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Gregorius Satiabudhi
Program Studi Teknik Informatika

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Real-Time Action Role-Playing Game dengan menggunakan Fuzzy State Automata untuk Mengontrol Pergerakan Enemy Gary Nathanael Mardianto; Gregorius Satiabudhi; Rolly Intan
Jurnal Infra Vol 4, No 2 (2016)
Publisher : Jurnal Infra

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Abstract

Video Games are one of the most popular ways for someone to relieve stress or spend their free time. Most of the video game that is available right now can be played in single player. Unfortunately, most of the times when playing video games in single player, people usually get bored quite easily due to the enemy having static patterns as their actions. To overcome this problem, this thesis will be developing a game with an enemy that is not easily predictable.The genre of the game is Action Role-playing Game (ARPG). The Artificial Intelligence involved is made using the Fuzzy State Automata method. Using the Fuzzy State Automata method, the enemy will have to decide which state that it with enter using the input fuzzy sets and act accordingly. The states of the fuzzy state automata in here also have no fixed durations, therefore adding another unpredictability element for the player to deal with.Based on the testing of the Fuzzy State Automata, the artificial intelligence have the ability to react accordingly to its inputs. The Fuzzy State Automata also manages to successfully exhibit the capability of its states to have no fixed durations to make the enemy actions harder to predict.
Pembuatan Virtual Map pada Gedung P lantai 2 Universitas Kristen Petra Roy Darsono Angky; Liliana - -; Gregorius Satiabudhi
Jurnal Infra Vol 2, No 1 (2014)
Publisher : Jurnal Infra

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The development and competition at the University in Indonesia is very strict. Petra Christian University is the University’s long-standing and well known to many people in Indonesia. Matriculant also want to know about condition and facilities inside of the University. Difficulties that exist in the prospective student who resides outside the island, because it will be spent much accomodation cost to visit the University. This program is expected to help to see Petra Christian University in virtual map.In the making of program, have some research about position and shape each object in the building. It’s expected virtual map can be realistic enough. 3d object has been make with AutoCad program for the precision in size. After that, 3dsMax support for give some material in object. It also give some collision, so when user walk around in the bulding it will not be outside from the building.The result from this program is every object shape and position close enough. Time constraints become a major problem from making this program, so some of the details can’t be complete. All of the laboratorium in the 2nd floor already done, but the main stairway in P building 2nd floor and the other minor object haven’t done yet.lack of this program is must use high specification of computer. Because the result from this program is too big and need high recommendation.
Aplikasi Pendeteksi Jauh Dekat Posisi Suatu Objek Dengan Menggunakan Kinect For Windows Jeffrey Harto Muntjang Disurja; Liliana Liliana; Gregorius Satiabudhi
Jurnal Infra Vol 4, No 2 (2016)
Publisher : Jurnal Infra

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The growth of technology are used on every aspect of human lifes. One that rapidly growing is technology on video games. Virtual reality is on that raise the intereset of game developer to improve the quality of gameplay. By using virtual reality, user can interact directly with the game world this will give the user feeling of reality. One of the technology that used in virtual reality is kinect. On that aspect this research about the depth sensor of kinect device is chosen. Depth sensor will be used to get an input of user motion to make a different result based on the depth movement. This research is meant to create an application that can give a different output on virtual reality game based on depth input that kinect catch from user motion.Kinect is used as the game controller in the result of this virtual reality game research. Kinect device will used to control the game character, user only need to move their body parts tomove the character this kind of controller will led to a feeling of reality experienced by user. Therefore to increase that feel, the depth movement that user do will be calculated using physics to give a more better output.The test result shown that kinect device can give good output by using the depth sensor. The test can divide the speed that kinect catch can be classified to 4 stage dan each of this stage can giive a different reaction on the game.