bergerak menggunakan Human-Centered Design (Kasus: Masjid Ibnu Sina Jl. Veteran, Malang) Iqbal Putra Santosa; Ismiarta Aknuranda; Muhammad Aminul Akbar
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

Ibnu Sina Mosque is one of the large mosques in Malang City which has various agendas of activities carried out in serving its congregation. In every activity the mosque administrators always coordinate routinely regarding the work given. Currently, the coordination and monitoring of the work carried out by mosque administrators is still through the WhatsApp messaging application. This raises several problems, such as the information related to the progress of the work submitted so that it collides with other information so that the person in charge of the work and the head of takmir as the highest person in charge of managing the mosque find it difficult to monitoring these jobs. Based on these problems, the user experience of the mosque activity monitoring application will be designed. So with this design, it is hoped that the work supervision process will be easier, more effective and efficient. The design process uses a Human-Centered Design approach which is iterative and involves users at every stage. The first stages begins with determining the context of use, determining user needs, making design solutions, evaluating design solutions and improving design solutions. Evaluation using usability testing method to six participants. The results of the evaluation on the aspect of effectiveness produce a success rate of 100%. Efficiency is calculated using time-based efficiency to produce a score of 0.024 goals/sec for the participating members, and 0.056 goals/sec for the head of takmir participants. The aspect of satisfaction was measured using a single ease question, getting a score of 6.2 for members and 6.17 for the head of takmir. The results of evaluation also found 13 problems that will be improved on the design solution.
Evaluasi dan Perbaikan Antarmuka Guna Meningkatkan User Experience menggunakan Metode Usability Testing dan User Experience Questionnaire (UEQ) (Studi Kasus: Aplikasi Malang Menyapa) Rizki Hasna Salsabil Rakha; Satrio Hadi Wijoyo; Suprapto Suprapto
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

The Malang Menyapa application is an application developed by the Ministry of Sports, Culture and Tourism Office in Malang City. In its use, several usability issues were found, related to the overcrowded interface, confusing button layouts, and information that was not updated regularly. This study aims to evaluate and improve the interface in order to improve user experience using the Usability Testing and User Experience Questionnaire (UEQ). The initial evaluation results obtained are used to design a new interface in the form of a prototype. From the test results, it was found that there was an increase of 26% in the Learnability aspect, 64.85% in the Efficiency aspect, and 59.37 SUS scores on the Satisfaction aspect. In the Memorability aspect, the processing time decreased by 27.74% and the number of clicks by 2.76%. In the Error aspect, a decrease of 59% was obtained. In the results of the UEQ questionnaire testing, it was found that there was an increase in all the scales tested. The Attractiveness scale has increased by 3.45 points. The Perspicuity scale has increased by 3.58 points. The Efficiency Scale has increased by 3.34 points. The Dependability Scale has increased by 2.73 points. The Stimulation scale has increased by 2.31 points. The Novelty scale has increased by 3.14 points. Based on the comparison results, the design of the improvement solution succeeded in improving the user experience of the Malang Menyapa application.
Rancang Bangun Sistem Klasifikasi Tingkat Kematangan Pisang berdasarkan Warna Kulit dan Berat menggunakan Metode K-Nearest Neighbor berbasis Arduino Pramandha Saputra; Dahnial Syauqy; Hurriyatul Fitriyah
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

Currently, bananas are one of the favorite fruits that have good nutrition and taste that is liked by most people, because bananas have good nutritional content for the body. Banana is a fruit that is very beneficial for human life, which can be consumed at any time and at all ages. Constraints on the community in distinguishing ripe bananas that are suitable for management are sometimes experienced by ordinary people who do not know about the characteristics of ripe bananas and are good to manage. To make processed products, bananas with the right maturity are needed, for that a study was made on the ripeness of bananas based on the weight and color of banana peels that classify them using the K-Nearest Neighbor method. In this system there are several components, namely: Arduino Mega 2560 microcontroller to process k-nearest neighbor calculation data, TCS3200 sensor whichs is use to detect skin color on bananas, loadcell sensor as a weight gauge on bananas. The system in distinguishing the ripeness of bananas using the k-nearest neighbor method got an accuracy of 86.6%. Perform testing on the value of K = 3 and then the results of the changed K value are compared to see a more accurate K value in the k-nearest neighbour method applied to the system.
Sistem Pendukung Keputusan Seleksi Asisten Praktikum menggunakan Metode Profile Matching (Studi Kasus: Fakultas Ilmu Komputer Universitas Brawijaya) Muhammad Reza Pahlevi; Yusi Tyroni Mursityo; 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 Teknologi Informasi dan Ilmu Komputer (JTIIK)
Analisis Sentimen Twitter menggunakan Metode Naive Bayes dengan Relevance Frequency Feature Selection (Studi Kasus: Opini Masyarakat mengenai Kebijakan New Normal) Kresentia Verena Septiana Toy; Yuita Arum Sari; 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

COVID-19 first appeared in wuhan, China and spread around the world. The virus spread very rapidly, including in Indonesia. The Indonesian government seeks to implement policies to suppress the COVID-19 case increase. Implemented policies have a new impact on communities, such as job downsizing, layoffs of work relationships and other effects on the country's economy. Consequently, the government adopted a new policy called new normal. New normal has become a topic of debate among the public on twitter's social media. Public opinion can be classified into positive, negative, and neutral opinions and require analytic sentiments. The sentiment analysis process is based on pre-processing for opinion processing, Relevance Frequency Feature Selection to reduce the number of features, and the classification using Naive Bayes methods. The dataset is 300 public opinion data, with the distribution of data using k-fold validation in k=5. The results of 5 tests using Naive Bayes classification, obtained an average accuracy of 62,6%, while the results of classification accuracy tests with the addition of Relevance Frequency Feature Selection obtained an average accuracy of 65,3%.
Pengujian Kinerja MQTT Broker berbasis Kontainer menggunakan Docker pada Perangkat Raspberry Pi Andika Kurniawan; Mahendra Data; Dany Primanita Kartikasari
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

To test the performance of the MQTT broker using containerization technology on Raspberry Pi devices with two different image bases, we use several experimental parameters. The experimental parameters are resource usage (CPU and memory), latency, and packet loss. To test the resource usage, we created a Python script. Meanwhile, to test latency and packet loss, we used the MQTT broker measure latency measure. The base images used as the installation media for the MQTT broker (Mosquitto) are belenalib/raspberry-pi2 and belenalib/raspberry-pi2-alpine. We created the Docker images using Dockerfiles. The image is built and run with the commands provided by the Docker program. Regarding resource usage (CPU), the MQTT broker running on docker based on the belenalib/raspberry-pi2 image performs better than native with 0.53% to 10.38% lower CPU usage. However, the resource usage (memory) of both MQTT brokers running on docker is still higher than MQTT brokers running natively, which has a difference about more than 50%. Likewise with the latency test, the two MQTT brokers running on docker are still higher than the MQTT brokers running natively, which has a difference of more than 50%. While in the packet loss test, the MQTT broker with the belenalib/raspberry-pi2 image base can provide better performance where only 28.60% experienced packet loss on 1000 MQTT clients and 0 QoS.
Pengembangan Sistem Informasi Manajemen Kegiatan Sekolah berlandaskan Penguatan Pendidikan Karakter di SMP Islam Sabilurrosyad Malang Muhammad Zhafran Auristianto; Ismiarta Aknuranda
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

Reinforcement Program of Character Education or PPK is a program that has been stated on the Presedential of the Indonesian Republic decree number 87 in year 2017 for Reinforcement Program of Character Education . The goal for Reinforcement Program of Character Education is to build students character for the golden generation. Islamic Junior High School of Sabilurrosyad is one of the Junior High School that is located in Malang that uses Reinforcement Program of Character Education as a foundation for organizing activites. Activites that the school have been doing are creating an activity proposal which follows through the creation of a documentation of a finished activity. These activites are still conducted manually, so that the documentation of every activity that has already been executed will be put into a book. But, some of the documentations are missing when the school staff wanted to merged the documentation into a book. After completing all of the school activities, the school will be conducting assessment according to Reinforcement Program of Character Education . Therefore, from the problems that have been told, can be conducted a research to build an information system that can facilitate activity management and user accounts for the school to use. Development of this system is based on iterative development, and the system is build using Laravel version 6 within two iterations. Each series of iterations are tested using validation testing with all results are valid and compatibility testing with pretty good results in every browser available.
Pengembangan Sistem Pengelolaan Aset Fakultas Ilmu Komputer Universitas Brawijaya Anggi Wiyani Putri Nasution; Tri Astoto Kurniawan; Denny Sagita Rusdianto
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

FILKOM has total assets of 15,416 items in 2018 within FILKOM. Asset management has several activities such as proposal for procurement of goods, procurement of goods, receipt of goods and movement of goods. Asset management carried out by FILKOM often has incosistency in its records so that the goods are often not found or goods are found but the information is not known. In addition, the problem of asset management activities that do not follow the terms of the Standard Operational Procedure (SOP) in the activity movement of goods the probability of finding lost items is getting lower. In addition, lecturers and staff who have the authority to apply for procurement of goods cannot even know that their request has been approved or rejected if they do not enquire. Not only that, information regarding the procurement of goods and receipt of goods is also not known clearly or transparently. A web-based Asset Management System was developed to solve these issues. The development of this system using the Waterfall model with an object-oriented approach. This system has been tested using unit testing, integration and validation. Unit and integration testing using whitebox testing and validation testing using blackbox testing. The results of the test get 100% valid for all the tests.

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