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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
Implementasi Pemecahan Transmisi Data Citra pada Protokol Lora Ahmad Nasrul Illahi; Adhitya Bhawiyuga; Kasyful Amron
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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Abstract

Lora is one of the Low Power Wide Area (LPWA) networks that allows a device that has a small amount of energy to be distributed over a large area so as to create a network that is interconnected with each other. One of the challenges in LoRa is the packet payload capacity that is sent through this protocol. The LoRa protocol has a packet payload capacity of between 51 byte and 222 byte, so it has limitations in sending data with large file sizes such as image data. From this explanation, this research focuses on implementing a data splitting mechanism to overcome these deficiencies. In this study, the image data splitting process will be carried out in the end node, then the image data fragments will be merged back inside the gateway and the image will be displayed through the server. The test results obtained from the largest latency which is at a distance of 100 meters by 10 seconds, while the lowest latency is at a distance of 10 meters by 1 second. In addition to the latency measurement, there is a success ratio measurement for sending data fragments that produces a maksimal value of 100% and the lowest value of 20% at a distance of 100 meters. In addition, there is an RSSI measurement that is measured and produces the lowest value of -88 dbm and the highest -112 dbm.
Pengembangan Sistem Antrian Permohonan Paspor dengan menerapkan Metode User Centered Design (Studi Kasus: Kantor Imigrasi Kelas I Kota Malang) Amelia Achsandini Puteri; Adam Hendra Brata; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 3 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Indonesian passports work as identification or identity of Indonesian citizens abroad. Therefore Indonesian citizens who wish to visit abroad for tourism, service or diplomatic activities must have a passport. Applications for passport are generally submitted to the nearest Immigration Office / Passport Service Unit through the Online Passport Service application. With this application, the application queue process should be easy to do. But in fact, many complaints against the application found. App ratings indicate that the current app was unhelpful. In addition, there are several requirements for passport applicants that have not yet been applied to the queue application that is currently used. The design and implementation of a website-based passport application queue system is builded using the user centered design method. The user centered design method applied so that the resulting system can be more accepted and easier to use by passport applicants because system users have diverse demographic backgrounds. By applying the UCD method to the passport application queue system, the usability value is quite high (good). The average value generated by the PSSUQ questionnaire method obtained a value of 1.03 for the System usefulness criteria, 1.28 for the Information quality criteria, 1.40 for the Interface quality criteria and 1.20 for the Overall satisfaction category. The PSSUQ questionnaire has the principle that the smaller the value (closer to 1), the higher the usability value, so it can be concluded that this system is acceptable and easy to use by users.
Evaluasi User Experience pada Game League of Legends Wild Rift menggunakan Metode Cognitive Walkthrough Endar Wahyu Pamungkas; Diah Priharsari
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

League of Legends: Wild Rift is a MOBA (Multiplayer Online Battle Arena) game developed by the Riot Games system for Android and iOS. This game is a modified version of the PC game League of Legends. The new application or system certainly has a new and different look and experience for users of the game. Cognitive walkthrough is one method that can be used to evaluate usability in which users perform various task scenarios. Usability evaluation can be explained as a method of testing a system when the user performs with his own awareness in assessing the ease and error to be analyzed. User Experience must be designed as well as possible to suit and meet user demands. The lesson flow is like starting with a literature study, scenario planning, careful testing, followed by system analysis and data collection and analysis of results. The respondents used in this study were divided into 3 respondents who had never played the game League of Legends: Wild Rift and 3 people who had experience in playing the game League of Legends: Wild Rift and similar games. The results of the evaluation of the game League of Legends: Wild Rift have problems with its function (hiddendt) on the game select menu. However, this type of problem is light and easy to solve.
Perancangan User Experience untuk Learning Management System pada Siswa SMA di Sekolah Indonesia Kuala Lumpur menggunakan Metode Human-Centered Design Nabila Khaerunisa Thazila; Retno Indah Rokhmawati; Lutfi Fanani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The spread of the virus Corona at the end of December 2019 throughout the world caused a pandemic. This then affects various fields, one of which is education. Senior High School at Sekolah Indonesia Kuala Lumpur conducts distance learning through several platforms. This is quite helpful for teachers and students in conducting learning remotely, but there are some obstacles for teachers and students in using the platform for online learning. Based on this, this study aims to design a user experience that can help overcome the problems faced by teachers and students at the Kuala Lumpur Indonesian School related to the obstacles experienced by teachers and students by designing a Learning Management System (LMS). The LMS design uses the Human Centered Design method because this method is an interactive design approach and focuses on the use of the human side. This study resulted in the design of the website Kuala Lumpur Indonesian School LMSin the form of a high-fidelity prototype and tested using usability testing with user satisfaction measurements using the User Experience Questionnaire (UEQ) which was used to determine the suitability of the design made with user needs. The results of the User Experience Questionnaire (UEQ) test, namely the Learning Management System of the Indonesian School of Kuala Lumpur, have an average value that is in the positive category with an average value range of 1,650 - 2,475 and the entire scale is in the excellent category and the efficiency scale are in the good category. The results of the evaluation that have been carried out have produced several problems so that improvements are made which result in three recommendations for improvement for the Learning Management System for the Indonesian School of Kuala Lumpur.
Analisa Akurasi dari Pendeteksian Berjalan pada Variasi Peletakan Sensor IMU, Filter Kalman dan FIR, serta Klasifikasi KNN dan Naive Bayes David Isura; Hurriyatul Fitriyah; Rakhmadhany Primananda
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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Abstract

Development of research in footsteps has been carried out, especially by using IMU sensor. IMU sensor is a system that can detect changes in speed, orientation of the gravitational force. However, the accuracy in measuring "footsteps" using IMU sensor is not yet accurate, due to inconsistent human footsteps, different body shapes, stepping models and so on. In this research, researchers used MPU6050 sensor where the sensor produces two types of sensors, namely accelerometer sensors and gyroscope sensors. Sensor placement points are located on the wrist, calf and thigh. Sensor used will produce three axis, where each axis is filtered using a Kalman Filter and a Finite Impulse Response (FIR) Filter. After the data is filtered, then data will be classified with the data has been sorted (training data). The classification used is K-NN and Naive Bayes. The use of the best filter is owned by the Kalman filter, which has the lowest average ratio compared to the FIR filter, which is 0.378. Accuracy results obtained from research that has been carried out are 92.5%, where the accuracy has a combination of the use of gyroscope sensors, sensor placement in the calves, the use of Kalman filters and the Naive Bayes classification algorithm. The resulting computation time is 0.23 seconds.
Perancangan User Experience Aplikasi Usaha Toko Kelontong dengan menggunakan Metode Human-Centered Design (Studi Kasus: Toko Assri Denpasar Bali) Putri Stephanie Lesilolo; Herman Tolle; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 3 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The rise of Covid-19 cases that occurred in Indonesia from 2019 harmed all existing sectors. This has resulted in micro-entrepreneurs having to accept the uncertainty of when their business will return to normal. Assri store which are included in micro, small and medium enterprises (MSMEs) are certainly required to be more optimal, both in terms of quality and service. The development of information technology that has existed until now is a factor in the emergence of innovative applications that can facilitate work and also people's daily activities. It was found that there were deficiencies in the current system, namely the Assri store using a standard cash register to support sales transactions and the Olsera POS system. However, the POS system does not support online delivery and customer satisfaction information management features. Apart from features, the easy-to-use interface also supports users to be comfortable using the application for a long time. From the existing problems, it is necessary to design the user experience for the Assri store application. This design uses the HCD method which focuses on what is needed by the user. After designing the solution design, usability evaluation was also carried out using the scenario task method and the SUS questionnaire to 6 evaluators. From the results of the buyer's evaluation, the usability evaluation value obtained is 83.86% and is included in category A (excellent).
Sistem Pendeteksi Penyakit Sinusitis berdasarkan Kondisi Ingus dan Suhu Tubuh menggunakan Support Vector Machine (SVM) Bagas Nur Rahman; Rizal Maulana; Fitri Utaminingrum
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The nose is an important organ in life for humans. In the nose there is a disease that causes the sinus wall to experience inflammation commonly known as sinusitis. Smoking habits, environmental pollution and cold air become other factors that can affect the onset of sinusitis. If sinusitis is not immediately treated and treated properly, it can lead to complications which then lead to infection. So it is necessary to do an initial check to detect sinusitis using Magnetic Resonance Imaging (MRI). In addition, the cost is quite expensive and a long period of time is the basis of this research. Therefore, a tool is needed that can detect sinusitis early. This research will use the MLX90614 sensor for body temperature feature extraction and the TCS3200 sensor for color feature extraction. The two features then be processed by Arduino Uno to carry out the classification process into two classes, namely the Normal class and the Sinusitis class. The classification process in this study uses the Support Vector Machine method. The results of the accuracy of the SVM classification get 85% of the 20 data tested. For testing the computational time obtained an average value of 42 milliseconds from as many as 20 test data used.
Analisis Kualitatif Implikasi Information Overload pada Pengguna Social Networking Sites (SNS) Shafa Dinda Tsabitah; Diah Priharsari; Satrio Hadi Wijoyo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The COVID-19 pandemic has significantly changed human life, especially changes habits in using technology. However, nowadays, the use of technology, especially information technology, is increasing along with the increasing curiosity about COVID-19 information. The existence of Social Networking Sites (SNS) provides convenience for users to find and obtain the desired information. The use of Social Networking Sites (SNS) not only has a positive impact but also have a negative impact. Through this research, it can be proven that Social Networking Sites (SNS) can have a negative impact on their users. This study also aims to find out how information overload can occur in Social Networking Sites (SNS) users and how information anxiety and discontinuous usage can occur in Social Networking Sites (SNS) users who experience information overload. The research data was obtained using a qualitative analysis method using a semi-structured interview technique targeted at Social Networking Sites (SNS) users who feel information overload due to COVID-19 information. These data were analyzed using the stages of thematic analysis. The findings in this study resulted in seven categories, namely SNS characteristic, information overload, SNS characteristics causing information overload, information anxiety, information overload causing information anxiety, discontinuous usage, information overload causing discontinuous usage.
Perancangan Pengalaman Pengguna Mobile Learning menggunakan Metode Human Centered Design (Studi Kasus: Madrasah Ibtidaiyah Hidayatul Athfal) Agus Purnomo Ruminto; Riswan Septriayadi Sianturi; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 3 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The Covid-19 pandemic that has occurred since April 2020 has caused a change in online learning (offline) to online learning. Madrasah Ibtidaiyah Hidayatul Athfal is one of the elementary schools in Cinere, Depok city that is not ready to face the online learning process. Mobile-based online learning applications can help Madrasah Ibtidaiyah Hidayatul Athfal to organize an online learning process. This research aims to design the user experience to have good results in terms of user experience and usability. The method used in this research is Human Centered Design (HCD). HCD has 4 stages, namely identification of user context, specification of user requirements, design of solution design and evaluation of solution design. The user context identification stage was carried out by interviewing the Hidayatul Athfal Madrasah as a stakeholder. The second stage, the specification of user requirements is carried out by analyzing the results of interviews with stakeholders and users to obtain content requirements. The third stage, the design of the solution is carried out by implementing the results of the analysis and producing user flows, information architecture, wireframes, screenflows, mockups, and prototypes. The last stage is the evaluation of the solution design using the usability testing method and the User Experience Questionnaire (UEQ) to 10 respondents, namely 5 teachers and 5 students from Madrasah Ibtidaiyah Hidayatul Athfal. The design of the solution made obtained a score of 89.2% for the effectiveness aspect, 0.046 goals/second for the efficiency aspect, and 85.75 with grade A for the user satisfaction aspect. The UEQ results in the attractiveness aspect got the good category, perspicuity got the excellent category, efficiency got the good category, dependability got the good category, stimulation got the excellent category, and novelty got the above average category.
Implementasi Sistem Identifikasi Malicious Host Activity menggunakan Visualisasi Graph berdasarkan ARP Request Ilham Taufieq Julfianto
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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Abstract

Security on a local area network (LAN) is very important to note. Firewall as a security device of the network in general is not fully able to detect suspicious activities (malicious activities) on the LAN. One method that can be used to indicate the presence of malicious activities is to take advantage of the detection of the number of ARP Broadcast Request activities on the LAN. In this final project, the system is built to identify the presence of malicious host activity on a LAN by identifying and visualizing the ARP Broadcast Request data. The main components of this system are network devices, servers, and hosts. The process carried out for identification is to collect data, process data, visualize data, and upload the results of the visualization to the web. The ARP Broadcast Request data is transformed and represented into a graph in the form of nodes and edges which are then processed through clustering and filtering based on edge weight, weight-out degree node, and out-degree node to determine the IP address indicated as malicious host activity. The system has been made to identify nodes indicated as malicious hosts. Nodes identified as malicious hosts have many edges and are visualized with a larger size and redder color when compared to other nodes. The execution time required in the data processing stage ranges from 5 seconds to 7 seconds with a data retrieval duration of 58 minutes.

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