Articles
Gerakan NPC Pada Game Pengenalan Huruf Menggunakan Algoritma Dijkstra
Nestia Febriyani Putri;
Anang Kukuh Adisusilo
Melek IT : Information Technology Journal Vol. 2 No. 1 (2016): Melek IT : Information Technology Journal
Publisher : Informatics Engineering Department-UWKS
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DOI: 10.30742/melekitjournal.v2i1.56
Game is a game of electronic media is a means of entertainment and learning for all ages. Display dibauat games are usually attractive and interactive maingkin. Especially for learning games for children should be attractive and easy to understand and in terms edukasinya. In addition to the main character played by a companion character commonly called NPC (non-player character). In regulating the movement of NPC in the game to get to the target or the main characters are frequently experienced problems. Pathfinding is the method sanagt support to facilitate the movement of NPC in finding a primary target. Pathfinding algorithm which in dulaing dijkstra very suitable for giving Artificial Intelligence at the NPC. Dijkstra exact calculation algorithm by calculating the entire area to find the shortest distance to the target. In accordance manifold tower defense game is very suitable to use algorithms dijkstra for his NPC movement in butkitkan with smooth motion NPC without experiencing errors and delays in the movement of the NPC.
Streaming Metadata Objek Tiga Dimensi (3D)
Yuliar Syamyu Dhuhaa;
Anang Kukuh Adisusilo;
Noven Indra Prasetya
Melek IT : Information Technology Journal Vol. 2 No. 1 (2016): Melek IT : Information Technology Journal
Publisher : Informatics Engineering Department-UWKS
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DOI: 10.30742/melekitjournal.v2i1.60
The more rapid development of multimedia , one of them is three-dimensional object .Threedimensional object to have a high because the complexity of many elements .When want to see a model of threedimensional object have to wait longer .Needed a technology that canreduce waiting time to see an object three dimensions of the one with a stream . Streaming is the process of sending data from the media source toward client in real-time .Metadata having the size of a file that smaller than the original data .By using this is then done using streaming metadata to accelerate in accessing model three-dimensional object .The result of this research to display threedimensional object of wake up space cube and the beam in a stream by taking dataalternately start of an object and to the color in a cube and a bea visible 5.6 of pictures ,pictures andimages 5.7 5.8 , 5.9 picture .
Tata Ruang Gedung Untuk Pernikahan Menggunakan Marker Augmented Reality
Shafa'atul Aliyah;
Anang Kukuh Adisusilo;
Beny YV Nasution
Melek IT : Information Technology Journal Vol. 2 No. 1 (2016): Melek IT : Information Technology Journal
Publisher : Informatics Engineering Department-UWKS
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DOI: 10.30742/melekitjournal.v2i1.64
Marriage is a sacred thing which must be done by every human with their respective spouses to be used as a binder a good relationship in terms of religion and state law. Marriage is a very complicated planning stages. With the new technology called augmented reality it is difficult to penataan room can be a little overcome by using this application. Augmented Reality is a technology that combines virtual objects are two-dimensional and three-dimensional games into a real environment and projecting a three-dimensional virtual objects in real time. The method used in this simulation using augmented reality marker. The results of this application is that it can adjust the location of the 3D objects of equipment required can be in accordance with the desired adjustment of 3D objects that one with 3D objects that others can be positioned as desired that the marker can be read by the camera with a radius of at least 2 meters and radius a maximum of 6 meters in the form of a 3D object from the altar. Then detected by a camera with a radius of at least 1 meters and a maximum radius of 4 meters in the form of a 3D object from a red flower, blue flowers, red companion seat and companion seat wood. While markers that can be caught on camera with a radius of at least 2 meters and a maximum radius of 5 meters in the form of a 3D object main seat red and blue primary seat and the camera can detect a marker and to produce a good 3D image object.
Interaktif Augmented Reality Sebagai Media Promosi Penjualan Perumahan
Dwi Saras Wati;
Anang Kukuh Adisusilo;
Beny YV Nasution
Melek IT : Information Technology Journal Vol. 2 No. 2 (2016): Melek IT : Information Technology Journal
Publisher : Informatics Engineering Department-UWKS
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DOI: 10.30742/melekitjournal.v2i2.68
Development of the business world, especially the field of residential property in Indonesia is increasingly widespread. The development is influenced by several factors, one of them for the needs of the consumer. In response to the developers started to offer housing in various ways, such as print and electronic media, not infrequently through 2D sketches. In fact, the promotion through print media such as brochures on interactive less flavor because they have a limited viewing angle so that potential buyers puzzled to imagine a picture or shape of the house to be built. Therefore we need a media house marketing with the concept of interactive digital marketing media such as Augmented Reality. Augmented Reality is intended to produce Object Three Dimensional (3D) in accordance with the Real Estate and Housing Brochure media Changing housing promotion using interactive brochure. So in addition it also is appropriate to provide insight to the property developers in the field of marketing. Results of testing applications on android system can run well, and the results of trials in the housing marketing office puri safira Surabaya regency showed a percentage of more than 70% chose interested in using applications that have been tested for the model selection castle housing safira regency.
Pengembangan Aplikasi Tour Guide Wisatawan Berbasis Android Menggunakan Gps
Zendy Saputra;
Shofiya Syidada;
Anang Kukuh Adisusilo
Melek IT : Information Technology Journal Vol. 2 No. 2 (2016): Melek IT : Information Technology Journal
Publisher : Informatics Engineering Department-UWKS
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DOI: 10.30742/melekitjournal.v2i2.75
Tourism is a thing that is now developing in Indonesia, including in the city of Nganjuk. Nganjuk city since the first is already famous for its tourism mascot that is Niagara Sedudo and muddy ric e in distinctive food, but the food typical tourist attraction and other less known by tourists because of the lack of information that was obtained. In this study, will be made an application to introduce the city Nganjuk with apikasi as a Tour Guide.The introduction consists of the attractions and culinary in Nganjuk city consisting of details of tourist attractions and specialties, maps, and gallery. This application uses the Google Maps API to display maps and routes from somewhere and Global Positioning System (GPS) to determine the position of the current user. Along with advances in technology, this application is made on Android -based mobile device so it's easy to be accessed anywhere and anytime as long as have an internet connection. From the test results applications can run well to show the route of travel, gallery shows, listen to the sound in Android Kitkat.
Permainan Tiga Dimensi (3d) Untuk Pengenalan Makanan Alergen Telur, Kacang Dan Susu Serta Tahap Intervensi Diet Pada Anak
Stella Joice Luhulima;
Anang Kukuh Adisusilo;
Nia Saurina
Melek IT : Information Technology Journal Vol. 3 No. 1 (2017): Melek IT : Information Technology Journal
Publisher : Informatics Engineering Department-UWKS
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DOI: 10.30742/melekitjournal.v3i1.79
In the past few years, the incidence of allergies continues to rise, both domestically and abroad. World Allergy Organization (WAO) said 22% of world population suffers from allergies and continues to increase every year. Food allergy is a condition caused by the reaction of IgE against food ingredients (chemicals). Therefore, prevention arrival of allergy symptoms it is recommended in order the patient does not get any of allergic symptoms. It would be better to handle and to fight allergies and need to be done to their diets for immune therapy or we used to call it the Intervention Diet which is undertaken gradually to reduce the body's reaction to certain allergens. The design of this 3D game using Unity. In this research generated knowledge information about allergies, healthy foods which is good to avoid food allergy symptoms also any of food which can cause allergic symptoms and proper diet treatment for immune therapies to reduce body's reaction to certain allergens. The results of this research are making a game about the symptoms of allergic disease, health body, foods, which it should be avoided by children, so their parents will get the information how to separating foods containing allergens. As well as the results of this testing research, this applications showed a percentage, more than 75% of children are interested to use this game as a medium of learning about food allergens.
Pergerakan Character Pada Animasi Asal Usul Gapura Bajang Ratu Menggunakan Teknologi Machinima
Exwada Ardy Widyanto;
Anang Kukuh Adisusilo
Melek IT : Information Technology Journal Vol. 3 No. 2 (2017): Melek IT : Information Technology Journal
Publisher : Informatics Engineering Department-UWKS
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DOI: 10.30742/melekitjournal.v3i2.93
Majapahit kingdom was once one of the kingdoms that is very glorious in his time, many relics of kingdom Majapahit, one named Gapura Bajang Ratu. Documentation ever made using only the media book, but interest in reading in today's rarely demand. So need to do the documentation again by using the latest technology today. Technology that fits the concept of using animation. There are many kinds of animation techniques such as frame by frame and machinima animation. But there is a lack of animation with one of them in terms of time and cost. With the help of certain software for the making of characters and to record each scene in the demonstration. Character movements made include running, squatting, walking, and kneeling. Utilizing the existing software and guided by the literature that has been collected, it is appropriate to make a documentation about the Origin of Gapura Bajang Ratu.
Game Pembelajaran Pengenalan Huruf Untuk Anak Inklusi (Autis) Sekolah Dasar
Ninin Mareta;
Anang Kukuh Adisusilo;
Nia Saurina
Melek IT : Information Technology Journal Vol. 3 No. 2 (2017): Melek IT : Information Technology Journal
Publisher : Informatics Engineering Department-UWKS
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DOI: 10.30742/melekitjournal.v3i2.102
Elementary school is learning for children up to 7 years old, learning for knowledge development, attitude, and creativity for them. But, not all children be able with well developed. Usually children with difficult developed lean hard to understand about learning. This children’s entered into inclusion class for getting more intensive knowledge development. Mostly, this inclusion children (autism) is who hard to read. The learning method for teaching inclusion children (autism) who hard to reading is game. That game is mixed with the lesson in order to inclusion children can get well lesson. With the game method, they will understand the lesson easier. But, classic game learns bored and not focus. This data got from study literatur, journal, book, and interview this game 3D design game use unity. In this research will make an application learning game to make the inclusion of children (autism) to focus more on the letters introduced. The trial application results for SDN Benowo 3 Surabaya is more than 80% student’s (autism) more interesting use this application.
Sebuah APLIKASI VIRTUAL TOUR PENJUALAN PERUMAHAN BERBASIS AUGMENTED REALITY
Ivan Rochman;
Anang Kukuh Adisusilo
Melek IT : Information Technology Journal Vol. 7 No. 2 (2021): Melek IT : Information Technology Journal
Publisher : Informatics Department-Universitas Wijaya Kusuma Surabaya
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DOI: 10.30742/melekitjournal.v7i2.167
The era after this pandemic requires property developers to apply industrial property technology that can survive in the midst of social restrictions and physical distancing, which also has an impact on sales. How to use technology as a medium for increasing sales, so that consumers can see residential buildings presented interactively, with that information about buildings can be known including the room in a house building. The Augmented Reality-Based Virtual Tour Application for Housing Sales is an application that is a construction design and helps provide and present information about the initial prototype of the housing design that will be sold. This housing design is accompanied by supporting data that is useful for presenting the information needed from the area, type, and specifications of housing presented with augmented reality-based virtual tour technology as if it were original with a real form. The results show that it can help increase sales, in which there is augmented reality technology and virtual tours that present interesting information.
PENINGKATAN KOMPETENSI TENAGA PENDIDIK MUSLIMAT NU SURABAYA DALAM PENGUASAAN TEKNOLOGI INFORMASI DAN KOMUNIKASI (TIK)
Udik Pudjianto;
Anang Kukuh Adisusilo;
Lestari Retnawati;
Nia Saurina
ADIMAS Jurnal Pengabdian Kepada Masyarakat Vol 4, No 1 (2020): Maret
Publisher : Universitas Muhammadiyah Ponorogo
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DOI: 10.24269/adi.v4i1.2026
Seorang tenaga pendidik harus memiliki kompetensi karena seorang tenaga pendidik memiliki kewajiban untuk mencerdaskan anak bangsa, bukan hanya cerdas secara fisik tetapi secara emosional juga. Sehingga tugas tenaga pendidik adalah mendidik bukan hanya mengajar, karena mendidik memilki makna yang lebih luas dan lebih kompleks dari pada mengajar. Lembaga Muslimat NU Surabaya merupakan salah satu pilar yang menunjang pendidikan dengan memberikan tenaga pendidik yang professional. Program kegiatan Masyarakat (PkM) kali ini adalah melaksanakan peningkatan kompetensi tenaga pendidik Muslimat NU Surabaya melalui aplikasi FIlmora untuk menunjang Kegiatan Belajar Mengajar (KBM). Adapun metode yang digunakan adalah: ceramah, diskusi, dan praktek/latihan melakukan pendokumentasian KBM menggunakan Filmora. Setelah dilakukan PkM diharapkan dapat menumbuhkan motivasi besar dari para tenaga pendidik ditengah beragam kesulitan yang mereka hadapi untuk dapat menguasai TIK bagi proses belajar mengajar di kelas.. Tumbuh motivasi besar dari para tenaga pendidik ditengah beragam kesulitan yang mereka hadapi untuk dapat menguasai TIK bagi proses belajar mengajar di kelas. Adapun lima indikator yang dijadikan indikator kualitas pembelajaran adalah: suasana pembelajaran; kemampuan tim PkM dalam menyampaikan pelajaran; penyajian materi; pembelajaran bersifat riil; dan menggunakan teknologi pembelajaran untuk kegiatan KbM, dimana kriteria yang didapatkan mayoritas bersifat Sangat Baik.