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Journal : Nuansa Informatika

IMPLEMENTASI MODEL PENGEMBANGAN SISTEM GDLC DAN ALGORITMA LINEAR CONGRUENTIAL GENERATOR PADA GAME PUZZLE Rio Andriyat Krisdiawan
NUANSA INFORMATIKA Vol 12, No 2 (2018)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (733.713 KB) | DOI: 10.25134/nuansa.v12i2.1634

Abstract

Puzzle games, are still in great demand by gamers, because of puzzle solving, mathematical calculations, and even included in educational games. In making the puzzle game, focus on how to make a challenging puzzle game to solve it so that it is not easily guessed / boring with the same pattern when played repeatedly. To answer the question in making the game, researchers conducted research, how to build games with appropriate game development models / methods and how to implement an algorithm in a puzzle game, so that the game becomes more challenging for gamers to solve. In this study, researchers used the GDLC (Game Development Life Cycle) development model, design using UML, and the Implementation of the LCG (Linear Congruental Generator) Algorithm for puzzle random generation in the game. The results of this study are the game development prototype model with GDLC and the implementation of the LCG algorithm for the puzzle generator optimally.Keywords: Games Puzzle, GDLC, UML, LCG
IMPLEMENTASI ALGORITMA LINEAR CONGRUENT METHOD (LCM) PADA MEDIA PEMBELAJARAN BAGIAN-BAGIAN BUNGA BERBASIS VIRTUAL REALITY (Studi Kasus : SMP Negeri 2 Ciawigebang) Rio Andriyat Krisdiawan; Heru Budianto; Tata Sutabri; Ade Kurniawan
NUANSA INFORMATIKA Vol 16, No 2 (2022)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (972.358 KB) | DOI: 10.25134/nuansa.v16i2.5899

Abstract

SMP Negeri 2 Ciawigebang is one of the schools that also uses books as the main source of learning references. The use of books has limitations, especially in the content of the existing 2-dimensional images, the images on the textbook will fade over time, which makes it difficult for students to understand and has limited visualization of the material. Learning that is carried out online due to the impact of the COVID-19 pandemic and books as independent learning media result in ineffective understanding of the material to students. Therefore, we need media with the use of technology that can visualize materials, visualizations and objects that help students understand in independent learning such as virtual reality (VR). Virtual reality is a sophisticated human-computer interface that simulates a realistic environment and allows the user to interact directly with the simulated object. To find out the extent to which students are able to absorb the material given, an evaluation is carried out in the form of the questions that are given, therefore a Linear Congruent Method algorithm is used to randomize the questions, so that there is no repetition of the same questions that are raised. While the system development method used is the Multimedia Development Life Cycle (MDLC) as the right method for developing AR-based learning media. The final result of this research is an application that is compatible with smartphone devices with a minimum Android operating system Nougat version. which displays objects in the form of 3-dimensional VR where users feel like they are in a virtual world and questions are given to evaluate the extent to which students can absorb the material. it is hoped that this application can facilitate the learning and teaching process through virtual reality media and make it easier for teachers when delivering material and conducting 3D visual-based evaluations. Keywords: Learning Media, Virtual Reality, Algorithm Linear Congruent Method (LCM)
GAME EDUKASI WORD SEARCH PUZZLE NAMA ANAK HEWAN DALAM BAHASA SUNDA MENGGUNAKAN ALGORITMA LINEAR CONGRUENT METHOD (LCM) DAN ALGORITMA KNUTH MORRIS PRATT (KMP) (Studi Kasus : SDN Pajawanlor) Dessi Hermawaty; Rio Andriyat Krisdiawan; Yati Nurhayati
NUANSA INFORMATIKA Vol 13, No 2 (2019)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (669.251 KB) | DOI: 10.25134/nuansa.v13i2.1946

Abstract

Sundanese has unique names in its daily scope, such as naming animals. Learning the names of animal child using Sundanese is one of the activities in preserving Sundanese culture. However, especially elementary school students have lacked interest in learning Sundanese, one of them concerning the names of animal child in Sundanese, this is because the learning medias are less attractive, there are no developments in the packaging of Sundanese materials, especially the introduction to names of animal child and the absence of a dictionary regarding to the names of children in the school. Therefore, an interesting application is needed to help learning Sundanese so that students have an interest in learning the names of animal child in Sundanese. The result of this study is a game application, in which there are material about the names of animal child in Indonesian and Sundanese and there are questions that must be answered in a certain time limit to practice Sundanese language skills and to know the extent to which students understand Sundanese. By using the Linear Congruent Method (LCM) algorithm to scramble the questions that appear in the game and Knuth Morris Pratt (KMP) for matching strings in the game. The application is built using the C# programming language and the development tools used are Unity. And the system development method in this application uses the Rational Unified Process (RUP) method, while the method for designing the system uses the Unified Modeling Language (UML). Keywords : Sundanese, Linear Congruent Method, Knuth Morris Pratt
Aplikasi Pengelolaan Kredit Perumahan Dengan Metode Kredit Risk Menggunakan PHP dan MySQL (Studi Kasus : Perum Alam Asri) RIO ANDRIYAT KRISDIAWAN
NUANSA INFORMATIKA Vol 8, No 2 (2014)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/nuansa.v8i2.19

Abstract

The house is a primary requirement for the fulfillment of human well-being as food and clothing. However, it turns out the need for housing is often hampered by lack of funds owned by consumers who crave own their own home. Thus, through the development of mortgage ogled as the main alternative housing finance. Mortgages is the ability to execute a purchase or hold a loan with a promise, payment will be executed at the agreed time period. This is one of the emerging credit. In extending mortgages, banks here must be selective in assessing the feasibility of the proposed by the debtor bank's assessment was conducted in order to avoid losses due to the return of loans disbursed. Thus in doing the lending bank must make an assessment based lending procedures and internal controls in order to avoid bank bad credit. It is also to be planned strategically for mortgages in the brass, especially mortgage PERUM Alam Asri. As a business developer in the field of home ownership that must be taken into account is about sorting the data consumer in the home loan application process. Both in terms of the validity of the data and supported by field monitoring. From there, the author get the idea, how to design a management application homeownership in PERUM Alam Asri  which prioritizes the analysis of credit risk management. Which in essence how to manage existing credit processes to minimize credit risks that often arise. Starting from customer identity data collection in truth, filing mortgage, Customer Survey income, up to the management of the mortgage payment installments, thus minimizing credit risks exist. In designing this application, the authors use a Web-based programming languages, PHP and MySQL.Keyword : KPR, Credit Risk, PHP dan MySQL
Implementasi Algoritma Boids Untuk Pergerakan NPC Pada Game Awas Corona Rio Andriyat Krisdiawan; Muhammad Abdullah Fadli; sherly gina supratman
NUANSA INFORMATIKA Vol 17, No 1 (2023)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/fkom uniku.v17i1.7344

Abstract

Perkembangan teknologi game yang semakin berkembang, serta kemudahan aksesnya membuat game dapat dimainkan di berbagai perangkat dan semua kalangan masyarakat. Teknology game dapat digunakan untuk berbagai keperluan diantaranya sebagai edukasi, simulasi dan pembelajaran. Dimasa pandemi covid-19, masyarakat dihimbau untuk menerapkan protokol kesehatan untuk mengurangi penyebaran virus corona. Akan tetapi berdasarkan data observasi, masih banyak masyarakat yang belum mematuhi protocol kesehatan untuk pencegahan covid-19. Peneliti melakukan penelitian ini dengan memanfaatkan teknologi game sebagai media edukasi penerapan protokol kesehatan dimasa pandemi. Pembuatan game edukasi dan simulasi tidak lepas dari komponen utama dalam game yaitu adalah NPC (Non Player Characters) yang membuat game menjadi menarik dan menantang. Algoritma Boids digunakan untuk mengatur pergerakan berkelompok NPC. Algoritma boids memiliki tiga aturan yaitu Alignment, Separation, dan Cohesion. Penerapan algoritma boids pada NPC game berguna untuk menentukan pergerakan NPC berdasarkan penentuan jarak setiap NPC, kecepatan, dan menyesuaikan arah gerak NPC agar tidak saling bertabrakan. Metode pengembangan game yang digunakan untuk membuat game awas corona adalah GDLC (Game Development Life Cycle). Berdasarkan hasil pengujian, dengan menerapkan algoritma boids dalam pergerakan berkelompok terlihat dinamis dan tidak saling tabrak satu sama lain. Hasil pengujian kepada user menggunakan User Acceptance Test (UAT), game awas corona ini mendapat respon yang cukup baik dan dapat diterima dengan nilai persentase keseluruhan 85% untuk unsur edukasi, tampilan, tantangan dan kesenangan.Kata Kunci :Game Awas Corona, Non Player Characters,  Algoritma Boids