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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.
Arjuna Subject : -
Articles 6,850 Documents
Pengembangan Media Pembelajaran Perakitan Komputer Dengan Menerapkan Metode Agile Software Development Aditya Ardi Nugraha; Faizatul Amalia; Adam Hendra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 6 (2018): Juni 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Computers have become a major necessity in life now. Before the computer can be used the it must be assembled first. This process is called the process of assembling computer. This process requires special knowledge that is commonly found in computer assembly subjects in SMK. In the development of learning media, a lot of SMK that apply conventional media. This research is intended to implement and test computer learning media that has been developed. Development by using agile software development is expected to help develop learning media assembly of existing computer. Agile software development methods facilitate and provide space for learning media to be developed into broader direction, at its form as a medium of learning. Implementation of software is done by using Heroku as hosting server, Node JS as back-end server, and Firebase Auth and Database system as database server. According to the usability testing, the computer assembling learning media that has been developed by this research can be perceived by its users. Usability testing is measured at user perspective, system attitudes, technical quality, and information side resulting 75,5 as a score. According to cyclomatic complexity testing, learning media that have been developed results in low risk program category.
Implementasi Metode Weighted Product - Certainty Factor untuk Diagnosa Penyakit Malaria Yayuk Wiwin Nur Fitriya; Nurul Hidayat; Marji Marji
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 5 (2018): Mei 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Malaria is a disease caused by plasmodium parasites. Malaria is spread through mosquito bites that have been infected by the parasite. Malaria symptoms include headaches, high fever, diarrhea, rapid breathing,nausea and vomiting. Malaria can be deadly because it causes damage to heart, kidney and brain damage. So we need a system application to diagnose malaria. It is expected this application can help people or users to get an initial diagnosis as a doctor's referral. In this application the user selects the yes or no buttons for the parameters of malaria symptoms. The data that the user entered is then processed using an algorithm of weighted product and certainty factor to generate early diagnosis type of malaria. In this method there are 22 criteria used and 4 types of malaria. Based on test cases the results accuracy level obtained the test results of an average accuracy of 84%. Accuracy values ​​are derived from 5 test scenarios with different data variants indicating the application was works properly.
Analisis Performa Mekanisme Error Recovery Menggunakan Automatic Repeat Request (ARQ) dan Forward Error Correction (FEC) pada Multi Receiver File Transfer Kusnul Aeni; Mahendra Data; Adhitya Bhawiyuga
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 9 (2017): September 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

File transmission from one to multi receiver has higher probability in packet loss compare with one to one transmission. Error recovery mechanism is needed to overcome packet loss. Error recovery mechanism that common use is ARQ (Automatic Repeat Request) and FEC (Forward Error Correction). This research aim is to compare the error recovery performance of ARQ and FEC mechanism. Example of ARQ application based reliable multicast transfer is UFTP, and the example of FEC application mechanism based on reliable multicast transfer is UDPCast. In this research, testing process was done with text files transmission using WANem (Wide Area Network Emulator) as a network emulator. There are 5 file redundant categories (in percent) added in FEC mechanism that will affect the file transmission. In this research, there are 30 scenarios for testing based on packet loss category and file size to be sent. All file used for testing has the size in the range of 20 MB to 100 MB. The test result indicate that in a good network condition, in general the use of error recovery mechanism, ARQ has better performance than FEC mechanism. Meanwhile, in a poor condition (with 25% packet loss), the used of FEC mechanism is better choice.
Pengembangan Game Bergenre Tower Defense Dengan Mengimplementasikan Augmented Reality Galih Muhammad; Wibisono Sukmo Wardhono; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 2 (2018): Februari 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Game development by implementing the Augmented Reality has a profound effect on the gameplay aspects of the user experience on the game itself. This paper describes the development of the game Omega Defender with the primary objective as the research and development of mobile games which implement Augmented Reality, with an image as a marker. The goal of the game omega Defender is survive to the end level of the game without dying, destroy all the enemies that appear on the screen by detecting a marker at the start of the game. Augmented Reality will enhance the user experience by improving the user interaction with the real world. The design of the game itself begins from the selection of the conceptual framework will be used, in this study, MDA framework used as an appropriate concept to develop the game Omega Defender. Paper prototyping is done as the first step of development, followed by digital prototyping to implement all the elements that exist in paper prototyping and modify it to fit the digital game. Omega defender has been tested with multiple users to evaluate the results of the development of the game itself. In the process of Play testing obtained two analyzes based on user feedback that is, 2 factors fun and 4 factors not fun from Omega Defender game.
Peramalan Permintaan Daging Sapi Nasional Menggunakan Metode Multifactors High Order Fuzzy Time Series Model Taufan Nugraha; Muhammad Tanzil Furqon; Putra Pandu Adikara
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 12 (2017): Desember 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Beef is a commodity whose demand level is always high because it is a livestock product that has nutritional value to obtain protein requirement for society. Increase in beef demand in Indonesia has not been matched by beef production, in terms of both quality and quantity. Beef demand is influenced by beef production, beef consumption, and income levels. In anticipation of the increasing demand for beef, it is necessary to forecast to estimate future demand for beef. To make the forecasting there are various methods used, one of them is the method of multifactors high order fuzzy time series model. The method is a method of forecasting that uses antecedent factor and more than one order, which is considered better than using only one antecedent factor (Lin & Yang, 2009). This research obtained the average forecasting error rate (AFER) of 6.648381805287571% which shows that the smaller error value means the level of accuracy.
Evaluasi Biaya Perangkat Lunak Menggunakan Metode Fuzzy Use Case Point: Indonesia Rika Priyanti Manik; Andi Reza Perdanakusuma; Mochamad Chandra Saputra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 7 (2018): Juli 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Software cost estimation is a very important aspect in information technology project for budgeting. Software house produces various software continously in limited time and cost. Therefore, a good budgeting is required by doing cost estimation. Software house PT. Sekawan Media Informatika dan CV. Profile Image at this research, still do not have a standard format to do cost estimation. Cost estimation in this research utilizes Fuzzy Use Case Point method. Cost estimation is obtained after getting time estimation. Then, the estimated cost and time are allocated to each phase that occurs in the software development (in this research, SIPAS and SMTPX), thus it provides suggestion for scheduling the development of software SIPAS and SMTPX. Fuzzy Use Case Point method, that is used to get the cost estimation, evaluated by using 2 software development projects that had been completed. At the end of this research, evaluation of cost estimation for software development is conducted, by comparing the cost estimation result which is gotten by using Fuzzy Use Case Point method with software house's actual cost allocation. The evaluation result from this research is useful to give such as consideration for software house to allocate cost for software development through estimation method Fuzzy Use Case Point.
Analisis Pengaruh Kualitas Layanan Internet Banking terhadap Kepuasan dan Loyalitas Nasabah dengan Menggunakan E-S-Qual dan E-Recs-Qual (Studi pada Pengguna Layanan BSMNet Bank Syariah Mandiri) Ali Arifin; Ari Kusyanti; Yusi Tyroni Mursityo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 4 (2018): April 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Bank Syariah Mandiri (BSM) is one of the example bank which applied the internet banking technology as the additional service to increase customers’ experience in online transaction via internet, which through BSMNet service. The application of BSMNet is one of BSM’s commitment form in order to give a better service, and next it could be felt and evaluated by the customers who has used it. This evaluation could affect the satisfaction level of customers. To measure customers’ satisfaction, it needs a precise tool, using E-S-Qual and E-Resc-Qual method for example. From this problem, the researcher do the test toward the effect of internet banking service quality which offered by BSM to know customers’ satisfaction and also the customers’ loyalty. This test is using E-S-Qual and E-Resc-Qual method with linear regression analytics. The researcher used Bank Syariah Mandiri’s customers in Cilacap area who used BSMNet Internet banking as the respondent sample. The result of this test shows that customers’ satisfaction is significantly affected by all of the variables of E-S-Qual and E-Resc-Qual (efficiency, fulfillment, system availability, privacy, responsiveness, compensation, contact), meanwhile customers’ satisfaction is partially affected by fulfillment and efficiency. The effect of this satisfaction will affect the customers’ loyalty of using BSMNet internet banking service.
Pengembangan Permainan Berbasis Augmented Reality pada Perangkat Bergerak sebagai Media untuk Meningkatkan Kepedulian pada Hewan Langka Fransnesa Fransnesa; Wibisono Sukmo Wardhono; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 10 (2017): Oktober 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The population of orangutans from year to year has declined, the possibility of this population decline will continue to occur, one of the main reasons for the decline of the orangutan population due to the wild capture and trafficking by humans. Community awareness about the animal extinction problem, especially orangutans, can be said still low, therefore media needed to increase public awareness of it since early age. The most pleasurable and acceptable media of the community is through a game. This research will develop game that made to increase the awareness of animal extinction, the game is made by using augmented reality technology. Based on the test results of two media experts, this game can be said very good for use with the percentage of eligibility are 84% and 86%. Testing also has done to children aged 6-13 years with results that said game is fun and can increase care to orangutans. This is evidenced by the test results stating the percentage of the feasibility of the game is 81.39% or can be said very good.
Implementasi Sistem Deteksi Slot Parkir Mobil Menggunakan Metode Morfologi dan Background Subtraction Rizqy Maulana; Hurriyatul Fitriyah; Esa Prakasa
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 5 (2018): Mei 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Frequently as a car driver we find it difficult to find a vacant parking slot in public places like shopping center, business, as well as institute due to the lack of information related to the availability of the parking slots in a parking lot. This can cause problems due to the driver can spend so much time just for searching the parking slot that vacant. In this research, an embedded system is proposed that can detect the availability of the parking lot that consists camera module V2 Raspberry Pi and Raspberry Pi 3. In this system also applied the morphological and background subtraction method so it can detect the total number of the parking slot and the availability of each parking slot based on the real event so the driver don't need to spend so much time just to look around for the parking slot. Based on the test on two parking lot with different parking line (straight and oblique), the system can detect the total amount of the existing parking slot based on the real condition with total accuracy rate of 100%. The system can also detect the availability of each parking slot based on the real condition with total accuracy rate of 100%.
Analisis Tingkat Aksesibilitas Halaman Utama Situs Web Perguruan Tinggi Di Indonesia Berdasarkan WCAG 2.0 Mayda Arofata Frandini; Ismiarta Aknuranda; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 3 (2018): Maret 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Universities are one of the educational institutions that provide inclusive education for people with disabilities. Universities use the website as a medium of information dissemination. An important part of a website is homepage, which contains and reflects the entire website content information. Web accessibility means that everyone is able to use the website properly without any obstacles from a person's physical limitations. One of the standards governing web accessibility is Web Content Accessibility Guidelines 2.0 (WCAG 2.0). But until now in Indonesia there is no information about the level of accessibility of the website, especially on the homepage of the universities website and what issues reduce its accessibility. This research is analytical which evaluate the homepage of universities website in Indonesia. Evaluation is done with the help of AChecker and WAVE evaluation tool. The evaluation results will categorize the college website's homepage into accessible, partially accessible and inaccessible categories. WABS calculations are used to determine the ranking of the impact of problems that affect the decrease in web accessibility, so that recommendations can be given to improve accessibility of the college website's main page. This study shows that 23.9% of universities website are inaccessible. Very low contrast and errors in the use of alternative text on the site to be the majority of problems that require improvement

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