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INDONESIA
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 6,850 Documents
Evaluasi Kualitas Layanan Pada Aspek Before Sales Service, After Sales Service, dan Kepuasan Pelanggan (Studi Pada E-Commerce XYZ) Ratna Khansa Anantika; Ari Kusyanti; Admaja Dwi Herlambang
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 4 (2018): April 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

E-Commerce XYZ is one of the most highly ranked E-Commerce sites from year to year, but it can not be ranked top. It shows that the importance of user satisfaction in influencing the quality of service is expected to improve the ranking of E-Commerce XYZ. Research has tested on two quality services, ie Before Sales Service and After Sales Service by using E-S-QUAL with Linear Regression analysis and Rank Spearman. Before Sales Service acts as a user perception before transacting to be researched on an E-S-QUAL scale, while After Sales Service acts as a perception when the user has transacted and goods to the hand that will be examined on an E-Recs-QUAL scale. Data collection technique is done by distributing questionnaires with the number of samples of 100 respondents who have characterized the ever visited and transacted at E-Commerce XYZ. The results showed Efficiency, Fulfillment, System Availability, Privacy, Responsiveness, Compensation, and Contact respectively have a significant relationship to satisfaction. The results of the research together also shows Before Sales Service and After Sales Service has a significant relationship to satisfaction.
Seleksi Fitur Information Gain untuk Klasifikasi Penyakit Jantung Menggunakan Kombinasi Metode K-Nearest Neighbor dan Naive Bayes Syafitri Hidayatul Annur Aini; Yuita Arum Sari; Achmad Arwan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 9 (2018): September 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Heart disease is one of the non contagious diseases that can lead to death. This disease occurs because of the narrowing of blood vessels that cause impairment of heart function. The death rate that caused by a heart disease is continuing increase and according by the Ministry of Health of the Republic of Indonesia research, in 2030 it reach 23.3 million peoples. It should be anticipated because the number of cardiologists in Indonesia is still very minimal. This research proposes framework Information Gain selection features with combination K-Nearest Neighbor and Naive Bayes to overcome the problems on the effectiveness and accuracy in classification heart disease. Information Gain algorithm used for reduce variable dimention to get relevant variables. After Information Gain selection features process is completed, the next process is classify numeric atributes with KNN and categorical atributes with Naive Bayes. The results of this research indicate an accuracy of 92.31% when the class distribution testing is balanced using 6 features with value of K=25 and when the class distribution testing is not balanced using 4 features with value of K=35. Based on these results, can be concluded that features selection Information Gain with combination KNN and Naive Bayes algorithm can be used for classifying heart disease.
Optimasi Penjadwalan Mata Pelajaran Pondok Pesantren Mahasiswa Menggunakan Algoritme Genetika (Studi Kasus: Yayasan Bina Insani Sukses Malang) Rudy Usman Azzakky; Budi Darma Setiawan; Satrio Hadi Wijoyo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 11 (2018): November 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The process of drafting schedules manually felt less efficient because it takes a long time. The problem of drafting the schedule will be complex if the number of components is larger amount of data from each component. The expected schedule is not just a schedule that does not clash, but a schedule that can adapt to some constraints that must be met within the schedule. Genetic Algorithms are algorithms that are iterative, self-adjusting and probabilistic algorithms in search for global optimization. The process of chromosome initialization generated from teacher assignment data by integer representation of each gene containing randomly generated assignment codes. Each chromosome with the highest fitness value is a representation of the subject schedule solution. From the testing process that has been done, has obtained the parameters of Genetic Algorithm is the best population number is 100, the value of the combination of Cr and Mr is 0.5 and 0.5, and the number of generations as much as 1000. The process of finding solutions using these parameters obtained the value of fitness that is 0.9977.
Pembangunan Sistem Informasi Kenaikan Jabatan Fungsional Dosen Universitas Brawijaya Muhammad Saifussolihin Putra Aditama; Satrio Agung Wicaksono; Fajar Pradana
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 10 (2018): Oktober 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The functional position of the lecturer is a position that shows the duties, responsibilities, authority and rights of a lecturer in a higher education unit which in its implementation is based on certain skills and is independent. The function of lecturer functional promotion is very important for the accreditation of universities where the lecturers take shelter. However, the process of lecturers functional improvement has a number of problems encountered in the process, namely the lecturer does not have his own initiative to make the promotion of functional positions and personnel employee overwhelmed in calculating the value of credit numbers. The development of information system of lecturer functional promotion is a solution to solve the problem. The method used is SDLC Prototyping method which includes user requirement identification, prototype creation, prototype testing, prototype improvement, and development of production version which hopefully can assist in designing this system. The result of this research is in the application of the system to overcome the problem of credit score calculation, resulting in the reduction of processing time to 5-10 minutes, and the application of the system to overcome the problem of the lack of lecturer's initiative result in automatic notification. From the results of system testing, obtained results of 100% valid of 17 test cases. Based on compatibility testing, the tested system is capable of running on various browsers.
Pengembangan Game Edukasi Pengenalan Makanan Sehat Menggunakan Kinect Iqbal Firmansyah; Muhammad Aminul Akbar; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 10 (2018): Oktober 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Healthy food are food that hygienic and contain balanced nutrients needed by the body. In 2013 the national malnutrition rate in children aged 5-12 years is still high, that is the prevalence of lean 11.2 percent, the short prevalence 30.7 percent, and the prevalence of obese 18.8 percent. It's necessary for introduction of healthy foods as a step to reduce malnutrition level. Introduction method can be done with learning through educational games, so that the learning process is more fun and get more effective results. The game will be titled "Makanan Sehat" which will introduce and teach children about the basis of healthy food according to the guide “Pedoman Gizi Seimbang (PGS)” with kinect based learning method on PC (Personal Computer) platform. Pedoman gizi seimbang is a guide to living healthy including good rules of food consumption which is an improvement of slogan “4 sehat 5 sempurna”. The use of kinect in the game is expected to increase the pleasure in play and learn more effectively. Game testing is done to 10 children ages 5-12 years with method fun testing. Fun testing to test the level of pleasure in playing the game, which resulted in 10 respondents agreed the use of kinect impact at the fun of playing the game.
Analisis Dan Perbaikan Usability Aplikasi Mobile KAI Access Dengan Metode Usability Testing Dan Use Questionnaire Kevin Ryan Hadi; Hanifah Muslimah Az-Zahra; Lutfi Fanani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 9 (2018): September 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The most important aspect of measuring the quality of applications is usability. Usability can be determines how far a products or service can be used by user for reached the purpose and how easy to use the application interface.Applications with a high usability levels basically will usually have more users and loyal. Otherwise, if the usability levels of applications is too low eventually will be abandoned by the users and switch to the another application. In this study, which application will be analyzed is the mobile application of train ticket booking KAI Access. Measurement usability can be use usability testing techniques where the product evaluation process involves direct testing to the user sample. This test will be doing in three steps, first test assignment, second fill out questionnaire and third interview. Each parameter has several statements will be given to the user to assess the usability level of the KAI Access application. There are two tests in this study, beginning test and finals test. beginning tests were performed to analyze usability levels before recommendation. Then final tests were performed to analyze usability levels after recommendation. The recommendation will be used design guidelines to enhance best result.
Penerapan Metode Extreme Learning Machine (ELM) Untuk Memprediksi Jumlah Produksi Pipa Yang Layak (Studi Kasus Pada PT. KHI Pipe Industries) Nirzha Maulidya Ashar; Imam Cholisoddin; Candra Dewi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 11 (2018): November 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

KHI Pipe Industries is a company that specializes in producing high-quality steel pipes. This company produces its end product based on customer demand, with the measurement specifications which is diameter, thickness and the pipe length. In the production process, the amount of viable pipes do not always match with the number of customers demand since there were always a number of damaged pipes. Therefore, the company has always have to spend additional cost to cover the the damaged pipes. The number of production on each specifications varies so that it becomes a challenge for the company to predict the exact amount of pipes to produce. With the appropriate prediction of the number of pipes to produce can help the company to determine the production target. In this research applied method of Artificial Neural Network (ANN) that is Extreme Learning Machine (ELM) to predict the amount of approved pipe production. The prediction process is normalization, training, testing, and denormalization, and to calculate the error value using Mean Square Error (MSE). Based on evaluation performed, the use of 7 hidden neurons, 5 features, and percentage comparison 80% of training data 20% of testing data resulted in the smallest error average is 0,00372 with difference ± 1% to actual data.
Sistem Ar Drone Pengikut Garis Menggunakan Algoritma Progressive Probabilistic Hough Transform Achmad Baichuni Zain; Gembong Edhi Setyawan; Hurriyatul Fitriyah
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 9 (2018): September 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Quadcopter is UAV which has four motorcycle propellers used to move it. We can control quadcopter with smartphone or remote control while it is flying, but with a particular skill. Based on the issues, quadcopter should be developed in order to move and follow an object automatically. Quadcopter will detect and follow a black line directly. In this research, we use digital image processing that use canny detection and progressive probabilistic hough transform. Parrot AR Drone 2.0 is used in this research of quadcopter. Based on the result of research, it obtains the point of HSV from each parameter that is Hue with minimum point = 0 and maximum point = 180, Saturation with minimum point = 0 and maximum point = 255, and Value with minimum point = 0 and maximum point = 10. While the measure of frame used for detecting is 330*240 pixel and the percentage of precision of motion is 100 %. The system produces a delay that follows the line in the detected line to quadcopter and the point is 0,22 second. While altitude testing obtain the result that minimum high can be detected is 80 cm and maximum high is 230 cm.
Identifikasi Awal Pengguna Narkoba Menggunakan Metode Learning Vector Quantization (LVQ) Yulfa Hadi Wicaksono; Budi Darma Setiawan; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 10 (2018): Oktober 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Drug abuse is one of the major problems for Indonesian country. This is due to drug users can cause psychiatric disorders, health and even death. From various surveys conducted, the number of cases of drug users increase every time. In this study, the research will try to do initial identification for users with Learning Vector Quantizationmethod. This study uses the data of drug users from Badan Narkotika Nasional (BNN) in Malang Regency. From 119 data, there will be divided into 3 parts. There are 4 data for initial weight vectors, 103 for training data and 12 for test data. Then, in this data have 16 parameters and 4 classes. In this study, 6 tests were performed, resulting in 0.1 for the learning level with an average score of 74.8%. Then, 0.9 for a learning rate multiplier with an average rating of 79.8%. Then, 0.01 for the minimum level of learning with an average grade. The amount of training data is 60% with average value. The maximum of 14 lawer iterations with average values. Then, for LVQ training stops on which best condition is at maximum iteration 14. Therefore, the minimum of learning rate condition can be ignored. From those results, the average of final accuracy after testing with K-Fold Cross Validation is 78.4%.
Implementasi Metode Bayesian Network Untuk Diagnosis Penyakit Kambing (Studi Kasus : UPTD Pembibitan Ternak dan Hijauan Makanan Ternak Singosari Malang) Andika Eka Putra; Nurul Hidayat; Imam Cholissodin
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 9 (2018): September 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Infectious disease factors are serious constraints that farmers should be aware of especially for traditional farmers who do not join livestock groups. Slow and improper handling can endanger livestock conditions. However, if the initial treatment is done, the chances of infection of the disease can be handled so as not to be more severe and contagious to other goats in a herd. Unfortunately, the uncertainty between the symptoms and the type of disease makes the farmers obstructed in the initial treatment, and do not know what to do without an expert. Based on these problems, the authors make a system of diagnosis of goat disease that is able to perform the diagnosis process based on the symptoms of goat. This diagnostic system uses Bayesian network method, the system is built on mobile device applications using the Android platform as the user interface, while the calculation process using PHP programming language, and MySQL database to store the prevalence of goat disease that has occurred. This system through the process of system functional testing and system accuracy testing. In the process of testing the functionality of this diagnostic system shows the functions that exist on the system goes well. In addition, the process of accuracy testing of goat disease diagnosis system using Bayesian Network method is done by entering the variation of symptoms by experts get the result of 86.6%.

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