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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 6,923 Documents
Sistem Deteksi Daun Busuk pada Pakcoy Hidroponik menggunakan Metode Thresholding pada Warna Hue dan Saturasi berbasis Raspberry Pi Rifqi Imam Ramadhan; Hurriyatul Fitriyah; Edita Rosana Widasari
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 2 (2023): Februari 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Agriculture has an important role in Indonesia's economic development as one of the contributors to the state budget which continues to increase every year. In the post-covid 19 pandemic, there were problems that disrupted the economy, impacted on other fields such as agriculture, where the problem of the food crisis would become a problem for Indonesia if it was not handled properly. Agricultural land tends to be increasingly limited because they have to compete for various uses, while people working in agriculture in absolute terms continue to increase causing land ownership to become increasingly narrow. An effective pakcoy planting solution can be planted using hydroponic techniques, so there is a lot of interest from farmers to cultivate pakcoy plants but these plants are susceptible to disease. This research was conducted to detect disease in Pakcoy. The process of detecting Pakcoy disease focuses on knowing the disease of Rotten Pakcoy leaves (Phytoptora sp.) based on the Color Space Hue Saturation Value or HSV. Implementing a simple image using image processing taken using a webcam camera then processed on the Raspberry Pi 4 Model B for detection of pakcoy disease then displayed on the LCD16x2. Based on the research implementation process from start to finish it is able to work as expected. The accuracy of the pakcoy disease detection system resulted in an average accuracy value of 85% for 2 types of classes and an average computation time of 0.001213 seconds for 10 tests.
Pengembangan Konten Pembelajaran Audio Visual untuk Materi Jaringan Nirkabel melalui Fitur Reels Instagram pada Jurusan Teknik Komputer Jaringan SMK Negeri 4 Malang Gayus Reinaldy Manere Sulli Danan; Hanifah Muslimah Az-Zahra; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 2 (2023): Februari 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The purpose of this project was to provide instructional materials for Wireless Networks using audio-visual formats for the Department of Computer and Network Engineering at SMK Negeri 4 Malang. Follow up on issues with the Introduction to Schooling Field II observation findings at the Department of Computer and Network Engineering at SMK Negeri 4 Malang. The research & development (R&D) approach was employed in this investigation. The Department of Network Computer Engineering at SMK Negeri 4 in Malang City served as the research site. The design is carried out utilizing the Analysis, Design, Development, Implementation, and Evaluation (ADDIE) instructional approach. Utilizing the steps of analysis of footage that has been approved for usage as audio-visual production using the Instagram reels application. It will result from the current phases and methods in: Material Analysis and Validation, Storyboards are used as a kind of design, followed by manufacturing or development phases that provide media validation, distribution of produced audio-visuals to respondents, and evaluations that concentrate on development utilizing learners' interests. The degree of student interest in learning is the only criterion for the success of this development investigation. The success of product design is obtained from the achievement of the use of media which includes: (1) the suitability of aspects from material experts, audio-visual media experts. (2) well received by students of the Network Computer Engineering Department at SMK Negeri 4 Malang (3) as a learning medium that supports school learning. The results of this study indicate the creation of learning media products in the form of Short Learning Videos with the Instagram Reels Feature which can help deliver material on Wireless Networking subjects and support ongoing learning. Short learning videos can also become new teaching media that students are interested in, so that the learning development model with this learning video in the future can be recommended as a new innovation in learning.
Perancangan Implementasi Tampilan Baru Web "Sambat" Kota Malang menggunakan Metode Design Thinking Veby Angelia Ropita Turnip; Herman Tolle; Dwi Cahya Astriya Nugraha
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 3 (2023): Maret 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Living in the current era of information technology development provides convenience in various fields, for example in the field of technology. The Malang City Government applies the smart city concept, one example is a website that develops the smart city concept, namely Sambat Online. Sambat Online is a facility provided by the City Government of Malang to accommodate aspirations, suggestions, criticisms, complaints, and questions about Malang City. From the data obtained from Sambat Online statistics, it can be concluded that more people use SMS Sambat than accessing the Sambat Website. To get a good website, good user experience is also needed. For that one method that can be used is design thinking. Design thinking is an approach that provides solutions to solve problems directly, so that the solution to user problems is to create a new web appearance that is more attractive and easier to use. There are five stages in the design thinking method, namely Empathy, Define, Ideate, Prototype, and Test. In this study using data taken from 10 informants who are domiciled in Malang City and using usability tasting testing using 3 aspects of testing namely efficiency, effectiveness, and satisfaction. The results obtained from the effectiveness aspect are 100%, the efficiency aspect gets time-based efficiency which is 0.203 gaols/sec, and the satisfaction aspect is 88 which can be seen in the SUS value table getting a very good grade, as well as from the calculations obtained using the UEQ method, the results show that respondents prefer the new look of the splice website.
Evaluasi User Experience pada Aplikasi BCA Mobile dan MyBCA dengan menggunakan Metode Usability Testing dan User Experience Questionnaire (UEQ) Hansen Natanael; Aryo Pinandito; Mochamad Chandra Saputra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 1 (2023): Januari 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

BCA Mobile and MyBCA are two mobile banking apps offered by BCA. Users of BCA Mobile have complained about issues with signal indicator lights, a large number of steps required and a lack of a "share" feature. On the other hand, MyBCA is favored by users due to its modern and attractive appearance, biometric login feature, and fast speed. However, it has limited features and a difficult registration process. This study used usability testing and Single Ease Questionnaire (SEQ) to measure the effect of the number of clicks and duration on user satisfaction for both apps. It also used the User Experience Questionnaire (UEQ) to measure user satisfaction based on attractiveness, perspicuity, efficiency, dependability, stimulation, and novelty. The study found that there were differences in the number of clicks and duration between both apps, with MyBCA having a lower average number of clicks and a shorter average duration. However, there was no difference in satisfaction between the two apps. The number of clicks and duration had no effect on user satisfaction for either app. The study revealed there are differences in attractiveness, efficiency, stimulation, and novelty, but no differences in perspicuity and dependability between the two apps. MyBCA had higher average scores on all UEQ factors compared to BCA Mobile, indicating that these factors influence user satisfaction for both apps.
Analisis Sentimen Pengguna Aplikasi RedBus berdasarkan Ulasan di Google Play Store menggunakan Metode Naive Bayes Devi Nazhifa Nur Husnina; Dian Eka Ratnawati; Bayu Rahayudi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 2 (2023): Februari 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The digitization of the transportation system has encouraged online ticket booking platforms such as the RedBus application. RedBus helps the public to order tickets from various bus operators in Indonesia. Users can download and view reviews of the RedBus application through the Google Play Store. Reviews are important for both users and developers. However, there are users who give high ratings but have negative reviews. Therefore, it is necessary to analyze user reviews to classify these reviews into positive and negative sentiments class. The total data used is 500 reviews with details of 250 reviews in each positive and negative class. The stages for classifying are manual data labeling, text preprocessing to change the data to be more structured, weighting by the TF-RF and TF-IDF methods, classification by the Naive Bayes algorithm, and testing by the confusion matrix and k-fold cross validation. This study compares 2 word weighting methods, namely TF-RF and TF-IDF to obtain optimal accuracy results. The best accuracy results obtained were using the ratio of training data and test data of 90%:10% with TF-IDF weighting and cross validation testing with a value of k = 10. The average accuracy obtained is 93.56% accuracy, 93.97% precision, 93.57% recall, 94.68% specificity, 93.53% f-measure.
Sistem Kontrol dan Monitoring Prototype Smart Green House pada Tanaman Stroberi menggunakan Logika Fuzzy berbasis Aplikasi Cayenne Yazid Ananda; Mochammad Hannats Hanafi Ichsan; Agung Setia Budi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 2 (2023): Februari 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Controlling the air quality of strawberry plants in a smart greenhouse prototype must be of great concern to strawberry farmers in order to get maximum yields. Air quality parameters that must be monitored, for example, are air temperature and air humidity as parameters that can affect the viability of strawberry plants. Given these problems, there is a need for research related to a system that can help answer these problems, namely the Smart Green House Prototype Control and Monitoring System on Strawberry Plants Using Fuzzy Logic Based on the Cayenne Application. The method used is the Mamdani fuzzy model to assist the control system in controlling air quality parameters in the smart greenhouse prototype, namely temperature and humidity parameters. The microcontroller used is Wemos D1R2 which can connect to the wifi network and can connect to Cayenne so that it can be monitored via Cayenne. The temperature and humidity sensor used is the DHT 22 sensor and based on the results of the test, it is obtained an error value range of 20,75% for temperature, while for humidity the DHT 22 sensor produces an error value of 18,7%. The test was carried out nine times in three conditions, namely cold, normal, hot for temperature and low, normal, high for humidity. The smart greenhouse prototype was also tested how effective the system is in controlling the environment by conducting experiments using actuators and without actuators. The results obtained from testing using the actuator, the temperature inside the smartgreenhouse can decrease by 2.13°C and humidity can increase by 5.1%. The second test was carried out without an actuator, so the temperature rose by 9.82°C and the humidity decreased by 22.16%.
Perbandingan Naive Bayes dan K-Nearest Neighbor untuk Analisis Sentimen Aplikasi Gapura UB Berdasarkan Ulasan Pengguna pada Playstore Robiata Tsania Salsabila Aditya Putri; Dian Eka Ratnawati; Dwija Wisnu Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 1 (2023): Januari 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The Gapura UB application is a mobile apps-based application that makes it easy for students to access services and information related to Universitas Brawijaya such as online presence, viewing class schedules, and accessing KRS and KHS. Behind the convenience offered by the application, it was found that the performance of the application was not optimal, such as the emergence of bugs or errors in the application and the discovery of reviews on the Google Playstore that indicated user dissatisfaction with the performance of the application by containing complaints regarding the application. This research tries to classify Gapura UB application user reviews through Google Playstore by comparing two classification algorithms, namely Naive Bayes and K-Nearest Neighbor which aims to find out which algorithm is superior in Gapura UB application user review data. The review data used is 300 data divided into two sentiment classes, namely positive sentiment and negative sentiment. The results showed that the Naive Bayes algorithm has superior performance than the K-Nearest Neighbor with 88.5% accuracy, 88.7% precision, 88.2% recall, and 88.2% f-measure while the K-Nearest Neighbor produces 84.8% accuracy, 85.4% precision, recall 84.6% and 84.1% f-measure obtained from the value of k = 5.
Analisis Perbandingan Metode Autentikasi pada Mobile Banking menggunakan Usability Testing dan User Experience Questionnaire (UEQ) (Studi pada BTN Mobile dan Livin' by Mandiri) Gusti Agzalia; Aryo Pinandito; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 1 (2023): Januari 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Authentication is an action taken to prove a user's identity when the user wants to enter a system or application, one of which is a mobile banking or m-banking application. Each m-banking application uses a different authentication method, for example, the authentication method for the BTN Mobile and Livin' by Mandiri applications. In the BTN Mobile application, the authentication method used is the mToken method. This method is a method of sending a special numeric code via SMS to the Mobile phone of a user who wants to make a financial transaction. Unlike the authentication method on the BTN Mobile application, the Livin' by Mandiri application uses a very common authentication method, namely the PIN (Personal Identification Number) method. This research was conducted to analyze comparisons related to the efficiency of the authentication method used in the BTN Mobile and Livin' by Mandiri applications using scenario testing. In addition, a comparative analysis of user experience was also carried out using the User Experience Questionnaire (UEQ) for both applications. In the data collection process, scenario testing was carried out with 11 participants and questionnaires were distributed to 52 participants. From the analysis process carried out, it was found that the Livin' by Mandiri application was more efficient and faster than the BTN Mobile application. In addition, the Livin' by Mandiri application also gives a better impression regarding the user experience, especially on the novelty aspect compared to the BTN Mobile application.
Pengembangan Customer Relationship Management (CRM) Sistem Umpan Balik Pelanggan (Customer Feedback System) pada Perusahaan XYZ Ahmad Hayyi Muhyiddin; Agi Putra Kharisma; Mahardeka Tri Ananta
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 2 (2023): Februari 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The process of handling customer feedback at XYZ company is currently carried out by customer service via social media, feedback data is stored and managed in spreadsheets. Currently experiencing several problems, there is repeated delivery of feedback, there is no delivery of problem resolution to all customers, it is difficult to communicate further with customers because customer data is not detailed, so the feedback data is not up to date. In addition, it is necessary to prioritize customer feedback. As well as the process of handling feedback involving other divisions must go through customer service thereby slowing down performance. In solving these problems this research proposes to create a customer feedback system. In solving this problem, needs analysis, design, implementation, and testing are carried out by applying an object-oriented approach. The process of needs analysis is carried out by conducting requirements elicitation of business processes, to produce requirements specifications. The design process produces class, data, and interface designs that are used for the implementation process. The implementation process produces database implementation, program code implementation, and interface implementation. Then it was tested using the whitebox and blackbox methods to get it in line with the needs and designs that were made, and compatibility testing was also carried out to ensure the system could be accessed in all browsers.
Pengembangan Sistem Informasi Manajemen Homestay berbasis Web Studi Kasus Omah Kweni Homestay Dwiky Rifandianto; Djoko Pramono; Bondan Sapta Prakoso
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 2 (2023): Februari 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Omah Kweni Homestay is a homestay accommodation located in the Bantul area of Yogyakarta city, which is a tourist city and can be a business opportunity in the hospitality industry. The homestay faces operational problems that are still conventionally managed, such as using a notebook that results in unreliable data storage, and the creation of reservation and warehouse reports takes a long time. To address these problems, a proposed solution is to develop a management information system that can assist in homestay management. The system development targets receptionists, roomboys, marketers, and managers. The Waterfall development method is used in this study because it is suitable for the homestay's parallel business processes where homestay requirements do not change. The use of the Waterfall development method is carried out in 4 stages. The needs analysis phase produces 6 business process models, 11 system features, 36 functional requirements and 1 non-functional system requirements, and 9 use cases and use case scenarios. The system design stage produces 9 Sequence Diagrams, 8 Class Diagrams consisting of class controllers and class models, 1 Physical Data Model, and 7 Wireframes. The system implementation stage results in the implementation of the design in the previous stage. The system testing phase using the black-box testing method produced 15 test cases and compatibility testing using the SortSite 6 Trial application with the results of 8 minor issues, User Acceptance Testing produced a percentage index of 90% for receptionists, 91.42% for marketing, 92.5% for Roomboy, and 97.14% for manager. The results of the user acceptance test show that all users agree with the development of the information system being developed.

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