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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 6,923 Documents
Sistem Deteksi Penyakit Flu menggunakan Suara Batuk menggunakan MFCC dan KNN pada Raspberry Pi Aldi Jayadi; Barlian Henryranu Prasetio; Sabriansyah Rizqika Akbar
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 ICSINTESA
Perancangan Pengalaman Pengguna Aplikasi Mobile Crowdsourcing untuk Partisipasi Masyarakat dalam Pengelolaan Sampah (Studi Kasus : Bank Sampah Antasari, Desa Sangatta Utara, Kabupaten Kutai Timur) Syahshiyah Rohidah; Mahardeka Tri Ananta; Komang Candra Brata
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 International Journal of Interactive Mobile Technologies (iJIM)
Implementasi Robot Lengan Pemindah dan Penghitung Jumlah Barang menggunakan Metode Deteksi Objek Histogram of Oriented Gradient (HOG) dan K-Nearest Neighbor (K-NN) Adhly Hasbi Fadhlillah; Rizal Maulana; Eko Setiawan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

All production sectors currently have warehouses that are used as storage of objects. The occurrence of errors in the process of moving objects from one location to another very often occurs which causes objects to get damaged and disrupt activities in the warehouse. To overcome errors that often occur, the creation of a robotic arm that is capable of moving objects is accompanied by the ability to know the number of objects that have been moved. Input for processing in the system will later be obtained from the inframerah sensor and camera. The inframerah sensor is used to detect the availability of an empty final place. The camera functions as a tool used to obtain digital images of objects. The image will be selected using HSV to get the color of the object, which will then be carried out feature extraction using the Histogram of Graident (HOG). The features obtained will be distinguished using K-Nearest Neighbor (K-NN) in order to obtain the final result in the form of the shape and color of the object. In the next step, the object will be moved by the hand robot to its final place by means of reverse kinematics. Inverse kinematics is a way to get the values ​​of each joint from the robot hand by changing the location coordinates. When the robot successfully moves the object, it will automatically add value to the LCD screen. The results of the tests that were run 10 times on the system as a whole got a value of 90% on a successful object movement, a perfect score on the calculation of items that had moved and a calculation time of 9811 microseconds.
Analisis Kualitas Layanan Website HALO FILKOM terhadap Customer Satisfaction Mahasiswa FILKOM dengan menggunakan Webqual 4.0 Pandu Bagoes Pradana; Yusi Tyroni Mursityo; Prima Zulvarina
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 JUST-SI
Perancangan User Experience Aplikasi Pesenin berbasis Mobile menggunakan Metode Design Thinking Rebecca Octaviani; Ratih Kartika Dewi; Riswan Septriayadi Sianturi
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

Purchasing through food delivery platforms is one of the ways that Indonesian people often buy food and drinks. The author conducted interviews with 5 respondents to explore obstacles when using food delivery platforms. All respondents felt the problem of daily menus that were too monotonous, the difficulty of finding viral food, and the inability to order large quantities of food for another day on the food delivery platform. Therefore, the solution to the problem is to create a user experience of Pesenin Application mobile-based. The Pesenin application is a food ordering application that is expected to make it easier for users to get food using catering or pre-order service systems. The design of this application user experience is designed using the Design Thinking method because this method focuses on potential users and problems and thinks broadly to find good solutions for potential users. The end of this research is usability testing by testing aspects of effectiveness, efficiency, and satisfaction. Testing the effectiveness aspect resulted in a value of 100%. Testing the efficiency aspect resulted in a value of 0.053 goals/second. Testing the satisfaction aspect using the System Usability Scale (SUS) and getting an average SUS score of 86.56. SUS score of Pesenin application gets B for grade scale, excellent for adjective rating, and acceptable for acceptability.
Implementasi Gamifikasi dengan Animasi Lottie pada Aplikasi Media Belajar IPA SMPN 1 Sumberrejo Muhammad Farhan Abdur Rosyid; Lutfi Fanani; Tri Afirianto
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

SMPN 1 Sumberrejo is one of the schools that implements online learning. The learning media platform currently used is considered less effective in supporting the learning process of students which has an impact on decreasing student interest in learning. The development of learning applications with the implementation of gamification and Lottie animation can help the learning process with the online method applied to groups of students at SMPN 1 Sumberrejo. This research was carried out by adopting the Rapid Application Development (RAD) development method. Concepts and needs analysis resulted from the need discovery process that involved students directly. The system design is obtained through the interpretation of the needs analysis which is carried out repeatedly to get the concept that is in accordance with what the user wants. The implementation of the design on the learning application is carried out in 2 parts, namely the user design stage which allows changes to occur and the finalization stage to optimize the algorithm and write code. The first test is black box testing to ensure that the functional system runs according to the design, which results in 100%. The second test is a safety-runtime test which proves that the application does not force-close when it is run. The usability test got a learnability value of 100%, an efficiency of 0.0478 goal/sec, and an error of 0 or no error. Testing with the SUS approach to get a satisfaction score obtained 93.4 results with criteria A (90-100). User participation testing resulted in 81% of students doing assignments on time which increased from the previous 53% with a correlation of increasing student learning outcomes obtained from an average score of 68.8 which previously was 62.9.
Sistem Monitoring Pengatur Suhu dan Kelembaban pada Kandang Jangkrik berbasis Internet of Things (Studi Kasus Budidaya Jangkrik Perorangan di Kabupaten Blitar) Andy Wiranto; Heru Nurwarsito
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Unstable temperature and humidity are problems that are often faced by cricket farmers. However, cricket breeders still use manual methods to identify the environmental conditions of the cage. This requires a monitoring system that is able to regulate the temperature and humidity in the cricket cage, thus facilitating the process of monitoring and controlling the climate. The system is built using Internet of Things (IoT) technology. In the application of IoT, a communication protocol between entities is needed to exchange data. MQTT is a messaging communication protocol that requires low resources. Climate control uses a microcontroller that implements a detection algorithm on a system that is made capable of recognizing the environmental conditions of the cage using the MQTT protocol. Accuracy Data collection using sensors is 1.03% for the relative error of temperature measurement data and 0.47% for the relative error of humidity measurement data. The MQTT protocol has a performance with an average delay parameter value of 345 ms, and a packet loss of 0%.
Sistem Monitoring Multiruang Lokasi Lansia dengan Teknologi Indoor Positioning System (IPS) berbasis Wi-Fi dan Algoritma Random Forest Dading Firwandhi Sukma; Dahnial Syauqy; Sabriansyah Rizqika Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Elderly is a person aged more than or equal to 55 years. The elderly experience aging in their bodies which makes them vulnerable when they fall so that the elderly need intensive supervision to stay safe. In this study, a system was built that can monitor the elderly in six different rooms using Wi-Fi as an indicator of the Indoor Positioning System (IPS) technology.The system is built in two stages, namely the training stage and the testing stage. At the training stage, the system scans the Received Signal Strength Indication (RSSI) value from each room. From the data obtained, using the Random Forest Algorithm, a model is made that will be used on the microcontroller to predict the location of the elderly based on the scanned RSSI. In the testing phase, a wearable device was built that was attached to the waist of the elderly. Wearable devices will predict the position of the elderly and will send the prediction results to the database and displayed on the smartphone application. Tests are carried out to test the accuracy of the system that has been built. The results of the test obtained an average accuracy of all rooms of 82.85%.
Pengembangan Game Edukasi Kata Benda Bahasa Arab Pendahuluan dengan Iterative With Rapid Prototyping Arief Alamsyah; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Arab language known as one of main language of most people in Middle East and North Africa. Arab language is a language that being used by 25 country and used as Islam Religion believer because Arab language are written and used on Al bible. As known language that being used for Al Qur'an as Islam bible. But because Arab language itself not major language, it will be harder for some people to learn Arab language compared to Indonesia language because of low motivation. Using common gadget like computer or mobile phone and using educational game as media for learning Arabic Language to make user for easier learning about Arabic Language and increase their motivation for Arab learning. Using Iterative With Rapid Prototyping as development method can fix the problem in case there is a problem found during development process. After the game developed and can be implemented, game will be tested using System Usability Scale (SUS) to check if the game system has problem and using Game Experience Questionnaire (GEQ) on core questionnaire module to find out about game experience of user when playing game.
Sistem Pendukung Keputusan Perbaikan Jalan menggunakan Metode Fuzzy Multi Atribute Decision Making (FMADM) dan Simple Additive Weighting (SAW) (Studi Kasus : Dinas Pekerjaan Umum Bina Marga dan Sumber Daya Air Kabupaten Jember) Guntur Syafiqi Adidarmawan; Muhammad Tanzil Furqon; Candra Dewi
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

Road repairs have been planned by Dinas Pekerjaan Umum Bina Marga dan SDA Kabupaten Jember by repairing 50 roads in the Jember City area. This road repair is carried out to increase the quality of roads with good condition to 70 percent from 61.88 percent. In the process of determining which roads will be repaired, there are difficulties encountered. There are many factors that need to be considered, so that it requires accuracy in decision making. This study aims to implement the FMADM and SAW methods in a decision support system to determine the priority ranking of roads that need improvement. In addition to implementing the algorithm and knowing its accuracy, this study also aims to determine how sensitive the criteria are. Based on research results, the accuracy results were 88 percent in the first scenario and 60 percent in the second scenario, and get a coefficient value of 0.470 on the Spearman Rank Correlation test. The results of the sensitivity test using 9 criteria were 92.11 percent. From the test, the criteria for moderate road conditions are the criteria that have the highest sensitivity by producing 99 ranking changes and the criteria for lightly damaged road conditions are the criteria with the lowest sensitivity with 72 ranking changes.

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