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Implementasi Sensory Immersion dan Interactive Agent Control Pada Sistem Pemasaran Perumahan Melalui Teknologi Virtual Reality Rizal Darmawansyah; Wibisono Sukmo Wardhono; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 11 (2018): November 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Globally, the marketing method of a property product is still using conventional method. But there are other factors that can be used to attract buyers' attention through the buyer's psychological side. Some of the elements that can be used are through immersive and interactive agent control. The immersive element is used to stimulate the buyer's senses which in this case the spatial audio is used as the medium. For the element of interactive agent control is used as a buyer interaction with the product that will be a virtual agent and those elements will be implemented on virtual reality technology. To determine the performance of each functional, the system will be tested through black-box testing, and usability scale testing in the form of usability score and likert scale to determine the quality of the system in qualitative and quantitative. The results of the black-box testing obtained function of the system has been running well with some scenarios that exist with 100% success rate. From the tests that have been done, the system got 64,5 for usability scale score that categorized in C class and obtained the system can be mastered easily, work consistently and well. But on the comfort side, there are some users that feel dizzy cause the perform of the system has not optimal.
Pengembangan Game Edukasi Platformer Kisah Gajah Mada Menyatukan Nusantara Menggunakan Metode Iterative With Rapid Prototyping Winny Ardhian Septiko; Muhammad Aminul Akbar; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 12 (2018): Desember 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

History is a record of the past about the changing in huma life. Every change in changes of history will provide a lesson for human life in the future. Similarly, what happens to life in Indonesia, every historical story that occurs in Indonesia has a high cultural values. One of them is the history of Majapahit Kingdom, wehere the history of Majapahit is one of the greatest historical stories and influences the life of Indonesian society, and the one is the story from The Journey of Gajah Mada to merge Indonesia in Majapahit, based on “Sumpah Palapa”. But at the moment, the lack of public interest, especially children about its history, makes history a forgotten one. This is caused by learning media such as books, and lessons that tend to make students bored. In this research, the development of educational games about The Journey of Gajah Mada with a fun and interactive paltformer game for student. Testing results obtained by filling questionnaire by 20 respondents are calculated through Likert index interpretation. The results show that overall game is 81%, game view is 100%, the game rate is 83%, and the game difficulty level is 63%. And result of Usability Testing with SUS is 75,75. It's mean that the game is acceptable, on rating C and excellent rating. And get increase value from the test, it means that the game can be a education game media
Pengembangan Permainan Berbasis Virtual-Rehability Bagi Pasien Pasca Stroke Menggunakan Myoâ„¢ Armband Device Ade Suluh Novriananda; Muhammad Aminul Akbar; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 12 (2018): Desember 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Stroke disease is second that cause of death in the world by WHO in 2015. In order to reduce impact of stroke disease, an effort like post-stroke rehabilitation is important. The phase of rehabilitation is a subtantial whereas patients get psychological and educational approach that help patients growth recovery. Patiens perform post-stroke rehabilitation with repeated activities, while patients can be done easily in normal state condition. In this way, patients tend to feel bored because it doesn't feel interesting and fun. In this research, was done the game development using myo armband device that used in the hands of post-stroke patients to train the muscle and nerve of their hands. Myo will detect hand gestures by patients as a game controller. The result of fun testing through questionnaire fulfillment and calculated by the interpretation of index with Likert scale in this research, stated that there are 80% on fun and addictive elements in the game, 76% of all games presented, 72% for instructions on how to play and display games, and 64% for the difficulty level of the game. While on the test score, 3 out of 5 patients experienced a very significant increase seen from how quickly patients complete the game.
Implementasi Real-Time Dynamics Lighting dan Soft Shadow pada Lingkungan Game 2-Dimensi (Studi Kasus Game Wipe-It-Off) Muhammad Dikri Robinsyah; Eriq Muhammad Adams Jonemaro; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 12 (2018): Desember 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The growth of the gaming industry started from the development of 2-dimensional games. But in its development, 2-dimensional game began to lose with 3-dimensional game. While 2-dimensional games have the advantages i.e. the development cost is cheaper and the development time is shorter than the 3-dimensional game. Adding real-time dynamics lighting and soft shadow methods is expected to increase the value of the two-dimensional game itself. Therefore in this project is implemented by the method in 2-dimensional game environment with case study of Game Wipe-It-Off. Real-time dynamics lighting and soft shadow methods are implemented using OpenGL Graphic API, C ++ Language, and GLSL. From performance testing obtained information about frame rate, frame time, CPU usage, and memory usage in game using method and not using method has not significant difference. So it does not affect much the performance of the game. Therefore the use of such methods is highly recommended to add value of the game without having to sacrifice game performance. In addition, the implementation of the method there is no indication of a memory leak, where the use of memory has a stable value with the difference between the largest and the smallest memory usage is 790528 bytes.
Analisis Penerapan Markerless Augmented Reality pada Video Game Memancing dengan Pendekatan Simultaneous Localization and Mapping (SLAM) Dany Muhammad; Wibisono Sukmo Wardhono; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 12 (2018): Desember 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In the development of application that utilize augmented reality, one of the most common approach is using a special marker. However, a marker can limit the player's freedom when playing a video game that utilize augmented reality. This research will develop an augmented reality video game without any marker (markerless) using Simultaneous Localization and Mapping (SLAM) approach. SLAM is an approach of constructing or updating a map of a certain environment while keeping track of an agent's location at the same time. SLAM is implemented in an augmented reality fishing game which use marker so that the game can be played without any marker. The markerless function will be implemented using VOID AR package in Unity game engine. After markerless function implemented, black box testing is used to observe if virtual object can appear correctly in the environment. The testing result shows that markerless augmented reality fishing game can be developed with SLAM method using VOID AR package in Unity. The virtual object looks most stable when the environment that recorded in frame is not changed much. This is happened because it is easier for video game application to use SLAM approach when the features are not changed much. When the camera is directed to the new environment, new features are recorded, make it harder for video game application to adapt.
Pendekatan MDA Framework Pada Pengembangan Permainan Baby Care Augmented Reality dengan Outfit Marker Pradhana Hafiizh Bachtiar; Wibisono Sukmo Wardhono; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 12 (2018): Desember 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Simulation games are popular game genres that have been used frequently in the early days platform of the first generation of playstation consoles. But remember at the moment the simulation game is limited to 2D content, so it needs to be developed further with a more interactive concept by using 3D graphics that serves to visualize the character object contained in the marker and then combined using Augmented Reality technology. A simulation game containing baby care needs to be developed to continue the animal themed simulation game so as to provide an element of variation in the simulation game genre. Therefore it is necessary to develop a simulation game by combining augmented reality baby care technology developed on Android mobile platform based on MDA framework. Methods applied to the development of this game using the Iterative with Rapid Prototyping (IRP) method. On this method the begining of the game creation comes from respondents who understand about the game or play tester that uses prototype paper with repetition techniques until the game concept really satisfy and is considered appropriate by the respondents. Then game testing using black box and playtesting method. On a playtesting method involving ten respondents who were not involved in game creation. After which the results obtained that this game has an interesting concept and has been in accordance with the needs analysis to simulate infant care into the form of a more interactive treatment.
Evaluasi User Experience Pada Game Hearthstone Dengan Menggunakan Metode Game Experience Questionnaire Naufal Rizky Akbar; Eriq Muhammad Adams Jonemaro; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 12 (2018): Desember 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Hearthstone is a digital Collectible Card Game that's pretty successful, this is proven by its achievement as a Card Game eSport with a lot of fans. But, unfortunately Hearthstone still has several flaw, one of its major flaw is the high difficulty experienced by the new player. Looking at that problem, Evaluation to the game's user experience needs to be done. Currently, there's a lot of method that could be used to evaluate user experience of a software. But, a lot of those method often isn't designed to specifically evaluate user experience of a game. That's why, the evaluation method that's used in this research is an evaluation method that's specifically designed to be used to evaluate user experience of a game, which is Game Experience Questionnaire. Based on the evaluation result, Hearthstone scored the lowest at Immersion and Returning to Reality aspect that could be improved by imitating the story part of its competitor, which is Shadowverse.
Desain dan Implementasi Mobile Augmented Reality Untuk Media Pembelajaran 3D Hidrosfer Ryan Aristo; Tri Afirianto; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 12 (2018): Desember 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Geography lessons are an impossible lesson for most students. In this case the role of information technology such as mobile augmented reality technology is to provide information on hydrosphere information. Based on this poverty, knowledge of the environment and hydrosphere is indeed quite difficult to explain because these two things are natural examples that are difficult for people to see. This natural knowledge and hydrosation is usually obtained from books, teaching staff or science experts. To overcome by adding knowledge as 3D hydrosphere learning media through Augmented Reality system in the form of mobile augmented reality application for 3D hydrosphere learning media. Based on all functional requirements, validation testing has fulfilled. On the results using the Usability Scale System method of usability testing obtained SUS score of 82. The SUS score shows that the mobile augmented reality application for 3D hydrosphere learning media can easily be done. The results of media testing for mobile augmented reality applications for 3D hydrosphere learning media can be used well for users.
Implementasi Dynamic Difficulty Adjustment pada Racing Game Menggunakan Metode Behaviour Tree Isthofi Aslim Sofyan; Muhammad Aminul Akbar; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 1 (2019): Januari 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Video games is all about entertainment and challenge. Without challenge video games will be too easy and boring. But if the challenge is too hard it can make the player frustrated and give up. This related to flow-state where the goal is to find balance between player skills and game challenge. In general, almost every game has difficulty level settings. The difficulty usually ranged from easy, medium, to hard. Unfortunately, this type of difficulty is static, giving inequalities between players and AI. To solve this problem Dynamic Difficulty Adjustment is applied in this research. By applying DDA the difficulty of the game will automatically adjusts to player's ability as the game progress. To support DDA implementation, Behavior Tree is used to help AI to adapt to player's ability. By implementing both method, the game used in this research become less boring and challenging for player.
Implementasi Dynamic Difficulty Adjustment Pada Racing Game Menggunakan Metode Fuzzy Reza Saputra; Muhammad Aminul Akbar; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 1 (2019): Januari 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Some racing games have a feature to play the game competitively against other player or against Artificial Intelligence (AI) or commonly called as a bot. In its implementation, we tend to find that the ability between the player and the bot is far. This causes boredom if the player has much higher ability than the bot, and will produce anxiety if the player's ability is much lower when compared with the bot. In some racing games there is an option to choose the difficulty level before starting the game, but this feature is still considered less effective to balance the ability of player and bot, because the ability of players can increase as the time goes by, and new players tend to confused that they don't know what category of difficulty that suits their abitility. To solve the problem, the researcher will implement Dynamic Difficulty Adjustment (DDA) by using Fuzzy method that able to adjust the ability of the bot according to player's ability over time. DDA testing is done by playing and matching static bots with DDA bots. Test results show that DDA bots are able to adjust their behavior with the static bots ability, in which the output parameter value changes at 35 seconds, the output parameter values generated for caution angle, steer sensitivity, max wander distance, and wander rate are 41,83, 0.012, 3,57, and 0,03 respectively. The overall value of the parameter categorized as HARD.
Co-Authors Abdul Azis Abdul Waris Achmad Fauzi Harismawan Ade Darmawan Ade Suluh Novriananda Aditya Yudha Agung N Adji Reno Muhammad Admaja Dwi Herlambang Afandi, Yosi Agi Putra Kharisma Akbar Ilham Alfin Noor Afyuddin Alva Yonara Puramandya Andini Ayu Larasati Anindita Setyamurti Arda Satata Fitriajie Asrina Fitri Bariq Najmi Rizqullah Kartiko Putro Bella Nemesias Prasetiyani Billawal Nadipa Pelealu Budi Darma Setiawan Dany Muhammad Dave Putra Radin Davin Benaya Dessy Amri Raykhamna Dinda Ayu Ludfiana Safitri Drajat Khoirul Muslim Dwi Prasetyo Edwar Budiman Edy Santoso Eko Cahyo Wahyudi Elfi Atus Zahroh Eriq Muh. Adams jonema Eriq Muhammad Adams Jonemaro Ervin Winardo Toepak Ezar Chrisdinan Diass Fathurrahman Annafabi Fikri Ihsan Ahmad Fitra Wahyuda Fransnesa Fransnesa Gifary Dhimas Fadhillah Guidita Suryani Hakky Affandy Latief Hanifah Muslimah Az-Zahra Hawim Mahfudah Herman Tolle Hrizto Hanie Del Piero Ikrar Amalia Sholekhah Ilham Rachmad Zunaidi Indi Rachmah Winona Intan Sartika Eris Maghfiroh Iqbal Firmansyah Issa Arwani Isthofi Aslim Sofyan Iwan Prasetiyo Hakiki Kadek Dwitya Arya Sujaya Kevin Maulana Komang Candra Brata Kresna Rizka Carisfian Laras Krisnayuwati Suwardi Liya Suci Kurniawati Luh Putu Novita Budiarti Lutfi Fanani M Kevin Pahlevi M. Abdul Algoniu M. Ali Fauzi M. Rizkiyan Zaka Riawan Maskur Maskur Mei Mukti Wardana Mikhanael Mual Parsaulian Simanjuntak Mochamad Halim Moh. Faiz Hidayatulloh Mohammad Alauddin Mohammad Daffa Saifullah Mokhamad Zukhruf Mifta Al Firdaus Muhammad Aminul Akbar Muhammad Anang Mufid Muhammad Azzam Al-Ghifari Habiburrahman Muhammad Dikri Robinsyah Muhammad Farhan Abdur Rosyid Muhammad Fhadli Muhammad Haikal Fisabilillah Muhammad Rifqi Ramdhani Muhammad Vidi Mycharoka Muhammad Wahyu Pamengas Nanang Yudi Setiawan Naufal Rizky Akbar Ngurah Pradipta Surya Mandala Niken Hendrakusma Wardani Nisriinaa 'Aaliyah Nurul Hidayat Oktaviani Dwi Nur Aini Panji Yodantara Pradhana Hafiizh Bachtiar Primananda Kurnia Santoso Putra Aditya Primanda Putra, Firnanda Al Islama Achyunda Ratih Kartika Dewi Retno Indah Rokhmawati Reza Saputra Rezza Ananda Yoanko Rizal Darmawansyah Rizaldy Ilham Akbar Royan Krisnanda Tiony Ryan Aristo Salma Berliana Putri Satrio Agung Wicaksono Satrio Hadi Wijoyo Septian Pratama Widianto Steven Willy Sanjaya Vio Cesar Melano Yonanta Wibisono Sukmo Wardhono Winny Ardhian Septiko Wiwit Susilo Ningsih Yahya Sahaja Yoga Sadewa Yuan Edo Ramadhana Yulfa Hadi Wicaksono Zahrotul Indah Mulyasari