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Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer
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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 Pakar untuk Diagnosis Penyakit Ayam menggunakan Metode Certainty Factor (Studi Kasus: Balai Besar Pelatihan Peternakan Batu) Ishak Panangian Sinaga; Arief Andy Soebroto; Imam Cholissodin
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

Chickens are livestock that are mostly kept by the people of Indonesia, both kept in small quantities to large numbers which are developed in large-scale chicken farms. The choice of people to choose to raise chickens is none other than due to easy maintenance, high public consumption, so that raising chickens is a promising source of income. However, chicken farming itself is very at risk of experiencing a cycle of losses as happened in 2020 where there is a mass transmission of chicken diseases. This mass transmission of chicken disease occurs due to various factors. To overcome this problem, chicken farmers usually consult with experts but for this sector the number of experts is still small so the community really needs the presence of experts to help deal with this problem. To solve this problem, an expert system for diagnosis of chicken disease was built where the expert system is a computer program designed to model the problem solving ability of an expert. The application of this expert system will make it easier for chicken farmers to diagnose disease and treat the same as experts. This expert system is implemented with the Certainty Factor method where this method will provide as accurate results as possible because the certainty value obtained from the expert will always be maintained stable due to calculations To find the certainty value, only two data are used. The application of the Certainty Factor method to the expert system has several stages, from getting the MB and MD values, performing operations according to the Certainty Factor equation to get the CF value and to get the combined CF value using the combined CF equation.
Implementasi CPU berbasis Simple-As-Possible (SAP) pada FPGA Xilinx Spartan-3E Anang Malik La Imu; Agung Setia Budi; Mochammad Hannats Hanafi Ichsan
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 development of computer technology in the Central Processing Unit (CPU) architecture is still accompanied by many innovations. However, the rapid development has a negative impact, namely the difficulty of participating in the creation of the innovation itself. Meanwhile, the creation of innovations must be carried out by various parties in order to create healthy competition in order to achieve common progress. This impact can be minimized from an educational side, namely in the teaching and learning of computer architecture & organization using software in the form of a simulator. The effectiveness of teaching and learning can be further strengthened by practicing directly (hands-on) an architecture on a programmable semiconductor device, namely the Field Programmable Gate Array (FPGA). There are many soft-processors or computer/CPU architectures that can be implemented on FPGA. Altera and Xilinx also have soft-processors that are ready to use but are not suitable for teaching and learning. This study shows another simple computer architecture that can be used for the focus mentioned, namely Simple-As-Possible (SAP), specifically the 2nd generation. In addition to implementing the SAP architecture with some adjustments, this research also designed two additional circuits to provide the capability for programming the CPU. Three units (including SAP) were implemented on the Xilinx Spartan-3E Starter Kit Board FPGA module. FPGA resource usage are 7% slice flip-flop, 24% 4LUT, 30% slices used, 10% IOB, 5% RAM16 and 4% BUFGMUX.
Pengembangan Platform Hands-on Lab untuk Manajemen Identitas dan Akses menggunakan Teknologi Virtualisasi berbasis Container Fabiansyah Raam Pontoh; Achmad Basuki; Adhitya Bhawiyuga
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

Hands-on Lab is a lab that is used to provide an environment that is able to provide learners with practical experiences. Providing a hands-on lab environment for practical deepening of understanding of the Identity and Access Management coursework requires a virtualized computing and networking environment that can separate resources for each learner. The choice of platform and technology for computing and virtual networks is necessary for the effectiveness of activities in the hands-on lab. This final project implements a hands-on lab with container-based virtualization technology. The container was chosen because of the characteristics of being lightweight and fast to build. The developed hands-on lab also needs to have an automated assessment system so that it can be used independently by learners. The implementation of the hands-on lab platform in this final project requires two main components, namely: a website lab and a hands-on lab server. The website lab is used for interaction between learner and the hands-on lab server, then the hands-on lab server is used as a place for the hands-on lab container to run. The main components of the hands-on lab of identity and access management in this final project consist of six software that has these functions: managing identity and access management, managing databases, testing web, performing LDAP access, sharing container's terminal, and as a proxy for sharing container's terminal. Communication of the lab website and hands-on lab server for container management is done through Secure Shell. Learners access to hands-on lab learning activities using a terminal container that is shared from the hands-on lab server to the lab website. The results of the implementation based on the functional testing aspect show that the hands-on lab can run according to its function in providing containers, stopping containers, and conducting automatic assessments according to the needs of learning materials. Non-functional tests will also be performed to calculate hands-on lab behavior when performing automated assessments, running, and stopping containers. In addition, testing is also carried out to determine the resource utilization required by a hands-on lab. The non-functional test results show that time behavior is quite responsive and resource utilization is quite good with 1.03% CPU and 13.78% RAM utilization.
Perancangan User Experience Portal Media Interaksi Sivitas Akademika FILKOM dengan Pendekatan Human Centered Design (HCD) Asyora Dewi Prabandani; Herman Tolle; Retno Indah Rokhmawati
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 SENTRIN 2022
Implementasi Algoritme Enkripsi Grain-128 pada Sistem Pemantauan Elektrokardiogram berbasis Protokol MQTT-SN Iwi Suharti; Ari Kusyanti; Fariz Andri Bakhtiar
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

Message Queuing Telemetry Transport for Sensor Networks (MQTT-SN) is a publish-subscribe communication protocol for Wireless Sensor Networks (WSN), which developed to guarantee the needed of publish-subscribe protocol which can be applied for sensor networks which doesn't have network interface. However, MQTT-SN has a weakness because by default MQTT-SN sends plaintext in transmission process, it proves that MQTT-SN don't guarantee security aspect of confidentiality. Security mechanism is needed to ensure confidentiality of MQTT-SN especially in its use as a communication protocol in healthcare system, because in health sector data confidentiality is important. Security mechanism to ensure MQTT-SN confidentiality has been conducted using Advanced Encryption Standard 128 (AES128), which is a conventional cryptographic algorithm with high computational process which not appropriate with WSN characteristics, in addition computational defects has been found in all types of AES, so an alternative algorithm is needed to replace AES. This research provides an alternative solution by applying end-to-end security mechanisms for publishers and subscribers using lightweight stream cipher Grain-128 on prototype electrocardiogram monitoring system based on MQTT-SN. The results showed that, this security mechanism successfully secured electrocardiogram data transmitted on MQTT-SN protocol from confidentiality. Grain-128 performs better than AES128 based on encryption time and memory usage.
Pengembangan Aplikasi Perangkat Bergerak berbasis Android untuk Diagnosis Penyakit Tanaman Hias Daun dengan Metode Forward Chaining Dave Putra Radin; Eriq Muhammad Adams Jonemaro; 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

During the current pandemic, many people spend their free time doing their own hobbies. One of these hobbies is gardening ornamental plants. Even though you have taken good care of your ornamental plants, ornamental plants can still be exposed to diseases and pests. This causes ornamental plant owners who do not know how to deal with ornamental plant diseases and pests, experiencing losses because their plants can die. From the problems that have been described, this research was carried out to solve these problems by developing a mobile application to diagnose diseases suffered by ornamental leaf plants and provide information on how to overcome these diseases. The application developed in this study has an Android operating system, uses the Firebase Firestore database, and uses waterfall SDLC model. At the requirements analysis stage, an analysis of the requirements needed in the application will be carried out. At the planning phase, it will explain the results of interface design that will be used to carry out the implementation phase. At the implementation stage, it will explain the results of the implementation carried out on the application. After the implementation phase has been completed, the testing phase will be carried out. At the testing phase, 3 kinds of tests will be carried out. The first test is validation test, using the blackbox testing method and getting valid results. The second test, namely usability testing, was carried out using the SUS method and got a total score of 460 and an average score of 92 which means that score is include in acceptable category and grade A. The third test, namely compatibility testing, is carried out by testing the application on 5 devices that have different versions of the Android operating system and getting valid results. From the results of the three tests, it shows that the functional and non-functional requirements of the system have been successfully created with satisfactory results.
Rancang Bangun Sistem Klasifikasi Sampah Anorganik Kantor menggunakan Deep Learning Arsitektur Xception berbasis NVIDIA Jetson Nano Rahmatul Bijak Nur Kholis; Fitri Utaminingrum
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

Ineffective waste management is believed to be the reason of the piling amount of waste in landfill. There should be sorting mechanism from the source of waste before being transported to TPA. Offices are of the areas which produce waste similar to household waste and must carry out waste sorting process. Actually, there have been trash cans provided for different waste type. However, people tend to be ignorant of this and keep on throwing waste not in the right container. Thus, the trash can method is rendered ineffective. This study attempted to create a prototype of trash can that classifies office waste in the form of plastic bottles, cans, and paper. The system then automatically places those waste based on their category container. To perform its job of classifying, the deep learning Xception architecture method is used, applied to the system processor, namely the NVIDIA Jetson Nano. This system produces output, namely the movement of the sorting arm. The sorting arm moves to the left if the classification results are plastic bottles waste, it moves to the right for cans waste, and it stays in the middle for paper waste. For testing the classification of waste objects in the system, the accuracy result obtained 91.67% and the average computation time for classification was 0.06385 second. An integration testing was also carried out on the system which resulted in an accuracy of 97.22%.
Perancangan Pengalaman Pengguna Aplikasi Manajemen Media Sosial untuk Online Shop berbasis Mobile dengan Metode Design Thinking Tifanny Rizka Faressi; 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

Many people start online shops to fill their spare time during the Covid-19 pandemic. Most online shops use social media as their marketing media. Pioneering online shop businesses are experiencing some problems in terms of social media management. Unmanaged social media may reduce the number of followers and impact sales. Social media management can bring a positive impact on online shop sales. The social media management activities include creating content, scheduling content, and analyzing posts. This study proposes a design solution to solve existing problems by designing a user experience for a social media management application called Socime. The design process is conducted through five stages of design thinking method, from empathize with users to solution design testing. Testing is performed using usability testing, focusing on three aspects: effectiveness, efficiency, and satisfaction. The solution design resulting from this research scored 100% for effectiveness, 0,059 goals/sec for efficiency, and got a SUS score of 90 out of 100 for satisfaction. The Socime design solution received A in grades, Best Imaginable in the adjective rating category, and Acceptable in the acceptability range category based on the SUS score.
Pengembangan Aplikasi Perangkat Bergerak Pelayanan dan Pusat Informasi Penduduk Desa (Studi Kasus: Desa Sumberrejo) Dina Noviana; Agi Putra Kharisma; Mahardeka Tri Ananta
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

The progress of the village and its inhabitants is one of the goals of village empowerment where managing and serving the interests of the population is the obligation of the village government. Based on the type of village services provided in Sumberrejo village, several problems were found, including the process of recap and integration of daily resident data that had to be done twice, the lack of knowledge of the population regarding the submission of letter administration, and the process of disseminating social assistance information which was not coordinated so that it was less accurate and detailed. The service application and village information center were built for the Android platform with mail submission services, daily population data collection, and access to social assistance information in order to achieve equitable population welfare. In this study, the Prototyping method is used to produce an application that can accommodate changes in the development process based on feedback provided by stakeholders and users at the evaluation stage. Based on the results of the implementation carried out using the Kotlin programming language and Firebase database, black box testing has been carried out with 100% valid results, compatibility testing with 100% compatible results for Android SDK levels 21 to 32, and usability testing with an average SUS value ( The final System Usability Scale for residents is 91.5, for RT heads it is 85.5 and for village administrative staff it is 83, where each is included in grade A+, Best Imaginable status, and Acceptable category.
Perancangan User Experience Aplikasi Promosi Wisata Lahor di Masa Pandemi menggunakan Metode Design Thinking Nadia Putri Nur Ramadhani; Ratih Kartika Dewi; Fais Al Huda
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

At the beginning of 2020, the Covid-19 pandemic had a detrimental impact on many parties. The tourism sector is one of the sectors that have been disadvantaged by the arrival of Covid-19. Since the presence of Covid-19, many tourist attractions have been closed due to government regulations to limit people from doing activities outside. This has resulted in considerable losses for the owners of tourist attractions due to the reduced number of visitors since the pandemic, one of which is the Lahor tourist spot. Visitors to Lahor's tourist attractions are increasingly deserted and have experienced a decline in turnover of more than 50%. With the hope of helping tourism managers in re-promoting Lahor tourist attractions, the author designed a user experience application for promoting Lahor tourist attractions during the pandemic using the design thinking method so that people can travel virtually at Lahor tourist attractions and visit them in person in the future. The author uses the design thinking method because based on existing research, design thinking is able to produce innovative solutions to problems. This study provides the final result in the form of a high-fidelity prototype. This test uses usability testing to test aspects of effectiveness, aspects of efficiency, and aspects of user satisfaction. From the results of the tests carried out, the design of this application solution got a score of 99% effectiveness aspect, 0.0868 goals/sec efficiency aspect, and 91% user satisfaction aspect. Based on the results of the System Usability Scale, the design solution for the Visit Lahor application is in the Grade A category, adjective rating excellent, and in the acceptable category.

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