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Pengembangan Sistem Itinerary Pendakian Gunung di Jawa Timur Pada Perangkat Bergerak (Studi Kasus: Gunung Arjuno dan Welirang) Ary Budi Laksono; Agi Putra Kharisma; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Mountain climbing activities in Indonesia have been around for a long time, this activity includes outdoor activities that are full of risks, even some mountains have difficulty levels and special equipment is needed to climb it, but it is not uncommon for accident cases to occur, caused by ignorance and unconsciousness of the activists will be faced with risks, so as not to make maximum preparation, with this application climbers can manage time management, accommodation and logistics for the smooth and safe mountaineering. This application was developed on Android mobile devices using the TOPSIS (Technique for Order Preference by Similarity to Ideal Solution) method to determine climbing routes based on criteria for terrain difficulties, climbing time and number of visitors. In this application available information on estimated costs, logistics information and directions to the ascent base camp location using latitude and longitude from the Google API. The results of the blackbox test on this application show that the functional features are 100% valid, in addition to the blackbox testing, usability testing is also done to find out the usefulness of the application through a questionnaire to users that shows 83.9011% and the results of validation algorithms that show the algorithm are well implemented.
Penggunaan Flag untuk Mengurangi Permasalahan Input yang Tidak Disengaja pada Controller yang Menggunakan Kinect Viqi Hanada; Wibisono Sukmo Wardhono; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The usage of Kinect to do an input into a computer by reading the movement and gesture of the user have been rising by these years. Kinect have been used alot as an input controller for a Role Playing Game. The usage of Kinect Gesture Recognition as an extended controller on a game named Steel Battalion: Heavy Armor had been getting many responses that the input done using kinect is unstable, that there are some input that unintended by the user happen when the user is doing nothing, and when the user had just done doing an input. limiting the reading of an input that kinect read using flag variable to divide input phase into 3, standby phase, input phase and reset phase, resulting in clearing the problem of unintended input that happened when user is doing nothing and when user had just done doing an input.
Pengembangan Aplikasi Perangkat Bergerak Penyebaran Informasi Kebutuhan Darah Darurat Kepada Pendonor Terdekat menggunakan Push Notification Yanuardi Firmansyah; Agi Putra Kharisma; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 10 (2019): Oktober 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In general, when a patient needs emergency blood, a family member or friends tries to get a blood depending on the availability from the hospital where the patient is treated, to contact the Palang Merah Indonesia, post via social media, or contact the family and friends. Meanwhile PMI as a provider of blood supply is still often experience a lack of 1 million blood bags each year. In addition, asking for emergency blood through social, the results are not optimal because information on social media has been mixed with other information. The technique used in this study is waterfall model.The Application distributes emergency blood information using push notification. The push notification is used to provide a real time notification to the donor's mobile device when a blood matches the patient's blood, while the haversine formula is used to get the closest donor. The results of unit testing and validation testing method show the validity of the application is fulfilled according to the functional requirements that have been designed. based on the results of usability testing using USE, the system has fulfilled all the factors that affect usability in terms of usefulness, ease of use and satisfaction with index the average percentage is 93,12% so the system is easy to use and can used by users. And based performance testing of 8 test cases produces an average of 1,375 seconds, these results indicate the system meet the real time criteria.
Pengembangan Gim Edukasi Mengenai Virus Menggunakan Teknologi Augmented Reality Hrizto Hanie Del Piero; Tri Afirianto; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 10 (2019): Oktober 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Each individual learning method has a different concept, related to this learning media also has an important role with the learning process. Quality education can only be realized if supported by quality learning, so that all factors will be supporting in the aspect of education, in this case can be exemplified as Augmented Reality (AR) technology which is one of the merging technologies between the concepts of 2D objects or 3D objects to be applied in environments that model virtual objects in a real state of time. According to research on game education produces that one of the learning media or modeling learning concepts in one of the techniques is to use Education Game. Associated with the study stated that learning conducted by class X students has learning constraints when memorizing Biology material. The memorization of the Biology class X class is stated in internal factors during the process of teaching and learning activities. Several other internal factors are related to students' interest in conducting the learning process, so an external factor is needed as a support for learning in the form of Student learning tools. This learning tool can be implemented in the Education Game using Iterative Rapid Prototyping, which is a method that supports the design of an iteration system, so that the needs implemented in the system will be in accordance with the definition of needs to meet the wishes of the players. This research experienced three iterations in the design phase and two iterations in the implementation phase. The testing phase in this study uses SUS (System Usability Scale) to test interface interactions in the game. Based on a value of 73,25 that has been obtained, it was concluded that the virus classification education game application is easy to use by users.
Pengembangan Media Pembelajaran berbasis Android untuk Materi Pemrograman Dasar di SMK Negeri 5 Malang Mochammad Hafidz; Wibisono Sukmo Wardhono; Satrio Agung Wicaksono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 11 (2019): November 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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How easy access to learning media in a smartphone will make students often accessing the available media to increase students learning interest and learning results. "Pemrograman Dasar Portabel" is an Android learning media that is developed for improving learning interest and learning result at SMK Negeri 5 Malang. This media is developed with waterfall method because of clear needs. This media is made using Adobe After Effect for the learning materials and Android Studio for the application. The result from the research shows that the learning interest of students after using the media shows the value of 83,2 that shows a high category, in detail, there are seventeen students or 68% have very high learning interest, seven students or 28% have high learning interest and one student or 4% have low learning interest. Students learning results in the pre-test have a mean value of 45,6 and the post-test has a result of 73,6. Based on the Wilcoxon test result, a found value of 0,000 which means the improvement of the learning result after using media is improved significantly.
Evaluasi User Experience Gim Defense of The Ancients 2 (DOTA 2) menggunakan Metode Flow Framework Moh. Laksamana Adhitama; Eriq Muhammad Adams Jonemaro; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 1 (2020): Januari 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Defense of the Ancients 2 (DotA 2) is one of the most popular Multiplayer Online Battle Arena (MOBA) games. However, the game design and game play mechanics that have been presented in the game Defense of the Ancients 2 (DotA 2) still have problems, especially in terms of user experience as observed from the flow experience perspective. The following research will exercise a flow framework method which composed of two components, flow antecedents and flow state. Flow antecedents have several dimensions which include playability, clear goals, challenges, feedback and sense of control. The flow state dimension consists of concentration, intrinsic reward, loss of self-consciousness and time distortion. Results of evaluations that have been implemented using the flow framework method on Defense of the Ancients 2 (DotA 2), the quality and user experience on each flow dimension was received. Game Defense of the Ancients 2 (DotA 2) get the value of mean of 4.60 on clear goals, 4.47 mean score on time distortion, 4.35 mean score on loss of self-consciousness, 4.30 mean score on intrinsic reward, 4.07 mean score on feedback, 4.00 mean score on concentration and 3.90 mean score on playability which signify that this game has presented an ease of play. However, with a mean challenge value of 3.50 and a sense of control mean score of 3.77, the game Defense of the Ancients 2 (DotA 2) does not provide a balanced gameplay, where beginners with limited experienced play against solid veteran players or against players which are disruptive and upsetting which resulted a sudden drop on player's motivation and increase on stress level. manually that cost more time. As results of the expert evaluator's recommendations, further improvement need to be done by developing a new system based on flow framework dimension that could measure player's ability, on both new game accounts and old accounts to mitigate the chance of imbalance ability between players on a game session.
Pengembangan Media Pembelajaran Holografis (Studi Kasus : Bab Indera Pendengaran Manusia) Abdul Azis; Wibisono Sukmo Wardhono; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 1 (2020): Januari 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Humans have the sense of hearing that is the function of the ear for balance and to capture the source of sound from outside. There are four parts to the discussion of material on the sense of hearing, namely the outer ear, middle ear, inner ear and the mechanism of the listening process. Teaching materials given by teachers to students today use the media explanation from Student Worksheets (LKS), blackboards, which can make students feel inclined to get bored, lazy to listen, feel sleepy and there is less attention. All means of learning activities are expected to be able to support students to understand clearly what is conveyed by the teacher or instructor in order to foster a desire to study more actively with proportional learning media (Daryanto, 2016). Holographic is a two dimensional object that has been documented and subsequently reappeared with changes in the location and direction of the gaze until it appears as though three dimensions (Kurniawan, 2017). This application will be implemented on an Android smartphone screen using prism acrylic projection media and can then be displayed in three dimensions and can be viewed in 3600. The method used to assess an item that is tested to the user and later will be given input by the user when finished operating the system, that is which is called usability testing (Lodhi, 2010). Hearing sensory learning applications ranging from learnability, effeciency, memorability, error and satisfaction. It has been tested to 13 reporters after operating the application, then got the results of 13 reporters namely: strongly agree = 62, agree = 38, neutral = 32 and disagree = 0. Furthermore, of the total answers, then the usability percentage is 82.3% and qualifications are categorized good or successful when seen in a quantitative table according to Arikunto..
Pengembangan Aplikasi Augmented Reality Untuk Memadukan Baju Kampanye (Studi Kasus: Calon Anggota DPRD Kabupaten Nganjuk) Ananda Widya Pratama; Herman Tolle; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 1 (2020): Januari 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Party dress is one of the identities of the party in every election, there is a group of people who wear uniform party dresses. Party clothes are used during campaigns to convey party messages and information to the public. The 2019 general election is a general election whose polling is the most complex and stunning of the world. It is this election system that raises challenges for the community because of simultaneous elections. The simultaneous election to elect the president and legislature is evident from the survey results of the Indonesian Survey Circle (2019) showing that "Many legislative candidates (candidates) in their constituencies (electoral districts) have chosen the average election for each legislative candidate. As many as 70.6 percent of the 1,200 did not know the legislative candidates, 25.8 percent already knew the legislative candidates in their electoral districts. In general, only 25.8 percent already know the legislative candidates to be elected in their respective electoral districts. "The survey shows that elections are needed so that people understand the legislative candidates by adjusting to the current era in which technological developments continue to develop. messages and information today are using assistive technology, augmented reality technology is a solution to help resolve the problem, 3D concepts in augmented reality technology can be applied in group selection campaigns by making campaign clothes, a single marker of the author expects the help process of candidates for DPRD members Nganjuk Regency from the general election and giving new innovations in the general election Based on the optimal examination results the marker produced the results correctly FALSE indicates that the marker was not determined or the marker was selected but did not display the infallibility, ie the optimal marker with a size of 15x1 5cm between 30-240cm, markers of 15x20cm between 30-270cm, markers of 20x20cm between 30-300cm, markers of 20x25cm between 30-330cm, and markers of 20x30cm between 30-360cm. Based on the usability testing using the System Usability Scale method, the usability test shows satisfactory results. Based on the questions raised to 10 respondents with a weighting rating scale of 1 (Strongly Disagree) to 5 (Strongly Agree) a usability test result of 81.25 was obtained with a Very Good ranking qualification
Evaluasi Gameplay SimCity Mobile Game Menggunakan Mechanic Dynamic Aesthetic Framework Fajrian Muchtar; Eriq Muhammad Adams Jonemaro; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 1 (2020): Januari 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

SimCity Mobile is a game that was developed by the mobile version after the game of the same name was previously released on the PC platform. This game is one of the games that has a large number of players, so far it has been investigated and touched 50 million downloaders. With this increasingly massive growth, it is found that game developers make games with the same genre and have different gameplay from one another. To maintain the popularity that SimCity has, an evaluation is needed to assess the extent to which the developers of the SimCity Mobile game present gameplay that is enjoyed by players. The results of the evaluation can also be used as a reference in developing the game going forward. One of the evaluation methods that can be used is to use Mechanic, Dynamic, Aesthetic Framework. In the mechanical aspect one of them is the use of microtransaction which can change the gameplay process of the player, where players who buy virtual money are more facilitated in the mission or task done. Then in the dynamic side, where players can process the sale of items but cannot negotiate. The last is the aesthetic aspect, where players feel the gameplay is repetitive
Evaluasi Gameplay Autochess Mobile Game Menggunakan Mechanic Dynamic Aesthetic Framework Abdul Hakim; Eriq Muhammad Adams Jonemaro; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 1 (2020): Januari 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Game is one of the entertaiment thing which have many people inetersted of. Nowadays games has so many genre, for example card game, board game and Video game. For video game, there is so many platforms that you can play with, like Console, Pc Games and Mobile games. in mobile games, Auto Chess is one of strategy based genre which you can download on google play store. Based on google play rating, Auto Chess Mobile has the lowest score compared to the other games who have same genre, one of the lowest score is on gameplay. therefore, research is conducted on the gameplay of Auto Chess Mobile games with Mechanic Dynamic Aesthetic Framework. in this method, data collection is obtained by doing solo testing and playtesing with two particapnts who plays Auto Chess Mobile Game. based on the analysis that has been done by doing solo testing and playtesting with two particapants, obtained recommendations for doing enhancment and reduction for damage from the skill of some the heroes, enhancment and reduction from some of the synergy, enhancment and reduction of the base stat for some heroes and how to use the item for the heroes. recomendation result will be categories by Formal Elements Of Game
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