Muhammad Aminul Akbar
Fakultas Ilmu Komputer, Universitas Brawijaya

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Penerapan Procedural Content Generation untuk Perancangan Level pada 2D Endless Runner Game menggunakan Genetic Algorithm Muadz Askarul Muslim; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 5 (2019): Mei 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

With the rapid development of the gaming industry, the amount of content needed in the game continues to increase. Increasing the amount of content is needed to keep players interested, so design work is increasingly needed to meet these requirements. Procedural Content Generation is a solution to save time and money and has been successfully implemented in several Endless Runner Games. Here the author uses the Genetic Algorithm method to implement the Procedural Content Generation on 2D Endless Runner Game. The author's Geographical Algorithm chooses because the Algorithm can optimize which is suitable for many cases of an environment. In addition to optimization, the Genetic Algorithm is modular, so it is separate from the application and can be applied to other cases without significant changes in it. Making levels can be done by using a random technique. But the results of the randomly obtained level can have problems such as the inappropriate results desired because there are no criteria as a measure of appropriateness from the results that are made randomly as can be passed the level that has been made. Whereas in Genetic Algorithm there is a section that can select each individual and population to fit the specified criteria. The results of the tests show the time needed for the program to make a level very short, which is 0.02 seconds. From these results show that the algorithm can be applied and works well in the creation of levels. The resulting level can also be skipped by players based on the results of testing by a sample of players. But the difficulty of the level produced cannot be controlled using the Genetic Algorithm used.
Implementasi Virtual Reality Pada Game Edukasi Penyeberangan Jalan (PELAN) Fathurrahman Annafabi; Muhammad Aminul Akbar; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Educational games have been widely used as a learning media. Educational Games are designed to help the learning process and provide experience to the players, and are proven to be effective to use as a learning media. A game called PELAN has been created to help children learning to cross the road on a computer program, where the use of Augmented Reality in games has a positive effect on children's learning. With the advent of Virtual Reality (VR) technology, which is a virtual environment generated by the computers, users can enter into the reality that has been created, so that the addition of VR with Google Cardboard in the game can add to the gaming experience and indirectly add to the learning process provided from playing the game. The research was conducted to develop the PELAN game using VR technology with the aim of increasing the experience given to users that played it and so that it indirectly improves the learning performance provided by the game. The implementation of the game uses the Big Bang method, a software development model that has the flexibility and ease of change design that is expected to help answers the needs of the research. The game that has been made has been tested for its functionality using Black Box Testing, where each functionality in the study is declared valid, and the Game Experience Questionnaire (GEQ) questionnaire is held, where the average score of the positive component is approximately three, which is good , and the average negative effect value is less than 2 which means less than enough, along with the comparison if using kinect as a game controller.
Pengembangan Media Pembelajaran Untuk Pengenalan Sistem Pencernaan Manusia Menggunakan Teknologi Augmented Reality Aldo Rizky Saputra; Herman Tolle; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The lack of interest in student learning and the less effective and interactive teaching and learning process is the impact of the lack of available facilities and infrastructure. In fact, only the guidebooks and LKS are supporting tools in the current teaching process. Augmented reality technology is a solution to help solve these problems. The 3D concept in AR technology can be applied in the world of education to develop abstract anatomical learning. By designing a mobile application the introduction of human digestion systems using the single marker method the author hopes to help the learning process and improve the quality of student learning in understanding the material provided by the instructor. Based on the results of effectiveness testing shows an increase of student learning outcomes of 10.25% which originally obtained average results from the pre-test of 75.75 to 85. By using the System Usability Scale method, usability testing points to satisfactory results. Based on the questions submitted to 10 respondents with an assessment weighting scale of 1 (Strongly Disagree) to 5 (Strongly Agree), the results of usability testing were 83.25 with Excellent and grade A ranking qualifications.
Perancangan User Interface Aplikasi Travelingyuk Berbasis Mobile Menggunakan Metode Human Centered Design (HCD) Shandya Fajar Widyono; Niken Hendrakusma; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 8 (2019): Agustus 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

According to Kominfo, smartphones are the most widely used user with around 50.08% of users compared to computers or laptops. The high flexibility makes mobile devices more commonly used by people. PT. Traveling Media Network (Travelingyuk) is a company that specializes in travel agency. Until now, Travelingyuk still has not had a mobile media for their information of tourism. To enhance the competitiveness of Travelingyuk to other travel agency companies, therefore, a mobile-based application is needed. A good application is the one that the users can accept and use easily and unambiguously. To achieve the goal, Travelingyuk needs a user-based interface design in the mobile application. The right method to create a user-based design is Human Centered Design (HCD), because this method makes the users (humans) the center for determining the design. This research discusses how to create user interfaces of the mobile-based application used by Travelingyuk by adapting HCD. This design was adapted form the Google Material Design Guidelines made by Google. Furthermore, the evaluation to the results of designing the user interface application is needed to determine the level of usability user-acceptability level. The evaluation of the user interface design is done by using System Usability Scale Questionnaaire that contains 10 statements about usability testing. This user interface design got 77,25 of the SUS score, which means that the user interface design of Travelingyuk mobile-based application is well accepted by users.
Perancangan User Experience Pada Aplikasi Mobile Fasilitas Tanggap Bencana Dengan Pendekatan Metode Human-Centered Design (HCD) Anderson Manurung; Herman Tolle; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 8 (2019): Agustus 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Natural disasters are conditions of natural activity that can cause damage, and psychological disturbance to humans. Natural disasters can occur because of nature itself or human activities. Problems that often arise during the natural disaster evacuation process are uneven distribution of assistance, both in the form of logistics and the difficulty of determining the location of disaster response facilities to store emergency supplies is very important for the quality of service facilities provided after major emergencies, such as floods and tsunamis. This study aims to design how users can get user experience that can be used as needed in using information applications from emergency response centers. To produce good applications, various designs need to be done. The approach used is Human-centered Design (HCD). After getting a list of user needs and tasks, the design of solutions in the form of wireframe, information architecture and screenflow as the flow of user applications from the design of solutions is created using cognitive walkthrough with the user. This results in several problematic results, the results are corrected and re-evaluated according to the same method and refer to 4 cognitive walkthrough questions and the results of this study are the suitability of user experience design using HCD and the usability evaluation using cognitive walkthrough with users produces 91 % increase in usability and user experience, after being re-evaluated.
Evaluasi User Experience Aplikasi Mobile Pemesanan Makanan Online dengan Metode Design Thinking (Studi Kasus GrabFood) Muhammad Azmi; Agi Putra Kharisma; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 8 (2019): Agustus 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The development of internet and mobile applications has brought us a step further in applying technology in modern life. One of them is an application to get goods and services in the form of an online food ordering application. Various online food ordering applications emerge by presenting a unique user experience and user interface, one of them is GrabFood. This study will examine the user experience of the GrabFood application and conduct evaluations to assess and also looking for the shortcomings that exist in the user experience of the GrabFood application. The method in this research uses design thinking as a method in designing and developing user experiences. Data collection in this study using interview methods and by conducting usability testing of five respondents. The usability aspects tested in this study are aspects of effectiveness, efficiency, and user satisfaction. Based on the results of the research, there is an increase in efficiency aspects ranging from 33,1 to 67,4 percent and user satisfaction aspects ranging from 3,3 to 25,9 percent in the evaluation results (GrabFood prototype).
Penggabungan Natural User Interface dengan Joypad pada Role Playing Video Game (RPG) Sandhi Wistara; 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

Game with RPG as it's theme is placing player in world created with rule and story for player to experience. In this theme player given skill or magic based on rule in the world that created. The game with this kind of theme usually met in computer device. While consol device need adjustment to accommodate it's lack of input. To tacle this problem an outside input is needed to provide joypad lack of input. In this research Kinect is used that came with new X-box. This device use to capture human body joint to create data from it. From capture picture kinect turn it into bunch of data that can be manipulated and use. The type of data used in this research is head coordinate, left hand coordinate and right hand coordinate. Head coordinate is used to pin point user position. Right hand and Left hand is used to make input. The distance between both hand is used to decide whenever user making input or not. If by certain threshold the hand is far from each other kinect will wait till player making Lasso Form in one of the Hand. After Lasso is formed then it will became Function as Trigger. Trigger is used to decide the kind of input hand is making. From this research eight input is made with four on each hand.
Penerapan Decision Making NPC dengan Metode Hierarchical Finite State Machine Pada 2D Endless Runner Game Mayovio Ahmad Mahendrata; Eriq Muh. Adams Jonemaro; 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

Video game with 2D endless runner genre is one of the genre that is still popular today. In this 2D endless runner game, players are required to walk forward without stopping by passing platforms and obstacles in the form of traps and Non-Player Character (NPC) that act as player enemies. The NPC in this game will have an artificial intelligence that is applied to the decision making of the NPC. The method used in this NPC decision making is the Hierarchical Finite State Machine (HFSM). Decision making from NPC will be implemented by creating states and sub-states. This state will move to another state based on triggers received by the NPC, while the sub-state moves not only with triggers, but also based on the current state. This movement from one state to another uses a transition. The state and sub-state of the NPC will affect the behavior of the NPC, which can affect the playability and provide an increase in the performance of the game itself. The result is that the most optimum frame rate produced is 68.3 fps with an NPC of 25. This is in accordance with the average minimum frame rate that is standardized in the game, which is 30 fps.
Penerapan Procedural Content Generation pada Pembangkit Level Gim Maze Heksagonal Chyntia Savrila Putri; Eriq Muhammad Adams Jonemaro; 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

A rapidly increasing demand of game content is the main reason which induced the urgency for a straightforward method for generating new level content that goes hand in hand with the automated technology field. A labyrin based level requires a certain uniqueness without the risk of encumbering the development process in time or budget. With that in mind, the author raises this thesis that proposes the use Binary Tree Algorithm to implement Procedural Content Generation to generate levels in a maze game genre. This algorithm will carve a maze path from two pre-determined directions, this implementation can result in a fast and simple generation. The result of this paper shows an average of 0.435 second to generate three levels with different sizes. The resulting levels are all valid and playable according to the labyrin parameters such as a valid starting and ending point, a path between these two points, and a labyrin that follows the set grid. This algorithm also has a bias for diagonal paths, and a long corridor is usually formed on two sides of the generated maze. The conclusion is that Binary Tree Algorithm is perfectly suitable as a maze level generator in a hexagonal grid with fast generating time and a reliable generated level.
Penerapan Theta* Pathfinding untuk Navigasi Non-Player Character pada Gim Maze Akbar Ramadhan; Eriq Muhammad Adams Jonemaro; 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

Video Game development has grown as time passes, with an example of Computer Graphic which resulted in products that are almost on par with reality. Varieties of game engine available for developers helps the growth of game development and game industries. One aspect of game development which has also grown is Artificial Intelligence (AI). AI has the ability to give the game a feeling of reality, with its intelligence that is almost like that of a human. One use of AI that is frequently used is Pathfinding. Pathfinding is a searching method from one point to another driven by AI. A* is the most frequently used pathfinding, because A* is guaranteed to give the optimal path. However, the generated path is not always the closest path, as there are other omitted paths which can optimized further with post-processing technique. There are lots of alternative beside A*, one example is Theta* Pathfinding, which is an algorithm that was developed from A*. This research discusses Theta* Pathfinding and its performance compared to basic A* Pathfinding in a maze game. The result of this research shows that Theta* Pathfinding generates a shorter, more optimal route and a shorter time compared to that of A* Pathfinding.
Co-Authors Abdurrahman Prawira Purmiaji Abi Firmandhani Adam Hendra Brata Ade Suluh Novriananda Aditasha Fadhila Ramdani Aditya Luthfi Alvari Ramadhan Aditya Rachmadi Agi Putra Kharisma Agung Dwi Budiarto Ahmad Afif Supianto Ahmad Fadli Naharu Akbar Ramadhan Aldo Rizky Saputra Allen Nazario Istalaksana Anderson Manurung Andhi Indra Lestya Wicaksono Andri Alfian Arief Alamsyah Aryo Pinandito Aryo Seto Dwisaputra Billawal Nadipa Pelealu Bondan Sapta Prakoso Bugi Pradana Nugroho Cahyono Hadi Kurniawan Carlista Naba Christian Doxa Hamasiah Chrysler Imanuel Chyntia Savrila Putri David Hosea Sipahutar Davin Benaya Dessy Amri Raykhamna Dheanisa Putri Rahayu Ditya Enandini Palupi Djoko Pramono Dwi Rama Malawat Edy Santoso Eriq M. Adams Jonemaro Eriq Muh. Adams Jonemaro Eriq Muhammad Adams Jonemaro Eriq Muhmmad Adams Jonemaro Fathony Teguh Irawan Fathurrahman Annafabi Fikri Ihsan Ahmad Firadi Surya Pramana Firdaus Rahmat Prasetyo Fitraldy Soefana Fitrantika Diashafira Hanifah Muslimah Az-Zahra Hariz Farisi Hendro Dwi Prasetyo Herlambang Yudha Prasetya Herman Tolle Hilmi Ilyas Rizaldi I Made Wira Satya Dharma Ian Setyo Aji Ilham Akbar Ahmadi Ilmam Achmadiarsyi Ilman Naafian Firmansyah Indi Rachmah Winona Intishar Fadi Abdillah Iqbal Firmansyah Iqbal Putra Santosa Ismiarta Aknuranda Issa Arwani Isthofi Aslim Sofyan Jermias Kristian Komang Candra Brata Lailatussaadah M Nur, Lailatussaadah Lutfi Fanani Luthfi Fawwaz Putranto Mayovio Ahmad Mahendrata Mochamad Halim Mohamad Ilham Ridho Mohammad Alauddin Mohammad Chaliffilardhy Syaifuddin Muadz Askarul Muslim Muchtar Prawira Sholikhin Muhamad Arifin Ramadhan Muhammad Arif Nabil Lesmana Muhammad Aufa Athallah Muhammad Azmi Muhammad Azzam Al-Ghifari Habiburrahman Muhammad Reza Pahlevi Muhammad Satrio Bayu Pamungkas Muhtadin Ziqi Maulana Mujahid Bariz Hilmi Musavi Ardabilly Taufik Nashrul Azhar Mas'udi Niken Hendrakusma Nur Muhammad Rashid Panji Yodantara Pramudya Vizkal Arfianto Rahadian Fernandika Ramadhan Rizki Arga Putra Ratih Kartika Dewi Retno Indah Rokhmawati Reza Saputra Richard Hans Octavian Robertus Dwi Ari Utomo Ryan Aristo Sandhi Wistara Shandya Fajar Widyono Shena Star Sarwodi Steven Willy Sanjaya Syarief Noor Permadi Togan Jagat Raya Tri Afirianto Viqi Hanada Wibisono Sukmo Wardhono Widhy Hayuhardhika Nugraha Putra Winny Ardhian Septiko Yolanda Saputri Yoshua Aditya Kurnia Yosua Yosua Yudha Hadi Pratama Yuka Bimatara Putra Yuki Pradana Yusi Tyroni Mursityo Zulfikar Fahmi Falakh