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Gregorius Satia Budhi
Program Studi Teknik Informatika

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Pembuatan Game RPG Multiplayer Online Berbasis Android Ryan Hosea; Gregorius Satia Budhi; Leo Willyanto Santoso
Jurnal Infra Vol 5, No 1 (2017)
Publisher : Jurnal Infra

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Abstract

Gadget is important now, children of all ages already understand how to use gadgets. This resulted in more children often spend time playing the current gadget. By providing entertainment through games application, so users can be entertained. The application consists of 5 menu that map, shop, inventory, character, and tournaments. On the menu map players can carry out the mission and receive a gift. In the shop menu, players can view and purchase goods. On the inventory menu, players can see the items that are owned and can sell it. On the menu character, players can replace equip and improve skills. On the menu tournament, players can challenge other players to be matched with a character of its own. Overall, the application is able to create and display the mission, as well as be able to give levels to players with a rating. Players can also increase the ability of the characters to wear equip and improve skills.
Pembuatan Puzzle Adventure Game Menggunakan Unity Stevie Yohanes; Gregorius Satia Budhi; Liliana Liliana
Jurnal Infra Vol 4, No 2 (2016)
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Abstract

Puzzle Adventure Game is a game that has the form of games exploring a region or a place in which to complete a story on where the player should be able to complete a variety of challenges that are often shaped puzzles and such.This game is made with a reason to teach a variety of moral values are positive through the game, because a lot of games today do not give you the material into his game. This game also comes with a variety of functions such as save game, load game, resolution settings, sound settings, as well as game-style point-and-click. It is intended to be able to make the players comfortable playing. Once created, these games can be played well without any interruption or bugs, and also can be played in almost all computer that has 2GB RAM and above. Thanks to game development using Unity and various assets in it, making the game becomes easier so that the games can be designed in such a way in a very limited time. The time used to make the game is less than 4 month, though the content of the game is not yet perfect but the game successfully run with perfection without bug.
Implementasi Kombinasi Jaringan Syaraf Tiruan Metode Self-Organized Map (SOM) dan Bidirectional Associative Memory (BAM) Pada AI Game Action Adventure Kevin Leonard Tjung; Gregorius Satia Budhi; Kristo Radion Purba
Jurnal Infra Vol 5, No 1 (2017)
Publisher : Jurnal Infra

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Abstract

Game is a multi media application that need some main parts such as, goal, challenge and game play or usually has been know as rules in a game.Action adventure game will apply real time system in its game play. Real time game usually needs fast decision making method for artificial intelligence, so it can’t interrupt any system in the game.Self-Organized Map (SOM) and Bidirectional Associative Memory (BAM) is one of the fastest method that can be used to process data for decision making and for adaptation. SOM method can be used as decision making part for AI while BAM can be use to store player last move that being used to kill the AI.Based on testing result, SOM and BAM can be applied in real time game system as AI and successfully adapt to player attacks although not perfect.
Aplikasi Pembelajaran tentang Ular di Indonesia berbasis Android Kevin Andrean Mariyono; Gregorius Satia Budhi; Henry Novianus Palit
Jurnal Infra Vol 4, No 2 (2016)
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Abstract

Indonesia is the largest archipelago country in the world. Every island in Indonesia has a variety of different biological. Variety of biological diversity in Indonesia is also one of the largest in the world. Various types of flora and fauna which adorn every island in Indonesia into a separate icon for each island. One of the existing biodiversity in Indonesia is the type of snake. Indonesia has approximately 20% of the snakes scattered in every island. Such varieties include size, color, and the level of spreading in Indonesia. For all sorts of information about the snakes that exist today is still fairly quite minimal. Books that discuss the types of snakes are still relatively minimal. As  the smartphone now has become part of every society, the book was gradually being abandoned. Therefore, the objective of this research is to create an application that can help provide information about snakes in Indonesia with more ease.In this research, the creation of applications of learning about snakes in Indonesia based on Android, which is one smartphone operating system that is used in many circles. This app has a feature that can help users, especially information about snakes, handling and handle snake bites, as well as a variety of other additional information.Based on the results of the implementation and testing is done, the application can provide information about snakes accompanied by photographs and spreading displayed with a map, a brief description and video handling snake bites and how to handle, question and answer forum for sharing information, as well as the provision of other additional information. With this application users can use the information to increase knowledge.
Game Real-Time Strategy dengan menggunakan Artificial Intelligence Quantified Judgement Model dan Backpropagation Neural Network Owen Ener; Gregorius Satia Budhi; Liliana Liliana
Jurnal Infra Vol 4, No 2 (2016)
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Abstract

Real-Time Strategy (RTS) Game is a quite popular video game genre. The uniqueness of RTS Games is that it is a Strategy Game where time will still continue for all the players. This creates situations where the player must determine their strategies in a matter of seconds. To get a good gameplay experience, then we would need enemies for the player. The way we could do that is to create an AI that could take into account the mechanics of the game. This thesis is aimed to broaden our knowledge on how to develop AI for RTS games.The game will be created in Unity Game Engine 5.1.2f1, where the AI that is going to be implemented is the Quantified Judgement Model and the Neural Network backpropagation. The Quantified Judgement Model will act as Abstract Controller, giving orders to his troops much like a general in a war. Neural Network Backpropagation will be used for the Virtual Character, where the AI will act for each of the troops to think on what they should do. Whether they have to fall back, or keep going forward according to the orders given to him.
Automatic Transcription of Music Klemens -; Liliana -; Gregorius Satia Budhi
Jurnal Infra Vol 2, No 1 (2014)
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Abstract

Transcription of music is an active research problem in computer science and has many applications in digital music. The use of time-domain filter to improve sound quality and adding sound effects is commonplace, but the use of filter for pitch detection is rarely explored. This work thesis aims to create a pitch detection system based on digital filter and test it’s performance in guitar and piano signals. IIR Comb Filter and Peak2 onset detection is chosen as the main algorithm for this application. IIR Comb Filter have notches, zero values corresponding to a certain frequency and all it’s harmonic frequencies. If make IIR Comb Filter correspond to a pitch frequency, all its harmonic frequency will have zero values. Filtering this kind of filter with a pitched signal will result in elemination of a pitch frequency and all it’s harmonics, and the filter corresponding to the input frequency will have a minimum output compared to the other filter’s result. Peak2 onset detection works by taking the result of two peak detectors. The first peak detector detects sudden changes in amplitude in time-domain, the second peak detector takes the first peak detector’s values as an input, producing a smother result. Test showed that the result varied between instruments. Onset detection for guitar and piano performs rather poorly, about 55% of all the correct onsets were detected. For pitch estimation, the accuracy for the pitch detected is 81.25% for all monophonic signals and 64.29% for all polyphonic signals.
Perencanaan dan Pembuatan Media Interaktif untuk Simulasi Water Treatment dalam Bentuk Animasi Richard Giovanni Darsono; Gregorius Satia Budhi; Liliana Liliana
Jurnal Infra Vol 4, No 1 (2016)
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Abstract

Water is the most important element we use on daily basis. However, water often get the less attention from the society. To be thought of, almost all of human activities need to use clean water. Many regions in the Indonesia having no clean water stock. Even without our knowing, water takes important role for humans health.This application will packing purification water process and purification wastewater process with interactive and interesting. Not only explain water purification, this application also completed with the information where wastewater came from around us. For the additional information for the user of this application, this application also provide information about bacteria(s) that have some relantion with the water. This application was made using Adobe Flash CS5.5.Animation in this application will greatly helping user in the process understanding of the material. That matter will affect to increase interest to using application which easy and user friendly.
PERANCANGAN DAN PEMBUATAN APLIKASI EDITOR NASKAH FILM ATAU DRAMA BERORIENTASI PADA ELEMEN-ELEMEN NASKAH Gogo Tio Pandang Tambunan; Gregorius Satia Budhi; Djoni Haryadi Setiabudi
Jurnal Infra Vol 2, No 2 (2014)
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Abstract

Standarization Play became the unwritten benchmark for professional industry of Film Making or Theater Performance. But, the creating of Standarization Stageplay or Screenplay sometimes be a problem for novice scriptwriters in starting their career. The applications can help the novice scriptwriter is less able to sustain these constraints. Based on the background of the problem, The Author designed an application that can help the beginner to create a standar script.This application adds the convenience that is not offered similar applications as well as added features that fit the needs of scriptwriters. The Author used Java Swing GUI technology to implement anything that The Author have been researched about either Screenplay or Stageplay.Based on the test results, this application can compete with other scriptwriting application.
Pembuatan Game dengan Menerapkan Metode Decision Tree: UCB1, untuk Menentukan Pemilihan Strategy dalam AI. Erick Santoso; Gregorius Satia Budhi; Rolly Intan
Jurnal Infra Vol 5, No 1 (2017)
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Abstract

So that the aim of this research is to testing how good is UCB1 method when implemented into the main method that the game works.The test will test the UCB1 method work as the movement of enemy diffilcuty level. But with some rules that make this method become more flexible to use. So the enemy diffilcuty will adapt to player diffilcuties.The result of this research is the UCB1 method can be use to enemy diffilcuty level movement. This method can make the enemy become more adapt to the player.
Game Pembelajaran Fisika Dengan Game Bertipe Adventure Game Andrew Victory Walelang; Liliana Liliana; Gregorius Satia Budhi
Jurnal Infra Vol 3, No 2 (2015)
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Abstract

Game is an entertainment media this is growing rapidly along with the development of technology. Adventure Game is a game that is more concerned with the storyline and moral message for the players. Physics is one of the lessons that discusses the natural phenomena that are not live or matter within the scope of space and time. Physics lessons started in junior high school education. In the eighth grade junior high school, there was a discussant physics lesson on Force, Acceleration, Work and Energy that are hard to explain without media.Therefore, in this thesis, author developed a game that can help students in grade 8 junior to study about Force, Acceleration, Work, and Energy with ease. This game is created using Unity. Unity is one of the media to create a game with 3D and 2D. The programming language used by Unity are C# and Javascript.Results obtained from surveys to students in grade 8 junior on this physics game can be summed adventure game Physics 85% interested, 70% in accordance with the lessons 8 junior class , 70% of the questions easy to understand, and 65% of the questions that are given can help the learning process of students in grade 8 junior well.