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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
Evaluasi Dan Rekomendasi Perbaikan Desain Antarmuka Pengguna Menggunakan Metode Think Aloud Dan Pendekatan Human Centered Design (HCD) (Studi Kasus: Aplikasi iPusnas) Arbi Ramadhan Akbar Asmanputra; Hanifah Muslimah Az-Zahra; Kariyoto Kariyoto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 7 (2021): Juli 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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The National Library of Indonesia through the Data and Information Center (Pusdatin) in collaboration with Aksaramaya has a mission to make continuous improvements to the iPusnas application with the target of the iPusnas application version 2.0, with a new face that focuses more on user needs. This research was conducted to assist the National Library of Indonesia and Aksaramaya in providing recommendations for improving the user interface design of mobile-based applications on the Android platform using the Human Centered Design (HCD) approach supported by the think aloud method during the usability evaluation. Recommendations for improvements are made through the inspiration and ideation phases of the HCD approach. The inspiration phase focuses on finding usability problems that exist in the current iPusnas application by conducting a usability evaluation involving 15 participants. The results of the usability evaluation of the iPusnas application in the inspiration phase resulted in 11 main problems found by the participants. Giving solution ideas in the ideation phase resulted in a wireframe design for 21 features that needed to be improved, with the results of the wireframe evaluation there were 6 problems that were still felt by the participants. The final result of the research in the form of recommendations for user interface improvements is obtained after conducting an evaluation which found 11 problems in the user interface design which were made based on the results of the evaluation of the wireframe.
Pengalaman Mahasiswa pada Sistem Pembelajaran Daring (E-Learning) di Masa Pandemi Covid-19 (Studi Kasus Mahasiswa Jurusan Teknologi Informasi Politeknik Negeri Malang) Nurma Afi Nirmala; Diah Priharsari; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 2 (2021): Februari 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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The purpose of this study was to express students' opinions from the experiences they felt due to the impact of physical distancing that required the closure of schools, universities, and training centers, as well as the obstacles they experienced during the implementation of online learning to prevent the spread of the Covid-19 pandemic. The purpose of this study was to express students' opinions from the experiences they felt due to the impact of physical distancing that required the closure of schools, universities, and training centers, as well as the obstacles they experienced during the implementation of online learning to prevent the spread of the Covid-19 pandemic. Therefore, data collection of students' experience of online learning using qualitative descriptive methods that are explorative through semi-structural interviews in depth involving 10 students of the Information Technology Department of the Malang State Polytechnic. The number of participants is obtained from the results of saturation data. The results of semi-structural interview data collection are then made into verbatim transcripts and analyzed with thematic coding, and divided into main themes, secondary themes, and code. It is concluded that students have an unlikable experience of three aspects of information system problems related to technology and information linking, organizations, and individuals. Issues such as students feeling dissatisfied due to lack of synchronous educational activities, lack of interaction and communication, failure to understand the material given and dissatisfied with the way of teaching from some lecturers became an unlikable experience of online learning activities. This research can be information and suggestions in improving online learning in the future.
Penerapan Metode Ekstraksi Fitur Tekstur Local Binary Pattern Histograms pada Proses Pengenalan Wajah untuk Sistem Presensi Otomatis Faiz Abiyandani; Muh. Arif Rahman; Bayu Rahayudi
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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Untuk dipublikasikan di Indonesian Journal of Computing and Cybernetics Systems (IJCCS)
Klasifikasi Aktivitas Manusia menggunakan Algoritme Fuzzy Learning Vector Quantization (FLVQ) dengan Reduksi Dimensi Principal Component Analysis (PCA) Katrina Puspita; Fitra Abdurrachman Bachtiar; Novanto Yudistira
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 1 (2022): Januari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Human Activity Recognition is a popular research topic which aims to identify human activities using sets of data obtained with the help of sensor or image recorder. Research results regarding human activity recognition are widely used for military, health, and security purposes. Previously, research has been conducted regarding human activity recognition using Learning vector quantization (LVQ), but this method has several weaknesses which are LVQ accuracy rate rely heavily on the pre-processing of the data, sensitive to overlapping dataset, and requires a long computational time, in which these problems affect the performance of LVQ algorithm. One of the methods used to solve these problems is Fuzzy learning vector quantization (FLVQ) with dimensionality reduction Principal Component Analysis (PCA). FLVQ algorithm is a development from LVQ algorithm, where it uses batch of Fuzzy C-Means and LVQ in its calculations. The research was conducted using various tests on the parameters and the number of classes to be used in the classification stage. The highest accuracy was obtained from the classification using 2 classes, which gained 52.11% in accuracy with 30 features out of the total features (561 features) being used.
Sistem Pendeteksi Atrial Fibrilasi Berdasarkan Fitur Mean, Median, Standar Deviasi, Min, dan Maks Interval RR menggunakan Metode K-NN Hani Firdhausyah; Rizal Maulana; Eko Setiawan
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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91% of sudden deaths in Indonesia are due to Arrhythmias. Atrial Fibrillation is one type of arrhythmia that occurs most often among other types. Atrial fibrillation is characterized by an irregular heartbeat due to abnormal electrical activity. Blood collects in the atria and is not supplied to the ventricles sufficiently. So that the heart fails to pump enough blood to the lungs. For the examination, it is quite expensive, especially in the hospital. Therefore a system was developed to be able to detect AF without injuring the body. The system consists of several functions, namely the ECG signal generator using the AD8232 sensor, data processing using the Arduino Nano board, and displaying the classification or diagnosis results of the class "AF" or "Normal" using an LCD. In the classification process, statistical features in the form of Mean, Median, Standard Deviation, Min and Max are used as test data from the K-Nearest Neighbor Method. This method is used because it does not require a training process. Each test was carried out as much as 20 times. The test results are in the form of 96.83% for the sensor accuracy level. Accuracy of 95%, 90%, and 85% for the accuracy of K-NN classification based on k = 3, 5, and 7 so that the best accuracy is achieved with k = 3.In addition, there is also a relatively short computation time of 16.44 ms so that users it does not take long to find out the results of the classification or the results of the diagnosis.
Optimasi Input weight dan Bias Extreme Learning Machine menggunakan Ant Colony Optimization untuk Peramalan Cuaca di Kabupaten Malang Khoifah Inda Maula; Arief Andy Soebroto
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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Artikel dipublikasikan di Jurnal Nasional Terakreditasi
Pengaruh Kualitas Implementasi Model Pembelajaran Problem Based Learning dan Discovery Learning Berbantuan Aplikasi Canvas terhadap Prestasi Belajar Mata Pelajaran Desain Grafis Percetakan di SMKN 5 Malang Alma Syahara Nur Cholidhea; Admaja Dwi Herlambang; Satrio Hadi Wijoyo
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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The learning activities of Printing Graphic Design class XI MM at SMKN 5 Malang are often teacher centered, causing students to be less active, independent, cooperating and having maximum learning achievement. The 2013 curriculum still maintains constructivism-based learning that involves more students than teachers, with suggested learning models including Problem Based Learning (PBL) and Discovery Learning (DL) which can increase activeness, independence, cooperation and learning achievement. This study aims to determine differences in learning achievement between the application of PBL and DL in class XI Multimedia SMKN 5 Malang. This type of research is an experiment using a Pretest-Postest Group Design, using a quantitative approach with a population of class XI Multimedia students of SMKN 5 Malang. Sampling by random sampling obtained a sample of students class XI MM 3 (30 students) as the experimental class 1 and XI MM 4 (30 students) as the experimental class 2. The statistical test consists of normality test using the Shapiro-Wilk method, homogeneity test using the method Lavene's, and the average difference hypothesis test using the Independent Sample T Test, which was carried out at a significance level of 0.05. Hypothesis testing resulted in a significance value of 0.000 with the average value of students in the PBL class being higher than the DL, so it can be concluded that the application of the PBL and DL models affects activeness, cooperation, independence and produces higher PBL learning achievement than the DL model.
Analisis dan Perancangan Aplikasi Manajemen Organisasi Karang Taruna dalam Membantu Mengelola Sumber Daya Karang Taruna Bambang Pramudhita Budhiman; Diah Priharsari; Andi Reza Perdanakusuma
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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To help address the problem of lack of participation of youth in Karang Taruna due to the lack of a system that is able to accommodate all organizational activities carried out by Karang Taruna, the author felt it was necessary to create an organizational management application that could help the performance and internal management in the Karang Taruna named Makna. The design of this Makna application is done using the Prototype Model method because in this method, it can be done the design of an interactive application prototype. as well as in the collection of data is also conducted interview methods and analysis of Business Processes. This research resulted in Unified Modelling Language (UML) design, diagrams and application interface design. After that, in order to ensure the feasibility of the application prototype to be accepted by prospective users, an application interface test with a Usability Testing approach is conducted. Usability Testing test on the design of this Makna application gets enough results to be accepted by prospective users later.
Penerapan Metode Modified K-Nearest Neighbor pada Klasifikasi Penyakit Menular Seksual Pria Yoseansi Mantharora Siahaan; Imam Cholissodin; Putra Pandu Adikara
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 11 (2020): November 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Sexually transmitted diseasse are a type of disease that spreads quite quickly. According to a World Health Organization (WHO) report, cases of infection that spread through sexual contact can be found every day with sexually active populations, namely adults and adolescents, especially men. The similarity in symptoms for each disease and patients are generally less familiar with the initial symptoms so they cannot provide early help. By developing the Modified K-Nearest Neighbor algorithm and using the asymmetric binary distance, the test result obtained on the effect of the K values of 100% in the 9th test. The K-Fold = 10 gets 91,67% results by using K = 9. And the Precision value = 1for Gonorrhea and HIV classes, and Recall value = 1 for the Warts and HIV classes.
Pengembangan Permainan Edukasi Aksara Jawa Berteknologi Augmented Reality Rizaldy Ilham Akbar; Tri Afirianto; Wibisono Sukmo Wardhono
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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Artikel dipublikasikan di JTIIK

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