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Game Avoid Viruses: Pengembangan Game Edukasi 3D Unity Berbasis Arcade giriwahyuwiriasto; Chotibul Umam Wiranda
JEITECH (JOURNAL OF ELECTRICAL ENGINEERING AND INFORMATION TECHNOLOGY) Vol. 1 No. 2 (2023): Edisi Oktober 2023
Publisher : Depertment of Electrical Engineering University of Mataram

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Abstract

This research aims to develop an educational game using Unity 3D. The game is designed to provide an enjoyable gaming experience while imparting an understanding of the importance of maintaining health and preventing the spread of viruses. We used Unity 3D as the primary development platform and implemented gameplay mechanics involving a player character who must avoid viruses descending from the top of the screen. The development method includes level design, character control implementation, and providing visual and audio feedback to the player. Evaluation was conducted through internal testing and gathering feedback from users. The results showed that the game successfully provided an experience for users and also improved their understanding of the importance of avoiding the spread of viruses. This research contributes to the development of interactive educational games to support public health awareness efforts.
Performance Analysis of Cloud Computing Simulator CloudSim with Virtual Machine Configuration Changes giriwahyuwiriasto; M. Fajar Wirayudha; Ahmad Satriadi
JEITECH (JOURNAL OF ELECTRICAL ENGINEERING AND INFORMATION TECHNOLOGY) Vol. 2 No. 1 (2024): Edisi Maret 2024
Publisher : Depertment of Electrical Engineering University of Mataram

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Abstract

In the era of digital transformation, cloud computing simulation plays a crucial role in understanding and optimizing system performance before implementation. This research focuses on the performance analysis of CloudSim simulation by varying virtual machine (VM) parameters. The altered parameters include processor speed (MIPS), RAM size, and the number of CPUs. The research objective is to comprehend the impact of these changes on overall cloud system performance. Experimental methods involve CloudSim initialization, datacenter, and broker creation, along with VM and cloudlet configuration. Simulation results are analyzed to unveil the relationship between VM parameters and cloudlet execution time. This study aims to provide practical guidelines for optimizing VM configurations in the cloud environment, enhancing system efficiency and responsiveness. The research findings have implications for the development of more adaptive and effective cloud systems in the future, serving as a foundation for further advancements in the field.
Simulasi Pemanfaatan Sistem Informasi Akuntansi Aksyaa.Com Berbasis Web dan Mobile Bagi UMKM Wiriasto, Giri Wahyu; Misbahuddin, Misbahuddin; Iqbal, Muhamad Syamsu; Rachman, A. Sjamsjiar; Akbar, L. Syamsul Irfan
ADMA : Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol 4 No 1 (2023): ADMA: Jurnal Pengabdian dan Pemberdayaan Masyarakat
Publisher : LPPM Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/adma.v4i1.2993

Abstract

Financial management has an important role in the success of micro, small and medium enterprises (MSMEs). MSME owners face challenges when improving their business performance due to difficulties in managing their financial resources effectively. One of the factors contributing to this challenge is the mix of their business and personal operating funds. Because of this, a free licensed financial management system start-up called aksyaa.com was developed. Aksyaa.com has features for recording general journals, reporting sales and purchases, and ledgers. Output documents include sales reports, purchases, cash flow statements, balance sheets, and income statements. Aksyaa.com on a web and android basis has been selectively implemented and simulated for several MSMEs as part of community service activities from the Faculty of Engineering, University of Mataram. One of the user partners, MSMEs engaged in selling furniture products in the city of Mataram, managed to use the system by inputting transaction data, so that there were 798 transactions recorded within one month. Output documents are consistently aligned with the list of accounts provided in the system, categorized by transaction type, and when testing the system no bugs were detected.
NON-PLAYER CHARACTER IN FIRE FIGHTER GAMES USING GENETIC ALGORITHM Fikriansyah, Muhammad; Wahyu Wiriasto, Giri; Rachman, A. Sjamsjiar
Jurnal Mnemonic Vol 6 No 1 (2023): Mnemonic Vol. 6 No. 1
Publisher : Teknik Informatika, Institut Teknologi Nasional malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36040/mnemonic.v6i1.5757

Abstract

Game ini berjenis role playing game (RPG) dengan tema Game Pemadam Kebakaran. Dalam role skenario, terdapat dua karakter pemain, yakni human player dan komputer player. Karakter human player memiliki dua misi yaitu menyelamatkan hutan yang terbakar dengan cara memadamkan dan mengalahkan karakter komputer player menggunakan senjata air, sedangkan misi komputer player kebalikannya. Khusus untuk komputer player, karakternya bergerak secara mandiri. Karakter komputer player berupa NPC (non-player character) dimana pada permainan ini berwujud karakter monster-api. Perilaku mandiri dari NPC dikendalikan oleh algoritma yang disematkan padanya. Pada artikel ini dijelaskan implementasi metode Algoritma Genetika (GA) sebagai metode yang melatarbelakangi perubahan perilaku pada NPC bersifat acak dipengaruhi berdasarkan kondisi parameter disekitarnya. Parameter tersebut diinisialisasikan sebagai variabel dalam struktur algoritma genetiknya. Metode ini berjalan dengan memaksimalkan nilai parameter yang disimpan dalam gen pada suatu kromosom suatu individu. Pada satu individu kromosom yang dibangkitkan, terdapat empat gen seperti kemampuan menyerang (Attack), kecepatan berpindah (Movement Speed), kecepatan menembak musuh (Attack speed) dan parameter ketahanan (Health point). Perilaku NPC pada karakter monster-api tergambarkan dalam diagram finite state machine (FSM). Pada FSM tampak perilaku dalam bentuk state, event, dan action dimana kondisi dapat berubah sesuai interaksi yang terjadi dan direncanakan dalam godot scene. Hasil ujicoba pada penelitian ini menunjukkan bahwa pembangkitan populasi pada GA sampai dengan generasi ke-5 mendapatkan nilai parameter fitness 134,87. Untuk pembangkitan populasi hingga generasi ke-10, nilai fitness 128,64. Pada setiap pembangkitan generasi akan memperoleh nilai parameter fitness yang optimum ditunjukkan dengan perolehan nilai gen pada kromosom populasi mendapat nilai yang tertinggi.
Studi Pengembangan Sistem Pengenalan Individu Sapi Berbasis Biometrik Muzzle Menggunakan Model Mobilenetv2: Study on the Development of Cattle Individual Recognition System from Muzzle Images Based on MobileNetV2 Model Giri Wahyu Wiriasto; Misbahuddin; Rachman, A. Sjamjiar; Iqbal, Muhamad Syamsu; Budiman, Djul Fikry; Akbar, Lalu Ahmad Syamsul Irfan; Hartawan, Bagi; Wicaksono, Eko Prasetyo
Journal of Computer Science and Informatics Engineering (J-Cosine) Vol 8 No 1 (2024): Juni 2024
Publisher : Informatics Engineering Dept., Faculty of Engineering, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jcosine.v8i1.594

Abstract

In general, in cattle farming, individual identification is often done using text numbers on the cattle's ears, which is considered efficient. However, field observations reveal limitations of this technique, particularly in terms of data redundancy and new registration validation. Sometimes, errors can occur when cattle identity numbers are exchanged between the farm and the livestock market. Therefore, an intelligent biometric identification system attached to each cattle, such as the pattern on the muzzle, similar to human fingerprints, is needed. In this study, we collected and published primary cattle muzzle data as a dataset in a cloud repository. We also implemented the use of muzzle image data with a convolutional neural network algorithm in TensorFlow as a step for further development. The recognition implementation using the MobileNetV2 architecture resulted in an 83% accuracy rate for 30 individual cattle classes out of a total of 210 primary dataset divided into training and testing data.
RANCANG BANGUN PERILAKU BUATAN PADA NON-PLAYER CHARACTER DALAM GAME PEMADAM KEBAKARAN MENGGUNAKAN FINITE STATE MACHINE DAN GODOT SCRIPT Wiriasto, Giri Wahyu; Fikriansyah, Muhammad; Rachman, A. Sjamsjiar
DIELEKTRIKA Vol 10 No 1 (2023): DIELEKTRIKA
Publisher : Jurusan Teknik Elektro Fakultas Teknik Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/dielektrika.v10i1.329

Abstract

The application of artificial behavior in the object character of a game that is played using a computer device continues to grow. The implementation of the algorithm in the game makes game object characters that can move autonomously according to changes in scenario roles making the game more attractive to human players. This autonomous computer player behavior is known as a non-player character (NPC). In this research a game has been developed in the category of role-playing game (RPG) which is called the Fire Extinguisher Game. In this game there is an NPC character "fire monster" as an antagonist whose mission is to defeat the human player as the protagonist by burning all the objects in the scene role scenario. In order to make it clear and to make it easier to develop NPC player behavior designs, the Finite State Machine (FSM) method and godot script programming are used. The FSM method describes the behavior design of each NPC character in the form of states, where these will change according to the interactions that occur between players in the scene of the game environment. In its implementation, there are test parameters that are used, so that it can be shown that this game has successfully played. This game runs on a desktop and has tested using the black-box testing method to get a functional performance test. The results of this research are the design of artificial behavioral events on NPCs using the godot script code approach.
Pengembangan Portal Penjualan Lobster berbasis Web menggunakan Metode Scrum dengan Fitur Prediksi Harga menggunakan Regresi Linier Berganda Arga Sutri Pratama; Wiriasto, Giri Wahyu; Cipta Ramadhani
DIELEKTRIKA Vol 11 No 1 (2024): DIELEKTRIKA
Publisher : Jurusan Teknik Elektro Fakultas Teknik Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/dielektrika.v11i1.378

Abstract

This research aims to reveal effective design and content strategies to enhance the attractiveness of a website-based lobster export sales portal. These strategies are developed to capture attention and maintain buyer interest while integrating a one-month forward price prediction feature using linear regression. The research methodology involves implementing the Scrum method for website project management and multiple linear regression to forecast lobster prices. The focus lies on Scrum implementation in designing the sales portal and incorporating lobster price prediction features on the website. The research results demonstrate the successful development of the website using the Scrum framework within three sprints. Feasibility testing with Blackbox Testing aligns with expectations. Multiple linear regression is utilized to predict lobster prices, yielding a forecasted price of 587.3 for the 57th month. With a changing formula each month, the model aims for greater accuracy in anticipating lobster price fluctuations related to seasonal dynamics and specific events. This research provides insights into the implementation of Scrum in website design and practical applications of lobster price prediction in the context of export sales.
3D Model Prototype of Robotic Arm and Motion Control Simulation on 4-DOF Based on Virtual Reality: Prototype Model 3D Robot Lengan dan Simulasi Kendali Pergerakan pada 4-DOF Berbasis Virtual Reality Wiriasto, Giri Wahyu; Fajar Wirayudha, Muhammad; Paniran
DIELEKTRIKA Vol 11 No 2 (2024): DIELEKTRIKA
Publisher : Jurusan Teknik Elektro Fakultas Teknik Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/dielektrika.v11i2.396

Abstract

Penggunaan robotika dalam industri modern telah menjadi krusial, terutama dalam otomatisasi dan manufaktur. Robot lengan, sebagai elemen kunci, memerlukan pengembangan dan pengujian prototipe yang teliti untuk mencapai performa optimal. Teknologi Virtual Reality (VR) muncul sebagai solusi inovatif untuk mensimulasikan gerakan robot lengan di lingkungan virtual, memungkinkan visualisasi dan interaksi mendalam dalam berbagai derajat kebebasan (DOF). Penelitian ini bertujuan untuk membangun prototype model robot lengan 3D dan mengerjakan eksplorasi virtualisasi gerakan dari pengembangan prototipe robot lengan berbasis VR. Hasil penelitian ini diantaranya telah dilakukan integrasi teknologi VR dengan sistem kontrol robot lengan dalam lingkungan Unity, memungkinkan pengguna mengendalikan gerakan robot lengan dalam ruang 3D secara real-time. Studi ini menunjukkan bahwa robot lengan dengan 4 DOF dapat mencapai fleksibilitas dan presisi yang diinginkan pada skenario uji yang telah dirancang. Dari hasil pengujian antara parameter simulasi dari lingkungan unity dan perhitungan secara teoritis gerakan robot lengan yang dikendalikan menggunakan controller, diperoleh rentang koordinat yang dijangkau adalah x = -19,85 cm hingga 28,53 cm, y = 21,69 cm hingga 52,04 cm, z = -15,35 cm hingga -24,87 cm. Setelah dilakukan perhitungan perbandingan antara hasil pengujian di Unity dan hasil perhitungan berdasarkan rumus, didapatkan selisih koordinat sebesar x = 0,080, y = 0,038, dan z = 0,034
ANALISIS SENTIMEN TERHADAP PROGRAM MERDEKA BELAJAR-KAMPUS MERDEKA (MBKM) PADA TWITTER MENGGUNAKAN ALGORITMA NAIVE BAYES CLASSIFIER Irawansyah, Rody Safri; Irfan A, Lalu A. Syamsul; Wiriasto, Giri Wahyu
JTIKA (Jurnal Teknik Informatika, Komputer dan Aplikasinya) Vol 5 No 2 (2023): September 2023
Publisher : Program Studi Teknik Informatika, Fakultas Teknik, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jtika.v5i2.283

Abstract

Merdeka Belajar-Kampus Merdeka (MBKM) is a policy of the Indonesian Ministry of Education and Culture, which plays an important role in autonomous and flexible learning in student learning activities outside of study programs. However, MBKM has pros and cons, so it is necessary to analyze and evaluate its policies to improve performance through feedback from the community. This research will conduct a sentiment analysis on the MBKM policy on Twitter user tweets from 2022 with the keywords "MBKM", "kampus merdeka" and "merdekbelajar". The Naive Bayes Classifier (NBC) is used to analyze multiclass sentiment in Indonesian tweets into 3 (Three) Sentiment classes. Dataset collection and preparation begins with feature selection, eliminating duplication and tweet selection, then pre-processing is carried out, namely case folding, tokenizing, character cleaning, normalization to stemming for use in Labeling using Textblob which is required in making the Naïve Bayes Classifier model. The results of this study resulted in the Naïve Bayes model which had been trained from training data of 300 tweets with the best accuracy value of 79.66% having a Precision value of 79%, a Recall value of 80% and an F1-Score value of 79%. from the test of 1175 data the results were dominated by positive sentiment, namely 53.44%, followed by "neutral" sentiment, namely 34.47%, and "negative" sentiment, namely 12.08%.
Kombinasi Principal Component Analysis dengan Algoritma K-Means untuk Klasterisasi Data Stunting Gladys Fouriza Ibanez; Giri Wahyu Wiriasto; Rosmaliati
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 5 No. 1 (2024): Agustus 2024
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v5i1.1977

Abstract

Dompu Regency in West Nusa Tenggara ranks as the fourth highest regency in terms of stunting prevalence among toddlers in the NTB province in 2022, with a rate of 34.5%. This study utilizes data from the Dompu Regency Health Office in 2023, covering 81 villages and six variables that influence the prevalence of stunting. The objective of this research is to determine and understand the characteristics of areas based on stunting factors in Dompu Regency using the K-Means Clustering method combined with Principal Component Analysis (PCA). The K-Means method produces clusters that represent areas with different characteristics, derived from the data reduction results of PCA, which form the principal components. The optimization of the number of clusters using the Elbow method indicates 3 clusters, consisting of Zone Type 1 with 42 villages, Zone Type 2 with 12 villages, and Zone Type 3 with 27 villages. Subsequently, an evaluation phase using the Silhouette method resulted in 2 clusters: Zone Type 1 with 54 villages and Zone Type 2 with 22 villages, with a Silhouette Score of 0.53, indicating a fairly good cluster structure. PCA produced two principal components with the highest eigenvalues, each explaining 58.7% and 14.28% of the variance, with a cumulative variance of 72.9%. This demonstrates that these two principal components can effectively represent the factors influencing stunting prevalence in Dompu Regency.
Co-Authors ., Sinarep A. Sjamsjiar Rachman AA Sudharmawan, AA Abdurrohman Sudaesi Ade Safarudin Madani Aditya Prayoga, Muhammad Agung Budi Muljono Ahmad Satriadi Ainun, Muh Akbar, L A Syamsul Irfan Akbar, L. Ahmad S. Irfan Akbar, L. Syamsul Irfan al rafif, muhammad roid Anang Wahyudi Adnan Anggun Nadila, Fuji Arga Sutri Pratama Ariessaputra, Suthami Armini, Armini Aufa Harman, Carlen Baiq Nur Alya Bayu Hermawan Bulkis Kanata Chotibul Umam Wiranda Cipta Ramadhani Dion Pratama Putra, Dion Pratama Djul Fikri Budiman Djul Fikry Budiman, Djul Fikry Dwi Andika Saputra, I Made Dwi Ratnasari Dwi Ratnasari Dyah Lestari Fajar Wirayudha, Muhammad Fanani, Rezaldy Fikriansyah, Muhamad Fikriansyah, Muhammad Gladys Fouriza Ibanez Handayani, Ayudina Harahap, Ida Lestari Hartawan, Bagi I Komang Yoga Tri Pranata I Made Budi Suksmadana I Made Budi Suksmadana I Putu Andika Priyatna Ibzani Ilham Shagianto Indira Puteri Kinasih Iqbal, M. Syamsu Irawansyah, Rody Safri Irfan A, Lalu A. Syamsul Irfan Akbar, L. Ahmad Syamsul Islahul Anwar Januardo, Bryan Jurnal Pepadu Kevin Asgaryansyah L Ahmad L. Syamsul Irfan Akbar L.A.S. Irfan Akbar L.A.Syamsul Irfan Akbar L.Syamsul Irfan A Lalu A. Syamsul Irfan Akbar Linda Sari M. Fajar Wirayudha M. Laylul Mustagfirin Made Budi Suksmadana Mira Fitri Cahyani Misbahuddin Misbahuddin Misbahuddin Misbahuddin, Misbahuddin Mochtar, Norrima Mohamad Junaedi Muhamad Syamsu Iqbal Muhammad Agus Ripa’i Muhammad Ilham Fikri Muhammad Irwan Muna Aulia Nadia Nadia Nadiva Alivia, Baiq Ni Made Seniari Nida Shaffitrri Hafidz Nur Melinda Paniran Paniran Paniran prasetyo, Ridho Budi Putra Rahmat Ramadhan Qurrotul Aini Rahman, Fadhillah Umar Rangga Satria Wirabangsa Rosmaliati Sahrul Fadli Siti Sendari Sjamsjiar Rachman, Amang Suarjaya, I Made Bayu Syafaruddin Ch Syafaruddin Syafaruddin Teti Zubaidah Teti Zubaidah Wicaksono, Eko Prasetyo Windy Pratiwi Candra Santoso Wirabangsa, Rangga Satria Zairina, Zora Zamroni, Sulthon