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Peningkatan Kesadaran Kebersihan Melalui Game “Habertan” Pada Siswa Siswi Pesantren Muhyiddin Gebang Putih, Sukolilo, Surabaya Sudaryanto, Aris; Fathoni, Kholid; Hakkun, Rizky Yuniar; Revindasari, Fony; Safrodin, Mohamad; Nurindiyani, Artiarini Kusuma; Damastuti, Fardani Annisa; Sa’dyah, Halimatus; Zikky, Mohamad; Akbar, Zulhaydar Fairozal; Darmawan, Zakha Maisat Eka; Dianta, Ashafidz Fauzan; Hapsari, Veronica Lita
JURPIKAT (Jurnal Pengabdian Kepada Masyarakat) Vol. 5 No. 4 (2024)
Publisher : Politeknik Piksi Ganesha Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37339/jurpikat.v5i4.2032

Abstract

Environmental cleanliness is an important aspect of life because if it is dirty it will become a breeding ground for disease and flooding. Gebang Putih and Keputih are areas prone to dengue fever and flooding in Surabaya. Therefore, the community service provides socialization of cleanliness to children with this Habertan Game. The game was chosen because it has been proven to influence human behavior. However, Habertan is designed to have a positive effect in the form of increasing awareness of environmental cleanliness. The participants of the activity were 30 students of Madrasah Pesantren Muhyiddin. This activity is expected to increase the knowledge and awareness of participants in waste management. Impact measurement was carried out by giving participants questions before and after the activity. Based on the data obtained, it was proven that 76.6% of participants experienced an increase in knowledge about waste management after participating in the socialization.
Pengujian UI / UX Game Genshin Impact Menggunakan Cognitive Walkthrough Sudaryanto, Aris; Oskash Ivaldy, Amsyar Raftan; Nurindiyani, Artiarini Kusuma; Safrodin, Mohamad
Jurnal Teknologi Dan Sistem Informasi Bisnis Vol 7 No 2 (2025): April 2025
Publisher : Prodi Sistem Informasi Universitas Dharma Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jteksis.v7i2.1925

Abstract

Games as a medium of entertainment have taken root in society, even now games are starting to shift to become an alternative learning medium. One of the games that has many players in Indonesia is Genshin Impact, which is a role-playing game (RPG) genre. Genshin Impact is a combination of action and RPG games that combine open world elements. Genshin Impact has interesting graphics and storylines, but the success factor of a game is not only graphics and storylines, but also good UI/UX design. The design of the user interface (UI) must carefully consider human psychology and physiology factors, considering factors such as color, shape, and gameplay layout that can affect the quality of UI/UX. This study focuses on testing the UI/UX of the Genshin Impact game using the cognitive walkthrough (CW) method. Based on test data from 20 respondents, it was found that in general Genshin Impact has a good UI UX, but has shortcomings related to the use of icons, including icons that do not match player expectations, icons that confuse players, and the absence of information on the icon.
UI/UX Design and Evaluation of Shrouded Buana Game Using Design Thinking and Cognitive Walkthrough Sudaryanto, Aris; Ivaldy, Amsyar Raftan Oskash; Safrodin, Mohamad; Wijaya, Adi
TEKNOLOGI DITERAPKAN DAN JURNAL SAINS KOMPUTER Vol 8 No 2 (2025): December
Publisher : Universitas Nahdlatul Ulama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33086/atcsj.v8i2.8598

Abstract

The rapid growth of mobile gaming, which accounts for a significant portion of the global gaming market, necessitates optimal UI/UX design to maintain competitive advantage and player retention. One of the most popular games in Indonesia is Genshin Impact, which recorded 6,857,493 downloads on the Indonesian Playstore and Appstore as of September 2022. Research concerning UI/UX in games like Genshin Impact has become increasingly vital due to the growing emphasis on user engagement and accessibility within the gaming industry. The specific challenges of effectively designing UI/UX for complex open-world games, such as Genshin Impact, present significant opportunities for further exploration. Shrouded Buana is a game developed with Genshin Impact as its primary reference. This research focuses on avoiding various UI/UX-related issues in Genshin Impact. The Design Thinking framework is employed as the methodology for developing the UI/UX of Shrouded Buana. The usability level of the Shrouded Buana UI/UX is measured using the Cognitive Walkthrough (CW) method. the Cognitive Walkthrough is conducted through playtesting, where 30 users are presented with specific scenarios of tasks to complete. The Shrouded Buana's average task completion time (TCT) across all scenarios is 96,71%. The Average of Shrouded Buana's Task Completion Time is 5,15 s. Its mean Shouded Buanas's UI UX are very good so can support respondents to finish all scenarios quickly.
Developing Shooter Game Interaction using Eye Movement Glasses Iskandar, Abdullah; Basuki, Achmad; Nurindiyani, Artiarini Kusuma; Putra, Faris Rasyadi; Safrodin, Mohamad
EMITTER International Journal of Engineering Technology Vol 8 No 1 (2020)
Publisher : Politeknik Elektronika Negeri Surabaya (PENS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24003/emitter.v8i1.509

Abstract

A quadriplegic is a paralysis that affects limitations in some physical movements and psychological disorders. They have limited media to interact with computers so a suitable solution is needed in the form of a media that can recognize other body parts movements which in this research uses eye movement. one of the solutions to this problem is to propose alternative technologies to interact and play games. We propose a simple technique by using a camera mounted on the glasses that will take the eye area. This technique will help reduce unnecessary parts of eye detection so that performance increases. The eyes will be processed using basic image processing and then determined the center position of the pupil using the Mean method. This system consists of pupil movements for pointer motion control and blinking of eyes for shooting. The performance test of this method toward the system, which has used 10 people with 7 experiments, shows an accuracy of 84.86 percent, the speed of movement with a duration of 2.22 seconds and the speed of response blinking with a duration of 0.026 seconds. In addition, we can distinguish between intentional blink and unintentional blink in which intentional blink has a duration of 0.30 seconds and unintentional 0.12 seconds. It can be concluded that by using this method and this technique is able to achieve good accuracy and also able to use intentional blink as shoot trigger.