cover
Contact Name
-
Contact Email
-
Phone
-
Journal Mail Official
-
Editorial Address
-
Location
Kota malang,
Jawa timur
INDONESIA
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer
Published by Universitas Brawijaya
ISSN : -     EISSN : -     DOI : -
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
Optimasi Fuzzy Inference System Tsukamoto Menggunakan Algoritme Genetika Untuk Mengetahui Lama Waktu Siram Pada Tanaman Strawberry Muhammad Khaerul Ardi; Budi Darma Setiawan; Mochammad Ali Fauzi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 10 (2018): Oktober 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (822.133 KB)

Abstract

Soil is a crusial component for plant growth. There are many parameters that used for soil examination, and one of its parameter is soil's dampness. Laboratorium Benih Balai Pengkajian Teknologi Pertanian Jawa Timur is one of the work units that has a duty to examine the soil for plant nursery purpose. However, due to the conventional tools that they used sometimes the examination result is not as accurate as they expected. Because of that problem the author did some research to make a smart computing system that can be implemented on a tool that can maintain the soil's dampness automatically. Fuzzy Inference System Tsukamoto is used to calculate how long does it take to water the plants by using two variable inputs; initial dampness and water volume. Genetic algorithm is used to get an optimal membership function by optimizing the boundaries of each membership function. The output of this research will display the optimal time to water the plants. From the examination result we got an error value for about 4,9570, but after optimization the number is reduced to 0,3790. With that result we can conclude that using Fuzzy Inference System Tsukamoto and optimized with genetic algorithm is able to calculate how much time that it takes to water the plants and still able to get a good outcome.
Pengaruh Kualitas Layanan Terhadap Kepuasan, Kepercayaan dan Loyalitas Pelanggan Pada E-Commerce (Studi Kasus : Berrybenka) Rika Mardatilla; Ari Kusyanti; Himawat Aryadita
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 12 (2017): Desember 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1067.062 KB)

Abstract

E-commerce is one of the development of technology that is very influential in business field where companies are required to have an innovation in online transaction. The advantages of e-commerce can be experienced by both the sellers and cutomers as the customers get the things that they want easily without spending much time and effort. On the other hand, the sellers can also expand their market share quickly. One of the companies that utilizes the sopistication of the technology in Indonesia is Berrybenka.Berrybenka is a fashion e-commerce in Indonesia that is quite popular nowdays. However, at this time there is not yet known who the effect of service quality that can affect customer satisfaction, trust and loyalty to Berrybenka. This research model built on the quality of service will be five dimensions namely, ease of use, web design, responsive, personalization, assurance that affect satisfaction, trust, customer loyalty based on previous research. The completed data were analyzed by using structural equation modeling (SEM). The results of this study indicate that the five dimensional service quality does not affect satisfaction, satisfaction take affect positive and signification trust, and word-of-mounth, but does not affect intention, trust take affect positive and signification intention-mounth, but does not affect word-of-mounth, and customer loyalty will be two dimensions namely, word-of-mounth take affect and signification intention.
Pengembangan Sistem Informasi Sales Force Automation (SFA) Menggunakan Metode Prototyping Pada Branded IT Store Malang Ageng Rama Wijaya; Yusi Tyroni Mursityo; Niken Hendrakusma Wardani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 11 (2018): November 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (523.459 KB)

Abstract

The rapid development in the business world, especially on the field of electronic selling requires good data management. Branded IT Store is one of the companies that sells electronic goods. Implementation in recording of sales transactions that are still manually managed, causes sales data can not directly connected with other data related to product and has no information about products given to the customers via online. Based on the problems, sales force automation information system provide solutions by developing a system that can solve the problem of sales transactions and facilitate customers to seek information via online. The development of this research uses prototyping method to make it easier for users to better understand the needs of users in the early stages. There is 1 iteration from the results of this study, resulting in 21 functional requirements and 1 non-functional requirement. The results of validation testing of this research are functions related to the management of product data, data management sales, employee data management, customer data management, and make purchases can run well and have valid results. The result of UAT shows that the system is 100% acceptable from the company where manager, seller and cashier as the tester. In the compatibility testing results there are minor issues in the web browser application from Internet Explorer 9 to 11, Firefox 58 web browser and BlackBerry web browser application with version 7.1 or earlier.
Pengembangan Permainan Trading Card Augmented Reality Bertema Perang Baratayuda Ramadhan Rizki Arga Putra; Wibisono Sukmo Wardhono; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 10 (2018): Oktober 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (948.349 KB)

Abstract

Trading Card Game (TCG) is a popular card game that uses serial cards. But in this game, players can not really see the characters on the card in real form. It is necessary to develop TCG with the original concept but in a more interactive form by using 3D graphics to visualize the characters in the game. Games that lift the culture and wayang stories is one of another way to introduce Indonesian culture to the younger generation. Therefore, it is necessary to developed a Trading Card Game using Augmented Reality technology with Baratayuda War theme which will run on Android-based mobile devices. The method used in the development is Iterative with Rapid Prototyping (IRP) method. The IRP method can return to the previous process to make improvements. The story or scene chosen is Baratayuda Wars between Pandawa against Kurawa. The use of paper prototype on design makes it easy to set rules on this game. Based on the results of the implementation, the wayang objects can be integrated by using Augmented Reality to generate a real 3D effect inside the marker as a game card. For the creation of 3D objects is using Blender app and to display 3D wayang objects is using sdk vuforia in Unity game engine. Based on White Box testing and Black Box testing by applying independent path test on program based on Cyclomatix Complexity value, obtained validation test result that program can run well with 100% validation rate. In the playtesting that consisting of the element of fun and the element of ease of use, the results obtained that the game concept has been made quite interesting and quite easy played, but it's still too boring.
Pengembangan Desain Interaksi Mesin Pencatat Untuk Tunanetra Dengan Fitur Text-to-Speech Berbasis Raspberry Pi Nafisa Nafisa; Hurriyatul Fitriyah; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 11 (2018): November 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (914.357 KB)

Abstract

Recording is one of the commonly learning methods used by the students and also students with blind disability. To record, students with blind disability used a difficult manual recorder and takes a long time. Therefore, computerized records related tools are urgently needed. To facilitate students with blind disability in the process of recording, a recorder machine is made using the design principles in the layout. The process of making is done by the method of what is wanted, analysis, design and process of application of interaction design principles. This recording machine consisted of 16 push buttons, character input using multi touch 6 buttons as a combination of braille letters. Then processed by Raspberry Pi and output audio on headset also the flashdisk as a sending medium. There is also function of adding, editing, searching, deleting, sending documents, enter, spaces, backspace and audio tools usage guide. On the duration of each tool function, an average of 1 minute 59.94 seconds on the overall scenario of the tool that is done every user both who are familiar with the typewriter or not. In the usability, the USE level obtained mode value 4 (agree) and design principle level obtained value of mode 5 (strongly agree) from likert scale 1-5. So it can be concluded that this tool has a high level of usabillity.
Sistem Pakar Deteksi Dini Penyakit Stroke Menggunakan Metode Naive Bayes-Certainty Factor Renaldy Senna Hutama; Nurul Hidayat; Edy Santoso
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 11 (2018): November 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1043.459 KB)

Abstract

Stroke became one of the diseases that have a high mortality rate in Indonesia and also in the world. It can be dangerous if it is not handled quickly because of a sudden disruption of blood that supplies the brain and if not handled quickly can cause permanent disability or death. In Indonesia, stroke disease in recent years has increased, but the government still has no solution in solving the disease problem. Though the process of handling stroke disease takes sufficient time in detection, if not handled quickly can lead to disability or even death. With the existence of these problems then required a system that can accelerate and simplify the detection of risk to reduce the number of people suffering from stroke. The method used in the detection process is Naive Bayes-Certainty Factor. The Naive Bayes method is used to look for an opportunity to appear from the risk of stroke. For certainty factor method is used to find the value of his belief. This system is built with android based with Java programming language. For the test is done by doing a comparison of detection results from experts with the results of detection conducted by the system where from 25 test data obtained obtained accuracy of 84%.
Diagnosis Penyakit Hati Menggunakan Metode Naive Bayes Dan Certainty Factor Rhyzoma Grannata Rafsanjani; Nurul Hidayat; Ratih Kartika Dewi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 11 (2018): November 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (457.033 KB)

Abstract

Liver disease or liver disease is a disease caused by various factors that damage the liver, such as viruses and alcohol use. Obesity is also associated with liver damage. Over time, liver damage can cause serious effects, the presence of experts will be very helpful in dealing with liver disease problems by identifying the symptoms experienced and infer what type of liver disease is attacking and provide information to deal with the problem. The Naive Bayes method is a method used to predict probabilities. While Certainty Factor is a method that can help experts who diagnose something uncertain. Variables needed in this study are symptoms of liver disease and liver disease type. Based on the results of testing and analysis of the results of this study, it can be taken some conclusions that Method Naive Bayes and certainty factor can be used for the diagnosis of liver disease. The Naive Bayes method and certainty factor resulted in an accuracy of 88%.
Penerapan Konsep State Pattern Pada Game Engine (Studi Kasus Game Wipe It Off) Firadi Surya Pramana; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 10 (2018): Oktober 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (492.363 KB)

Abstract

Game that uses state machine as their agent behaviour decision making is common nowaday. However, there still lots of game engine that can't handle that requirement. State pattern is one of design pattern that could handle that requirement. Components of state pattern on game engine are defined and given the name of Initial State, Check State, and Handle State. Components of finite state machine on game are defined and given the name of Idle State, Moving State, and Cleaning State. State pattern on game engine implemented as a interface class that become thhe parernt of each state on finite state machine. Finite state machine on game implemented as an individual class that inherit the interface class from state pattern. State pattern tested with white-box testing and all the compoent are given the value of valid. Finite state machine tested with black-box testing and all the transitions are succeded and given the value of valid. With this game engine, therefore there is no game developer that will experience difficulty in developing game that uses state machine as their basic need.
Sistem Kendali Sudut Pitch Projector Headlamp Sepeda Motor Berbasis Closed Loop System Cipto Bagus Jati Kusumo; Dahnial Syauqy; Wijaya Kurniawan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 11 (2018): November 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (630.173 KB)

Abstract

The main lights of the motorcycle illumination in the country of Indonesia generally use Halogen gas which results from less illumination for the minimal road PJU (Street Lighting), with the creativity of the vehicle users then the source of lighting replaced with sources that produce more light. Like the example of lights that use Xenon gas or commonly known as High Intensity Dishcharge Xenon, but with the replacement of this, new problem emerging, light emitting wildly dazzling other road users. The use of the Headlamp Projector is the only one to avoid the dazzling glare of the wild light by focusing only on the road, the beam of focusing light must be set to road so that the focus does not lead to other road users. Therefore, this system is built to facilitate the driver in setting the focus of the light beam.The system works with the help of IMU MPU6050 sensor and all 6 axis, actuator mechanism on the motorcycle headlamp and Closed Loop System controlling methode. The current angle value read by the sensor is then set aside with the value of the set points that have been in the previous calculation, the result of the difference is then made reference by the system to control the actuator that will affect the pitch angle of the headlamp. The success rate of this system is 98.154% of the six attempts to adjust the altitude of light beam with different passenger loads on the same motorcycle.
Evaluasi Dan Pemodelan Proses Bisnis Registrasi Akademik Dengan Pendekatan Quality Evaluation Framework (Studi Kasus: Politeknik Unisma) Topan Prakoso; Aditya Rachmadi; Nanang Yudi Setiawan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 10 (2018): Oktober 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (989.752 KB)

Abstract

Polytechnic UNISMA is a private entity engaged in education in Malang. In performing their duties there are certain areas that handle certain tasks such as academic field at Polytechnic UNISMA. In academic there are three main business processes that run such as the scheduling of courses, the process of making KRS and the process of making KHS. In conducting the current business process there are some activities that are not in accordance with the target given, therefore it will affect the performance of Polytechnic UNISMA. So we need to evaluate the current business process using Quality Evaluation Framework (QEF) to find out the gap that occurs between calculation with QEF and target. Where to do first is modeling business processes using Business Process Model and Notation (BPMN). The second determines the Quality Factor for several activities that run, then done the calculation on Quality Factor is with Quality metric and identified on Quality Factor that is not in accordance with the target Polytechnic UNISMA. Where identification using Root Cause Analysis to find the root of the problem on the Quality Factor. The result is to find out why a gap exists and root of the problem on the Quality Factor.

Page 96 of 685 | Total Record : 6850


Filter by Year

2017 2026


Filter By Issues
All Issue Vol 10 No 13 (2026): Publikasi Khusus Tahun 2026 Vol 10 No 01 (2026): Januari 2026 Vol 10 No 2 (2026): Februari 2026 Vol 9 No 13 (2025): Publikasi Khusus Tahun 2025 Vol 9 No 12 (2025): Desember 2025 Vol 9 No 11 (2025): November 2025 Vol 9 No 10 (2025): Oktober 2025 Vol 9 No 9 (2025): September 2025 Vol 9 No 8 (2025): Agustus 2025 Vol 9 No 7 (2025): Juli 2025 Vol 9 No 6 (2025): Juni 2025 Vol 9 No 5 (2025): Mei 2025 Vol 9 No 4 (2025): April 2025 Vol 9 No 3 (2025): Maret 2025 Vol 9 No 2 (2025): Februari 2025 Vol 9 No 1 (2025): Januari 2025 Vol 8 No 13 (2024): Publikasi Khusus Tahun 2024 Vol 8 No 10 (2024): Oktober 2024 Vol 8 No 9 (2024): September 2024 Vol 8 No 8 (2024): Agustus 2024 Vol 8 No 7 (2024): Juli 2024 Vol 8 No 6 (2024): Juni 2024 Vol 8 No 5 (2024): Mei 2024 Vol 8 No 4 (2024): April 2024 Vol 8 No 3 (2024): Maret 2024 Vol 8 No 2 (2024): Februari 2024 Vol 8 No 1 (2024): Januari 2024 Vol 7 No 13 (2023): Publikasi Khusus Tahun 2023 Vol 7 No 9 (2023): September 2023 Vol 7 No 8 (2023): Agustus 2023 Vol 7 No 7 (2023): Juli 2023 Vol 7 No 6 (2023): Juni 2023 Vol 7 No 5 (2023): Mei 2023 Vol 7 No 4 (2023): April 2023 Vol 7 No 3 (2023): Maret 2023 Vol 7 No 2 (2023): Februari 2023 Vol 7 No 1 (2023): Januari 2023 Vol 7 No 14 (2023): Antrian Publikasi Vol 6 No 13 (2022): Publikasi Khusus Tahun 2022 Vol 6 No 12 (2022): Desember 2022 Vol 6 No 11 (2022): November 2022 Vol 6 No 10 (2022): Oktober 2022 Vol 6 No 9 (2022): September 2022 Vol 6 No 8 (2022): Agustus 2022 Vol 6 No 7 (2022): Juli 2022 Vol 6 No 6 (2022): Juni 2022 Vol 6 No 5 (2022): Mei 2022 Vol 6 No 4 (2022): April 2022 Vol 6 No 3 (2022): Mei 2022 Vol 6 No 2 (2022): Februari 2022 Vol 6 No 1 (2022): Januari 2022 Vol 5 No 13 (2021): Publikasi Khusus Tahun 2021 Vol 5 No 12 (2021): Desember 2021 Vol 5 No 11 (2021): November 2021 Vol 5 No 10 (2021): Oktober 2021 Vol 5 No 9 (2021): September 2021 Vol 5 No 8 (2021): Agustus 2021 Vol 5 No 7 (2021): Juli 2021 Vol 5 No 6 (2021): Juni 2021 Vol 5 No 5 (2021): Mei 2021 Vol 5 No 4 (2021): April 2021 Vol 5 No 3 (2021): Maret 2021 Vol 5 No 2 (2021): Februari 2021 Vol 5 No 1 (2021): Januari 2021 Vol 5 No 13 (2021) Vol 4 No 13 (2020): Publikasi Khusus Tahun 2020 Vol 4 No 12 (2020): Desember 2020 Vol 4 No 11 (2020): November 2020 Vol 4 No 10 (2020): Oktober 2020 Vol 4 No 9 (2020): September 2020 Vol 4 No 8 (2020): Agustus 2020 Vol 4 No 7 (2020): Juli 2020 Vol 4 No 6 (2020): Juni 2020 Vol 4 No 5 (2020): Mei 2020 Vol 4 No 4 (2020): April 2020 Vol 4 No 3 (2020): Maret 2020 Vol 4 No 2 (2020): Februari 2020 Vol 4 No 1 (2020): Januari 2020 Vol 3 No 12 (2019): Desember 2019 Vol 3 No 11 (2019): November 2019 Vol 3 No 10 (2019): Oktober 2019 Vol 3 No 9 (2019): September 2019 Vol 3 No 8 (2019): Agustus 2019 Vol 3 No 7 (2019): Juli 2019 Vol 3 No 6 (2019): Juni 2019 Vol 3 No 5 (2019): Mei 2019 Vol 3 No 4 (2019): April 2019 Vol 3 No 3 (2019): Maret 2019 Vol 3 No 2 (2019): Februari 2019 Vol 3 No 1 (2019): Januari 2019 Vol 2 No 12 (2018): Desember 2018 Vol 2 No 11 (2018): November 2018 Vol 2 No 10 (2018): Oktober 2018 Vol 2 No 9 (2018): September 2018 Vol 2 No 8 (2018): Agustus 2018 Vol 2 No 7 (2018): Juli 2018 Vol 2 No 6 (2018): Juni 2018 Vol 2 No 5 (2018): Mei 2018 Vol 2 No 4 (2018): April 2018 Vol 2 No 3 (2018): Maret 2018 Vol 2 No 2 (2018): Februari 2018 Vol 2 No 1 (2018): Januari 2018 Vol 2 No 8 (2018) Vol 2 No 6 (2018) Vol 1 No 12 (2017): Desember 2017 Vol 1 No 11 (2017): November 2017 Vol 1 No 10 (2017): Oktober 2017 Vol 1 No 9 (2017): September 2017 Vol 1 No 8 (2017): Agustus 2017 Vol 1 No 7 (2017): Juli 2017 Vol 1 No 6 (2017): Juni 2017 Vol 1 No 5 (2017): Mei 2017 Vol 1 No 4 (2017): April 2017 Vol 1 No 3 (2017): Maret 2017 Vol 1 No 2 (2017): Februari 2017 Vol 1 No 1 (2017): Januari 2017 More Issue