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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
Evaluasi Aksesibilitas Portal Akademik dan Pembelajaran Fakultas Ilmu Komputer Universitas Brawijaya berdasarkan Web Content Accessibility Guidelines (WCAG) Mochammad Nurendra; Hanifah Muslimah Az-Zahra; Ismiarta Aknuranda
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

Information is basic need of every person for personal development and social environment and is an important part of national security. In addition, the right to obtain information is a human rights and the disclosure of public information is one of the important characteristics of a democratic country that upholds the sovereignty of the people. Several laws explicitly guarantee that information is available to everyone, including in rural and urban areas, and has equal access to that information regardless of physical perfection, so that persons with disabilities should be given equal opportunities. Websites have an important role, especially in nowadays information age. Websites becomes a platform for information providers to disseminate through online media. The education sector cannot be separated from the use of the website. Therefore, it is necessary to evaluate the accessibility of the website, where this research was carried out on the academic and learning portal website of FILKOM UB so that lecture activities at FILKOM UB can be more optimal. This study focuses on analysis related to website accessibility that follows the WCAG 2.0 standard using WAVE and Achecker evaluation tools. Based on the results, it was found that the academic and learning portal website of FILKOM UB did not fully meet the level A standard because there were problems related to link purpose and empty links which were found in almost all the features and pages evaluated. Referring to these results, it can be said that improvements are needed based on the Wave and Achecker documentation, especially in what to do and the relevance conformance level section..
Peramalan Kasus Positif Harian Covid-19 di Indonesia menggunakan Metode Extreme Learning Machine (ELM) dengan Optimasi Whale Optimization Algorithm (WOA) Herman Syantoso; Arief Andy Soebroto
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 ILKOM Jurnal Ilmiah
Prediksi Penerimaan Mahasiswa Baru dengan Menggunakan Metode Extreme Learning Machine (ELM) (Studi Kasus pada Universitas 17 Agustus 1945 Surabaya) Aulia Jasmin Safira; Imam Cholissodin; 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

Admission of new students is a routine activity carried out by all educational institutions in Indonesia every year, which is a reflection of the public's views and interests in the educational institution. Predictions of the development of new student admissions so far have only been made based on speculation using data from previous years. An Extreme Learning Machine (ELM) is one of the methods that can be used to predict good results. Therefore, this study used the Extreme Learning Machine (ELM) method. The results of the trial in this study showed that the ELM method has a good error value measured by an error rate using the Mean Absolute Percentage Error (MAPE) of 0,20% with a comparison of the amount of training data and testing data of 90%:10%, the input weight range between-0.5 and 0.5, the number of neurons in the hidden layer as many as 2, using the Binary Sigmoid activation function, and using the number of features 2. This proves that using the Extreme Learning Machine (ELM) method, it can predict new student admissions well and get the number of new student admissions in the future.
Klasifikasi Buku Perpustakaan menggunakan Metode Naive Bayes Risda Nur Ainum; Nurul Hidayat; Arief Andy Soebroto
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

Each library has book data that is stored and then developed to make it easier to classify the data Borong State Elementary School. This library stores book data that is managed. Data mining is for method that can be used is Naive Bayes where this method will be used to develop library books. This research is focused on knowing the library information system and classified in the category of types of books. From this classification, the system will provide information to students who will borrow books the categories available in the library. The input of this system is data regarding information. Variable used is type book that is often borrowed. Data mining technique algorithm tableas basis for book classification process. The input data will be processed using the data mining technique of the Naive Bayes Classifier (NBC) algorithm to form a probability tableas basis for the book classification process. In the form a library performance classification that predicts the of books and provides recommendations for the process of borrowing books in a timely manner. Factors classification library information are book publishers, book authors and year of publication. Library manager. Testing on library data 100% with a high level of accuracy category.
Pembangunan Sistem Monitoring CCTV PT Pelindo III Cabang Tanjung Perak menggunakan Location Based Services berbasis Android Ronny Eka Rachmad; Adam Hendra Brata; Faizatul Amalia
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 Pelindo III is one of the State-Owned Enterprises (SOEs) engaged in transportation and logistics services providers, one of the branches is located in Tanjung Perak. In carrying out its role as a community service center, it requires strict supervision of all activities to avoid crime or supervise the performance of employees at PT Pelindo III Tanjung Perak Branch, a way of monitoring that can be done through CCTV. However, it is not easy to supervise all the CCTV that has been installed on PT Pelindo III Tanjung Perak Branch, totaling hundreds of units. Based on this case, a CCTV monitoring application was developed using an android-based map feature. The system development process was carried out using waterfall method. There were 20 functional requirements and 1 non-functional requirement for the system to be built. This application development process were tested by validation testing and unit testing with 100% valid results. Location testing is done using the Haversine Formula, with 100% valid result. The development of a CCTV monitoring application using location-based services based on android is expected to help ease workload of IT employees of PT Pelindo III Tanjung Perak Branch in monitoring all installed CCTV.
Analisis Kualitatif Pemanfaatan Aplikasi Google dalam Kerja Kelompok Kolaboratif Daring Fikri Nur Hammam; Diah Priharsari; Andi Reza Perdanakusuma
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

2019 was the beginning of the COVID-19 pandemic in Wuhan, China. The pandemic caused the government to implement PSBB (Large-Scale Social Restrictions). One of the areas directly affected is the education sector. The PSBB has caused the teaching and learning process that should have taken place face-to-face now can only be done online. Students use technology to support their teaching and learning process. One of the technologies used by students is cloud computing. Cloud computing features help students work collaboratively on assignments online. In this study, qualitative research was conducted to determine student behavior and also the obstacles experienced by them. This research was conducted by means of semi-structured interviews. After the interviews were conducted, the researcher conducted a transcript. The results of the interview transcripts were then continued with the analysis process. In this study, the thematic analysis method was used. The results of the analysis then produce behavioral findings and also the obstacles experienced by students when using cloud computing for online collaborative group work. The results of this study are the findings of student behavior during online collaborative group work such as student behavior before cloud computing was widely used, student behavior when choosing their own group, student behavior when selected by a group by lecturers, supportive group mates behavior, inhibiting groupmate behavior, student behavior when discussing online, student behavior when discussing offline, behavior towards friends is less cooperative. And also found obstacles experienced by students such as obstacles to the use of cloud computing, group work constraints, lack of Google applications, security issues.
Perancangan User Experience pada Aplikasi Prabumart dengan Metodologi Design Thinking Muhammad Redo; Andi Reza Perdanakusuma; Hanifah Muslimah Az-Zahra
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

Prabumulih City Women's Farmer's Group It is a program of the Mayor of Prabumulih. Access and minimal information in the area per sub-district of Prabumulih City makes the sales of KWT less than optimal, therefore the Prabumulih City Government plans to develop the Prabumart application. The user experience design must be followed because the application design must provide a good experience when used by the community. Design thinking is a method used to create user experiences on Prabumart applications by identifying problems and explaining designs that can solve existing problems. The solution is then tested using a User Experience Question (UEQ), which helps determine whether the solution was developed or completed by the application's user resources. In addition, the test uses UEQ, for example, users of the Prabumulih City community and the Prabumart application, the mean value of each UEQ scale is in the positive category with all UEQ scales in the excellent category very good, then for the Prabumart Admin application with users of the Women Farmers Group. has a mean value for each UEQ scale which is also in the positive category with all UEQ scales being in the above average category for the Attractiveness scale in the good category. In the feedback capture matrix test, there are recommendations for improvement from 3 users.
Penggunaan Metode Ekstraksi Fitur Tekstur Gray Level Co-ocurrrence Matrix dan K-Nearest Neighbor untuk Identifikasi Jenis Penyakit Tanaman Apel Muhammad Iqbal Mustofa; Muhammad Tanzil Furqon; Dian Eka Ratnawati
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

Indonesia is a country with a tropical climate that makes it easy for apple plants to grow, even the apple crop farming industry is one of the fields that is widely cultivated in Indonesia. Malang is one of the largest apple producing areas in Indonesia. It was also explained in the data from the Central Statistics Agency (BPS) in 2019 that Malang Regency could produce 1,406,173 quintals of apples. In apple cultivation, pest and disease control is one of the important factors in the development of apple plants because it can affect the yield and quality of apples. There are several main diseases that attack plants such as Apple Scab caused by the fungus Venturia inaequalis, Black Rot caused by the fungus Botryosphaeria obtusa and Cedar-Apple Rust caused by the fungus Gymnosporangium juniperi-virginianae. Information technology is needed to speed up the process of identifying apple plant diseases. This study utilizes the results of texture feature extraction of Gray Level Co-occurrence Matrix (GLCM) and the K-Nearest Neighbor classification method. In this study, the data used were 1943 leaf images with 4 classes including Apple Scab, Black Rot, Cedar Apple Rust and Healthy. The GLCM features used in this research are Variance, Homogeneity, Energy and Correlation. In the evaluation, the K-fold cross validation method was used to eliminate bias in the data with k=10. Of all the tests carried out, the highest average accuracy was 84.56% at an angle of 90° with a value of d=2 and at a value of k=3 with the Euclidean Distance calculation method.
Pembangunan Aplikasi Pengenalan Kanker Melanoma berbasis Android Abdurrahman Diewa Prakarsa; Komang Candra Brata; 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

Cancer is a disease caused by the uncontrolled growth of abnormal cells in the human body. Melanoma cancer or also known as mole cancer which is included in skin cancer is one of the rare cancers and is one of the most virulent cancers because it can easily spread to organs. Of course the ideal thing that is expected is not to fall sick, but it is better if we have knowledge about melanoma cancer in order to avoid melanoma cancer. The author sees an opportunity to make an application about melanoma cancer based on Android that can introduce and provide general knowledge in a general form so that it encourages users to come to the doctor for a checkup when their mole is not properly shaped. The author will build an application that has features that will be adapted to the needs and will be implemented using the Java programming language. Tests on the application are carried out using functional testing, detection testing, and usability testing methods. In functional testing using blackbox and getting 100% valid results because it has fulfilled all the needs. The accuracy test got 56% accuracy and usability test using SUS (System Usability Scale) got a SUS score of 78 with good information..
Penerapan Model Pembelajaran Self Organized Learning Environments (SOLE) pada Kegiatan Pembelajaran Daring untuk Meningkatkan Hasil Belajar (Studi Kasus pada Mata Pelajaran Desain Grafis Percetakan Kelas XI Multimedia SMK Negeri 5 Malang) Zaky Nur Abyan; Satrio Hadi Wijoyo; Wibisono Sukmo Wardhono
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

One of the characteristics of the application of the SOLE model is the use of internet access during the learning process so that it can make it easier for students to learn online. The SOLE learning model was chosen because it is in accordance with the current state of students who do not take part in face-to-face learning due to the impact of the pandemic, which makes learning activities carried out online. The SOLE learning model is an independent learning process by utilizing the internet and smartphones owned by students. To be able to find out student learning outcomes in printing graphic design subjects, research was carried out using the Self Organized Learning Environment (SOLE) learning model. The development of learning methods is used as a means to facilitate the learning process. One of the most frequently used supports for the learning process is a smartphone. During the pandemic, the learning process in schools is done online. Learning is not done face-to-face directly but by utilizing applications and smartphones for the learning process. The learning system uses classroom applications with power point materials and assigns assignments to students. In the online learning process, the problem that occurs is that the teacher cannot find out student learning outcomes about the printed graphic design lessons given because during the pandemic students are not enthusiastic if only given material with the lecture method. In the application of the SOLE learning model there is an influence on student learning outcomes.

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