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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
Rancang Bangun Sistem Pengklasifikasi Jenis Sampah Organik dan Sampah Daur Ulang menggunakan Resnet50 Paulus Ojak Parasian; 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

Waste is a universal problem. According to World Bank, there would be 3,4 billion tonnes of waste annually in 2050. To reduce waste in Indonesia landfills there are scavengers that sort the recyclable waste from the organic ones manually, but their capacity is limited. To increase the sorting rate there should be a sorting machine right from the source, which is civilian homes, or offices. To create such machine the writer will produce a sorting machine for organic waste and recyclable waste using the Resnet50 method. To train the Resnet50 model the writer use a dataset from Kaggle which consist of 22500 training and testing data. The Resnet50 model will be trained using 20 epochs with learning rate of 0,001 for the first 10 epoch and a learning rate of 0,0001 for the next 10 epochs, which resulted in a model with 99% accuration, 3% loss, 96% accuration validation, and 12% loss validation. The machine will then be tested with different object to camera lengths starting from 16 cm, 18 cm, 20 cm, 22 cm, 24 cm, and 26 cm. The best accuration is gained from the length of 20 cm and 22 cm with 85% accuration and overall average classification time of 1,17 seconds.
Perancangan Pengalaman Pengguna Aplikasi Pengenalan Batik berbasis Mobile menggunakan Metode Design Thinking Ivan Lianto; Lutfi Fanani; Hanifah Muslimah Az-Zahra
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

Batik is the work of the Indonesian people and is one of the intangible heritages recognized by UNESCO in 2009. However, not many people understand the process behind making batik. The process of learning batik is done manually and is considered less effective for children and adults by visiting the batik gallery. Based on these problems, media is needed to be able to support the introduction of batik using gadgets. The purpose of this study is to propose a design solution that can solve the existing problems and limitations. User experience design is needed so that users get a good experience in terms of being easy to use and learn. The design thinking method is used with the aim of helping to develop user-focused solution designs. The results of the test using usability testing get an effectiveness value of 97.7%, an efficiency value of 0.03 goals/sec, and a satisfaction value using the System Usability Scale (SUS) of 62.5 which is at level D or poor. It can be concluded that the solution design has succeeded in providing a solution even though there are deficiencies in user satisfaction and improvements are needed in accordance with suggestions and input from respondents.
Penilaian Kualitas Layanan Undangan RSVP Digital dengan menggunakan Importance Performance Analysis (IPA) Mohammad Ilham Pratama Elba Wahid; Diah Priharsari
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

Service is any activity or benefit offered by one party to another and is essentially intangible and does not result in ownership of anything (Kotler, 2005). In the city of Malang, Redd One Digital is a service provider that works with event organizers. This department collaborates using technology by offering RSVP digital invitations and digital guest books. This department is one of the business actors who carry out a pivot strategy by providing information services towards digital technology such as making online invitations that can be used for various events. However, since Redd One Digital has implemented a pivot strategy, until now, Redd One Malang's digital invitation service has not evaluated the quality level of the digital invitations they have made. Based on this description, it is necessary to conduct an assessment of service quality using Service Quality and determine the Importance Performance Analysis (IPA) quadrant grouping. From the results of my research and analysis on the quality of services provided by Redd One Digital Malang, there are a total of 11 attributes that need improvement based on the attributes contained in the first and third quadrants of the Importance Performance Analysis.
Perancangan dan Evaluasi User Experience Aplikasi Microteaching Pendukung Standar Kompetensi Mahasiswa Calon Guru berbasis Mobile dengan Pendekatan Human Centered Design dan Remote Usability Testing Anak Agung Adi Wiryya Putra; Retno Indah Rokhmawati; Hanifah Muslimah Az-Zahra
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

Design and Evaluation of User Experience for Microteaching Applications with Mobile-Based to Support Competency Standards for Educational Students With Human Centered Design Approaches and Remote Usability Testing is carried out with the aim of supporting the achievement of competency standards for prospective teacher students through the design of applications that are used to reflect microteaching activities. The approach used in the design is Human Centered Design, while the methods used in testing are Remote Usability Testing and Retrospective Think Aloud. The research method used in this study is qualitative research with activities to collect data, analyze data, and finally obtain information related to the results of processing the data. The participants involved in this study were 6 people consisting of lecturers in micro learning courses, vocational teachers, and students of the Information Technology Education Study Program. Based on the effectiveness test by calculating the success rate has a success rate of 95.2%. Based on the results of calculations with time based efficiency, the efficiency value is 0.155 goals/second. In the aspect of ease of use, the score is 6.76 with a Single Ease Question (SEQ) measurement which indicates that the microteaching application can be categorized as an application that is very easy to use. Improvements were made to the splash screen and homepage pages that were more directed at improving the appearance, clarifying buttons, and also eliminating buttons that did not have functions to make it easier for users.
Pengembangan Aplikasi Penjualan Toko Wulan berbasis Web menggunakan Api Midtrans sebagai Payment Gateway Laura Galuh Indah Maharani; Widhy Hayuhardhika Nugraha Putra; Welly Purnomo
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

Wulan Store is one of the food shops in Boyolali City that provides a variety of daily basic needs that serve retail and wholesale sales. In addition, this store also provides services for the delivery of goods ordered by customers to the desired address. However, until now ordering goods and buying and selling transactions are still done manually, namely visiting the store and paying directly. The mechanism for payment and ordering of goods is not yet effective, because it causes long queues at the store. To make buying and selling transactions easier at the Wulan Store, a sales application that is integrated with the Midtrans payment gateway was developed. Customers will find it easier to make payments without having to confirm to the admin, as well as make it easier to order goods without having to come directly to the store. In doing development, analysis and design are needed to determine functional and non-functional requirements on the system, namely using UML diagrams and database design using Physical Data Model (PDM). The development of this system is carried out using the waterfall model, CodeIgniter framework, MySQL DBMS. The test is carried out using the blackbox testing method to get 100% valid results, which means the system can run in accordance with the specified requirements analysis, compatibility testing obtains that the system is compatible so that it can be run on various types of browsers, System Usability Scale (SUS) which obtains the final calculation results. usability evaluation with an average SUS value of 78. This shows that the usability level of the Wulan Store sales application can be accepted and used easily by users.
Pengelompokan Tweets mengenai Covid-19 dengan Metode BM25 dan K-Means Clustering Kornelius Putra Aditama; Indriati Indriati; Achmad Ridok
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 hit Indonesia, many community activities are carried out at home. At that time, people often expressed their concerns through social media. One of the popular social media is Twitter which has a Tweets feature. Indonesian people who use Twitter use Tweets to write various opinions on the situation caused by COVID-19, be it government policies, vaccines, new variants of COVID-19 and so on. The diversity of these Tweets can be reflected in a section or group based on the context of the Tweets. The results of grouping Tweets can get opinions that are often expressed by the public about COVID-19. Where the results of the analysis can be used as reference material for the government in making policies during the COVID-19 pandemic. In this grouping using the BM25 method as a weighting and measuring Tweets. And K-Means Clustering where this algorithm is used. The results of the analysis and testing show that the number of terms must be reduced because the number of terms is a description of the many features used. a major feature that causes the BM25 method to be unable to distinguish the data. With the number of terms 20, parameters BM25 k1 = 1.2 and b = 0.5 and with a value of K = 3 will get the highest Silhouette Coefficient value, which is 0.3003
Analisis Sequential Pattern Mining untuk Menggali Informasi Proses Belajar pada Media Pembelajaran Aritmatika Rudi Gunawan; Ahmad Afif Supianto; 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

The application of educational technology is often used to support the learning process, one of the media of learning arithmetic. The use of learning media in the actions of the student learning process that has been carried out can store data in the data log. Data log on the sequence of student learning processes that have been generated need to be done information processing and analysis to identify the same learning patterns to help teachers provide appropriate feedback. This research aims to utilize data log from arithmetic learning media by using sequential pattern mining methods used to extract useful information from the student's learning process while working on problems. The algorithm used is Sequential PAttern Discovery using Equivalent classes (SPADE). The SPADE algorithm is applied to identify the same learning patterns based on student learning activities when using the learning media. Furthermore, learning patterns that have been successfully extracted will be analyzed for the same learning patterns based on the category of students' ability to solve problems. Based on the results of implementation and analysis that has been done on 17 problems that have been successfully processed in arithmetic learning media, 6 patterns of learning activities are produced that vary at each problem and level, which are: pattern 1, pattern 2, pattern 3 , pattern 4, pattern 5, and pattern 6. Each pattern requires different feedback to optimize learning progress.
Perancangan Pengalaman Pengguna Aplikasi SIAPEL berbasis Mobile sebagai Pelayanan Elektronik menggunakan Metode Human-Centered Design (Studi Kasus: Dispendukcapil Kota Malang) Shahnaz Maulidini Arisa; 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

Carrying out the function as an Indonesian citizen, several population documents must be owned by the citizen. Submission of population documents can be fixed by going directly to the local Population and Civil Registration Office. However, the current state of the COVID-19 pandemic has forced people to reduce their activities outside their homes. During the commemoration of the 107th anniversary of Malang City, the SIAPEL (Electronic Service Application Information System) website was launched, which can be used by the people of Malang City to submit several population documents. The Mayor of Malang wants a mobile-based SIAPEL to make it faster and easier to access. This research is expected to provide a mobile-based SIAPEL application user experience design so that Malang City residents feel comfortable and easy in submitting several population files digitally. This research method uses Human-Centered Design because it focuses on humans (users and service providers), so it is hoped that the solution design results can be by user needs. At the testing phase, usability testing was carried out on 5 participants result in the effectiveness aspect value of 100%, the efficiency aspect with the overall relative efficiency of 100%, the efficiency aspect with time-based efficiency of 0.093 goals/sec, and the satisfaction aspect with an average SEQ score of more than equal to 6.2. While the results of user experience testing were carried out on 20 participants using the User Experience Questionnaire on aspects of attractiveness, perspicuity, efficiency, dependability, stimulation, and novelty assessment are all included in the Excellent category.
Perancangan User Experience Aplikasi Crowdfunding Pariwisata Desa menggunakan Metode Design Thinking (Studi Kasus: Pariwisata Desa Jembul Kabupaten Mojokerto) Putri Nur Utami Ramadhani; Satrio Hadi Wijoyo; Bondan Sapta Prakoso
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

The Department of Youth and Sports Tourism of Mojokerto Regency is the implementing element of government affairs that oversees tourism and includes village tourism in it. The problem experienced in the management of tourism in Mojokerto district lies in the income of village tourism funds so that the exploration of village tourism potential cannot be maximized. Based on the Mojokerto Regency Regional Regulation (PERDA) number 8 of 2019 it can be seen that one of the master plans for tourism development in Mojokerto Regency in 2018-2033 is to increase community empowerment in developing tourism potential. Therefore, it is necessary to design a crowdfunding application user experience to improve village management independently by involving the active role of the community used by tourism village managers, especially tourism in Jembul village and other tourism locations in the Mojokerto. The design method used is Design Thinking which has five stages, namely; empathize, define, ideate, prototyping, and testing. This research produces a high-fidelity prototype. Tests and assessments in this study used the User Experience Questionnaire (UEQ) with the test results on attractiveness having an average value of 2.07, perspicuity having an average value of 1.9, efficiency having an average value of 1.8, dependability has an average value of 2.06, stimulation has an average value of 2.09, and novelty has an average value of 2.18.
Optimalisasi Jumlah Produksi Madu menggunakan Metode Fuzzy Mamdani (Studi Kasus Al-Honey Kediri) Lailatul Fitriah; Edy Santoso; Marji Marji
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 JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika)

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