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INDONESIA
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
Klasifikasi Batik dengan Ekstraksi Fitur Tekstur Local Binary Pattern dan Metode K-Nearest Neighbor Muhammad Tegar Kanugroho; Muh. Arif Rahman; Randy Cahya Wihandika
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

Indonesia is a country that consists of many islands and has a diversity of tribes that are scattered throughout its archipelago. Diverse ethnicities, various characteristics are also owned in order to distinguish one tribe from another. One of the distinguishing characteristics is batik, which is widely known and has become a cultural heritage. When viewed from the picture, the batik pattern has a texture. In digital image processing, texture can be used as an element that differentiates batik from one another, one of which is the Local Binary Pattern (LBP) method. By using the Local Binary Pattern (LBP) method, the texture of batik will be recognized as a feature of digital image processing, the batik image can be processed to obtain several similar images. The research process on batik begins with pre-processing, then extraction of texture features in the image using the Local Binary Pattern (LBP) method and continues with classification by K-Nearest Neighbor (KNN). In this study was using the normalized LBP value. At normalized values, the best results are using K-Nearest Neighbor with neighbors (K) = 5 by getting an accuracy of 65%
Perancangan Antarmuka dan Pengalaman Pengguna Aplikasi ESSA Mobile PT. Terminal Teluk Lamong menggunakan Pendekatan Human-Centered Design Yulius Natalis Ega Pratama; Buce Trias Hanggara; Intan Sartika Eris Maghfiroh
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

PT. Terminal Teluk Lamong uses information technology in the form of Employee Self Service Application (ESSA), a web-based personnel information system will be developed further into ESSA Mobile by the end of 2022. Users of the website version of ESSA face various issues, according to interviewees, including limited accessibility, a difficult attendance process, stacked notifications, and information that is not provided in real time. This research aims to provide a user interface and interaction for ESSA Mobile that is more accessible, fits user needs, and addresses issues that users have had with the website version of ESSA. The output of this research is a high-fidelity prototype. Human-Centered Design (HCD) approach was used in designing the solution for this research. Evaluation for this research was done using usability testing to measure three aspects, namely effectiveness, efficiency, and user satisfaction, using the System Usability Scale (SUS). The results of the effectiveness test showed a value of 95% for organic employees and 100% for employee superiors and human capital. The results of the efficiency test showed a TBE value of 0,131 goals/sec and an ORE value of 92,43% for organic employees; a TBE value of 0,258 goals/sec and an ORE value of 100% for employee superiors; and a TBE value of 0,174 goals/sec and an ORE value of 100% for human capital. The results of the satisfaction test showed an acceptable and excellent SUS score of 80 for organic employees, 76,88 for employee superiors, and 74,17 for human capital. Based on the tests result, the solution designed is considered successful in meeting user needs.
Implementasi Algoritme Grain dan SHA-3 untuk Data Lokasi Indriyana Liliasari Rahma Yusvi; Ari Kusyanti; Dany Primanita Kartikasari
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

Ambulan Online is a mobile-based application for tracking the location of the ambulance which is expected to increase response time by getting the nearest ambulance position. In the process of using it, there is data transmission from the application to the server. The data is sent in plain text which is a weakness for patient data security. Even though there are regulations regarding the confidentiality of medical records which are regulated in the Regulation of the Minister of Health Number 269 of 2008 concerning Medical Records. Based on this, the author will implement the Grain Algorithm and SHA-3 as encryption on patient data, location data and patient information. After that, conduct testing using a test vector to ensure the Grain Algorithm and SHA-3 used matching with the creator's property. To test the travel time of data on the entire system, researcher using data processing test by input 30 times data in that experiment. In this test, the average data processing time from the time the application user delivers the patient to the patient data entry is 5.6 seconds. Third is integrity test are carried out by checking the results of hashing data on SHA-3. Finally, researcher testing the key generation scheme to ensure key generation can function properly. The conclusion is that there is a difference in travel time after the Grain and SHA-3 Algorithm is implemented, but the patient data integrity aspect is met with the results of the integrity testing that has been carried out.
Implementasi Wearable Device untuk Sistem Pendeteksi Stres pada Manusia berdasarkan Suhu Tubuh dan Detak Jantung Izzati Firsta Wijayanti; Edita Rosana Widasari; Barlian Henryanu Prasetio
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

Stress is the result of an unusual situation, with factors such as good or bad events, frustration, pressure, and environmental conditions causing stress. Stress can affect the condition of the body, and if a person experiences it, the body's reactions include excessive sweating, shaking, an increase in heart rate, rapid breathing, and headaches. Stress will be detected earlier and treated more effectively. As a result, we require a practical stress detector that is simple to use and can determine a person's condition based on his heart rate and body temperature. This stress detector uses two parameters: heart rate, which is detected by the MAX30102 sensor, and body temperature, which is measured by the MLX90614 sensor and processed by the Arduino Nano. The outcome of developing a tool with both sensors detecting via the fingers displayed on the OLED 0.96 inch and the accurarcy of the measurement between MLX90614 and thermometer is 98.51%, the measurement between MAX30102 and pulse oximeter got 92.43% accuracy and the overall test of the tool that has mad comparisons with DASS 42 stress scale got 70% accuracy using 10 subjects. The average computations time when a person detected as stress is 0.359 seconds.
Evaluasi dan Perbaikan Proses Bisnis menggunakan Metode Business Process Improvement (BPI) (Studi Kasus pada Proses Produksi PT. Kencana Tiara Gemilang (KTG)) Dinda Aulia Rachmanda; Yusi Tyroni Mursityo; Buce Trias Hanggara
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

PT. Kencana Tiara Gemilang is a manufacturing company based on plastic sector and located in Singosari, Malang. PT. Kencana Tiara Gemilang products are geosynthetic, agricultural and innovation products. Problems that often occur in the production process are sales & marketing take a long time to receive some orders, PPIC makes the wrong calculations in determining raw materials, and the production process takes a long time because of Human Resources (HR). For this reason, it is necessary to evaluate the production process. After conducting interviews and observations, it can be seen that the production process is divided into three business processes, such as the production planning process, the production process, and the product evaluation process. The three business processes will be modeled by using the Business Process Model and Nation (BPMN) with a bizagi modeler as a tool. Furthermore, evaluation and analysis were carried out using the Failure Mode and Effect Analysis (FMEA) method to get the priority of the existing problems based on the RPN value. After that, the next step is to make recommendations for business process improvements using the Business Process Improvement (BPI) method with streaming tools. Finally, compare the results of the current business process simulation (AS-IS) and recommendations (TO-BE). The simulation comparison results show that there is a savings in the production planning business process of 21.55 % for Max Time and 5.01 % for Average Time, the production business process is 18.36 % for Max Time and 16.38 % for Average Time, and The product evaluation business process is 32.06 for Max Time and 42.48 % for average time. Savings indicates that the duration of time has decreased from the current ongoing business process (AS-IS) into a business process recommendation (TO-BE).
Pengembangan Aplikasi Point of Sales Warung dan UMKM "WarunkQu" menggunakan Framework Flutter Grinaldi Wisnu Tri Prasetyo; Fajar Pradana; 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

Nowadays, technological developments require various sectors to be able to develop their capabilities. One of the sectors that must follow the development of this technology is MSMEs as an important pillar in the Indonesian economy at a GDP of 61.07%. In its practice, only 9% of MSMEs have digitized, but another 30% have not implemented it and are still using conventional methods (manual) in their sales system. This manual method usually takes a long time and is not effective because it is prone to calculation errors that can hinder decision-making, such as errors in the inventory system and sales reports. Based on this problem, the researcher developed a point of sale application, namely WarunkQu, using the flutter framework to make it easier for MSME actors or shop owners to record and get sales reports. This research was conducted using the waterfall method because the problems obtained were clearly defined. This system uses the flutter framework to get output in the form of a mobile application that can be used on all android devices. The results of testing the WarunkQu application were carried out using functional testing (black box testing) with an average success rate of 100% and usability testing with an average value of 91. This value is included in the very good category and is assumed to be accepted by users.
Evaluasi Usability dan Perbaikan Desain Antarmuka Pengguna Aplikasi Situs Berita Kontan menggunakan Pengujian Usability Heru Purnomo; Ismiarta Aknuranda
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

Kontan is an economic, business and investment news portal. Not only presenting news and information, cash also presents macroeconomic data, sectoral, to stock market and financial data accurately, completely, and continuously updated, from trusted sources. Apart from being on the website, Cash also has an application on cellular phones. But in fact this application still gets a low rating in the Playstore and there are also some unfavorable reviews from users. The review can be categorized into errors in the Usability aspect, namely Learnability, efficiency, errors, and also Satisfaction. Then an evaluation is carried out to find out what problems are obtained from testing and direct observation to users of the Cash application. There are 4 problems that are included in the usability aspect. Then recommendations for interface improvements are made in order to increase the value from the usability aspect. Then a second evaluation was carried out using the same method as in the first evaluation, in order to find out the comparison between the first test and the second test. There was an increase in the learnability aspect by 4%, in the efficiency aspect there was an increase of 0.948, in the errors aspect there was a decrease of 0.53%, and also in the satisfaction aspect there was an increase of 10,583.
Optimasi Portofolio Saham menggunakan Algoritma Genetika Adaptif pada Indeks Saham LQ45 Rama Humam Syarokha; Dian Eka Ratnawati; Achmad Ridok
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

Diterbitkan di JTIIK (Jurnal Teknologi Informasi dan Ilmu Komputer)
Analisis dan Perancangan Sistem Informasi Manajemen Laboratorium (Studi Kasus: Fakultas Perikanan dan Ilmu Kelautan Universitas Brawijaya) Lailatussaadah Lailatussaadah; Aditya Rachmadi; 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 laboratory is a facility for supporting Education, Research, and development purposes. the Faculty of Fisheries and Marine science consists of 3 specific majors, Management of Fishery Resources, Utilization of Fisheries and Marine Resources, and Fisheries Socio-Economics. Each departments provides several laboratories. In laboratory administration management, such as inventory of tools and materials, scheduling, borrowing and monitoring are still done with conventional method using excel spreadsheet documentation and loan master book. So that there are several obstacles such as the lack of information on specifications and conditions of tools and materials, the differentiation of the data held by the laboratory assistant with the head of the laboratory, the laboratory assistant must scan for one by one from all loan forms when students do free laboratory and return tools. Based on this findings, so that laboratory management can run well, a laboratory management information system is needed that can solve problems of inventory, scheduling, borrowing, archiving and monitoring laboratory activities. The process of analysis and design of laboratory management information systems is carried out using the Ripple method and using the Problem Pyramid method in the analysis phase. The results of the needs analysis are illustrated with activity diagrams, user interface sketches and use case diagrams. While the results of the design are described with class diagrams, communication diagrams, sequence diagrams and database schema. The results of analysis and design testing using consistency analysis with the results of the Requirement Consistency Index is 100% which shows that all elements of the requirements have been defined consistently and the traceability matrix test shows the traceability of each requirement.
Perancangan User Experience Website Pendaftaran Praktik Kerja Industri (Prakerin) SMKN 2 Malang dengan Metode HCD Ahmad Fariddudin; Retno Indah Rokhmawati; Satrio Hadi Wijoyo
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

SMK Negeri 2 Malang is a vocational high school that runs a program of industrial work practices or commonly called prakerin. The registration process for internship activities at SMK Negeri 2 Malang is without any system assistance and is not centralized or managed by each expertise program. Therefore, SMK Negeri 2 Malang plans to create a website. This study aims to design a user experience so that the system to be built has good results for its users in terms of usability and user experience. The method used in the design is Human-Centered Design (HCD) and the research method uses quantitative descriptive. At the evaluation stage of the solution design the method used is usability testing and filling User Experience Questionnaire (UEQ). The results of the evaluation of the solution design made on student users obtained an effectiveness value of 93,8%, efficiency of 0,068 goals/ second. The results of admin users get an effectiveness value of 93,3%, efficiency 0,136 goals/ second. The results of the overall user satisfaction evaluation of student and admin users get a score of 2,1 in OVERALL. The UEQ results on the attractiveness and dependability obtained the excellent, on the efficiency, perspicuity, stimulation, and novelty obtained the good. These results indicate that the solution design can be accepted with good usability values ​​and user experience values ​​by seeing the value of each aspect or component above the average.

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