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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
Implementasi WebRTC pada Sistem Multimedia Teleconference untuk Komunikasi Pembelajaran Tunarungu Darma Wahyu R Prameswara; Dany Primanita Kartikasari; Fariz Andri Bakhtiar
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 education and learning in public schools has limitations on communication problems for the deaf. The communication process in public schools is based on verbal language, whereas the deaf rely on sign language to communicate. Based on this problem, an auxiliary communication tool is needed to carry out learning with deaf students. The systems used in the e-learning process can support the learning process of deaf students. The main feature in this learning process is converting voice into sign language in real-time. Two-way communication requires video, audio, and chat. The system is set up using Web Realtime Communication (WebRTC) as a real-time data transfer protocol using a browser.
Implementasi Robot Manipulator menggunakan Sinyal Electromyography berdasarkan Pergerakan Kaki Manusia Moch. Afandi Yusup; Admaja Dwi Herlambang; Satrio Hadi Wijoyo
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 research is to determine whether the students 'computational thinking skills have an influence on students' learning motivation. This descriptive quantitative research was followed by 80 respondents to fill out essay answer sheets and questionnaires while collecting data by analyzing problem solving thinking, logical thinking, structured thinking, and creative thinking. The need for procedures in designing the right design requires high imagination to generate creative ideas. In measuring it, data was collected in the form of a computational thinking essay test and a questionnaire for learning motivation. Based on the results of the research, it shows that the computational thinking test essay test shows the overall mean result of 56.75 if the percentage is 71% of 80 students and the results of the motivation using the questionnaire produce a mean of 72.29 if the percentage is 90% of 80 students. The results of the t-test analysis showed a significance value of -9,118 <1,994 for computational thinking and 0.001 <0.05 for motivation, which means it fulfills and it can be concluded that there is a relationship between computational thinking on learning motivation with the effect of 9.2% of the results obtained from the study.
Pengembangan Sistem Informasi Pengelolaan Barang berbasis Website (Studi Kasus: Hikmah Jaya Plastik Jombang) Harith Irawan; Denny Sagita Rusdianto; Mahardeka Tri Ananta
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

Hikmah Jaya Plastik Jombang is a shop providing various plastics and cake ingredients located in Jombang Regency. The problem that employees often complain about is the inventory calculation process which takes about one hour every day before the store closes, Frequent calculation errors made by the shop cashier due to errors in writing or reading the total of items on the sales transaction notes also become the case in this process. In supervisor's term, there is also an error resulting from the validation of the existing goods, this can occur due to the possibility that the sales transaction note is lost before the stock calculation is carried out. Employee also finds difficulty in monitoring the amount of goods, and this prolongs the process of restocking. Based on these problems, a goods management information system was developed. System development is carried out using an object-oriented approach and using the SDLC waterfall. Research sequentially includes literature studies, requirements engineering, design, implementation, testing, conclusions and suggestions. The requirements engineering phase showed 42 functional requirements and 1 non-functional requirement. The design phase includes architectural design, component design and database design. The implementation phase is executed using the PHP programming language and the Laravel framework. The unit testing phase was carried out using the white box testing approach with 100% valid results. Validation testing was carried out using black box testing approach with 100% valid results. Compatibility testing was carried out on Google Chrome, Microsoft Edge and Mozilla Firefox browsers with 100% valid results.
Evaluasi dan Perbaikan Desain Antarmuka Pengguna Website DPD PPNI Kabupaten Malang menggunakan Pendekatan Design Thinking Gitahayu Pradipta; Retno Indah Rokhmawati; Intan Sartika Eris Maghfiroh
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

DPD PPNI Malang Regency is one of the organizations that oversees the nursing profession in the Malang Regency area. Based on the results of a brief interview with one of the administrators, there were problems with the website and he wanted to integrate the website with membership and cooperative services. Therefore, to improve the website that is owned, a user interface design is needed. In this study, using the Design Thinking approach in the improvement process. There are 5 stages that must be carried out, namely empathize, define, ideate, prototype, and test. The results of this study are in the form of user interface designs for the admin and member user categories. For the admin user category, there is a feature to verify submissions for membership requirements and cooperative transactions. As for the member user category, there is a feature to view company profiles, catalogs of goods sold in cooperatives, submit membership requirements, and cooperative transactions. The design that has been made is then evaluated using the Usability Testing and Single Ease Question (SEQ) methods which produce quantitative and qualitative data. Evaluation results using Usability Testing obtained several suggestions from respondents. From the results of the evaluation using SEQ, a score of 6.5 was obtained from a scale range of 7 for the admin and member user categories.
Analisis Sentimen Tokocrypto pada Twitter menggunakan Metode Long Short-Term Memory Caesar Rio Anggina Toruan; Novanto Yudistira; Rizal Setya Perdana
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

PT. Digital Indonesia Berkat or what is called Tokocrypto is a cryptocurrency exchange company based in Jakarta that is officially registered with the Commodity Futures Trading Regulatory Agency (Bappebti). The level of customer satisfaction is of course very important to note so that companies can benefit and retain service users to continue using the company's services and attract potential service users. Public sentiment towards a cryptocurrency can also affect the price of the cryptocurrency such as the cryptocurrency owned by Tokocrypto called TKO. The amount of data provided by customers will take a long time to be analyzed manually. To overcome this, sentiment analysis can be carried out using a machine learning model that can understand the content of Tokocrypto customer feedback. This study applies the Bidirectional LSTM method to classify sentiment analysis using the tweet data of Tokocrypto service users. In addition, it is necessary to apply pre-processing of text data to overcome customer feedback which includes non-standard words and slang which causes the model to not understand the original meaning. The model is also adjusted for hyperparameters with the grid search method so that the model gets the optimal combination of parameters. Changing non-standard words does not guarantee increasing the accuracy of the model but can still help produce a better model with evaluation results including an f1-score value of 0.9485, a precision value of 0.9423, a recall value of 0.92, a training loss value of 0.0001 and a validation loss value of 0.0004.
Pengembangan Aplikasi Jobs For the Day (JFD) berbasis Android Sebagai Sistem Lowongan Pekerjaan Bagi Pekerja yang Terkena Pemutusan Hubungan Kerja (PHK) Muhamad Nabil Rabani; Lutfi Fanani; Komang Candra Brata
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

In relation to the current social situation, where there are many cases of layoffs as a result of the COVID-19 pandemic, people need a medium to access job vacancy information. Another problem is also experienced by some companies that require a competent workforce in order to continue to operate efficiently. The solution to this problem is an application called Jobs For the Day (JFD) based on Android as a job vacancy system to help people's movements in accessing and conveying job vacancy information. In this application, there are features that can support users in carrying out their main needs, such as the feature of creating a Curriculum Vitae (CV) to help ordinary people in creating a CV that can be used when they want to apply for a job. In addition, there is also a recommendation feature to recommend information on workers, companies, and job vacancies to other users. This application was developed on mobile devices (Android mobile) using the concept of Object-Oriented Programming with the Kotlin programming language and tested using unit testing, integration, validation and usability methods to ensure the JFD application system is feasible and can run properly. The test resulted in an SUS value of 92.17 out of 100 which means that the application is acceptable with the best imaginable results (best imaginable) by its users.
Purwarupa Sistem Monitoring dan Otomasi Hidroponik berbasis IoT menggunakan Aplikasi Android Dwiarga Sholahuddin; Agung Setia Budi
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

Hydroponics is one of today's modern farming methods that can be done on limited land. Hydroponics is a farming method without using soil as a medium but using water. One of the main factors for the success of hydroponic farming is controlling the conditions of the growing media, in which the growing medium is water. Temperature and pH are parameters that can be controlled to ensure successful farming with the hydroponic method. Currently, the way to control the temperature and pH values of water is usually done by manual monitoring every day. This method is considered very impractical. Therefore, innovation is needed in the field of technology that can monitor and automate the pH value and water temperature. In this research, a prototype system was created that can perform this function using the Internet of Things method assisted by an Android application as output. This system uses ESP8266 as the main processor to measure temperature and pH values and automate pH values using a 12-volt DC pump and 5-volt submersible pump as well as automate temperature values using a DC fan in the hydroponic system. The accuracy of reading the temperature and pH values obtained by the system is quite high, namely 96.58% for the pH sensor and 99.61% for the temperature sensor. The android application that was created can run well and the system prototype was also successful in automating the hydroponic system's pH and water values.
Pengembangan Aplikasi AR-BIO sebagai Media Pembelajaran Pengenalan Anatomi Sistem Respirasi menggunakan Teknologi Augmented Reality Medeline Agustine; Eriq Muhammad Adams Jonemaro; 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 online learning system is a teaching and learning activity used during the COVID-19 pandemic. The problem caused by online teaching and learning activities is the emergence of the learning boredom in students. One of the factors that causes the learning boredom is the use of media which is believed to be less supportive. The learning media that is being used is more of one way and less interactive for the students. Therefore the AR-BIO application was developed to overcome the problem of learning boredom in students. The AR-BIO application uses markerless augmented reality technology which can project the 3d images of respiratory system organs. The AR-BIO development utilizes the SDLC waterfall method, and is intended for android devices. The AR-BIO application development process includes : Needs analysis, application design, implementation, and application testing. The test results of the AR-BIO application functionality displaying all the application functional system requirements have been achieved. The results of testing the usability of the AR-BIO application using the System Usability Scale (SUS) obtained the result of 79,5 which means the application is in the acceptable category. To find out whether the use of the AR-BIO application helps reduce boredom in students, an assessment has been carried out using the Likert scale method. The results that have been obtained for the AR-BIO application effectiveness in understanding the material is on a scale of 86%. The use of the AR-BIO application supports the learning process to be more intriguing on a scale of 94%. The use of AR-BIO application in terms of higher level of interest than previous media is 90%, and the use of AR-BIO application in terms of help motivate the learning process is on a scale of 88%.
Evaluasi dan Perbaikan Rancangan Antarmuka Pengguna Web Dinas Kebudayaan, Pariwisata, Pemuda dan Olahraga Kota Kediri menggunakan Metode Goal-Directed Design (GDD) Nadhif Mahendra Putra; Intan Sartika Eris Maghfiroh; Nanang Yudi Setiawan
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 Office of Culture, Tourism, Youth and Sports (Disbudparpora) of the City of Kediri is a government agency that deals with cultural issues, manages tourism and youth sports activities in the City of Kediri. The staff who are responsible for managing the information media do not have new innovations regarding website design so it looks very monotonous. Therefore, it is necessary to recommend web design recommendations for the City of Kediri Disbudparpora so that the purpose of the recommendations is better for users. This user interface improvement will use the Goal-Directed Design (GDD) method which consists of six steps, the first of which is research on user desires. The second step is modeling which creates a persona. The third step is requirements that create scenario contexts and user requirements. The fourth step is the framework, namely making a wireframe. The fifth step is refinement which creates high-quality prototypes. Then the last step is support to do user testing and evaluation with the System Usability Scale (SUS) questionnaire. The User Testing process has obtained good results while the final evaluation has received an average score of 80.75 and is in the acceptable category in the acceptability ranges. Category B on the grade scale. The excellent category on the adjective rating and earned an A on the percentile rank. Therefore, the Disbudparpora improvement recommendation website is declared acceptable by users.
Perancangan Modul Tambahan Portal Media Interaksi Sivitas Universitas Brawijaya bagi Alumni Universitas Brawijaya menggunakan Design Thinking Budi Iswanto; Herman Tolle; Retno Indah Rokhmawati
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

Brawijaya University developed a web-based interaction media portal called Guyub UB, which functions as a social media that is expected to be a forum for the Brawijaya University community to interact with each other and share information. The design of additional modules was carried out in order to attract alumni to use the Guyub UB interaction media portal. The design process was carried out using design thinking. The design process resulted in 4 additional modules, namely a module to complete user identity data for user search and tracer study needs, a user search module based on user status, a module to send and view media and information on user personal conversations, and a module to view and publish articles, event information, and job information through Guyub UB. In the test process, 15 respondents who are alumni of Brawijaya University were tested, getting a score on the effectiveness aspect of 85.454%, on the efficiency aspect, on the overall relative efficiency score of 100%. In testing the satisfaction aspect, a score of 85, grade B, excellent category, and classified in the adjective acceptable. The results of User Experience Questionnaire (UEQ) testing obtained a score on the attractiveness aspect of 2.49 (excellent), the clarity aspect of 2.32 (excellent), the efficiency aspect of 2.27 (good), the accuracy aspect of 2.35 (excellent), the stimulation aspect of 2.33 (excellent), and on the novelty aspect of 2.20 (excellent).

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