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Journal : Nuansa Informatika

IMPLEMENTASI ALGORITMA BLUM BLUM SHUB PADA KUIS SANDI SEMAPHORE BERBASIS AUGMENTED REALITY Ridwan Alamsyah; Erlan Darmawan; Rio Andriyat; Yulyanto; Suseno, Endra
NUANSA INFORMATIKA Vol. 17 No. 2 (2023): Volume 17 No 2 Tahun 2023
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/ilkom.v17i2.33

Abstract

Semaphore is a way to send and receive news by using a flag, paddle, trunk, bare hands or gloves. The semaphore learning at School at this time still uses the Scout's manual and it is only in the form of 2D images and it is also delivered by the Scout coach. So that students tend to get bored in learning the semaphore movement and lack of understanding and education in the learning process in this modern era. From the existing problems, the semaphore movement learning application and semaphore quiz were built using augmented reality technology based on android to provide interesting and interactive learning. This application was built by adding the Blum-Blum Shub (BBS) algorithm for the randomization process which functions to generate random numbers in a mathematical process with the resulting output is a series of binary numbers. Application created uses Unity 3D, and developed uses the RUP (Rational Unifed Process) method. With this application, it can make easier for students to understand the material in semaphore learning
Fuzzy-Driven Adaptive NPC Behavior in a Meme-Based Platformer Game for Android Mobile: Perilaku NPC Adaptif Berbasis Fuzzy dalam Game Meme Platformer Berbasis Ponsel Android Encep Sayid Amrulloh; Rio Andriyat Krisdiawan; Iwan Lesmana; Lutfi Rohmawati
NUANSA INFORMATIKA Vol. 19 No. 2 (2025): Nuansa Informatika 19.2 Juli 2025
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/ilkom.v19i2.440

Abstract

Game-based applications are increasingly used beyond entertainment to deliver adaptive, engaging user experiences. Yet, many mobile platformer games still rely on static enemy behaviors, leading to repetitive gameplay. This study introduces Pepe the Ponderland Warrior, a 2D platformer for Android that incorporates culturally relevant meme characters and dynamic NPC behavior using fuzzy logic. Developed with the Game Development Life Cycle (GDLC), the game uses the Fuzzy Sugeno inference system to adapt NPC responses based on player distance, health, and damage received. UML modeling guided the system design, while testing included black-box, white-box, and User Acceptance Testing (UAT). The fuzzy-based system enabled real-time, context-aware NPC decisions, creating more varied and challenging gameplay. The game passed functional and logical testing, with UAT from 30 users producing a high feasibility score of 81.2%, reflecting satisfaction in design, gameplay, and difficulty balance. By integrating fuzzy logic with meme-inspired content, this study offers a novel and efficient AI approach for mobile games, highlighting potential for expansion across platforms and with more adaptive inputs.
Real-Time Bayesian Knowledge Tracing for Adaptive Vocabulary Practice in an Adventure Educational Game: Architecture, Verification, and Reproducibility: Real-Time Bayesian Knowledge Tracing untuk Praktik Kosakata Adaptif pada Game Edukasi Bergenre Petualangan: Arsitektur, Verifikasi, dan Reproducibility Ikhsan Khaeruddin; Rio Andriyat Krisdiawan; Nida Amalia Nasikin
NUANSA INFORMATIKA Vol. 20 No. 1 (2026): Nuansa Informatika 20.1 Januari 2026
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/ilkom.v20i1.535

Abstract

Vocabulary learning in primary English classes is often constrained by heterogeneous learner readiness, where fixed game progression can under-serve both struggling and advanced students. This study aims to implement and technically validate a reproducible real-time adaptivity mechanism using Bayesian Knowledge Tracing (BKT) in a Unity-based Android vocabulary game. The research adopts a design-and-verification approach using the Game Development Life Cycle (GDLC), supported by requirements elicitation (classroom observation, teacher interview, and literature review). The adaptive engine applies BKT to update mastery after each quiz response and routes learners using a mastery-threshold policy, while event-level logs are stored locally and exportable for auditability. The main results demonstrate that adaptive mode activation, mastery updates, persistence of adaptive state, and mastery-gated progression function consistently in end-to-end black-box tests. Algorithm-level credibility is strengthened through white-box basis-path verification of the UpdateProbability() routine, ensuring independent execution paths for correct and incorrect responses are covered. This work contributes a deployable Unity/Android architecture for real-time BKT-driven adaptivity, accompanied by verification artifacts and reproducibility recommendations to support technical audit, replication, and subsequent controlled effectiveness studies.