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PENGEMBANGAN GAME FIRST PERSON SHOOTER BERBASIS WEB MENGGUNAKAN UNITY DENGAN METODE GAME DEVELOPMENT LIFE CYCLE Muhamad Alghivary, Mirza; Suharso, Aries; Defiyanti, Sofi
JATI (Jurnal Mahasiswa Teknik Informatika) Vol. 9 No. 1 (2025): JATI Vol. 9 No. 1
Publisher : Institut Teknologi Nasional Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36040/jati.v9i1.12643

Abstract

Pengembangan game First Person Shooter (FPS) berbasis web menjadi tren dalam industri game karena memberikan akses lebih luas tanpa memerlukan instalasi software tambahan. Namun, pengembang game lokal di Indonesia menghadapi kendala signifikan, seperti keterbatasan modal, akses teknologi terbaru, serta pengalaman dalam manajemen proyek dan pemasaran, yang menghambat kemampuan bersaing secara global dan memenuhi standar internasional. Penelitian ini bertujuan mengembangkan game FPS berbasis web menggunakan Unity, game engine multiplatform, dengan menerapkan metode Game Development Life Cycle (GDLC) sebagai solusi atas tantangan tersebut. GDLC menyediakan kerangka kerja terstruktur yang mencakup tahapan concept and planning, pre-production, production, dan testing. Pada tahap concept and planning, dilakukan identifikasi kebutuhan pengguna dan penentuan fitur utama game, seperti mekanisme menembak, respawn, dan antarmuka pengguna. Tahap pre-production berfokus pada desain mekanika permainan, karakter, dan lingkungan, sedangkan tahap production melibatkan pengembangan fitur menggunakan Microsoft Visual Studio. Akhirnya, tahap testing dilakukan dengan metode blackbox testing untuk memastikan game bebas bug dan berfungsi optimal. Hasil penelitian menunjukkan bahwa penerapan GDLC dapat membantu pengembang mengatasi kendala teknis dan menghasilkan game berbasis web yang sesuai dengan kebutuhan pengguna.
Akuisisi Bukti Digital Dan Deteksi Keaslian Citra Pada Whatsapp Menggunakan Metode NIST Dan ELA Putra, Ikhwan Wiratama; Suharso, Aries; Rozikin, Chaerur
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 5, No 2 (2021): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/j-sakti.v5i2.370

Abstract

The growth of technology in the last 3 years has been very rapid, as is the growth of smartphone use. This growth is directly proportional to the crime cases that occur, especially in Indonesia. There were a total of 12,835 case complaints from 2018 to 2020, and the most cases were online fraud cases with 7,560 reports related to fraud on cyber patrol sites. One of the crimes that often occurs is online fraud cases using fictitious transfer receipts. This crime was committed using one of the short messaging applications, namely Whatsapp. After the crime was successfully carried out, the perpetrator then deleted the evidence in the form of the conversation along with a photo of the proof of the transfer using one of the features on WhatsApp. Therefore, this study aims to obtain or acquire evidence on the Whatsapp application using the NIST (National Institute of Standards and Technology) method and applying the ELA (Error Level Analysis) technique to analyze evidence in the form of images obtained to strengthen the evidence in court. In facilitating the investigation process, a forensic tool is needed. The forensic tools used in this research are Magnet Axiom and ForensicallyBeta. The final result obtained is that Magnet Axiom managed to find some evidence, including conversation messages, victim contacts, call history, profile photos of the perpetrators, and pictures. With the help of ForensicallyBeta tools, the obtained receipt image can be analyzed and identified that there has been a modification to the receipt.
Teknologi Augmented Reality Sebagai Media Pembelajaran Dalam Pengenalan Buah-Buahan (Kasus Paud Hidayatul Burhan) Maelani, Yeyen; Irawan, Agung Susilo Yuda; Suharso, Aries
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 5, No 2 (2021): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/j-sakti.v5i2.387

Abstract

Paud Hidayatul Burhan is an Early Childhood Education which is located in Pasirtanjung Village, Lemahabang District, Karawang Regency. Currently, teachers are demanded to be creative in providing education to their students with various methods such as the rationalization of plant themes for fruits and so on. Due to the lack of educational facilities for this use of media, it is necessary to use technology to attract children's interest and motivation to learn. In this case, the fruit learning media still uses conventional methods such as books to see its shape in 2D. The method used in the application of augmented reality in this study is markerless, so that the black and white square markers are replaced by pictorial markers presented in the Augmented Reality Book (AR Book) containing strawberries, lemons and cherries. From the results of alpha testing, the application made can function properly. From the results of the marker test, the application can display 3D objects at a marker distance of 5 cm - 60 cm, with a marker tilt angle of 30 ° - 60 ° and the marker is blocked by other objects up to 75%. From the results of the questionnaire calculation using the Likert's Sumated Rating (LSR) method, a score of 85 was obtained, so the assessment range was very positive, which means that the application can be implemented properly. And also the calculations carried out by the author in the evaluation of students showed that Ho was rejected because there was no significant effect on children's understanding, while H1 was accepted because of a significant influence on children's understanding.
Analisi Data Transaksi Penjualan Menggunakan Algoritma Apriori Untuk Menentukan Paket Promosi Refarasi Mobil R, Aria Renalda; Irawan, Agung Susilo Yuda; Suharso, Aries
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 5, No 2 (2021): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/j-sakti.v5i2.388

Abstract

Rizal Motor Workshop is a business in the field of services and sales of auto parts. More and more workshops are growing rapidly at this time, making Rizal Motor Workshop making a better marketing strategy than other workshops. With a promotional package it will attract the attention of consumers who were previously not interested in shopping to become very interested because of the available promotional packages. To determine the promotional package at the Rizal Motor Workshop to be more efficient and on target, the author uses one way to look at the items most frequently purchased by consumers. The purpose of this study is to analyze sales transaction data to be used as a promotional package based on the buying patterns of consumers. The method used in this study uses the Knowledge Discovery in Database (KDD) method which consists of stages of data selection, data cleaning, data transformation, data mining, and evaluation. The algorithm in this study uses the Apriori Algorithm which looks at the itemset formed, in this study using 4 itemsets with a minimum support of 60% and a minimum confidence of 90%. For the results obtained are associations between products or connectedness of goods, in this study the confidence value obtained was 98.182% which is the best confidence value contained in the 3 itemse.
Akuisisi Bukti Digital Dan Deteksi Keaslian Citra Pada Whatsapp Menggunakan Metode NIST Dan ELA Putra, Ikhwan Wiratama; Suharso, Aries; Rozikin, Chaerur
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 5, No 2 (2021): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/j-sakti.v5i2.370

Abstract

The growth of technology in the last 3 years has been very rapid, as is the growth of smartphone use. This growth is directly proportional to the crime cases that occur, especially in Indonesia. There were a total of 12,835 case complaints from 2018 to 2020, and the most cases were online fraud cases with 7,560 reports related to fraud on cyber patrol sites. One of the crimes that often occurs is online fraud cases using fictitious transfer receipts. This crime was committed using one of the short messaging applications, namely Whatsapp. After the crime was successfully carried out, the perpetrator then deleted the evidence in the form of the conversation along with a photo of the proof of the transfer using one of the features on WhatsApp. Therefore, this study aims to obtain or acquire evidence on the Whatsapp application using the NIST (National Institute of Standards and Technology) method and applying the ELA (Error Level Analysis) technique to analyze evidence in the form of images obtained to strengthen the evidence in court. In facilitating the investigation process, a forensic tool is needed. The forensic tools used in this research are Magnet Axiom and ForensicallyBeta. The final result obtained is that Magnet Axiom managed to find some evidence, including conversation messages, victim contacts, call history, profile photos of the perpetrators, and pictures. With the help of ForensicallyBeta tools, the obtained receipt image can be analyzed and identified that there has been a modification to the receipt.
Teknologi Augmented Reality Sebagai Media Pembelajaran Dalam Pengenalan Buah-Buahan (Kasus Paud Hidayatul Burhan) Maelani, Yeyen; Irawan, Agung Susilo Yuda; Suharso, Aries
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 5, No 2 (2021): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/j-sakti.v5i2.387

Abstract

Paud Hidayatul Burhan is an Early Childhood Education which is located in Pasirtanjung Village, Lemahabang District, Karawang Regency. Currently, teachers are demanded to be creative in providing education to their students with various methods such as the rationalization of plant themes for fruits and so on. Due to the lack of educational facilities for this use of media, it is necessary to use technology to attract children's interest and motivation to learn. In this case, the fruit learning media still uses conventional methods such as books to see its shape in 2D. The method used in the application of augmented reality in this study is markerless, so that the black and white square markers are replaced by pictorial markers presented in the Augmented Reality Book (AR Book) containing strawberries, lemons and cherries. From the results of alpha testing, the application made can function properly. From the results of the marker test, the application can display 3D objects at a marker distance of 5 cm - 60 cm, with a marker tilt angle of 30 ° - 60 ° and the marker is blocked by other objects up to 75%. From the results of the questionnaire calculation using the Likert's Sumated Rating (LSR) method, a score of 85 was obtained, so the assessment range was very positive, which means that the application can be implemented properly. And also the calculations carried out by the author in the evaluation of students showed that Ho was rejected because there was no significant effect on children's understanding, while H1 was accepted because of a significant influence on children's understanding.
Analisi Data Transaksi Penjualan Menggunakan Algoritma Apriori Untuk Menentukan Paket Promosi Refarasi Mobil R, Aria Renalda; Irawan, Agung Susilo Yuda; Suharso, Aries
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 5, No 2 (2021): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/j-sakti.v5i2.388

Abstract

Rizal Motor Workshop is a business in the field of services and sales of auto parts. More and more workshops are growing rapidly at this time, making Rizal Motor Workshop making a better marketing strategy than other workshops. With a promotional package it will attract the attention of consumers who were previously not interested in shopping to become very interested because of the available promotional packages. To determine the promotional package at the Rizal Motor Workshop to be more efficient and on target, the author uses one way to look at the items most frequently purchased by consumers. The purpose of this study is to analyze sales transaction data to be used as a promotional package based on the buying patterns of consumers. The method used in this study uses the Knowledge Discovery in Database (KDD) method which consists of stages of data selection, data cleaning, data transformation, data mining, and evaluation. The algorithm in this study uses the Apriori Algorithm which looks at the itemset formed, in this study using 4 itemsets with a minimum support of 60% and a minimum confidence of 90%. For the results obtained are associations between products or connectedness of goods, in this study the confidence value obtained was 98.182% which is the best confidence value contained in the 3 itemse.
Implementasi Augmented Reality Pengenalan Hewan, Buah dan Kendaraan Untuk Pendidikan Usia Dini Riyanto Riyanto; Aries Suharso
Jurnal Teknik Informatika dan Sistem Informasi Vol 8 No 2 (2022): JuTISI
Publisher : Maranatha University Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/jutisi.v8i2.4821

Abstract

As a result of the implementation of social distancing rules, the education sector is forced to implement the Distance Learning system or study from home which sometimes makes students feel bored in its implementation. Therefore, an alternative learning media is needed to overcome this boredom. One method that can be used is learning through applications with the addition of augmented reality technology. The purpose of this study was to design an interactive learning media for early childhood based on augmented reality technology and to determine the impact of its use. This type of research is action research, while the software development method used is the waterfall model. This app is designed using Unity 3D and Vuforia SDK. The results of the calculation of the questionnaire, obtained a value of 98.6% which means the application is included in the very effective criteria according to the Likert Scale. And from the results of the paired t-test of application users before and after using the application, it was concluded that there were differences in the assessment of learning outcomes before and after using augmented reality-based basic learning applications for early childhood.