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INDONESIA
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
Peramalan Debit Inflow Waduk Gajah Mungkur menggunakan Metode Extreme Learning Machine Yudha Irwan Syahputra; Indriati Indriati; Achmad Ridok
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

The Gajah Mungkur Reservoir is one in all the most largest dams or reservoirs in Java which is categorized as a multipurpose reservoir. With various benefits, it is necessary to forecast the inflow discharge to avoid excess or shortage of water in the reservoir as well as errors in water disposal. A common mistake is the release of water which can cause flooding in areas lower than the reservoir. Discharge forecasting can also be used to plan water allocations such as power generation and irrigation. Changes in inflow discharge that occur are always fluctuating, so from these problems forecasting inflow discharge is needed to overcome the large amount of water discharge that comes out. The data used is inflow discharge from January 2009 to December 2019 and the method used is Extreme Learning Machine (ELM) because it has fast learning speed and good generalization. The test results obtained are the optimal number of features as many as 7, the optimal number of hidden neurons as many as 9, with the percentage of training data 80% and 20% of the test data producing RMSE 28.7303, MAD 21.8002 with a runtime of 0.0272s. With an RMSE value that is far from zero, the error rate obtained is high and bad. And also with a runtime that is in seconds or less than seconds, this research also confirms that ELM has advantages in fast learning speed.
Optimasi Rute Distribusi Produk PT Indomarco Adi Prima (Stock Point Nganjuk) Dengan Algoritma K-Means Dan Ant Colony Optimization (K-ACO) Wahyu Bimantara; Bayu Rahayudi; Imam Cholissodin
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

Product distribution companies require cost-effectiveness and efficiency, one of the supporting factors a determining the optimal distribution route. The distribution route is closely related to the Traveling Salesman Problem. In the distribution process from the warehouse or stock point, Nganjuk PT Indomarco Adi Prima has a Multiple Traveling Salesman Problem which involves more than one salesman in the distribution process. To solve MTSP problems, you can search for it by traveling to all possible routes. However, when there are more routes, more time is needed. This research is an effort to optimize the distribution route of PT Indomarco Adi Prima's Nganjuk stock point products using the K-Means and Ant Colony Optimization (K-ACO) methods, in which the K-Means method a used to divide MTSP problems into smaller problems than each problem. Then each of these problems will find the shortest route with ACO. In the tests carried out, K-ACO can save salesmen a traveling distance of 565.801 km. While testing using the Silhouette Coefficient, K-Means resulted in a 76.72% better solution when compared to the results of real sales trips. These results indicate that the use of K-ACO can minimize the total distance traveled from the problem.
Evaluasi Tata Kelola Teknologi Informasi menggunakan Kerangka Kerja COBIT 5 Fokus Proses EDM04, APO07, dan DSS01 (Studi Kasus: Dinas Komunikasi Informatika dan Persandian Kabupaten Situbondo) Zainul Anshor; Suprapto Suprapto; Diah Priharsari
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

The use of Information Technology (IT) in government institutions is very important to be applied optimally, in order to realize electronic-based governance. Diskominfosan Kabupaten Situbondo as a supporter of government activities that utilize IT, plays an active role in realizing IT-based governance and public information services. However, in implement its activities there are problems that focus on IT infrastructure management and HR competencies that still need to be evaluated. Therefore, Diskominfosan Kabupaten Situbondo needs an evaluation of IT governance that is applied based on the COBIT 5 framework. This research was conducted with the goal of identifying the capability level of IT governance based on the EDM04 (Ensure Resource Optimization), APO07 (Manage Human Resources), and DSS01 (Manage Operations) processes. This evaluation uses qualitative methods with data collection techniques in the form of questionnaires, observations, and interviews. From the data collection results obtained, the capability level for the EDM04, APO07, and DSS01 processes is at level 1 (Performed Process). For the gap, each process is 1 level difference from the expected target level. Each process is at level 2 (Managed Process) for the expected of capability level. To achieve this, it's needs improvement recommendations given by reference to the mapping of Base Practices (BP), Work Products (WP), Generic Practices (GP), and Generic Work Products (GWP) in solving the problem.
Evaluasi Pengalaman Pengguna Pada E-Commerce Sociolla.com Menggunakan Usability Testing dan User Experience Questionnaire (UEQ) Shandranuur Fauziah Novitasari; Yusi Tyroni Mursityo; Alfi Nur Rusydi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 13 (2020): Publikasi Khusus Tahun 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Artikel dipublikasikan di JUST-SI
Evaluasi dan Perbaikan Tampilan Website Masterprima menggunakan Pendekatan Human-Centered Design (HCD) Hanif Naufal Ashari; Hanifah Muslimah Az-Zahra; Kariyoto Kariyoto
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

Lembaga Bimbingan Belajar Masterprima is a company engaged in the educational field that has a website to help students or the public who want to find information about tutoring easily. However, this website has several problems, like the inconsistent content layout and the arrangement of tryout score information is too tight and small. The study includes evaluation and improvement of existing problems using the Human-Centered Design (HCD) approach. This study aims to produce a design solution that meets the aspects of usability learnability, efficiency, error, and satisfaction by using the help of the Indonesian Computer System Usability Questionnaire (CSUQ). In the initial test, the learnability value was 72.2%, efficiency was 51.1%, satisfaction was 76%, and error was 22.2%. The results become a reference for making design solutions that can improve the usability score of the website. The design solution then tested in the final test and obtain an increase in the value of learnability by 16.7%, efficiency by 33.2%, satisfaction by 7%, and a decrease in error value by 12.5%. From the comparison results of the initial and final tests, it is known that the design solution has succeeded in increasing the usability value of the Masterprima website.
Implementasi MQTT Broker dengan Kemampuan Auto Scaling pada Internet of Things Kevin Jonathan Harnanta; Adhitya Bhawiyuga; Achmad Basuki
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

Internet of Things is a topic of discussion that is growing rapidly now. One protocol commonly used in communication between IoT devices is MQTT. In communication, these devices are interconnected with brokers MQTT. But along with the growth of IoT devices that make connection requests to MQTT brokers, MQTT brokers have decreased resources, and become a single point of failure. Therefore we need MQTT brokers who are able to have auto scaling capabilities so they can adapt to the growing demand for connections from IoT devices. In its implementation, MQTT broker is placed in a container and orchestrated with kubernetes so that it has the ability to auto scaling. In testing, a comparison is made between MQTT brokers with auto scaling capability and without auto scaling capability. Testing is done by measuring the maximum number of clients that can be connected, and the number of connections lost at the time the test is running. As a result, MQTT brokers with auto scaling capabilities can receive connection requests from clients 27% better than MQTT brokers without auto scaling capabilities. Whereas in measuring the number of disconnected connections, MQTT broker with auto scaling capability is able to provide 54.42% fewer disconnected connections than MQTT broker without auto scaling capability.
Pengiriman Data menggunakan Enkripsi Homomorphic Algoritma El-Gamal melalui Middleware pada IoT Smarthome Devano Mirza Nugroho; Heru Nurwarsito
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 International Journal of Information Technology and Electrical Engineering (IJITEE)
Evaluasi User Experience Pada Game PC Building Simulator Dengan Menggunakan Metode Game Experience Questionnaire (GEQ) Abdur Rahman; Retno Indah Rokhmawati; Hanifah Muslimah Az-zahra
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

Vocational High School first in the field of Computer Network Engineering (CNE) e-learning which is often used as a learning medium about assembling a computer or PC. Currently, one that is being used for computer learning through STEAM is the PC Building Simulator game. PC Building Simulator game is an online game for simulating assembling a Personal Computer (PC). The aim of the study is to see whether the UX value is good The Game Experience Questionnaire is an evaluation instrument designed with a game objective in mind. The number of respondents used 30 participants who are students from class 10 majoring TKJ-1 at SMKN 3 Malang who have used e-learning and have knowledge of e-learning. The method used is quantitative data taken using a questionnaire. the results of the UX value evaluation, get a score of 3.07 in either category or agree. Therefore, the PC Building Simulator game media can be used in class 10 TKJ learning, this competency aspect has a good value, which shows that PC Building can still be played by new players who are not familiar with simulator type games. The problems that mostly arise in all assignments are the limitations of the devices or laptops owned by students, the devices used by students are inadequate, the students' difficulties in translating English, the students do not understand the mission in the game. Keywords: vocational, game, GEQ, CNE,UX.
Sistem Rekomendasi Dosen Pembimbing Berdasarkan Konten Latar Belakang Pada Naskah Proposal Skripsi Menggunakan Metode Multi-Class Support Vector Machine dan Weighted Product Yustinus Radityo Pradana; Ahmad Afif Supianto; Yusi Tyroni Mursityo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 13 (2020): Publikasi Khusus Tahun 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Artikel dipublikasikan di JTIIK
Pengembangan Website Sekolah Sebagai Media Penyampaian Nilai Rapor Siswa (Studi Kasus : SD Negeri 1 Gunung Madu) Bella Dwi Rahmatulia; Agi Putra Kharisma; Ratih Kartika Dewi
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

The school website is a set of page that contain school information connected to each other with a link. An example of information that can be shared by the school is the student's rating. Currently, the process of submitting the value of student report card at SD Negeri 1 Gunung Madu is done by meeting parents or guardians directly. However, the process used today is having problems when the COVID-19 pandemic hits as it is now. With the COVID-19 pandemic, zoning systems were implemented in various regions including SD Negeri 1 Gunung Madu. Zoning enforcement causes the process of delivering student report card grades directly can not be carried out. Based on the problems that arise, the school website is created that aims to convey and manage the value of student reports. The development of the school website at SD Negeri 1 Gunung Madu using waterfall method resulted in 46 functional needs for administration, 29 functional needs for homeroom parents and 4 functional needs for students after passing 2 iterations. The implementation of this school website uses the AngularJs framework and the PHP framework SLIM. Functional testing includes unit testing and integration testing. Both unit testing and integration testing successfully obtained passed status. In addition, validation tests out of a total of 80 test cases get 100% valid results. Non-functional testing includes compatibility testing using website testing tool SortSite and usability testing using System Usability Scale (SUS).

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