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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
Analisis Perbaikan Proses Bisnis menggunakan Quality Evaluation Factor (QEF) dan Root Cause Analysis (RCA) pada Baraya Cargo Muhammad Rasyad Fauzan; Nanang Yudi Setiawan; Aditya Rachmadi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 9 (2022): September 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Baraya Cargo is a shipping company that carries out shipping activities through a series of business process activities starting from contract agreements, shipping preparation, delivery, and ending with the issuance of invoices. The current business processes are still experiencing problems from time delays and the occurrence of a lack of documents that disrupt the performance of Baraya Cargo. Therefore, improvement activities were carried out starting from modeling the main business processes in the form of Business Process Model and Notation (BPMN) in the Bizagi application. The business process model is then evaluated using the Quality Evaluation Framework (QEF). It was found that there are 3 main business processes that have problems where there are inappropriate metric values. After that, an analysis was carried out using Root Cause Analysis (RCA) to find the root cause of the metrics that did not match. Recommendations are then given using streaming tools from Business Process Improvement (BPI). Finally, a simulation was carried out through the Bizagi application to determine the time performance improvement between business processes (as-is) and business processes (to-be). The simulation results show that the contract agreement business process has increased performance by 75.5%, the delivery business process is 1.6% and the invoice issuance business process is 76.5%. It can be seen that the implementation of the recommended business process shows a significant performance improvement when applied to Baraya Cargo.
Implementasi Sistem Robot Otonom dengan Sensor Kinect menggunakan Algoritme Gmapping dan Timed Elastic Band Hamdan Zuhdi Dewanul Arifin; Rizal Maulana; Hurriyatul Fitriyah
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 8 (2022): Agustus 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The isolation room in the hospital has very strict safety and health procedures to maintain the sterility of the area. This requires health workers to use personal protective equipment (PPE) during their activities in the isolation room. The virus outbreak in 2020 made hospitals need more isolation rooms, resulting in higher demand for PPE supplies and a higher risk of health workers being exposed to the virus. For this, an autonomous mobile robot system is needed at the hospital to help the workforce, especially in terms of logistics. The system consists of several components including Kinect sensor, encoder, IMU, and with Robot Operating System (ROS) middleware. The advantage of this research is the shape of the robot prototype which has a large size. To create autonomous navigation, a path planning method is needed, therefore the Timed Elastic Band (TEB) algorithm is used. Before navigating, a precise map is needed, therefore a map-making method using the GMapping algorithm is needed. The test results on navigation show an accuracy of 50% from 10 trials that have been successful 5 times. Navigation is carried out using the TEB algorithm computation time of 2.77 seconds and the average time of successful robot movement to the destination coordinates is 129.98 seconds. For mapping, the accuracy is 50% with map size accuracy of 98.84%.
Pengaruh Ice Breaking terhadap Model Pembelajaran Problem Based Learning dalam Meningkatkan Minat dan Hasil Belajar Peserta Didik SMK Negeri 3 Malang Gidion Aldi; Satrio Hadi Wijoyo; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 10 (2022): Oktober 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Based on the results of observations and interviews conducted by researchers at SMK Negeri 3 Malang, there are problems in the form of student learning interests that are not marked by the need to be given a stimulus at the beginning of learning, learning methods and models that have not been able to increase students' interest in learning. Based on these problems, this study aims to determine the influence of the use of Ice Breaking on the Problem Based learning in increasing the interest and learning outcomes of students at SMK Negeri 3 Malang. The research method uses Quasi Experimental with a Nonequivalent Control Group Design. Experimental research populations of class TKJ 1 and TKJ 2 SMK Negeri 3 Malang. The research sample was class X TKJ 1 35 students and X TKJ 2 35 students. Data collection techniques are carried out by observation, questionnaires and interviews. The tests carried out include testing for normality, homogeneity, differences in pretest, differences in posttest, improvement of pretest and posttest of both classes and Effect Size. The test aims to determine whether Ice Breaking has an effect on the Problem Based learning in increasing the interest and learning outcomes of students.
Analisis User Experience Konten Spiral Abyss Challenge dari Video Game Genshin Impact menggunakan Game Experience Questionnaire (GEQ) Giri Hartono; Diah Priharsari
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 8 (2022): Agustus 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

One of the most popular video games today is Genshin Impact. Currently the content of the endgame phase of this video game is the Spiral Abyss Challenge. Understanding the user experience (UX) of this endgame content is the key to being able to keep veteran players playing. Therefore, this research was conducted by analyzing the Spiral Abyss Challenge content from the video game Genshin Impact version 2.6 using the Game Experience Questionnaire (GEQ) in-game and post-game modules. This research aims to get an overview of the Spiral Abyss Challenge content UX and make recommendations to improve it. The research begins with problem identification, continues with literature study, research preparation, GEQ data collection, GEQ data analysis and ends with conclusions and suggestions. The author was assisted by 26 respondents to assess UX using the GEQ instrument. The results show that the Spiral Abyss Challenge content has a good UX. This is indicated by the high scores on the sensory and imaginative immersion components (2.79), positive affect (2.56), competence (2.52), challenge (2.63), and also the tension value (1.67) is low. Further UX improvement can be focused on the flow component which can be done by fulfilling several conditions, namely a balance of challenge difficulty with player abilities, clear goals, direct feedback and control.
Perancangan User Interface Website Profil Perusahaan dengan menggunakan Metode Human Centered Design (HCD) dan Heuristic Evaluation (Studi Kasus: PT Mahitala Bramanta Digital) Tara Rahmadilla Adhi; Satrio Hadi Wijoyo; Bondan Sapta Prakoso
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 10 (2022): Oktober 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

PT Mahitala Bramanta Digital is an agency engaged in Information Technology Services that offers various digital solutions for company needs. However, the obstacles found by PT Mahitala Bramanta Digital are that there is no good company profile website user interface design that meets the company's and users' goals, and there is no user view of the website other than the company's internals. Based on the identification of the problems that occur, the researcher aims to produce a company profile website user interface design with a display that is able to meet the characteristics and philosophy of the company using the Human Centered Design (HCD) method. The HCD method is used to determine business processes and identify user use case diagrams in order to adapt to the needs and requirements of users and to suit the company's business goals. The evaluation used for the design of the solution uses the Heuristic Evaluation method which involves 3 evaluators. A total of 23 problems were found, then prioritized improvements were made to 12 problems that had an average severity rating of above 2. Repairs were also made to other problems based on the advice given by the evaluator and using the Usability Guidelines in the repair process so that it can be said that design solutions are in line with user reusability as well as company goals.
Analisis Sentimen IMDB Movie Reviews menggunakan Metode Long Short-Term Memory dan FastText M. Aasya Aldin Islamy; Indriati Indriati; Putra Pandu Adikara
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 9 (2022): September 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Current technological developments make it easier for humans to explore a lot of information using the internet such as review information or opinions about films. Public opinion about the film can be found on the IMDB website. By doing a sentiment analysis on public opinion about the film, we can conclude whether a film gets more positive or negative opinions. To perform this sentiment analysis, one of the deep learning methods is used, namely Long Short-Term Memory (LSTM) with FastText as a vector representation of words in the IMDB movie reviews dataset of 50,000 data. Performance using the Long Short-Term Memory and FastText methods produces an accuracy of 0.863; precision of 0.865; recalls of 0.861; and f1-score of 0.863. This LSTM and FastText method produces better performance than using LSTM alone with a difference of 0.053 on the f1-score value with details of accuracy reaching 0.808; precision reaches 0.804; recalls reached 0.816; f1-score reaches 0.810 for the LSTM method only.
Analisis Dampak Serangan Wormhole terhadap Protokol Routing Ad-Hoc On Demand Distance Vector (AODV) pada LoRa Muhamad Ralfi Akbar; Dany Primanita Kartikasari; Reza Andria Siregar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 11 (2022): November 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Long Range (LoRa) is one of IoT technology used in a system that require long distance communication and in a need of low cost system. Delivering a packet on LoRa takes time depending on the distance to the destination, the farther the distance, the longer delivery time will take. This makes LoRa network security while delivering packet, vulnerable to attacks. This research analyze packet delivery on LoRa using the AODV routing protocol and the impact of Wormhole attack lon the AODV routing protocol on LoRa. This study uses 3 LoRa nodes and 1 malicous wormhole node. The analysis is reviewed with QoS paramers, namely Troughput, Delay, Jitter, and Packet Loss. The result of the test show that Wormhole attack affects the performance of packet delivery in LoRa. In the non-attack scenario, the average Delay value is 0.171s, Packet Loss is 0%, the average of Troughput is 408,321 kbps, and the average of Jitter is 0.0003ms. In the Wormhole attack scenario, the average Delay values is increased to 0.343s, Packet Loss increased to 70%, Troughput decreases by an average of 204,105 kbps and Jitter increases by an average of 0.05724ms. It can be concluded that Wormhole attack on the AODV routing protocol affects the qualiy of QoS on the delivery of each packet.
Perancangan User Experience Sistem Informasi Pelaksanaan Praktik Kerja Lapangan berbasis Website menggunakan Pendekatan Human-Centered Design (Studi Kasus: SMKN 2 Kota Serang) Richard Hans Octavian; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 9 (2022): September 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The development of information technology changes every year, the field of education is one field that has a significant impact on the development of information technology. SMKN 2 Serang City is one of the state SMKs located in Serang City, Banten. Students of SMKN 2 Serang City are required to carry out On The Job Training (OTJ) to meet the curriculum requirements, so that students gain experience as a provision in the world of work later. Problems that occur at this time the implementation of street vendors is still done manually, it makes the implementation of street vendors less effective and efficient. To overcome the problems experienced, it takes a web-based information system development to be a solution in solving these problems. In building a website-based information system there is a component called User Experience. One of the methods in designing and developing User experience is to use the Human Centered Design (HCD) approach. This system will be developed by having several features in the form of discussion room pages, search features in discussion rooms, filters in discussion rooms, registration of street vendors, daily attendance logbook, and reporting of street vendors. To get a good User Experience and in accordance with the needs of users, testing of the system is treated, the method used to evaluate the User Experience of a system is one of them using Usability Testing. Based on the results of testing the features contained in the system, the results of testing on 3 aspects of testing are effectiveness, efficiency, and satisfaction.
Penerapan Platform Visualisasi dan Analisis Trafik Jaringan menggunakan Elastic Stack Shafira Aulia Indrarto; Achmad Basuki
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 9 (2022): September 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Monitoring system is a system that aims to monitor activities on network devices. Monitoring is needed to monitor any problems that have the potential indication to disrupt the internet network. A method that can be used to monitor the network is to use the Elastic Stack. In this final project, Elastic Stack will be applied to monitor network traffic by providing a visualization of the existing network traffic data and then analyzing the traffic data. The main component of this system is a server in which the Elastic Stack components have been configured, there are Packetbeat, Elasticsearch and Kibana. The process for visualizing and analyzing network traffic begins with data collection, data transmission, data processing and data visualization on the dashboard. In the data collection process, the data used is sample data from network traffic at Brawijaya University which is obtained using TCPdump. Next, the sample data will be sent to Elasticsearch by Packetbeat to be stored in the database and indexed. The indexed data will be grouped then into certain fields to indicate what information is contained in the sample data. In these fields, visualizations in the form of pies, charts and graphs will be displayed on the Kibana Dashboard based on data stored.
Rancang Bangun Sistem Klasifikasi Kualitas Minyak Goreng berdasarkan Warna dan Kejernihan menggunakan Metode Naive Bayes berbasis Arduino Uno Joan Chandra Kustijono; Fitri Utaminingrum; Barlian Henryranu Prasetio
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 8 (2022): Agustus 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Cooking oil is one of the basic needs of the Indonesian people for food processing ingredients, especially for frying process. Palm cooking oil is commonly used by Indonesian people because it matches the Indonesian people's taste. In its use, cooking oil is often used repeatedly for savings which is known as used cooking oil. The use of used cooking oil can increase the risk of several diseases for the body, such as carcinoma and diarrhea caused by the accumulation of peroxide values, as well as changes in the color and clarity of the oil. To determine the quality of the oil, the method used today is to test the peroxide number in the laboratory. However, this method takes more time and is not cheap. So that a system was created that can detect the quality of cooking oil based on color and clarity using the Naive Bayes method to shorten the time at a lower price. This study uses a TCS3200 sensor to detect color changes, and an LDR sensor to detect oil clarity. There are 2 classes used, namely the Eligible class to declare that the oil is still suitable for use and the Inappropriate class to declare that the oil is not suitable for use. In the research results, the accuracy of the TCS3200 sensor is 95.15%, the accuracy of the Naive Bayes method is 87,5%, and the overall system accuracy is 87.5%.

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