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PERANCANGAN DAN PEMBUATAN APLIKASI KU SEHAT Indrajani .; Raymond Bahana; Raymond Kosala; Yaya Heryadi
Jurnal Elektro Vol 11 No 1 (2018): April 2018
Publisher : Prodi Teknik Elektro, Fakultas Teknik Unika Atma Jaya Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (609.013 KB)

Abstract

ABSTRAK Penduduk Indonesia adalah yang terbanyak keempat di dunia. Bidang kesehatan menjadi salah satu bidang yang sangat penting untuk diperhatikan oleh pemerintah. Saat ini distribusi tenaga kesehatan dan dokter masih sangat tidak merata. Hampir semuanya tinggal di kota-kota besar di pulau Jawa. Penyebaran informasi kesehatan menjadi tugas yang berat karena Indonesia yang luas. Perlu cara untuk menyampaikan informasi yang lebih cepat ke masyarakat luas. Pesatnya penggunaan ponsel pintar serta berkembangnya aplikasi mHealth saat ini menjadi dasar pembuatan aplikasi “Ku Sehat” yang bertujuan dapat menjadi media informasi kesehatan tentang penyakit yang paling sering menjadi penyebab kematian di Indonesia. Terdapat tiga bagian pada aplikasi ini, basisdata menggunakan MySQL, aplikasi halaman web serta web service menggunakan PHP dengan Zend Framework serta aplikasi seluler menggunakan Android. Dari masukan beberapa dokter yang menggunakan aplikasi ini di dapat simpulan bahwa aplikasi bekerja cukup baik, penambahan data penyakit dan data lainnya harus lebih dimaksimalkan ABSTRACT Indonesia's population is the fourth largest in the world. The health sector is one of the fields that is very important to be considered by the government. Right now, the distribution of health workers and doctors is still very uneven. Almost all of them stay in big cities. The spread of health information is a daunting task because of the size of Indonesia. Need a way to spread the information faster to the wide community. The rapid use of smart phones and the development of the mHealth application are the basis for making the "Ku Sehat" application which aims to be a medium of health information about diseases that are most often the cause of death in Indonesia. There are three parts to this application, the database using MySQL, web page applications and web services using PHP and Zend Framework and mobile applications using Android. From the input of several doctors who use this application, it can be concluded that the application works quite well, adding disease data must be implemented.
Framework of Mobile Game Design as an Assistive Technology for Children with Motor Disabilities Melyani Melyani; Yaya Heryadi; Agung Trisetyarso; Bachtiar Saleh Abbas; Wayan Suparta; Ford Lumban Gaol
Journal of Games, Game Art, and Gamification Vol. 4 No. 1 (2019): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v4i1.7460

Abstract

Computer games have emerged in the past decade as potential media beyond entertainment. Despite its popularity, game accessibility remains a major concern of various researchers. Children population with motor disabilities is a potential target for developing entertainment or therapeutic support games due to their interest to play. This paper presents: (1) a framework for mobile games for children with motor disability using simple hand postures and (2) Xgboost decision tree as a hand posture recognizer (98.48 percent training accuracy and 96.76 percent testing accuracy) as a prototype of hand posture-based commands as assistive technology to interact with games.
Predicting the Effect of Violent Gameplaying to Violent Behavior Intention among Females using Tree Regression and AdaBoost Tree Regression Maniah Maniah; Yaya Heryadi; Agung Trisetyarso; Bachtiar Saleh Abbas; Wayan Suparta; Ford Lumban Gaol
Journal of Games, Game Art, and Gamification Vol. 4 No. 2 (2019): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v4i2.7468

Abstract

The issue on the effect of violent video game to aggressive behavior has gained wide interest from various communities. This paper presents some results of predicting quantitative measure of aggressive behavior from variables that measure violent video game playing. Experiment results showed that Decision Tree Regression (DTR) and Adaptive Boosting Tree Regression (AB-DTR) models predicted aggressive behavior intentions with high accuracy. For predicting Hostile variable: DTR’s training and testing RMSE (0.0, 0.0); AB-DTR’s training and testing RMSE (0.08, 1.08). For predicting Instru variable: DTR’s training and testing RMSE (0.0, 2.18); AB-DTR’s training and testing RMSE (0.0, 3.30) respectively.
Gamification Framework for Programming Course in Higher Education Winanti Winanti; Bachtiar Saleh Abbas; Wayan Suparta; Yaya Heryadi; Ford Lumban Gaol
Journal of Games, Game Art, and Gamification Vol. 5 No. 2 (2020): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v5i2.7479

Abstract

This paper presents a gamification framework for higher education, especially for programming language courses to increase user motivation, pleasure and satisfaction so that learning objectives can be achieved. Although student and lecturer motivation, pleasure, and satisfaction tend to increase compared to conventional techniques, gamification is not a panacea. The success of its application depends on the skill of the lecturer in choosing a game mechanic to give a sense of playing to the learning process in a more interesting way. The technique is done by dividing the class into two parts where one class uses the conventional method and one class uses the gamification method and the results will be evaluated through the assessment results before using the gamification method and after using the gamification method. The framework in this paper adds to the existing framework activities, namely adding in the field of baseline analysis, learning materials and tools used in gamification, where previous papers from three activities have not been discussed in detail. The results obtained turned out that using the gamification technique of student learning outcomes on average 15 to 25 better than using conventional techniques.
Comparison of Xbox One and Steam Joystick-based Operating System User Interface using KLM- GOMS Dodick Zulaimi Sudirman; Yaya Heryadi; Harco Leslie Hendric Spits Warnars; Benfano Soewito; Ford Lumban Gaol; Edi Abdurachman
Journal of Games, Game Art, and Gamification Vol. 5 No. 2 (2020): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v5i2.7480

Abstract

Despite having many advances in video game control such as voice or gesture control, most video game console manufacturers still use a joystick as the main control for their console. Currently, the problem with video game manufacturers is that instead of using the joystick as the point of user interface design, they instead used a design from another device such as a computer or tv. The research will compare Xbox One and Steam OS user interface by using KLM-GOMS Model. Based on the calculation it is concluded that the overall Xbox One has a more efficient design compared to Steam.