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Pengembangan Permainan Mobile AR Fishing Berbasis Marker Menggunakan Metode Iterative And Rapid Prototyping Yanitra Dwi Luthansyah; Wibisono Sukmo Wardhono; Adam Hendra Brata
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

Fishing is an activity that has been existed and done by humans since 100,000 years ago. Fishing activities that were initially done to survive by searching for fish to consume are now evolving into a favorite hobby of many people. Games can be used to simulate fishing as a hobby. The use of augmented reality technology can visualize realness in a fishing game. Gameplay is the most important part of a game. To design a gameplay from fishing game, the iterative and rapid prototyping method is required. The test results showed that the user response of the aspects of gameplay and the use of augmented reality in this game is good enough.
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.
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.
Implementasi Fitur-Fitur Interaksi Pengguna Pada Permainan Simulasi Ujian Berkendara 3D Indriadi Setiawan; Eriq Muh. Adams Jonemaro; Wibisono Sukmo Wardhono
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

Driving simulation game is one type of simulation game that enables players to pilot or drive a vehicle, and focus on creating the real experience as possible. Oculus itself is used as a replacement wearable device monitor in playing games to get the sensation of playing real on the Virtual world. Human computer interaction is a relationship between humans and computers that have certain characteristics to achieve certain goals by running a system that masks an interface. Testing are using usability to measure user satisfication from sistem that created. The result of usability testing with satisfication criteria shows that 74% of all respondents are satisfied with the system built.
Analisis Pengalaman Interaksi Pengguna Terhadap Permainan Catur Sebagai Obyek Augmented Reality Menggunakan Game Experience Questionaire Ryan Edbert Jeremiah; Wibisono Sukmo Wardhono; Hanifah Muslimah Az-Zahra
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

The interaction between human and computer is an integral part in the present life along with the development of information technology. Similarly in the development of information technology that supports the interaction with users as well as augmented reality, especially in this research is a game of chess with game board application. This study aims to integrate the game of chess as an object of augmented reality by considering interactive elements to improve the user experience and analyze the user experience of chess game applications displayed as augmented reality objects using Game Experience Questionare (GEQ) technique. The research method used is the development and evaluation, which includes evaluation planning, evaluation and evaluation results evaluation. The data were collected using questionnaires with Likert scale with range of five (1,2,3,4,5). In the Game Experience Questionare (GEQ game used with chess game application with augmented reality technology based on GEQ Core Module, and GEQ Post-Game Module which before being used has been done by expert validation.The results show that game of chess by conveying the elements interactive successfully integrated as a static augmented reality object with a background on the chess game showing real environment captured via webcam.
Pengembangan Aplikasi Mobile Augmented Reality Sebagai Media Belajar Pengenalan Dasar Huruf Hijaiyah Adji Reno Muhammad; Wibisono Sukmo Wardhono; 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

The introduction and mastery of hijaiyah letters from an early age is very important, because the hijaiyah is the basis for reading and studying the holy book Al-Qur'an. But in the pronunciation, many people are still wrong in saying some hijaiyah letters that are probably caused by their mother language and habitual factors. Generally, hijaiyah letters are introduced to children as they enter kindergarten or primary school. In the learning process, sometimes there are children who have a shy nature caused by lack of bravery of children when talking to teachers or other adults, not being able to look into other people's eyes when talking, the child does not talk much, or the child is less open. Plus there are some children who tend to learn to use visual, while others tend to use audio or kinesthetic. Because of these different learning styles, it is important for teachers to use a combination of teaching methods and make the learning environment interactive and stimulating to achieve good learning outcomes. From these problems, Android-based augmented reality mobile application developed as a learning media introduction of basic hijaiyah letters. This application is developed by waterfall method. The test is validation testing, optimum condition of marker based on size and distance, and application testing. Validation testing gives results that the system is valid. Testing the optimal marker conditions gives the results that the optimal condition of the marker size 2,5x2,5cm is 4-8cm, the size of 5x5cm is 8-17cm, the size of 7,5x7,5cm is 12-26cm, the size of 10x10 is 16-34cm, and the size is 12,5x12,5cm is 19-42cm. Application testing gives results that by using the application can improve student scores by 11.19%.
Pengembangan Game Edukasi Mobile Augmented Reality untuk Membantu Pembelajaran Anak dalam Membaca, Menulis, dan Berhitung Billawal Nadipa Pelealu; Tri Afirianto; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 2 (2019): Februari 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Kids in their early age(born - 6 years) are experiencing rapid growth phase and they can learn all kind of knowledge, therefore they need a good guidance for their education. Beside books medium that can be used for education are video games. By playing video games childrens can have a fun and educational medium. Therefore this research develop a video game that can be played by childrens. Augmented reality used in the game in hopes that the game will looks attractive and makes the childrens be keen on learning. The game designed using iterative rapid paper prototype method because the more the game prototype iterate the better it will be. To test if the game is fun and makes children to have an interest in learning reading, writing, and calculating we test it with Fun Testing test and the result of that shown that the childrens are interested in learning reading, writing, and calculating. Childrens concept of reading, writing, and calculating are increasing shown by the mean score of the pre-test and post-test with the score of pre-test is 76 and the post-test is 80.
Peningkatan Pengalaman Terhadap Pengguna Aplikasi Katalog Frame Kacamata Menggunakan Teknologi Augmented Reality Muhammad Yudha Yusi Putra; Wibisono Sukmo Wardhono; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 2 (2019): Februari 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

At this time glasses is also called as Eye Wear which is glasses enhances the aesthetic of it's wearer and if the glasses that was bought from online shop wasn't as buyer expected because the buyer couldn't try it first surely it will decrease the buyer satisfaction , in turn they will be back to the old way of buying glasses which is directly go to the nearest optical glasses shop that is surely time and energy wasting, also the desired glasses model was not necessarily available. By utilizing the android smartphone with technology of augmented reality in glasses catalog, the buyer can directly interact with the desired glasses whenever and wherever they please which in turn will simplify the consumer in choosing the right glasses in real-time with the purpose of increasing the user experience at shopping and using the glasses catalog app. So the glasses catalog app was made with augmented reality technology using unity software and comparing the user experience with already deployed augmented reality-less app optik melawai using user experience questionnaire method with focused on hedonic quality aspect. The result which was found in the research was user experience that used the glasses catalog app with augmented technology was increased from value of 0,688 to 1,513 after the app was analyzed and tested by using user experience questionairre in hedonic in hedonic quality category.
Pengembangan Board Game Edukasi Dengan Teknologi Augmented Reality (Studi Kasus Permainan Ular Tangga) Mikhanael Mual Parsaulian Simanjuntak; Tri Afirianto; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 3 (2019): Maret 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In the phase of children at the age of 4 to 8 or can be said to be the golden age phase where they begin to understand everything in the environment around them, so there is a need for good direction in education in reading and calculating as in mathematics. Educational games are one form of game that brings elements of learning into the game. The interactivity as child in playing is also important to attract the interest of children in playing while learning. The game designed in this study uses the Iterative Rapid Paper Prototype method, which is used to found out the fun elements, attract children to learn and play, and get good experience in testing the interactivity of Augmented Reality that is delivered in the game. The development of the game Snakes and Ladders with AR technology, which is to attract the interest of learning children has become one of the goals in this research. Influence within the game are shown by the results of tests that carried out through fun testing, pre-testing, and post-testing. After the correspondent plays the Snakes and Ladders Counting shows that the results that make children's interest in learning mathematics increase. The results obtained in the pre-test with an average of 72 shown increased compared to the post-test results which got an average of 92. The results of the fun testing test were obtained from the answers for each question and most 80% of the correspondent shown satisfied with the game Snakes and Ladders Counting.
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