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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
Pengembangan Sistem Informasi Penjualan Moringa berbasis Web (Studi Kasus : PT Tobisa Global Indonesia) Chandra Wira Hadikusuma; Issa Arwani; Djoko Pramono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 12 (2022): Desember 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

PT Tobisa Global Indonesia is a company engaged in agriculture where its activities are selling organic plants, namely Moringa. Currently PT Tobisa Global Indonesia wants to improve the quality of its services. However, existing business processes are still running manually, starting from the ordering process to payment. Based on the problems obtained, a solution is provided, namely the development of a web-based Moringa sales information system that is integrated with Midtrans as a payment gateway and RajaOngkir as a shipping gateway to simplify the process of purchasing, payment to delivery. The method implemented in this development uses a waterfall with an MVC architecture and uses the MySql database and the Laravel framework. The tests used on this system are validation, compatibility, and UAT (user acceptance testing). Black box testing is a method used for validation testing to test functional requirements to get a 100% success rate. As for compatibility testing using the SortSite application with compatible results showing that this system can run well on various web browsers. The user acceptance testing used aims to test whether the user's needs have been fulfilled to get a test percentage result of 80%. These results fall into the feasible category which indicates that the Moringa sales information system is in accordance with user needs so that it can provide user satisfaction.
Pengembangan Aplikasi berbasis Android Sistem Presensi dengan menggunakan Validasi Koordinat Lokasi dan Foto Selfie di PT. Bintang Mas Glassolutions Tom Ian Buana; Agi Putra Kharisma; Fais Al Huda
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 12 (2022): Desember 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

There are still many manual attendance systems found in companies that exist today, including PT.Bintang Mas Glassolutions which still uses a presence system that is quite behind in terms of technology that has developed, namely by using initial presence on a paper. The obstacles that still occur in the use of attendance above are the impractical process of employee attendance that has to walk to another room and less practical in terms of searching data when the company will see the performance of employees with the attendance system. Based on these problems, an android-based online presence system was created using location coordinate validation and selfie photos at PT. Bintang Mas Glassolutions. In the needs analysis stage in this study produced 12 functional requirements, and 2 non-functional requirements, and 2 actors who will use the system, namely admin and employees. After getting the results of the needs analysis, then make a design for the system with reference to the results of the needs analysis obtained. In the architectural design of the system is described by making system architecture drawings, algorithm design with flowcharts and pseudocode, system design with activity diagrams, sequence diagrams, and class diagrams, database design with tables of the system database structure to be built, and interface design is described in mockup form. This study uses the waterfall development method, uses the Flutter framework, and the dart programming language at the implementation stage. System testing using Blackbox Testing with 100% valid results, usability testing using SUS with a final score of 84.25 grade A, and compatibility testing by installing the application to several devices with different Android versions with 100% valid results.
Perancangan User Experience Sistem Informasi Klinik berbasis Aplikasi Mobile menggunakan Pendekatan Design Thinking (Studi Kasus: Klinik Dr. Maya) Gema Isya Luthfi Prathama; Lutfi Fanani; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 12 (2022): Desember 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Dr. Maya Clinic has limitations in implementing the E-Health service system; the implementation of E-Health at the clinic is still offline and manual. so that the quality of services provided is not optimal, such as the accumulation of patients in the queue so that the waiting time is too long, and besides that, the administration process is still inefficient. Stakeholders strive to improve the quality of clinical services, namely by implementing mHealth. In developing mHealth, developers need a Dr. Maya Clinic mHealth solution design and a tested high-fidelity prototype. To get satisfactory user experience results, this design integrates user experience (UX) with the design process using the Design Thinking approach. As for the test, it used a user experience questionnaire (UEQ), which was given to 20 evaluator respondents, with 50% coming from Dr. Clinic Maya and 50% from general respondents. The results of the UEQ test obtained an average value scale with a score for each group of assessment items. Attractiveness scored 2,233 points, perspicuity scored 2,125 points, efficiency scored 2,250 points, dependability scored 2,163 points, stimulation scored 2,088 points, and novelty scored 1,838 points. So that the Benchmark UEQ Scales on all assessment group items get Excellent results.
Rancang Bangun Sistem Klasifikasi Kualitas Minyak Goreng Dengan Parameter Kecerahan Dan Warna Menggunakan Metode Random Forest Dzakwan Daffa Ramdhana; Fitri Utaminingrum; Edita Rosana Widasari
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 12 (2022): Desember 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Cooking oil is also a raw material that many Indonesians use to cook various types of processed food. Oil has many functions for the human body, including as a source and solvent for vitamins A, E, K, and D, as well as a more effective source of energy when compared to carbohydrates and protein. In society, the oil that is often used is packaged oil and used cooking oil. The use of cooking oil is increasing, causing people to save money by using used cooking oil. The use of oil repeatedly causes quality damage and is very dangerous for human health, one of the diseases is carcinoma, which is cancer cells or malignant tumors of epithelial cells. This happens because oil that is used repeatedly will make peroxide compounds increase in the oil content. The higher the peroxide number, the more concentrated the liquid. There are various ways of testing to determine the quality of oil. First, physical testing methods, one of which is the water content in oil. Then chemically, one of which is the determination of the peroxide number. In addition, physically it can also be seen through the brightness and color of the oil. The system design in this study uses a TCS3200 sensor and a Light Dependant Resistor (LDR) sensor used to measure the color and brightness of the oil respectively. The classification results in the form of less feasible and feasible classes can be seen on the LCD and serial monitor. There are 8 test data from 25 available oil datasets. From the 8 test data, the accuracy of random forest classification is 87.5% and the average computation time is 26.9ms.
Analisis Pengaruh Atribut Influencer pada Platform Tiktok Terhadap Keputusan Pembelian Yunita Eka Fitrianti; Aryo Pinandito; Intan Sartika Eris Maghfiroh
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 12 (2022): Desember 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The COVID-19 pandemic has forced businesses to switch to digital marketing activities. Businesses must rearrange the marketing strategy that will be implemented in order to continue to make profits in the midst of a pandemic. Among the various types of digital marketing that have emerged, influencer marketing has emerged as a type of marketing that grows rapidly during the pandemic. Influencer marketing involves marketing activities on social media through influential people on those platforms, known as influencers. One platform that is widely used by influencers is TikTok. With the rapid growth of influencer marketing, businesses need to identify the type of influencer that suits their product or service and target consumers. This study aims to determine influencer attributes that can influence consumer purchase decisions, especially influencers on TikTok. The influencer attributes used were perceived expertise, trustworthiness, and parasocial relationships. Data was collected by distributing survey questionnaires and analyzed using the Generalized Linear Model (GLM) method. Based on the results of data analysis, only one hypothesis that accepted, which, the parasocial relationship has a significant effect on consumer purchase decisions. This proves that TikTok users rely more on parasocial relationships with influencers to obtain credible information regarding their purchase decisions.
Pembelajaran Mesin untuk Pembuatan Dokumen Karya Sastra Indonesia Secara Otomatis menggunakan Metode Modified Long Short Term Memory (LSTM) berbasis Extreme Learning Machine (ELM) Gusti Reza Maulana; Imam Cholissodin; Bayu Rahayudi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 12 (2022): Desember 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Documents as important and make it easy for human work. one type of document is a literary work. Literary work is a series of writings or an idea and thought conveyed with aesthetic purposes. The literary works used in this research are words of wisdom, poetry and rhymes. All this time making literary works are written manually. This is why many of these literary works took too long to produce. The focus of this research is to apply a literary work made from the program so that it does not take a long time to make it. This study uses a Modified Long Short Term Memory algorithm based on Extreme Learning Machine for the creation of the literary work. The process of making the literary work is preprocessing, dividing training data and test data, training phase, testing phase, calculating MAPE and calculating the accuracy of the BLEU Score. In testing the number of context neurons and hidden neurons, optimal results were obtained, namely as many as 5 and 800 for the three literary works. Calculation using the BLEU Score with a value of N = 4 produces an average accuracy for words of wisdom 74.66%, poetry of 14.49% and rhymes of 73.76%.
Rancang Bangun Sistem Penangkap Citra Berdaya Rendah dengan Supply Power Panel Surya Muhammad Daffa Firmansyah; Sabriansyah Rizqika Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 12 (2022): Desember 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Technological developments continue to grow, especially in the world of information technology. Internet of Things (IoT) is one result of technological developments. One tool that uses IoT concept is IoT camera. Before there was an IoT camera system, there was also a conventional system called Closed Circuit Television (CCTV). CCTV is often installed to monitor residential and urban areas. However, the use of CCTV electricity is high because it has to record for 24 hours. With this weakness, this research proposes an image capture tool that implements the Event Triggered method and Processor State Control to reduce power usage and use Energy Harvesting to utilize natural energy sources as the main energy source. This study obtained an average duration of battery life of 33 hours 1 minute 20 seconds and estimated battery life when system is active is 9.33 hours and 140 hours when system is in sleep. Taverage increase in battery charge is 85.45% of the nominal battery voltage. The average accuracy of PIR sensor is 60% and the average electric current when motion is detected is 0.23mA and when no movement is detected is 0.09mA. The decrease in electric current for the ESP32-CAM is -92.88% and for the SIM7600C1 is -86.95%. The average circuit power used is 0.74 watts. The accuracy of uploading image is 100% with an average upload duration of 1 minute 28.7 seconds.
Perancangan User Experience Aplikasi Konsultasi Penyakit Hewan Peliharaan menggunakan Pendekatan Human-Centered Design Satrio Priambudi Saksono; Buce Trias Hanggara; Intan Sartika Eris Maghfiroh
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 12 (2022): Desember 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Pets are susceptible to various diseases and as owners, they are responsible for taking care of their pet's health. However, the comparison of the number of veterinarians and pet owners in Indonesia is not balanced, especially in remote rural areas. This phenomenon can trigger the need for online pet disease consultation services. to ensure that the application design made based on the needs of pet owners has a good level of usability, and can meet the expectations of pet owners, a user experience design is needed in accordance with the application design flow that produces a design with a good level of usability and user experience.The design of the user experience of the pet disease consultation application is carried out with a human-centered design approach. The design process begins with analyzing the context of use for pet consultation applications, then analyzing user needs, namely pet owners, followed by designing pet disease consultation application solutions, and testing the design of pet disease consultation application solutions that have been made using the usability testing method to 5 pet owners with the results of effectiveness testing getting a score of 100% testing, and in efficiency testing getting a score of 100%. After that, user perception measurements were taken using the user experience questionnaire method with "good" results in the aspects of attractiveness, and clarity, and "excellent" results in the aspects of efficiency, accuracy, stimulation, and novelty. After a series of tests, it was found that the solution design showed positive user perception because each test score was above the test average.
Pembangunan Sistem Informasi Tugas Akhir berbasis Website Mahasiswa Jurusan Pemanfaatan Sumberdaya Perikanan dan Kelautan (Studi Kasus : Fakultas Perikanan dan Ilmu Kelautan Universitas Brawijaya) Adhi Mulhaq; Adam Hendra Brata; Edy Santoso
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 12 (2022): Desember 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Doing the Final Project is an activity of compiling student scientific work on problems in accordance with the competence of the study program that will be pursued by each student as one of the requirements for obtaining a bachelor's degree. In working on the final assignment several stages are needed before a scientific work can be published, such as the stages of submitting topics, selecting supervisors, guidance stages and seminars on proposals and seminars on results. In the Department of Utilization of Fisheries and Marine Resources, Faculty of Fisheries and Marine Sciences, the management of final project services is still manual. So we need a program that can assist in student final assignment management services from the initial submission until the scientific work can be carried out in a results seminar. In addition, services are also needed to be able to monitor the development of scientific work by supervisors. To overcome this problem, research was carried out on the development of the SITA website: Final Project System for the Department of Utilization of Fisheries and Marine Resources, Faculty of Fisheries and Marine Sciences. The development of the system is carried out using the waterfall method approach so that it can minimize errors that might occur. The results of this study found 5 actors who had 46 functional requirements and 1 non-functionality requirement. The built system will be tested using the unit testing method, validation testing and compatibility testing. Testing was carried out using 3 samples in the unit testing section and the entire need for validation testing methods. Compatibility testing using 3 browser devices to find out whether the system can run well or not under different conditions..
Pengembangan Media Pembelajaran Augmented Reality pada Mata Pelajaran Informatika Dicky Pujakesuma; Aryo Pinandito; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 12 (2022): Desember 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The Merdeka curriculum requires students to explore more knowledge including basic subjects in technology, namely informatics. Informatics subject is a compulsory subject in all class X. Existing facilities are not sufficient to support practicum activities in this subject. One of the technologies that can be used as learning media to overcome these problems is Augmented reality. This technology really helps users to obtain, process, and remember information. Educational institutions that use the latest technology in the learning process will provide more experience than conventional learning processes, including for students who have inadequate skills and cognitive backgrounds. Augmented reality has the opportunity to be able to attract, motivate, inspire, explore, and be able to control from different perspectives so that students can see 3D objects without reducing the practicum experience. The research design in this research is implementative-development and the method of developing this learning media uses the waterfall which is considered effective for the development of small-scale learning media.testing black box obtained 100% function and meet the functional requirements that have been analyzed. The media expert test results obtained a value of 91.875% and material experts obtained 84% which means that this learning media is very feasible to use. The Cohen Kappa calculation shows that the appointed experts carry out the tests consistently and objectively.

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