Muhammad Aminul Akbar
Fakultas Ilmu Komputer, Universitas Brawijaya

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Evaluasi User Experience Genre Beat'em Up 2Dimensi(2D) Pada Game PawPawPaw dari Simpleton Studio Menggunakan Metode Game Experience Questionnaire (GEQ) Ilmam Achmadiarsyi; Komang Candra Brata; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 2 (2021): Februari 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Simpleton Studio is a game developer from Indonesia who has released several games. Simpleton Studio is developing a new game called PawPawPaw which requires an evaluation of the user experience before being released. The method used in this study is the Game Experience Questionnaire with a questionnaire-based instrument with the aim of knowing the dimensions that are less targeted to the user. This Game Experience Questionnaire method has 3 modules. The first module is the Core Module which produces an average value above 3 in the Competence, Immersion and Positive Effect dimensions and the lowest value is in the Negative Effect dimension. The second module is the Social Presence Module which produces an average score above 3 for the dimensions of Psychological Involvement - Emphaty and Behavioral Involvement and the lowest score is on Psychological Involvement - Negative Feelings. The third module is the Post-Game Module which produces the highest score on the Positive Experience dimension and the lowest score on the Negative Experience and a high enough score on the Tiredness dimension. It can be concluded that the user experience of the PawPawPaw game is quite good, but there are several problems because the game is easy to forget and quite tired after playing.
Penerapan Hierarchical Finite State Machine untuk Pengambilan Keputusan Non-Player Character (Studi Kasus: Gim Hack and Slash) Ahmad Fadli Naharu; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 3 (2021): Maret 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Hack and slash is a genre of a video game that a player is playing as a character that beats enemies using melee weapon. The enemies in this kind of game are non-player characters. Which mean those characters are controlled by machine instead of human. Because of that reason, developing NPCs in a video game like hack and slah is important. We've implemented three NPCs in this reaserch, they are called NPC1, NPC2 and NPC3. They are designed in states and transitions using Hirarchical Finite State Machine and implemented in Unity game engine. Those NPCs are tested using Test Flow Diagram and Frame Per Second Test. The result of TFD shown that NPCs are working normally as expected in genereted flows. And the last for FPS test shown that on the system spesification, NPC1 could run the game up to 250 NPCs at 60 FPS. For NPC2 and NPC3 could run the game up to 200 NPCs at 60 FPS.
Pengembangan Aplikasi Android Rekomendasi Tempat Pembelian Kuliner Khas Malang dengan GDSS dan LBS Dheanisa Putri Rahayu; Ratih Kartika Dewi; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 3 (2021): Maret 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Culinary is the result of processed food in the form of food or beverages. One city that has many culinary places is Malang. The number of places for culinary purchases allows tourists to choose the desired culinary spot. However, there is no system that can provide information about where to buy culinary based on the criteria desired by more than 1 user. Based on the problems that have been mentioned above, the researcher wants to create a recommendation system for typical Malang culinary places based on Android. This recommendation system uses the TOPSIS-Borda method through the Group Decision Support System approach. To get a culinary place recommendation, four criteria are needed as a determinant, including the closest distance to a culinary place, operating hours, affordable prices and good ratings. In solving the problem, the researcher uses a web service to store data on culinary places and perform TOPSIS-Borda calculations. The black-box test results show that all functional requirements can operate well with an accuracy level of 100%. For the comparison of manual calculations with calculations from the system, the two calculation results have the same value. For the results of usability testing, this recommendation system gets an average result of 77 which indicates that the system is quite well received with grade C, also having excellent category based on the SUS Score.
Penerapan Naive Bayes untuk Klasifikasi Gestur pada Gim Tenis Yuki Pradana; Muhammad Aminul Akbar; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 13 (2021): Publikasi Khusus Tahun 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Untuk dipublikasikan di Fountain of Informatics Journal (FIJ)
Pengembangan Aplikasi Mobile (E-Tani) Pencari Tenaga Tani Pangan Menggunakan Metode Location Based Service Berbasis People Nearby (Studi Kasus Desa Kenduruan Kabupaten Tuban Provinsi Jawa Timur) Pramudya Vizkal Arfianto; Herman Tolle; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 5 (2021): Mei 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Agriculture in Indonesia is an important pillar in the economic sector which contributes a lot in the field of food. Kenduruan Subdistrict in Tuban Regency, East Java is a rural area with the majority of the population being farmers, where most farmers manage privately owned rice fields so that people who own rice fields rather than their background as farmers will find it difficult to manage their fields, thus requiring farmers who are not currently managing rice fields. anyone and has become a common problem of the difficulties faced by the rice field owners in Kenduruan Village. So we need an Android-based cellular application that can help rice owners find farmers by recommending farmers who are closest to their access location. This application called e-Tani was built by applying the Location Based Service method and the Haversine Formula so that it will be optimal when used. The results of testing the application Blackbox are worth 100% and have a functional otherwise valid. The next test result is usability testing, where the test is carried out to find out the ease when using the application, and from the usability test, the results are as much as 100% from both categories of users, namely rice field owners and farmers. Then 0.135 goals/sec in the rice field owner, and 0.017 goals/sec for the farmer in the aspect of efficiency, then 4.28 in the rice field owner, and 4.4 for the farmer in the satisfaction aspect, so it can be stated that the e-Tani application is acceptable in the community.
Penerapan Behavior Tree untuk Pengambilan Keputusan Non-Player Character pada Gim Balap Fitraldy Soefana; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 5 (2021): Mei 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Video Game is an electronic game that involves a joystick, keyboard and motion detector as an input device or user interface to generate feedback for the player which is displayed visually through televisions, monitors and other visual media. Of the many genres, racing games are one that is popular and played by many people, in the Racing game there are characters that cannot be controlled by the player, namely the Non-Player Character (NPC) who acts as an enemy or ally in the game. This NPC will be designed and implemented using the Behavior Tree method, the first thing to do is look at the behavior of the NPC then design the Node to implement the Behavior Tree on the NPC in decision making. After the NPC is implemented, then testing is carried out on the NPC, testing is carried out using the Black Box method, and testing the performance of the NPC, on the Black Box test based on the Test Flow Diagram and testing the performance of the NPC based on Frames per Second and the number of collisions on the NPC. From the results of the Black Box test carried out, the NPC's behavior went as expected, and in testing the performance of the NPC, the resulting game was able to run on average at 60 FPS and on the number of collisions on NPCs the more NPCs resulted in a lot of collisions too so it could be concluded that the game can run at a good FPS and the ability of NPCs to make decisions in large numbers is increasingly difficult.
Penerapan Rest API Dalam Pengembangan Sistem Informasi Manajemen Koperasi Syariah Berbasis Web dan Mobile (Studi Kasus: Koperasi Syirkah Berkah Bersama) Abi Firmandhani; Widhy Hayuhardhika Nugraha Putra; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 13 (2021): Publikasi Khusus Tahun 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Untuk dipublikasikan di Jurnal Ilmiah Penelitian dan Penerapan Teknologi Sistem Informasi
Perancangan Gim Simulasi Perakitan Komputer menggunakan Metode 7 Steps For Designing Serious Games Mohammad Alauddin; Tri Afirianto; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 8 (2021): Agustus 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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The computers technological development is increasing in recent times and become major need in various fields, such as institution, education, government or public in general. Every year, computers and the components always evolve also followed by the increasing price. Therefore, choosing a computer and the components based on user spesification and need is really important. However, many people have no basic knowledge about components on a computer. Previously there were studies that could impart student knowledge by using a game. The studies using a 7 steps for designing serious games method. It's undeniable at this time that games can also use in many things not only entertainment purposes. Games that can provide knowledges to game players and give other purpose than only entertaining classified as a serious game. Therefore, a computer assembly simulation games designed by using the 7 step for designing serious game method. The 7 steps for designing serious game method used for found out the need and goals of players based on quality control by cognitive experts therefore the results of designing this game can fulfill the players wishes. This study examines game player needs, game design, game implementation, testing and game evaluation. Based on usability testing on the satisfaction aspect, the average value obtained based on positive experience is 3.41 from 20 respondents, as a consequence, it reflects that the game could be played easily by the game player. While on validation test, the average value obtained is 79.2 from 5 cognitive experts, which indicates that developed game certainly belongs in serious game type.
Pengembangan Serious Game Menggunakan DPE Framework untuk Mengasah Kemampuan Berhitung dengan Gestur Tangan Aditya Luthfi Alvari Ramadhan; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 8 (2021): Agustus 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Counting has been a basic need in daily life activities such as trading, working, studying, etc. The ability to count can decline over time if not trained regularly. This causes a decline in counting ability. One of the effective methods to enhance counting skills is by using hand gestures as hand gestures can reduce cognitive load. In order to make the learning process with hand gestures fun, games can be used as a media for learning. Games are known to be able to make players feel happy, reduce stress, and improve their logic. Based on that premise, a serious game is developed using hand gestures as input method to enhance counting skills. To design a beneficial and fun serious game, the design process is aided by Design, Play, Experience Framework or commonly known as DPE Framework. The usage of this framework will hopefully increase the chance of success in the learning process without sacrificing the fun factor of the serious game design. In order to measure the experience performance of the game, two types of testing are used in this research such as Play Testing and Game Experience Questionnaire (GEQ). Test results from 33 respondents showed that the game is fun and beneficial with low levels of negative experience, tiredness, and disorientation. Overall, players found the game fun with a rating of 4,12 out of 5.
Pengembangan Permainan Edukasi berbasis Augmented Reality untuk Pembelajaran Senyawa Hidrokarbon bagi Siswa Sekolah Menengah Atas (SMA) Carlista Naba; Muhammad Aminul Akbar; Ahmad Afif Supianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 9 (2021): September 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Chemistry is one of the many branches of science that is taught on high school, but observations from teachers shows that there's still many students who struggles learning chemistry because of its abstract and intangible concept. Example of a chapter that student still struggles is hydrocarbon chapter. To help with the problem of the abstractness concept of chemistry, this study has a goal to develop an educational game as a learning media to study about the structural molecule of hydrocarbon compound and its The International Union of Pure and Applied Chemistry (IUPAC) nomenclature using Augmented Reality (AR). The game will be developed as a puzzle game, on which the player arrange and build a hydrocarbon compound that can be seen on the real world with AR. The game will also detects the compound's name. This study will be done with Iterative Rapid Prototyping design cycle. The study's functionality result will be tested with Black Box Testing and tested on students with Game Experience Questionnaire (GEQ) module to asses the student's experience. There is 2 modules, which will be asked when the respondent is in their playing session, and when they're finished playing the game accordingly. The results of functionality testing shows that the game works well with 100% validity, just as the experience testing with GEQ. Based on the questionnaire results, game that uses AR could improve the student's interest and help them to overcome their feeling of boredom in learning.
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 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