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Aplikasi RPG Berbasiskan Teknologi Andengine pada Perangkat Mobile Android Gingerbread Budi Yulianto; Andy Budy Pratama; Hutomo Widjaja
ComTech: Computer, Mathematics and Engineering Applications Vol. 3 No. 1 (2012): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v3i1.2460

Abstract

This article presents an application development of a Tactical Role-Playing Game based on AndEngine on an Android Gingerbread mobile device. The goals of the research are designing an entertaining application that implements artificial intelligence and AndEngine technology as well as presenting Indonesian cultures. The output of the research is a 2-dimension-based Tactical Role-Playing Game application implemented on Android Gingerbread mobile device and a game engine for creating items and skills of the characters for the game. On the application development phase, the research uses literature study, user requirement analysis, and similar game analysis. The research showed that the game application is developed using 2-dimension perception implementing artificial intelligence and AndEngine technology for having interesting control and appearance for users. In addition, it motivates other programmers for developing other game that presents Indonesian cultures, and uses conditional framerate for reducing battery usage on mobile device.
Potential Threats of Information Disclosure in Social Media: a Systematic Literature Review Budi Yulianto; Fredy Purnomo; Evaristus Didik Madyatmadja; Meyliana Meyliana; Harjanto Prabowo
ComTech: Computer, Mathematics and Engineering Applications Vol. 7 No. 3 (2016): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v7i3.2499

Abstract

Along with the growth of social media, a variety of potential threats to users is also increasing. These kinds of threats often occur because the users accidentally or unknowingly disclose their information or identity on social media. Threats resulted from the disclosure of information are needed to be known so that the users can understand the risks that arise and take precautions. This research was aimed to summarize the potential threats arising from the information disclosure in social media. The research method used was a systematic literature review to explore and summarize the literatures that discuss the specific topic. The research results show that the potential threats are mostly social threats and identity theft. 
Audio Visual Media Components in Educational Game for Elementary Students Meilani Hartono; Andri Guna Santoso; Crisantus Lebu Raya; Budi Yulianto; Suwarno Suwarno
ComTech: Computer, Mathematics and Engineering Applications Vol. 7 No. 4 (2016): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v7i4.2515

Abstract

The purpose of this research was to review and implement interactive audio visual media used in an educational game to improve elementary students’ interest in learning mathematics. The game was developed for desktop platform. The art of the game was set as 2D cartoon art with animation and audio in order to make students more interest. There were four mini games developed based on the researches on mathematics study. Development method used was Multimedia Development Life Cycle (MDLC) that consists of requirement, design, development, testing, and implementation phase. Data collection methods used are questionnaire, literature study, and interview. The conclusion is elementary students interest with educational game that has fun and active (moving) objects, with fast tempo of music, and carefree color like blue. This educational game is hoped to be an alternative teaching tool combined with conventional teaching method.
Aplikasi Simulasi Tambak Ikan Berbasiskan Mobile untuk Meningkatkan Minat Kewirausahaan Budi Yulianto; Lusiana Citra Dewi; Erlangga Damar Prayoga; Rizky Arif Budiman
ComTech: Computer, Mathematics and Engineering Applications Vol. 4 No. 2 (2013): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v4i2.2552

Abstract

The background of the research is that mobile phone based application growth is not as increasing as its education category for improving users’ entrepreneurial-interest, especially in fishpond. The goal of the research is designing an application as a digital game based education tool that can simulate fishpond to users. Output of the research is a mobile application that can deliver information of fishpond system as basic entrepreneurship knowledge to users. On the development phase, the research uses literature study and user requirement analysis. Conclusion of the research has shown that the developed application is based on multimedia and game and also can deliver basic information of fishpond to users such as preservation, purchasing, and selling. The application is developed with good-looking interface and easily-covered level of difficulty.
Aplikasi Pembelajaran Algoritma Dasar Interaktif Berbasiskan Computer Assisted Instruction Budi Yulianto; Eileen Heriyanni; Radinal Eliset Sembiring; Rininta Amalia; Rudy Fridian
ComTech: Computer, Mathematics and Engineering Applications Vol. 4 No. 2 (2013): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v4i2.2611

Abstract

Book as a learning method is less effective and interactive since it can not deliver motion animation. Thus, a more interactive learning method is needed to have a better learning process. The goal of the research is developing an application that provides easiness for students in learning algorithm by combining computerassited instruction (CAI) and internet technology. On the development phase, the research methodo uses fact finding by a survey to students who are or have been learning algorithm and a literature study, and also waterfall method for software development. The research output is a CAI application for learning algorithminteractively. The developed application is interactive for learning process and able to help students in deepen algorithm topics.
Analisis Korelasi Faktor Perilaku Konsumen terhadap Keputusan Penggunaan Teknologi Komunikasi Voip Budi Yulianto
ComTech: Computer, Mathematics and Engineering Applications Vol. 5 No. 1 (2014): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v5i1.2619

Abstract

The advancement of communication technology that is combined with computer and the Internet brings Internet Telephony or VoIP (Voice over Internet Protocol). Through VoIP technology, the cost of telecommunications in particular for international direct dialing (IDD) can be reduced. This research analyzes the growth rate of VoIP users, the correlation of the consumer behavior towards using VoIP, and cost comparisons of using telecommunication services between VoIP and other operators. This research is using descriptive analysis method to describe researched object through sampling data collection for hypothesis testing. This research will lead to the conclusion that the use of VoIP for international area will be more advantageous than the use of other operators of GSM (Global System for Mobile), CDMA (Code Division Multiple Access), or the PSTN (Public Switched Telephone Network).
Aplikasi E-Notetaking Berbasiskan Multimedia untuk Kegiatan Pencatatan Budi Yulianto; Arizka Pramita; M. Fadly F. N.; Meidyta H. N.
ComTech: Computer, Mathematics and Engineering Applications Vol. 2 No. 2 (2011): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v2i2.2934

Abstract

This article presents analysis and design of multimedia based e-notetaking application. The goals of the research are to optimize audio-visual usage in taking note, to organize notes to be tidied and categorized, and to make easy copying and sharing notes to other users. Output of the research is an e-notetaking application implemented on laptops. The designed e-notetaking application has features for users in taking notes by using notebook or netbook as easily as taking notes by using book.
Penerapan Action RPG pada Perangkat Mobile Berbasiskan iOS Budi Yulianto; Panji Kharisma; Eko Mirhard
ComTech: Computer, Mathematics and Engineering Applications Vol. 2 No. 2 (2011): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v2i2.2957

Abstract

Mobile games develop along with technological developments. Gaming applications by applying special graphics technologies optimizes any mobile device. The purpose of this study is to design an Action RPG game application by applying Cocos2d technology to be implemented on mobile devices based on IOS operating system. This study performs data collecting and analyzing, interface designing, application implementation, and application evaluation using the Waterfall Model. Data collection is withdrawn from several surveys related to user needs and similar games. Progressing the study, gameplay design is performed using UML, the data storage structure, and interface design. The study results in an Action RPG game application that is implemented on mobile devices. The results showes that Action RPG games can be developed by incorporating elements of art, graphics, and stories that enhance user's interests. 
An Implementation of Location Based Service (LBS) for Community Tracking Budi Yulianto; Rita Layona
ComTech: Computer, Mathematics and Engineering Applications Vol. 8 No. 2 (2017): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v8i2.3749

Abstract

The case of lost or missing children when people go traveling or in the hustle often occurs due to lack of parental supervision. These problems can be solved using Global Position System (GPS)-based navigation technology Location Based Service (LBS). This research aimed to determine the position of members of the community (such as family) who were lost or missing by using mobile devices. Rapid Application Development (RAD) was used for system development, which comprised the step of requirement or planning, system design, development, and cutover. The result of this research is a GPS-based application that is able to display the position of members of the community, the route to the location, and the media discussion (comments). The conclusions show that the application provides an easy and useful function in finding the location of the community member, displays the route to the location, and allows the interaction in the form of communication.