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Journal : Jurnal Algoritma

Rancang Bangun Game Aim Trainer Untuk Pemain Game FPS Menggunakan Game Engine Unity Giandhani, Mochammad Rizky; Elsen, Rickard
Jurnal Algoritma Vol 22 No 1 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-1.1725

Abstract

First Person Shooter (FPS) games are played from a first-person perspective and primarily focus on the use of weapons and combat ammunition. In both regular FPS games and competitive FPS genres, precise aiming skills and good reflexes are required to overcome obstacles or enemies encountered during gameplay. These aiming and reflex skills can be developed through gameplay; however, several issues may hinder this process. One such issue in competitive FPS games is the presence of disruptive players with negative behavior, which can affect a player’s concentration during aiming practice. To address this, aiming practice can be conducted using a third-party application known as an aim trainer game. An aim trainer game is an application focused on enhancing FPS players’ ability to control the mouse and accurately move the crosshair toward targets. The aim trainer game in this study will be developed using the Unity game engine, a software platform used to create and develop games, applications, simulations, and more. This research aims to design and develop an aim trainer game as a training medium for players who wish to improve their aiming skills. The game will feature two training modes: timed target shooting and accurate target shooting. The development of the aim trainer game will use the Game Development Life Cycle (GDLC) methodology, consisting of the following stages: Initiation, Pre-production, Production, Testing, Beta, and Release. This study is expected to assist players in enhancing their aiming precision and reflexes, contributing to better performance in FPS games.
Implementasi Aplikasi Multimedia Interaktif Dalam Pembuatan Game Edukasi Pengenalan Perangkat Keras Komputer Elsen, Rickard; Tazudin, Ridwan
Jurnal Algoritma Vol 22 No 1 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-1.1736

Abstract

The development of information technology has brought significant changes to education, particularly through the use of multimedia technology. Multimedia technology enables the presentation of information in a more engaging and effective way by combining text, sound, and images in an interactive format. Educational games have become one of the most appealing innovations in this context, including games for introducing computer hardware. However, limited facilities in some educational institutions pose challenges in delivering learning materials. Teachers and students often rely solely on textbook images due to the lack of available computer hardware and supporting technology. This study aims to design and implement an interactive mobile-based multimedia application for an educational game introducing computer hardware.The method used in this research is based on the Multimedia Development Life Cycle (MDLC) approach, which involves the stages of Concept, Design, Material Collecting, Assembly, and Distribution. The result of this research is a mobile-based educational game application for learning about computer hardware. This application can make the learning process more dynamic and engaging, and help junior high school students better understand computer hardware concepts.This research aims to contribute to innovation in teaching methods and expand students' knowledge of computer hardware.
Penerapan Payment Gateway pada Aplikasi Wedding Organizer Berbasis Web dengan Metode Agile menggunakan Framework Scrum Setiawan, Ridwan; Elsen, Rickard; Nur Afifah, Via
Jurnal Algoritma Vol 20 No 2 (2023): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.20-2.1413

Abstract

Wedding Organizer (WO) is an event organization service provider that works directly to assist prospective brides and grooms in planning their wedding event at a predetermined time and cost. Problems that often occur include when clients or prospective brides and grooms decide on wedding packages. The package selection process often takes quite a long time because it requires in-depth discussions. Apart from that, the payment process is also a concern because currently clients can only pay via transfer by sending proof of payment, which takes time to be verified by the admin. The aim of this research is to apply payment gateway technology to a web-based wedding organizer application that can provide information about wedding package services and make orders easily and quickly. The methodology used in this research is Agile with the Scrum Framework through the stages Requirements, Product Backlog, Sprint Planning, Sprint, Sprint Review. and Sprint Retrospective. For system modeling in this research, Unified Modeling Language (UML) is used with 2 diagrams, namely Use Case Diagram and Class Diagram. The result of this research is a web-based wedding organizer application that can make payments in real time by implementing one of the payment gateways, namely Midtrans, making it easier for admins to process payment verification and also so that clients can make transactions easily and quickly.
Rancang Bangun Telegram Chatbot Informasi Puskesmas Cilimus Dengan Natural Language Processing Elsen, Rickard; Adam Faris, Salman
Jurnal Algoritma Vol 22 No 2 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-2.1753

Abstract

A chatbot is a computer program designed to simulate intellectual dialogue with one or more humans, either through text or audio. Chatbots serve specific functions and roles, including simplifying the process of responding to inquiries—where responses are not required to be immediate—and allowing questions to be answered in real time.The objective of this research is to develop an information chatbot for Puskesmas Cilimus to support real-time information services. By using a Natural Language Processing (NLP) approach, the development process helps design and build an application that facilitates interaction between humans and computer systems. The Rational Unified Process (RUP) method is used for system design, which includes the phases of Inception, Elaboration, Construction, and Transition.The result of this study is a Telegram-based information chatbot service that can assist users in accessing information at any time without time constraints.
Implementasi Modul Tanda Tangan Digital dengan Superenkripsi RSA-ECDSA dan SHA-512 Pada Sistem Informasi Akademik Sekolah Ajif, Arvin Muhammad; Nuraeni, Fitri; Kurniadi, Dede; Elsen, Rickard
Jurnal Algoritma Vol 22 No 2 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-2.2353

Abstract

Keamanan dokumen akademik pada sistem informasi sekolah merupakan aspek krusial untuk menjamin integritas dan keaslian data. Penelitian ini mengusulkan pengembangan modul tanda tangan digital berbasis superenkripsi RSA–ECDSA dengan fungsi hash SHA-512 pada sistem Buku Induk Nilai berbasis web. Metode pengembangan menggunakan Rapid Application Development (RAD) untuk menghasilkan prototipe cepat sesuai kebutuhan pengguna. Proses implementasi meliputi hashing dokumen menggunakan SHA-512, enkripsi hasil hash dengan RSA, penandatanganan menggunakan ECDSA, serta penyisipan tanda tangan digital dalam bentuk QR-Code ke dokumen ekspor. Pengujian dilakukan pada 30 sampel dokumen dengan variasi ukuran 10 KB–1 MB melalui pendekatan blackbox testing. Hasil uji menunjukkan tingkat keberhasilan verifikasi dokumen sebesar 100%, waktu rata-rata proses penandatanganan 1,25 detik, dan waktu verifikasi 0,98 detik. Sistem terbukti mampu mendeteksi perubahan sekecil 1 byte, menjaga integritas dokumen, dan memberikan tingkat keamanan setara 112–128 bit sesuai standar kriptografi modern. Temuan ini menegaskan efektivitas superenkripsi RSA–ECDSA dalam meningkatkan keamanan dokumen akademik serta menawarkan solusi yang efisien, portabel, dan dapat diverifikasi secara mandiri melalui QR-Code.
Rancang Bangung Sistem Pengaduan Masyarakat Berbasis Progressive Web App (PWA) Elsen, Rickard; Nurohman, Ilman
Jurnal Algoritma Vol 22 No 2 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-2.2514

Abstract

Complaints are an important part of village governance as a means for the community to convey their aspirations, complaints, and reports related to public services. In some areas, the complaint process is still carried out manually due to limited digital infrastructure, resulting in slow handling and poor documentation. This study aims to develop a Progressive Web App (PWA)-based public complaint system that can still be used even without an internet connection, utilizing Service Worker, Cache API, and IndexedDB technologies. The system was developed using the Rational Unified Process (RUP) approach with the stages of inception, elaboration, construction, and transition. System modeling used Unified Modeling Language (UML) to describe the process flow. The programming language used is Hypertext Preprocessor (PHP). Testing was conducted using the black box method and the System Usability Scale (SUS). The test results showed a SUS score of 73.3, which falls into the “Good” category. This research resulted in a public complaint system that continues to function even without an internet connection, so that complaints made by the public can still be sent without being constrained by the internet network.