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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
Peningkatan Desain Antarmuka Game Fallout 4 dengan User Created Mods menggunakan Metode Human Centered Design (HCD) Andi Aderian Arhadianto; Aryo Pinandito; Prima Zulvarina
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 improvement of Fallout 4 game interface design with user created mods using human centered design approach. The problem to be solved is how the efficiency and effectiveness of the Fallout 4 game interface in initial and final conditions with the obtained comparison value of efficiency (initial: default, final: modified with user-created content). The aim is to explain the improvement of time efficiency in exploring the interface in the Fallout 4 game using usability testing using an interface that has been modified based on Human Centered Design. The working conclusion is that there is a difference in the feeling obtained from the data analysis. The efficiency test value shows that the use of the modified interface is more efficient than the unmodified interface. This indicates that the improvements made to the interface are effective in increasing usability and ease of use for users.
Evaluasi User Experience pada Website QRIS.id dengan menggunakan Metode User Experience Quesionnaire (UEQ) Achmad Ichsan Fauzi; Mahardeka Tri Ananta; Lutfi Fanani
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 research that is being studied is the User Experience Evaluation on the QRIS id website using the quantitative User Experience Questionnaire (UEQ) method to get processes and results. information on respondents' perceptions of adequate use experience. the solution to the problem found usability evaluation on the QEIS ID website. The results of the study were based on an analysis of the user experience of the QRIS.ID website which was carried out with the help of a user experience method (UEQ) questionnaire given to a sample of 25 respondents, all of whom reported that the QRIA website fulfilled their expectations in attractiveness, clarity, decision efficiency, stimulation, and novelty. Background, literature review, research methodology, data collection, data processing, discussion, and retraction of recommendations all contributed to this conclusion.
Sistem Pengenalan Plat Nomor Kendaraan untuk Akses Perumahan menggunakan YOLOv5 dan Pytesseract berbasis Jetson Nano Muhammad Rizky Rais; Fitri Utaminingrum; Hurriyatul Fitriyah
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

Security is important for housing. In general, housing now uses rfid to enter through the gate. In addition to the use of rfid, there are human workers who help secure access to housing. However, access to housing using rfid and human labor has the disadvantage that rfid can be lost and human labor can feel tired. With the existing problems, a system is needed that can help cover these weaknesses. A vehicle license plate detection system was created for residential residents using the YOLOv5 and jetson nano-based pytesseract methods. YOLOv5 (You Only Look Once) is a fast and accurate new object detection algorithm that is suitable for real-time applications. This system will recognize the vehicle number plates of residential occupants starting from training data and license plate detection using YOLOv5 and then, when the vehicle number plate has been detected, the contents of the number plate will be read using the pytesseract ocr (optical character recognition) method so that it can open the housing access door latch. . This recognition system uses training data of 502 images of vehicle license plates. The result of this test is the movement of the servo motor for housing access when the number plate is detected in the data file. The accuracy obtained in this study was 100% for the number plate detection system and 100% for the identification of vehicle occupants' vehicle license plates.
Analisis Pengalaman Pengguna pada Website Kampus Merdeka menggunakan Metode UX Curve Muhammad Raihan Agust Nugroho; Hanifah Muslimah Az-Zahra; Intan Sartika Eris Maghfiroh
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

Kampus Merdeka is a program that was created by the ministry of education cultural, research and technology of Indonesia on 2020 to facilitate the learning progress for student outside campuss environment. The ministry also launched a website to simplify the administration process and to monitor student's activity. This study aims to analyze the user experience in the Kampus Merdeka's website using UX Curve method. UX Curve method has 3 phase initial questionnaires, curve drawing templates, and final questionnairess. Initial questionnaire' function is to collect participant's demography data, curve drawing templates is the drawing phase, and final questionnairess is the last phase to complete the score, and user's perception of the website. From the data gathered on 10 participant it generate 40 curves, from 4 different UX dimension which is general UX, attractiveness, utility, and ease of use. Beside the curves there are 51 reasons consist of positive and negative factors, that will be categorized to pragmatic and hedonic factors. According to the result from this study factor that influence the user experience in the Kampus Merdeka's website are the interface is simple, the website is easy to use, and the enrollment process is difficult.
Perancangan dan Implementasi Aplikasi Toko Koperasi Sekolah berbasis Website dengan Memanfaatkan Payment Gateway Midtrans (Studi Kasus: SMK Negeri Temayang) Ayezha Halidar Putri Irwanda; Bayu Rahayudi; 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

Cooperatives at SMK Negeri Temayang are spaces that are usually used by students in conducting transactions between students and cooperative officers. Currently, the SMK Negerti Temayang cooperative serves students in making purchase transactions for food, beverages, and goods still using the conventional system. Problems that arise in making purchase transactions at cooperative stores during recess hours result in students and other visitors not being neatly arranged in queues and may be crowded when they are about to buy, making it difficult to process orders made at about the same time. In addition, it causes cooperative managers to experience obstacles and errors in summing the results of sales transactions in cooperative stores. The solution to this problem was designed and built a menu and goods ordering system, namely, "Application of the School Cooperative Store SMKN Temayang by utilizing the Midtrans Payment Gateway" so that there are no queues and resulting in crowding when the rest hour arrives. The payment method is carried out by means of a midtrans payment gateway that can handle transaction problems in cooperative stores so that transactions are made more efficiently. To build this application, a description and planning for functional and non-functional needs in the application is needed, namely utilizing the UML scheme. Application development is straightforward by using Rapid Application Development (RAD) with the programming languages PHP, DBMS MySQL, and laravel. This test is carried out after the implementation step is completed, namely blackbox testing gets 100% valid success which means the system runs well, compatibility testing gets compatible results so it can run in different browsers, and system usability testing is carried out with 5 respondents. The usability test results in an average value or final result of 82 with acceptable conclusions on the aspect of acceptability ranges, with an excellent category with a scale grade of B.
Ekstraksi Ciri pada Klasifikasi Citra Batik menggunakan Metode Gray Level Co-Occurrence Matrix, Local Binary Pattern, dan HSV Color Moment Amar Ikhbat Nurulrachman; Randy Cahya Wihandika; Putra Pandu Adikara
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

One form of art passed down by the ancestors of the Indonesian nation is batik, batik in every region in Indonesia has a variety of colors and motifs. The diversity of colors and motifs of batik makes it difficult for many Indonesians to know the type of batik they are wearing. Every batik has a pattern, every pattern has a texture. Texture and color are the distinguishing elements between one batik and another, both are forms of feature extraction that can be used to group batiks that have similar patterns. In this study, a combination of Gray Level Co-Occurrence Matrix, Local Binary Pattern, and HSV Color Moment features was used to obtain texture and color characteristics from batik images, while K-Nearest Neighbor was used to classify batik images. Test results on scenarios using different feature combinations, a combination of features Gray Level Co-Occurrence Matrix, Local Binary Pattern, and HSV Color Moment using 200 batik image datasets consisting of 10 batik classes, obtain the highest accuracy value of 0.29 on the neighbor value K=5, on the other hand, in the test scenario using a different number of classes, the highest accuracy value is obtained when using 5 classes, each class consisting of 10 batik images, the accuracy value is 0.68 at the neighbor value K = 4.
Sistem Deteksi Permukaan Jalan pada Kursi Roda Pintar dengan Metode MobileNetV2 Muhammad Arga Farrel Arkaan; Fitri Utaminingrum
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 problem of wheelchairs is becoming more serious now as many disabled people need wheelchairs for mobility. The varied condition of the road surface in Indonesia can cause discomfort and the risk of accidents for wheelchair users. Wheelchair users currently have to control speed manually, but the Image Recognition feature for automating electric motor speed can improve comfort and reduce the risk of accidents. Therefore, the proposed solution is to develop a smart wheelchair system that uses the MobileNetV2 Image Recognition method to control electric motor speed according to the condition of the road surface. The developed smart wheelchair system is able to identify the type of road surface traveled using the MobileNetV2 method and adjust the wheel's speed according to the needs. The results of the testing of this system in the form of percentage of prediction accuracy percentage of 97% with a computing time of 0.24-0.25 seconds.
Penerapan Websocket pada Sistem Live Chat berbasis Web (Studi Kasus Website Kwikku.com) Lius Alviando; Adhitya Bhawiyuga; Dany Primanita Kartikasari
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

Live Chat utilizes technology to send messages in real time. As service users increase and the existing system is not yet ready, it can disrupt communication between content creators and community members. The Long Polling method and the Relational Database System that are used use too many resources from the server, it is necessary to update the system using the Websocket protocol. The planning and implementation system created is the design of the system structure and implementation of the Live Chat system development using the Websocket protocol and the programming languages ​​HTML, PHP, CSS and Javascript. The results of testing the system using the load testing method. Based on the results of the analysis that has been carried out with a sample of 100 to 500 users and 3 repetitions, it can be concluded that the Websocket protocol is superior when compared to long polling because it produces smaller delays and has an average efficiency of 52.181%. The Websocket protocol using a non-relational database can be a solution to overcome the problem of high delay on the system
Identifikasi Masalah dan Solusi UMKM Sebagai Langkah Adaptasi dari Pandemi menggunakan Metode Kualitatif dan Kuantitatif (Studi Kasus: UMKM Ngijo Malang) M. Rizky Kurniadi Ramadhan; Satrio Agung Wicaksono; 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

Micro, Small and Medium Enterprises (MSMEs) are a form of a productive economy run by middle to lower-class people. There are various benefits derived from the MSME sector, including improving the economy, reducing poverty, providing employment, and leading to the construction of social facilities. It is hoped that MSMEs can be more inclined to be innovative when facing threats and opportunities due to changing situations such as the result of the Covid-19 pandemic. In Indonesia, adaptation steps in dealing with the Covid-19 pandemic include the program of providing direct cash assistance to affected MSMEs. The problem that arises in the adaptation carried out by the government is that the MSME data registered with each local village government is not by the actual conditions. This raises other problems for MSMEs that are the target of the program, including the provision of assistance that is not on target. In this case, MSMEs need to adapt so that the problems experienced can be resolved. One that needs this adaptation plan is the MSMEs of Ngijo Village, Malang Regency. Ngijo's MSME problems can be explored by conducting in-depth interviews with MSME managers. After that, the results of the interviews can be analyzed using qualitative and quantitative methods. The identified problem will also be used as a dimension to measure the quality of the solution built and whether it can solve the problem or not. Researchers can draw conclusions that will be used to answer the formulation of the problem in this study such as the data collection process which is still manual using books making it difficult for the UMKM of Ngijo Malang Village to collect data. The transaction process is still carried out individually so it does not guarantee the security of the transaction process. The solution offered to overcome the problems faced by UMKM Ngijo Malang is a digital solution in the form of a website. This website was chosen because it can be accessed easily via an internet browser and is cross-platform compatible. Received an overall rating of 86.28% in the WebQual 4.0 assessment, which shows that website users as an MSME solution are quite effective in helping overcome Ngijo Malang's MSME problems.
Implementasi Aplikasi Perangkat Bergerak Pembelajaran Sistem Organ Peredaran Darah pada Tubuh Manusia berbasis Augmented Reality Muhammad Enowato; Komang Candra Brata; Adam Hendra 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

Classic lectures teaching method still often used by teacher in school. The use of assistive media in giving examples is also not used often by teachers. In biology class, many subjects contain an abstract concepts that need to be explained with assistive media. Assistive media that commonly used are a physical props like picture, statue or a doll. But a physical props have a downside because its hard to access by students and lack of giving a real perception to students. Augmented technology can be a solution for a assistive media props substitute which can be accessed easily by students. AR technology can giving a real perception to students with a animated 3D concept. AR mobile apps designed by using a single marker method for giving a easy access for students. Based on test result with 21 respondents, system application got 82,6 with using System Usability Scale method. Effectiveness of the application measured by pre-test and post-test giving an increased value in student learning outcomes of 27,83% from intial average value 65,71 to 84,04

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