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Pengembangan Game 3D Warship Operation Trikora Mohamad Faisal Amir; Wibisono Sukmo Wardhono; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 12 (2017): Desember 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Many of the operation Trikora stories are only stored in the histroy museum. So many people unaware of the armed conflict and the heroic battles that happen in the operation. Video game is an interesting way to tell the story of Operation Trikora then the game Warship Operation Trikora was made. Game design is the process of making the content and rules of a game. Iterative process method in game design that is making prototype, played, and refined repeatedly before considered final. 3D graphics means to achieve generation of fictional worlds in the player's imagination that grow from a comprehension of the 3D representations so forming immersive video game. To build a narrative gameplay, a game designed with creating a battle story screnarios in form of a steps that consists of a collection of events in the game. Inside the the battle story scenarios there is events in the form of task for the player, it is called an objectives. Based on the tasks, objective can be grouped into 5 types that is area scope, location pointer, attack the ship, attack the plane, attack the pillbox. Iterative desgin methods are used to test objectives when it's applied in a game by creating a rapid prototype, performing playtest, and revised. This activity repeatedly until the game is considered decent to be implemented. Implementation of 3D characters needed to create assets of characters that involved in the battle story scenario. There are 7 types of characters in the form of ships, aircraft, and pillbox. Implementation of the scenes is done with Unity game engine by decorating environtments and placing game objects so that create the scenes forming an unique menu and stages. Each scenes is connected to each other. Script are implemented to create battle scenarios in digital version of game with C# programming language. Warship Operation Trikora has functional 100% working as expected both from scene flow, character mechanics, and objectives. Comparison of respondents between before playing this game and during playing this game, showed an knowledge average increase by 8.33 out of 10 knowledge presented in the game. Based on usability testing, 9 out of all game usability heuristics are included in good criteria and 8 out of all gameplay heuristics also included in good criteria.
Pengembangan Game Bergenre Tower Defense Dengan Mengimplementasikan Augmented Reality Galih Muhammad; Wibisono Sukmo Wardhono; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 2 (2018): Februari 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Game development by implementing the Augmented Reality has a profound effect on the gameplay aspects of the user experience on the game itself. This paper describes the development of the game Omega Defender with the primary objective as the research and development of mobile games which implement Augmented Reality, with an image as a marker. The goal of the game omega Defender is survive to the end level of the game without dying, destroy all the enemies that appear on the screen by detecting a marker at the start of the game. Augmented Reality will enhance the user experience by improving the user interaction with the real world. The design of the game itself begins from the selection of the conceptual framework will be used, in this study, MDA framework used as an appropriate concept to develop the game Omega Defender. Paper prototyping is done as the first step of development, followed by digital prototyping to implement all the elements that exist in paper prototyping and modify it to fit the digital game. Omega defender has been tested with multiple users to evaluate the results of the development of the game itself. In the process of Play testing obtained two analyzes based on user feedback that is, 2 factors fun and 4 factors not fun from Omega Defender game.
Rancang Bangun Aplikasi Augmented Reality Pemilihan Sepatu Berdasarkan Ukuran Kaki Pengguna Irsyad Fauzan Noor; Herman Tolle; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 4 (2018): April 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Each individual always wants to look as good as possible in public. One thing (outfit) of concern is the shoes. each individual has their own way to fulfill their needs, such as shopping in stores or online. With the ignorance of the buyer in shopping online can lead to problems in the selection of the appropriate shoe size with the size of the foot. therefore, it is necessary to build a system that can help the buyers to know the shoe size that is consistent with the size of the foot. By applying the Augmented Reality (AR) system as one solution to resolve these issues. Augmented Reality is a technology that displays virtual objects in the real world in real time. This study aims to create an android system using augmented reality to display a 3D object to simulate the size of shoes shoes on the feet of the user. This system is built by using some software such as Android Studio, Autodesk 3ds Max, Unity 3D, and Vuforia. The system works by scanning the marker is determined and printed on a sheet of paper. If the marker is detected by the system, 3D objects such as shoes will appear on the screen. The results of this study are based on android augmented reality systems can help users in knowing the shoe size in real time.
Implementasi Procedural Generation untuk Membangun Level Tactical RPG dengan menggunakan Metode Occupancy Regulated Extension Anindita Setyamurti; Wibisono Sukmo Wardhono; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 8 (2018): Agustus 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Tactical RPG is a game where player controlling some unit tactically to complete goals in the level.There many game with this kind of genre, unfortunately only a few of them used Procedural Content Geneator (PCG) to generate content procedurally which used to increase replayability value and indirectly increase game lifespan. PCG on Tactical RPG games can be used to generate level, quest even a character. Level generation can be done using Occupancy Regulated Extension (ORE) method which putting some chunk together to create a complete level which can be measured how good the generated level using linearity expressiveness range. According to test, 93% of all generated level having high marginal values. In short, generating level using occupancy regulated extension will be resulted in pretty good level.
Permainan Mobile Augmented Reality Berbasis Lokasi Untuk Pengenalan Kehidupan Kampus Bagi Mahasiswa Baru Fakultas Ilmu Komputer Universitas Brawijaya Renno Andika Syawaludin; Wibisono Sukmo Wardhono; Ratih Kartika Dewi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 8 (2018): Agustus 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

New college students will feel a significant difference compared to high school life, in both the academic and socio-cultural aspects. To prepare mentally and gives an overview of the learning system and life on campus so it needed the orientation program for new students to accelerate the adaptation to the new environment. In the “Pengenalan Kehidupan Kampus” (PK2) new students tend to stay in the room, students can enjoy the activities by playing the game while walking around on campus. From that problem created a game media that used for introduction to university life by using mobile devices with Augmented Reality technology. In implementation of game PK2 will be using Unity game engine and camera sensor using Vuforia SDK. On implementation, the pointer on the game will move based on the position of players. There is also mini-game that played using the camera sensor to obtain information of the campus. The information that has been obtained through mini-game can be accessed via “ensiklopedia” menu in the game. Tests performed include functionality and usability testing. Through functionality testing Filkom: exploration functionality has been going well. Through usability testing obtained reciprocal of the respondents, with an average satisfaction score 4:13 (82.67%).
Implementasi Linked List pada Interaksi Antar Marker Augmented Reality untuk Operand dan Operator Aritmetika Hermawan Wijaya; Wibisono Sukmo Wardhono; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 9 (2018): September 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Augmented Reality (AR) refers to a direct perception of the surrounding environment that has been added to the virtual component of the computer. There is generally no default mechanism for storing sequences in the AR framework, which in this context is Vuforia SDK. Linked List is one of the methods in Algorithm and Data Structure used to organize data structures in a system. The operand and operator sequences are highly considered in arithmetic operations in order to perform arithmetic calculations correctly, especially for non-commutative or non-associative operations. This research was conducted to apply the use of Linked List into AR as a method to store the temporary sequence of marker that successfully read by the device then processed again in sequence as simple arithmetic operation using Unity 3D engine aid. From this research also conducted whitebox testing with value of result of cyclomatic complexity is 9, which states the system meets the needs according to the design with low complexity, and usability testing with average SUS yield value is 55 which means the system is not yet feasible for use on the novice user.
Pengembangan Aplikasi Permainan "Artifact Hunter" Berbasis Design Play Experience (DPE) Framework Septian Pratama Widianto; Wibisono Sukmo Wardhono; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 9 (2018): September 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Cultural heritage is a product of tradition and spiritual achievement of the past as the identity of a nation, one example of cultural heritage are artifacts. As a culturally rich nation, Indonesians often ignore the existing cultural heritage, as people assume that the cultural heritage is irrelevant to modern times, whereas cultural heritage has an important role to play in establishing national identity. Based on the above problems, then designed a serious game as a medium of educational information on cultural heritage in the form of artifacts. The design of a serious game applies the DPE framework that divides the design into several layers. The layers include: learning layer, storytelling layer, gameplay layer, user experience layer, and technology layer. Tests conducted on the design of this serious game are black box testing, usability testing and paired t-test. Black box testing is used to determine the functional requirements, usability testing is used to determine the user response, and paired t-test is used to determine the effectiveness of the game designed about whether user's knowledge is increased or not about cultural heritage in the form of artifacts. From the results of tests conducted, it can be concluded that the serious game designed already fulfilled the learning objectives and fun factors as the essence of the game.
Implementasi Virtual Reality Berbasis Surround Screen Projection Pada Aplikasi Informasi Alat Pemantau Cuaca Bmkg Irfan Noor Agdhian; Adam Hendra Brata; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 10 (2018): Oktober 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Badan Meteorologi Klimatologi dan Geofisika (BMKG) in conducting weather forecast, climate and earth activities using weather monitoring equipments. Due to weather monitoring equipment limited access, means that not everyone can know the names, functions, and how the equipment works. Based on these problem, the development on the surround screen projection based virtual reality (VR) application, began. This application simulates the environment of monitoring equipment park which include the 3D objects of weather monitoring equipments. The data was collected by observing the weather monitoring equipments on BMKG station, to collect the photograph as reference for making 3D object and explanation of the equipments as reference for making narrative audio. 3D objects and narrative audio that has been created then gathered in a virtual reality (VR) environment and implemented into the form of Android applications. Usability testing from this application gets a range values from Good to Very Good and also the level of success in performing the task gets a range of 80-100%. Performance tests show frame rate values with range of 35-56 fps. Meanwhile, white box and black box testing prove this application has been in accordance with the design process. It can be concluded that VR BMKG application can add more insight and give a comfortable access to weather, climate and earth information especially on weather monitoring equipments owned by BMKG.
Pengembangan Game Augmented Reality Pengenalan Baju Adat Nusantara Menggunakan Kinect Sebagai Kendali Permainan (Kasus Studi : Anak Usia 9-12 Tahun) Yudha Hadi Pratama; Muhammad Aminul Akbar; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 10 (2018): Oktober 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The introduction of traditional clothes has been done since the children enter elementary school in art and culture lessons and workshop. One of the existing basic competencies is to group identity similarities such as traditional clothes, language, traditional house, traditional food and traditional ceremony that start from grade 4 to grade 6 or around 9-12 years old. The current learning system nowadays is book, the book itself only presents some explanations and pictures of traditional clothes so that children can only read and imagine. The media they use isn't really interesting so the children get bored quickly and then they are not motivated to learn and understand the kind of traditional clothes. So to provide learning and the introduction of traditional clothes of Indonesia to the children need to be made interesting and fun media such as game. The advantage of game is the ability of the game to persuade players and motivate them to success to reach a goal. The solution based on the problem is by making an educational game to introduce traditional clothes by using augmented reality technology for more interactive. The purpose of using Augmented Reality in the development of educational games is so that children can interact directly with virtual objects to get a more real experience. The results of the development of educational games to introduce traditional clothes is very satisfactory, it is based on the results of focus testing testing and fun testing that has been done where there is an increase in the score of each child that indicates that there is learning when children play the game.
Pengembangan Permainan Trading Card Augmented Reality Bertema Perang Baratayuda Ramadhan Rizki Arga Putra; Wibisono Sukmo Wardhono; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 10 (2018): Oktober 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Trading Card Game (TCG) is a popular card game that uses serial cards. But in this game, players can not really see the characters on the card in real form. It is necessary to develop TCG with the original concept but in a more interactive form by using 3D graphics to visualize the characters in the game. Games that lift the culture and wayang stories is one of another way to introduce Indonesian culture to the younger generation. Therefore, it is necessary to developed a Trading Card Game using Augmented Reality technology with Baratayuda War theme which will run on Android-based mobile devices. The method used in the development is Iterative with Rapid Prototyping (IRP) method. The IRP method can return to the previous process to make improvements. The story or scene chosen is Baratayuda Wars between Pandawa against Kurawa. The use of paper prototype on design makes it easy to set rules on this game. Based on the results of the implementation, the wayang objects can be integrated by using Augmented Reality to generate a real 3D effect inside the marker as a game card. For the creation of 3D objects is using Blender app and to display 3D wayang objects is using sdk vuforia in Unity game engine. Based on White Box testing and Black Box testing by applying independent path test on program based on Cyclomatix Complexity value, obtained validation test result that program can run well with 100% validation rate. In the playtesting that consisting of the element of fun and the element of ease of use, the results obtained that the game concept has been made quite interesting and quite easy played, but it's still too boring.
Co-Authors Abdul Azis Abdul Hakim Adam Hendra Brata Adji Reno Muhammad Admaja Dwi Herlambang Admaja Dwi Herlambang Agan Philothra, Gerry Agi Putra Kharisma Agung, Albertus Wisnu Alfian Darmawan Amelia Achsandini Puteri Amminul Akbar Ananda Widya Pratama Anindita Setyamurti Anis Wardlatul Ulfa Wahidah Annisa Hestiningtyas Ari Bayu Prasetyo Arifaldi Jayaputra Aristyo Pramana Ary Budi Laksono Aryo Pinandito Aswin Suharsono Bagus Setiawan Beril Sanda Billawal Nadipa Pelealu Cristina Pravitasari Dany Muhammad Darin Nadhifah Desi Fatmawati Dicky Pujakesuma Dimas Setyo Utomo Ellya Kusna Aura Dewi Eriq M. Adams Jonemaro Eriq Muh. Adams Jonemaro Eriq Muhammad Adams Jonemaro Eriq Muhammad Adams Jonemaro Fachri Rachmanda Fadillah Eka Putri Fajrian Muchtar fakhri, abdullah hasan mufid Firly Wahyudi Firman Syah, Mohammad Firmanda Mulyawan Nugroho Fransnesa Fransnesa Galih Muhammad Gayus Reinaldy Manere Sulli Danan Gunawan, Muhammad Vikriyadi Hanifah Muslimah Az-Zahra Hanifatul 'Izza Haris Mahmudi Herdianto Tri Setyaji Herman Tolle Hermawan Wijaya Hernindya Annisa Rahayu Hrizto Hanie Del Piero Indriadi Setiawan Irfan Noor Agdhian Irsyad Fauzan Noor Issa Arwani Issa Arwani Kurnila Putri Islamawati M. Rizkiyan Zaka Riawan Maya Dwi Wijayanti Mikhanael Mual Parsaulian Simanjuntak Moch Meidhike Wirazitanra Jayadi Mochamad Chandra Saputra, Mochamad Chandra Mochammad Hafidz Moh. Faiz Fanani Moh. Laksamana Adhitama Mohamad Faisal Amir Mohamad Ilham Monel Lindu Sagala Muh. Fadhil Fathi Rizal Muhammad Aminul Akbar Muhammad Hasbi Rahman Muhammad Syarifuddin Muhammad Wahyu Pamengas Muhammad Yudha Yusi Putra Muthia Rifdah Mardatillah Nurul Fikriyah Pradhana Hafiizh Bachtiar Qonita Rahmawati Rahma Nur Anggraeni Rakha Hasan Pramudito Ramadhan Rizki Arga Putra Ratih Kartika Dewi Renno Andika Syawaludin Retno Indah Rokhmawati Rizal Darmawansyah Rizaldy Ilham Akbar Rizky Afwan Austin Ryan Edbert Jeremiah Sabhian Bagaspati Susilo Sandhi Wistara Satrio Agung Wicaksono Satrio Hadi Wijoyo Sendi Rachmat Fadillah Septian Pratama Widianto Setia Khoirunisa' Shena Star Sarwodi Suryo Utomo Tahmidya Kamila Putri Nicahya Tibyani Tio Allin Subiantoro Tri Afirianto Tri Afirianto Unggar Salsabila HSS Vio Cesar Melano Yonanta Viqi Hanada Yanitra Dwi Luthansyah Yanuardi Firmansyah Yudha Hadi Pratama Yuki Pradana Zaky Nur Abyan