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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 6,945 Documents
Analisis Kualitatif Pengaruh Cyberloafing pada Karyawan Work From Home pada Masa Pandemi Covid-19 Afifah Khairunnisa; Diah Priharsari; Aditya Rachmadi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The Covid-19 pandemic has pushed companies to change the way they work from the office to work from home (WFH). The WFH policy requires companies to maximize the use of technology to carry out WFH properly. This poses its own challenges. the use of technology during WFH can eliminate working hours restrictions and increase the use of social media during working hours which is known as cyberloafing behavior. Cyberloafing is the activity of surfing on the internet for personal purposes. Based on previous research, cyberloafing can have positive and negative impacts on employees. The purpose of this research is to carry out an analysis process regarding how employees work during WFH during the Covid-19 pandemic and to record further about cyberloafing activities and their impacts. The results of the study show that the WFH policy is still changing frequently and has an impact on the adjustment of the way employees work. In addition, cyberloafing activities that are often carried out by employees are accessing social media, listening to digital music, making video calls with friends, and watching streaming videos. The impacts felt by employees are feeling better prepared to work, more focused, and increasing productivity.
Penerapan Arsitektur Model Sequence-to-Sequence dan Long Short Term Memory Cell untuk Generate Jawaban pada Chatbot Alfirsa Damasyifa Fauzulhaq; Fitra Abdurrachman Bachtiar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 13 (2022): Publikasi Khusus Tahun 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Diterbitkan di SIET 2022 (7th International Conference on Sustainable Information Engineering and Technology)
Implementasi Algoritme Frequency Based Hashing-S menggunakan Metode Approximate Matching pada File Gambar Rivai Fansuri Nasution; Ari Kusyanti; Reza Andria Siregar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 13 (2022): Publikasi Khusus Tahun 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Dipublikasikan di JEPIN (Jurnal Edukasi dan Penelitian Informatika)
Simulasi Algoritme Hector SLAM untuk Pemetaan 2D pada Quadcopter berbasis ROS Selina Kusmiawati; Eko Setiawan; Edita Rosana Widasari
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Quadcopter is an Unmanned Aerial Vehicle (UAV) that is deployed to operate in areas that are not maximally accessible by Unmanned Ground Vehicles (UGV) in geographic structures that have been distorted due to natural disasters. Quadcopter requires the ability to recognize the surrounding environment by using a map. A map is a set of features that describe the environment such as walls, obstacles, landmarks, etc. Maps are relatively easy to make in a static environment, but in a disaster-damaged environment, maps will be more difficult to create because the environment has changed. The solution to this problem is that the quadcopter must be able to build its own environmental map. To build a map, a mapping process is needed that can be done using Simultaneous Localization and Mapping (SLAM). Hector SLAM is one of the SLAM algorithms which works based on scan matching technique and without odometer. Simulations were carried out to test the 2D mapping results from the Hector SLAM algorithm. The mapping was carried out with a LiDAR sensor embedded in the quadcopter and tested in 3 different environments. Simulations were carried out with 3D Gazebo and Rviz simulators based on Robot Operating System (ROS). There are 36 test scenarios carried out with the best map accuracy obtained with a Structural Similarity Index (SSIM) value of 0.78, Mean Squared Error (MSE) value of 5344.1, and Pixel Matching percentage of 89.59%.
Klasifikasi Status Gizi Balita menggunakan Metode Optimasi Random Forest dengan Algoritme Genetika (Studi Kasus: Puskesmas Cakru) Ersya Nadia Candra; Imam Cholissodin; Randy Cahya Wihandika
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Nutritional problems in the critical period of toddlers aged 0-59 years have a fatal impact on a person's growth and development in the future. Due to lack of or excess nutrition in the first 2 years of life, it causes permanent brain function impairment and degenerative diseases. In this case, the monitoring and examination of the nutritional status of children under five carried out by health workers and posyandu cadres are generally carried out by manual recording and further analysis is carried out by comparing the nutritional measurement data of children under five with nutritional status standards. The manual analysis is prone to errors of inaccuracy in identifying the nutritional status of children under five and takes a long time due to the large amount of data, so it's not practicable. Based on these problems, the authors apply the random forest method which is optimized with genetic algorithms to classify the nutritional status of toddlers accurately and quickly. After testing, the average accuracy by the random forest method optimized with genetic algorithms is 89.58%, the average precision is 74,34%, the average recall is 58,68%, and the f1-score is 65,54% with a population size parameter of 20, 3 iterations, a crossover rate value of 0,7, an mutation rate value of 0,3, and the number of features 4. From the evaluation results of accuracy, precision, recall and f1-score obtained in this study, it shows that the genetic algorithm is able to find optimal parameters from random forests so as to produce higher accuracy, precision, recall and f1-score.
Pembangunan Sistem Informasi Penjualan Kopi berbasis Web (Studi Kasus : Remboeg Pawon Group) Alvinanda Rosha Kurniawan; Adam Hendra Brata; Eriq Muhammad Adams Jonemaro
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Coffee shops are one of the businesses in the culinary field. At first the coffee shop was created to serve various kinds of coffee servings for coffee lovers. One of the coffee business activists in Malang is Remboeg Pawon Group. Remboeg Pawon does not yet have an online system to monitor the results of sales and the existing stock of goods. There may also be a discrepancy in the calculation for profit which causes confusion in reporting to investors. With these problems, the authors want to create a Web-Based Cashier and Goods Management System at Remboeg Pawon Group. Which can help manage Remboeg Pawon Group and can convince investors. The system used by researchers is the Point of Sale or POS System. In this study the authors used white-box testing and black-box testing. White-box testing is a test where program tests are based on knowledge of the program structure and its components. Some of the categories tested in black-box testing include functions that are not in accordance with functionality or functions that are missing interfaces, data structures, behavior (behavior) and initialization and termination. In unit and integration testing, several functions were obtained which were tested with the class driver on the methods in the program code and found the results presented in the test case with the test case results that matched the needs. And the validation test obtained from the 52 functions from the results of the previous requirements was declared valid and in accordance with the needs.
Evaluasi Kebergunaan dan Kredibilitas pada Aplikasi Pinjaman Kredit (Studi Kasus Home Credit) Ayu Putu Augie Permata Dhea; Hanifah Muslimah Az-Zahra; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

This research has purpose to get evaluation result about usability and credibility aspects of the Home Credit Indonesia application by using usability and credibility questionnaire. The usability and credibility questionnaire by Zhao Huang is derived from English and translated into Bahasa Indonesia before be spread to the respondents. It has been validated from the linguist, ux expert, and ux academics. To get a valid usability and credibility questionnaire, this questionnaire has passed a pilot test after the expert validation. Then, the result will be counted through the validation and reliability test using product moment. Reference used to determine validity of each question is by using significance value. If the significance value is lower than 0,05 then the measurement is valid. But, if the significance value is more than 0,05 then the measurement is not valid. While, for the reliability test, it i referred to the Alpha Cronbach value. If Alpha Cronbach (α) value is more then 0,60 ( α > 0,60 ) then the data from research questionnaire is considered to be very good and consistent. After obtaining a valid and reliable questionnaire, then questionnaire distributed to the respondents. Therefore, 32 respondents were obtained which was fit to the criteria, that is the users who have used Home Credit application in credit lending. Based on the calculations and analysis of the respondents result, this research produced an evaluation in the form of an average value of usability and credibility aspect of Home Credit application. So that the results on the usability aspect are 12 out of 13 categories of assessment, showing results less than 3. Meanwhile, for aspects obtained 9 out of 13 categories, showing results less than 3.
Pengembangan Plugin QGIS untuk Menghitung Tingkat Kepadatan Bangunan Farid Azhari; Fatwa Ramdani; Bondan Sapta Prakoso
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The continued increase in the human population will continue to be followed by the community's need for a place to live. This causes the use of open land for housing construction, more and more done to meet the needs of human habitation. Every year, big cities experience an increase in built up density which causes new problems, including lack of clean water, flooding, poor public facilities, to land subsidence every year. By utilizing Geographical Information System technology, researchers hope to be able to answer all current and future problems in the future. One of the functions of the Geographical Information System is to identify areas with built up density by calculating the built up index and vegetation index in the area using the open source Quantum Geographic Information System (QGIS) software. The purpose of this research is the development of a QGIS plugin that can help measure the density index of built up in an area using Landsat 8 satellite imagery data. This plugin will be developed using the python programming language because the language is integrated with QGIS and has a package that can be used to calculate indexes on raster data. density of buildings in an area. By doing a confusion matrix test and blackbox testing, this plugin gets a value of 73% and 100% for its functionality value.
Evaluasi Usability pada Aplikasi Mobile Pawoon Pos dengan Menggunakan Metode Usability Testing Elsa Fajar Prakoso; Diah Priharsari
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Pawoon POS is an online-based cashier application that can be accessed using mobile phones and tablets, where we can use the POS System to manage transactions in business easily. Based on data on the Google Playstore PAWOON POS received a rating of 4.0 on a scale of 5 (21/01/2021) and received reviews from approximately 1696 users. The application is felt by some users to still have problems in the usability section. The purpose of this study is to find out and calculate the usability aspects that exist in the application and identify what usability problems the respondents encountered, after knowing what problems were encountered then these problems were used as a reference for improving the interface design. The conclusions and results obtained from the usability evaluation of the PAWOON POS application based on the results from the initial evaluation to the final evaluation are, the learnability matrix for the old user category has decreased, from 1.33 to 1.18. The increase occurred in the efficiency criteria in further evaluation, all categories increased to 100%. There is also a slight increase in the memorability value where the average number of clicks from 57 clicks for respondents in the old user category becomes 58.6 in the follow-up evaluation. For the criteria for errors in further testing, the percentage of errors made by all categories of users decreased to 0%. The last criterion that has increased is satisfaction where the score obtained is 72.9.
Evaluasi Pengalaman Ulangan Harian menggunakan Quizizz dengan Model CIPP (Studi Kasus: SDN Madiopuro Jombang) Novia Tri Rahmawati; Intan Sartika Eris Maghfiroh; Admaja Dwi Herlambang
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Elementary school is an education category that must be considered for its quality, because learning at the elementary level is the initial foundation before students move on to the next level. However, due to the COVID-19 pandemic, the learning process is not optimal. The learning process before the pandemic was carried out face-to-face, but learning is currently forced to switch online (on a network). The impact of the application of online learning makes students feel bored, their enthusiasm for learning decreases, and even students' grades are also decreasing. In response to this, the principal of SDN Madiopuro implemented the use of Quizizz which was expected to increase students' enthusiasm for learning. So far, the application has only been carried out in one class, because valid data is needed regarding information on the Quizizz implementation that has been implemented. The purpose of this study was to find out how the experiences of students and teachers in using Quizizz. In addition, this study will analyze the value before and after using Quizizz. To find out the comparison of data, data is needed for classes that do not use Quizizz. Therefore, this study is a comparative study comparing classes that use and do not use Quizizz. The results of this study indicate that the class that uses Quizizz gets a better average score, and all students in the class agree that Quizizz is easy to use and fun.

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