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Rancang Bangun Aplikasi Mobile Media Informasi Wisata Suroboyo Carnival Berbasis Augmented Reality Alfin Noor Afyuddin; Issa Arwani; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 8 (2018): Agustus 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Tourism includes human needs and becomes an important sector for generating regional and state revenues. In general, tourists use print media to obtain information and become a guide in a tourist location. But the media has limitations, so it needs an interactive and effective media to be used as a medium of information of a tourist location. Auxiliary media is an application that provides navigation features that show the direction and distance of the user location with the location of the intended rides as well as suggestions of the order of visits and information of the required rides. The media used are smartphones by utilizing augmented reality technology as well as the use of combinations, permutations and algorithms dijkstra to suggest the order of visits with the shortest path. Features used Android smartphone is a camera, GPS, accelerometer, and compass. System design using the framework beyondAR. Testing on the system in the form of functional testing, angle accuracy testing, and distance accuracy testing. The function of determining the direction and distance with the markers and suggestions of the order of visits can run. On the results of the results of accuracy test results arising from the implementation of the formula heading on the application has a percentage of accuracy of 97.43%. And on the test of accuracy of distance has the accuracy percentage of 99.79% with distance calculation using haversine method. Accuracy test results show the implementation on the system has a high accuracy.
Implementasi Procedural Generation untuk Membangun Level Tactical RPG dengan menggunakan Metode Occupancy Regulated Extension Anindita Setyamurti; Wibisono Sukmo Wardhono; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 8 (2018): Agustus 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Tactical RPG is a game where player controlling some unit tactically to complete goals in the level.There many game with this kind of genre, unfortunately only a few of them used Procedural Content Geneator (PCG) to generate content procedurally which used to increase replayability value and indirectly increase game lifespan. PCG on Tactical RPG games can be used to generate level, quest even a character. Level generation can be done using Occupancy Regulated Extension (ORE) method which putting some chunk together to create a complete level which can be measured how good the generated level using linearity expressiveness range. According to test, 93% of all generated level having high marginal values. In short, generating level using occupancy regulated extension will be resulted in pretty good level.
Pengembangan Game Edukasi Penyeberangan Jalan (Pelan) Menggunakan Kinect Sebagai Pengendali Permainan (Studi Kasus Di TK RAM NU 10 Banin-Banat Gresik) Indi Rachmah Winona; Muhammad Aminul Akbar; Tri Afirianto
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

People often crossing the road that isn't in the right place, they do any ways to get to their destination immediately, both riders and pedestrians haven't any awareness of safety in traffic. This can be triggering an accident and also can cause the death. Especially for parents who neglect to keep their children and let them play as they like without parents' control, so unconsciously the danger can threaten the children safety. In this research was done the development of educational game for crossing the roads in different and exciting ways through the application of game technology by using natural interaction called NUI i.e. Kinect technology, where it became an advantage for early childhood that playing the game with a natural movement without needed to touch or use a game controller. Fun testing results in this study was obtained from the questionnaires which was filled out by the testers and calculated through the calculation of Likert-scale index interpretation was obtained the result that the overall game presented was 76%, the game's display was 100%, the fun element in the game was 84%, and the difficulty level of the game was 72%.
Pengembangan Aplikasi Permainan "Artifact Hunter" Berbasis Design Play Experience (DPE) Framework Septian Pratama Widianto; Wibisono Sukmo Wardhono; Tri Afirianto
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

Cultural heritage is a product of tradition and spiritual achievement of the past as the identity of a nation, one example of cultural heritage are artifacts. As a culturally rich nation, Indonesians often ignore the existing cultural heritage, as people assume that the cultural heritage is irrelevant to modern times, whereas cultural heritage has an important role to play in establishing national identity. Based on the above problems, then designed a serious game as a medium of educational information on cultural heritage in the form of artifacts. The design of a serious game applies the DPE framework that divides the design into several layers. The layers include: learning layer, storytelling layer, gameplay layer, user experience layer, and technology layer. Tests conducted on the design of this serious game are black box testing, usability testing and paired t-test. Black box testing is used to determine the functional requirements, usability testing is used to determine the user response, and paired t-test is used to determine the effectiveness of the game designed about whether user's knowledge is increased or not about cultural heritage in the form of artifacts. From the results of tests conducted, it can be concluded that the serious game designed already fulfilled the learning objectives and fun factors as the essence of the game.
Implementasi Metode Naive Bayes-Certainty Factor Untuk Identifikasi Penyakit Kanker Pada Sistem Reproduksi Wanita Muhammad Anang Mufid; Nurul Hidayat; Tri Afirianto
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

There are many women who still reluctant to pay attention to the health of the reproductive system. Cancer can attacks slowly if women don't maintain the health of their reproductive system. Cancer prevention is very necessary nowadays, but sometimes it stumbled on the limited number of doctors or experts. Therefore, a tool of expert system need to be made to reduce these limitiations. This study implements an expert system to diagnose cancer in the reproductive system using the android-based Naive Bayes-Certainty Factor method. Based on trials, by using Naive Bayes-Certainty Factor method, the calculation accuracy of the diagnose is good and accurate, the calculation accuracy of the diagnose is good and accurate, because the output of system has 85,71% as accurity level.
Identifikasi Gangguan Kepribadian Dramatis Menggunakan Metode Learning Vector Quantization (LVQ) M Kevin Pahlevi; Budi Darma Setiawan; Tri Afirianto
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

Personality disorder is one of the health problems experienced and felt by the community. Group B or so-called dramatic is more common due to increased suicide rates, high social media access, still happening brawl and bullying all over, then many phenomena about people who want to steal attention with a physical look or style of language that is not commonly, this can increase the risk of people affected personality disorders, especially the dramatic group. This study try to identify dramatic personality disorders. This dramatic personality disorder is divided into 4 classes. The method used is Learning Vector Quantization. Data obtained from questionnaires using 32 parameters and managed to get data as much as 90 data. This research conducts 4 test scenarios that result in a learning rate of 0.2, a multiplier learning rate of 0.4, a minimum learning rate of 0.001, and a training data of 60. The result of accuracy is 70%.
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.
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%.
Penentuan Kelayakan Kandang Sapi Menggunakan Analytic Hierarcy Process-Weighted (AHP-WP) [Studi Kasus UPT Pembibitan Ternak Dan Hijauan Makanan Ternak Singosari] Firnanda Al Islama Achyunda Putra; Nurul Hidayat; 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

The cow shed is a place to live a day cow. The better quality and materials of the cow cow will certainly make the cow better for its development. Therefore, it is important that a decent cow shed plays an important role also on cow health. Today many people do not meet the correct criteria for cow breeding. As a result many cows that died suddenly due to less healthy cages. Therefore, the authors chose this topic because according to the interviews UPTD that this application will help local farmers, especially malangraya region and generally to the community at large. AHP or also called Analytic Hierarcy Process is a decision support model developed by Thomas L. Saaty. This decision support model will describe complex multi-factor or multi-criteria problems into a hierarchy. Variables needed in this study are the criteria for the determinants of the feasibility of the cage as many as 5 criteria. WP or also called Weighted Product acts as a ranking against the weighting that has been done by AHP. So get the results of farmers breeding rank from the lowest to highest rank. This study resulted in an accuracy of 77.3%.
Implementasi Algoritme Modified K-Nearest Neighbor (MK-NN) Untuk Diagnosis Penyakit Anjing Luh Putu Novita Budiarti; Nurul Hidayat; Tri Afirianto
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

Dog is one of the most favorite pets. Interacting with dogs has its benefit such as lowering stress levels and leading the owners to have a more active lifestyle. However, the dog's health itself should be taken care of. Dog who suffers from a disease can infect other pets or even humans, so veterinarian help is needed. Things will be difficult if the owners realize that their dogs are sick outside of working hours because there is not much veterinary clinic that open for 24 hours. So the owners should be capable of giving immediate response to their dogs. Therefore, a system is needed to help this problem using Modified K-Nearest Neighbor (MK-NN) algorithm, to help the owner getting their dog diagnosed and giving immediate response. The system is implemented using Java programming language. There are 10 types of the diseases with 46 clinical symptoms. Based on the accuracy test, the maximum average of accuracy obtained is 96.6% with k=2.
Co-Authors Abdul Azis Abdul Waris Achmad Fauzi Harismawan Ade Darmawan Ade Suluh Novriananda Aditya Yudha Agung N Adji Reno Muhammad Admaja Dwi Herlambang Afandi, Yosi Agi Putra Kharisma Aidan Zahran Hudaya Akbar Ilham Alfin Noor Afyuddin Alva Yonara Puramandya Andi Reza` Perdanakusuma Andini Ayu Larasati Anindita Setyamurti Arda Satata Fitriajie Asrina Fitri Bariq Najmi Rizqullah Kartiko Putro Bella Nemesias Prasetiyani Billawal Nadipa Pelealu Budi Darma Setiawan Dany Muhammad Dave Putra Radin Davin Benaya Dessy Amri Raykhamna Dinda Ayu Ludfiana Safitri Drajat Khoirul Muslim Dwi Prasetyo Edwar Budiman Edy Santoso Eko Cahyo Wahyudi Elfi Atus Zahroh Eric Den joy Surbakti Eriq Muh. Adams jonema Eriq Muhammad Adams Jonemaro Eriq Muhammad Adams Jonemaru Ervin Winardo Toepak Ezar Chrisdinan Diass Fathurrahman Annafabi Fikri Ihsan Ahmad Fitra Wahyuda Fransnesa Fransnesa Gifary Dhimas Fadhillah Guidita Suryani Hakky Affandy Latief Hanifah Muslimah Az-Zahra Hawim Mahfudah Herman Tolle Hrizto Hanie Del Piero Ikrar Amalia Sholekhah Ilham Rachmad Zunaidi Indi Rachmah Winona Intan Sartika Eris Maghfiroh Iqbal Firmansyah Issa Arwani Isthofi Aslim Sofyan Iwan Prasetiyo Hakiki Jhon Michael Manik Kadek Dwitya Arya Sujaya Kevin Maulana Komang Candra Brata Kresna Rizka Carisfian Laras Krisnayuwati Suwardi Liya Suci Kurniawati Luh Putu Novita Budiarti Lutfi Fanani M Kevin Pahlevi M. Abdul Algoniu M. Ali Fauzi M. Rizkiyan Zaka Riawan Maskur Maskur Mei Mukti Wardana Mikhanael Mual Parsaulian Simanjuntak Mochamad Halim Moh. Faiz Hidayatulloh Mohammad Alauddin Mohammad Daffa Saifullah Mokhamad Zukhruf Mifta Al Firdaus Muhammad Aminul Akbar Muhammad Anang Mufid Muhammad Azzam Al-Ghifari Habiburrahman Muhammad Dikri Robinsyah Muhammad Farhan Abdur Rosyid Muhammad Fhadli Muhammad Haikal Fisabilillah Muhammad Rifqi Ramdhani Muhammad Vidi Mycharoka Muhammad Wahyu Pamengas Nanang Yudi Setiawan Naufal Rizky Akbar Ngurah Pradipta Surya Mandala Niken Hendrakusma Wardani Nisriinaa 'Aaliyah Nurul Hidayat Oktaviani Dwi Nur Aini Panji Yodantara Pradhana Hafiizh Bachtiar Primananda Kurnia Santoso Putra Aditya Primanda Putra, Firnanda Al Islama Achyunda Ratih Kartika Dewi Retno Indah Rokhmawati Reza Saputra Rezza Ananda Yoanko Rizal Darmawansyah Rizaldy Ilham Akbar Royan Krisnanda Tiony Ryan Aristo Salma Berliana Putri Satrio Agung Wicaksono Satrio Hadi Wijoyo Septian Pratama Widianto Steven Willy Sanjaya Vindu Cahya Nugraha Vio Cesar Melano Yonanta Wibisono Sukmo Wardhono Winny Ardhian Septiko Wiwit Susilo Ningsih Yahya Sahaja Yoga Sadewa Yuan Edo Ramadhana Yulfa Hadi Wicaksono Zahrotul Indah Mulyasari