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Music Effect Studies in The Experience of Playing Video Games with Qualitative and Quantitative Approaches Tony Wibowo
JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING Vol 3, No 1 (2019): EDISI JULI
Publisher : Universitas Medan Area

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31289/jite.v3i1.2598

Abstract

This research is conducted to determine how music affects the video game experience. Effect of music in video game is considered important in building emotion and scene in video game but always considered below graphics and gameplay importance, moreover they are rarely a scientific approach to prove how music of video game affect its player. This research uses qualitative approach using experimental method; and quantitative approach to further prove the correlation. The experiment uses three games with four music variation, each consisting of 30 participants. The game we used are agar.io, Dots, Typing Challenge. Result of the experiment shows that music is able affects gaming performance is positively depending on genre of video game. Questionnaire response from every participant indicate that music has a strong correlation to video game experience and gamer’s performance. Music affect significantly performance in Games that design to be fast paced and quick reaction; but not really shown in slow paced and tactical approached games. Further study needs to be conducted to see how the video game music affecting player combined with other elements of video game.
Perancangan Game RPG untuk Pembelajaran Bahasa Inggris dengan Metode ADDIE Tony Wibowo; Felnando Xie
Science Tech: Jurnal Ilmu Pengetahuan dan Teknologi Vol 8 No 1 (2022): Februari
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/st.vol8.no1.a11990

Abstract

Technology makes easier to study English language easier  by social media, websites, books, or even seminars. RPG game is a type of game that tell the story and information by virtual and interactive path. Most students that struggling learning English have faced complexity and difficulty in learning them.  This study  aims to create a RPG game  that can help learning English. The method used for this study is ADDIE (Analysis, Design, Development, Implement, Evaluate) method and the software required for this study are Unity and Visual Studio 2019. ADDIE method is a learning model that instructional designers and training developers have used to create methods of learning effectiveness learning, this learning model is an acronym for a five-step process which are: Analysis, Design, Development, Implementation, and evaluation. And therefore the software used to develop the game are Unity. The result of this research is a RPG game that can be used for learning English. With this RPG game, it is hoped that the game can help with students who struggle learning English.
Study of User Acceptance and Satisfaction of a Mandatory Government-Regulated Information System Tony Wibowo
CommIT (Communication and Information Technology) Journal Vol. 11 No. 1 (2017): CommIT Journal
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/commit.v11i1.3896

Abstract

This paper discusses the user acceptance of a mandatory government-regulated information system. The issue is investigated by using a modified UTAUTframework. From random sample data of 65 respondents, a regression model is established from which the conclusion is drawn. The study concludes that theaspects of performance expectancy, effort expectancy, social influence, and information system quality affect the user acceptance. The four aspects are equally important.
Perancangan dan Pengembangan Avatar Character 2D Menggunakan Metode PDDIE Tony Wibowo; Felicia Canesta
Journal of Animation and Games Studies Vol 7, No 2 (2021): Oktober 2021
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v7i2.5512

Abstract

Seiring dalam berjalannya waktu, bentuk karya seni dalam teknologi komputer mencapai cara yang populer di dalam aspek kehidupan. Salah satu bentuknya berupa “Digital Art”. Digital art merupakan sebuah karya seni yang dilakukan dengan menggunakan teknologi digital ataupun dengan teknologi komputer yang dapat berupa gambar, video, game, dan lain-lain. Tujuan penerapan digital art dalam perancangan ini adalah untuk menjadikan proses pembelajaran menjadi hal yang menarik dan tidak membosankan bagi pelajar. Menciptakan aspek berbeda dalam pembelajaran yang menekankan studi ini untuk mengangkat topik berupa “Perancangan Digital Avatar untuk Pembelajaran Online Berbasis Gamifikasi”. Dalam tahap perancangan / desain avatar, penelitian ini menggunakan metode pengembangan PDDIE (Planning, Design, Development, Implementation, Evaluation). Metode perancangan ini digunakan dalam pengembangan seni digital berupa “avatar” yang menggunakan teknik Digital Illustration secara 2D dalam sistem pembelajaran online. Penerapan dan pengembangan tersebut yang akhirnya dapat membuat suasana pembelajaran menjadi lebih bermakna bagi pelajar ataupun pendidik dalan institusi Pendidikan.
Studi Inisial Potensi Video Game Sebagai Media Belajar Untuk Moral Tony Wibowo
Journal of Animation and Games Studies Vol 6, No 2 (2020): Oktober 2020
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v6i2.3979

Abstract

Video game dengan narasi yang kuat menjadi salah satu cara mengembangkan video game. Dengan menggunakan isu dilema moral pada publik, beberapa game dikembangkan dengan isu sosial sebagai ide utama. Penelitian ini bertujuan untuk mencari bukti apakah video game bisa bertindak sebagai media belajar untuk moral secara spesifik sebagai studi inisial. Penelitian dilakukan dengan melakukan expos menggunakan video terhadap video game dengan naratif kuat pada 66 responden selama 20-32 hari dan memberikan kuesioner respon terhadap video game tersebut. Kodifiikasi dilakukan untuk menilai semua responden bertujuan untuk mengkuantifikasi respon yang didapatkan. Hasil penelitian menunjukkan bahwa konsensus setuju bahwa video game memiliki potensi menjadi media belajar moral yang lebih baik dari buku maupun film. Video game juga ditemukan mampu mempengaruhi moralitas responden untuk jangka pendek, namun tidak mampu mempengaruhi secara signifikan moralitas jangka panjang. Diperlukan penelitian lebih lanjut untuk mengetahui pengaruh video game terhadap moralitas pemain.
Perancangan Video Animasi Tentang Proses Pengembangan Video Game Antony Antony; Tony Wibowo
Journal of Information System and Technology (JOINT) Vol 1 No 2 (2020): Journal of Information System and Technology (JOINT)
Publisher : Program Sarjana Sistem Informasi, Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/joint.v1i2.4312

Abstract

The process of developing video game is not an easy task. Mistakes often occur due to lack of understanding within the development subject itself. This research is aimed to inform audience interested in the process of creating video game from the beginning to its completion using animated video through Moho Studio. With MDLC method, we have yielded result in a form of animated video detailing the steps of developing video game. The result has notable effect on improving the knowledge of readers or audience with interest in video game development.
Perancangan Media Sosialisasi Lagu Daerah Indonesia Menggunakan Pendekatan Electronic Dance Music Virya Dharma Lim; Tony Wibowo
Journal of Information System and Technology (JOINT) Vol 1 No 2 (2020): Journal of Information System and Technology (JOINT)
Publisher : Program Sarjana Sistem Informasi, Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/joint.v1i2.4307

Abstract

Traditional song in Indonesia are diverse from Sabang until Merauke, there are more than 200 songs traditional songs but most of people in Indonesia especially for teenagers don’t know about traditional songs in Indonesia because they thought traditional music are outdated for their era, because of that, teenagers in Indonesia mostly like music pop, rock and electronic. By designing traditional music with EDM arrangement will provide traditional song in a modern way and make teenagers in Indonesia know the traditional song indirectly. In this project we will use a software digital audio workstation (DAW) Ableton Live 9 and use research and development method with 4D model development (define, design, development, and dissemintae). The results of this project, produced a song entitled “Hey, Ampar-ampar Solo” with a duration of 5 minutes and 29 seconds. from the results of disseminate, the number of songs played was 57 times with 5 likes and 5 comments We hope by this project will make increase interest of Indonesian’s traditional songs for the people who are listening.
Perancangan Video Animasi 2 Dimensi Cerita Rakyat Malin Kundang dengan Aplikasi Toon Boom Harmony Nico Putra Tanuwijaya; Tony Wibowo
Journal of Information System and Technology (JOINT) Vol 1 No 2 (2020): Journal of Information System and Technology (JOINT)
Publisher : Program Sarjana Sistem Informasi, Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/joint.v1i2.4316

Abstract

There are not many instructional media in schools that focusses on Indonesian folklore, this project aims to design a 2D animation video about Malin Kundang with the MDLC (Multimedia Development Life Cycle) method and uses the Toon Boom application, which then can be used by teachers as an instructional media for students at school. The final result of this project is a 5 minutes and 20 seconds video, and after interviewing a few teachers, the video’s feedback is that it is effective to be used as an instructional media.
Usage Of Meme As Information Sharing Media Tony Wibowo; Elvin
JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer Vol 11 No 3 (2020): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : LPPM Sekolah Tinggi Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v11i3.253

Abstract

Internet Meme is one of many internet sub-culture and one of the most popular among millennials. This study aims to determine the use of memes in sharing information and entertainment at the same time. This research will require data in the form of student responses. Questions given to students that will relate to motives for seeking information, motives for entertaining, motives for maintaining relationships, continuous use and intentions in sharing information. This research was tested using the SPSS application from the data that had been collected. The final data that has been tested on Continuance Usage Intentions (CUI = 0.128) yields that the Information Seeking Motive (ISM = 0.344), the Entertainment Motive (EM = 0.350) and the Relationship Maintenance Motive (RMM = 0.247) have a close relationship. Meanwhile, the Information Sharing Intentions (ISI = -0.201) has a Information Seeking Motive (ISM = 0.379), Entertainment Motive (EM = 0.202) and Relationship Maintenance Motive (RMM = 0.410) which also has a close relationship. We can conclude that netizen are more concerned with entertainment motive and information seeking motive on continuance usage intentions which also netizen are concerned to information seeking motive and relationship maintenance motive on information sharing intention.
Study of Photography Result using Blind Test Method Ricky Ricky; Tony Wibowo
Telcomatics Vol 4 No 2 (2019)
Publisher : Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to determine whether using blind test method able to tell that the average person can differentiate the photos that were taken with DSLR camera, mirrorless camera, and smartphone camera. Aside from using blind test method, this research also used qualitative research method where we collected the data through online distribution by utilizing google form and social media application called line in distributing questionnaires to the social media line group chat of UIB majoring in Information System class of 2015 which were estimated about 140 people. In filling out the questionnaire there were 30 students who fill out the online questionnaire that had been distributed. The result of this research is that the respondents still cannot distinguish the difference of photos taken by DSLR camera, mirrorless camera, and smartphone camera. Majority of people are still unable to point out distinctively to understand the results of those three. This could be the result of the technological advancement of photography tools already advanced so far, so that common tool can produce results that can’t be discerned from professional tool.
Co-Authors Afandi Afandi Alex Alex Alex Chandra Aloisius Johnny Aloysius Edward Marselino Dolok Saribu Anastya Putri Andreas Andreas Andriyanto Andriyanto Angeline Angeline Anthony Anthony Antony Antony Arini Ferya Putri Asep Didi Kurniadi Aulia Andary Benny Kosasih Boby Candra Calvin Calvin Calvin Hadi Prananda Cherlyn Cherlyn Crystina Crystina Dandy Satyahadi Darwin Darwin Deli Deli Della Fairly Delphy Lijaputra Desy Desy Dharma Putra Dian Putri Manelsi Dona Maydalena Edi Hendry Edi Yulianto Putra Edo Lee Edy Yulianto Putra Egnes Egnes Eka Meriyadi El Vin Ho Elvin Endrico Ericson Hermanto Eriec Tanijaya Erwan Tri Anugrah Febrin Theresya V Lingga Felicia Canesta Felnando Felnando Felnando Xie Fionna Fionna Gabrie Luvia Gianti Gianti Giovanno Estevan Hendra Wijaya Lim Herdina Herdina Ivan Hendardi Jacky Lim Jaslina Jaslina Jenny Herlina Jensen Tanedy Jeremy Riantono Jerremy Alexander Jeslyn Jeslyn Jessica Go Jimmy Pratama Jimmy Prawira Samudra Jose Manuel Budiman Joy Christian Tedjo Joycelin Joycelin Julia Veronica Julia Veronica Junaidi Kwok Junaidi Kwok Kalon Kennedy Kelfia Limanda Kelly Sandrine Kelvianto Kelvianto Kerly Miranda Kevin Junaidi Leslyn Kho Lindy Rubianti Lip Son Lisanto Lisanto Loren Loren Lydia Fangestu Maya Melenia Febriany Mega Lispy Mendy Ervina Nando Fransco Nelson Donglas Nercy Hanty Nico Putra Tanuwijaya Novita Chris Patrick Chuang Paulina Paulina Priscelia Lee Rainal Agus Setiawan Ricky Jong Ricky Ricky Ricky Verniando Rido Renando Riody Djohansyah Rosita Tandiono Said Teguh Putra Ramadhan Sakilah Dwi Cahyani Sama, Hendi Sety Sety Sherley Sherley Sherly Ozella Slin Slin` Sophia Loren Stefanie Stefanie Steven Salim Steven Steven Surya Tjahyadi Syahputra, Bayu Sylvia Sylvia Tan, David Tasya Raehan Annisa Putri Tia Jesi Titi Yulina Tony Jack Tan Ding Tony Tan Valiant Michelle Vera Novilia Veren Veren Vicky . Vincent Limken Vindriyanto Vindriyanto Virya Dharma Lim Vivia Ellysinta Vivien Christy Apriyanti Vladimir Lim Wenseslaus Harley Hardiwinata Widya Widya William linarta William Nurdin Wijaya Wilson Tungli Winson Kennedy Wiranto Mahendrako Wisely Liang Yoga Walanda Yudi Yudi Yuki Estrada