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Aktivitas Dinamis pada Appreciative Game “Warik the Adventurer” berbasis Finite State Machine Naufal, Muhammad Rakha'; Haryanto, Hanny; Hastuti, Khafiizh; Nathania, Nita Virena
Journal of Applied Computer Science and Technology Vol 5 No 1 (2024): Juni 2024
Publisher : Indonesian Society of Applied Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52158/jacost.v5i1.716

Abstract

Serious games have become potential tools for education due to their advantage of giving a fun experience to the learner. Therefore, game experience is a fundamental element in serious game design. The game experience is mainly produced by the game activity, such as a quest or mission. However, in many serious games, the game activities do not have a clear design and concept, resulting in a poor playing experience which produce poor understanding of the material. Appreciative Game is a game that is based on Appreciative Learning concept. Appreciative Learning concepts could be used to design game activities. Appreciative Learning consists of four main stages. The stages are discovery, dream, design, and destiny. These four stages lay down the foundation of serious game activity. This study uses the Finite State Machine to produce intelligent agents in order to develop more dynamic game activity to enhance the game experience. We developed a 3D game called Warik the Adventurer as the testbed for this research. The game is about the cultural diversity in Indonesia. The game Experience Questionnaire (GEQ) is used to evaluate the player experience. The GEQ resulted in an acceptable score of 3 out of 5.
Akulturasi Budaya Warak Ngendhog dalam Bentuk Film Animasi 3D Si Warik Nathiania, Nita Virena; Kadiasti, Ristia; Hastuti, Khafiizh; Prayoga, Adita Surya
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 8 No. 04 (2022): December 2022
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v8i04.7375

Abstract

AbstrakPelestarian wujud akulturasi budaya dalam bentuk Warak Ngendhog memiliki ancaman pergeseran budaya dengan gencarnya IP karakter dari luar negeri di era globalisasi. Culture knowledge menjadi solusi agar dapat menanamkan warisan budaya Warak Ngendhog kepada generasi selanjutnya dalam bentuk pesan pendidikan. Intelectual Property dalam bentuk karakter Warak Ngendhog yang kemudian diimplementasikan dalam bentuk film animasi 3D dengan balutan cerita yang sarat akan pesan pendidikan untuk menerapkan culture knowledge kepada generasi selanjutnya sesuai dengan target audience. Agar pesan pendidikan tersebut tersampaikan dengan baik kepada target audience, kemudian diramu dalam bentuk visual storytelling model triangulasi Alvanov Zpalanzani yang membentuk tiga struktur aspek pada visualisasi dan alur penceritaan dan juga disempurnakan dengan teori Bahasa Rupa dari aspek visualisasi untuk mendapatkan luaran film animasi 3D yang tepat kepada sasaran audience. Hasilnya adalah kesesuaian pesan cultural knowledge yang disisipkan ke berbagai adegan di film animasi Si Warik. Kata Kunci: Akulturasi, Bahasa Rupa, Visual storytelling, Warak Ngendhog AbstractThe preservation of the cultural acculturation form of Warak Ngendhog has the threat of cultural shifts with the incessant IP characters from abroad in the era of globalization. Cultural knowledge becomes a solution to instill the cultural heritage of Warak Ngendhog to the next generation through educational messages. Intellectual Property in the form of Warak Ngendhog character is then implemented through a 3D animated film with a story that is full of educational messages to apply cultural knowledge to the next generation according to the target audience. For the educational message to be conveyed well to the target audience, it is then mixed through visual storytelling by Alvanov Zpalanzani's triangulation model which forms three aspect structures in visualization and storytelling flow and is also refined with the theory of Visual Language from the visualization aspect to get the right 3D animated film output to the target audience. the result is the appropriateness of the message of cultural knowledge that is inserted into various scenes in the animated film Si Warik. Keyword: Acculturation, Visual Language, Visual storytelling, Warak Ngendhog
Non-Playable Character (NPC) based on Behaviour Tree for Enhanced Immersive Experience in the Serious Game "Warik's Adventure" Siswoko, Tandicha Marchelputra; Haryanto, Hanny; Hastuti, Khafiizh; Kadiasti, Ristia
Journal of Applied Informatics and Computing Vol. 7 No. 2 (2023): December 2023
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jaic.v7i2.6753

Abstract

Video games, or digital games, have transcended their traditional role of mere entertainment and are now being leveraged for more serious purposes, such as education and cultural preservation. Serious games offer the advantage of presenting content in an interactive and enjoyable manner. A crucial element in gameplay for creating interactivity and a pleasurable experience is the non-playable character (NPC). In serious games, replayability is pivotal for optimizing the comprehension of learning content, with the gameplay experience being a key factor influencing replayability. While games are known for their entertaining aspects, immersion design in serious games often falls short, resulting in a subpar experience. The NPC design in this study is grounded in appreciative learning, emphasizing positive outcomes such as possibilities, peak successes, exploration, and future optimism. The reward activity is structured across four levels: Discovery, Dream, Design, and Destiny. Behaviour Tree is employed to govern NPC behavior throughout all four stages. To evaluate the effectiveness of the immersive design, the Game Experience Questionnaire (GEQ) is employed, measuring three primary components"”sensory, imaginative, and challenge-based immersion. The GEQ result indicates a score of 3.2, showcasing a slight improvement from the previous version's score of 3.07. This research contributes to the enhancement of serious game design by focusing on NPC behavior and immersive experiences, ultimately fostering more effective and engaging learning environments.