Rizky Ade Mahendra
Universitas Muhammadiyah Malang

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Anapedia – An Open Web-based Encyclopedia for Indonesian Children Nur Hayatin; Rizky Ade Mahendra; Dwi Arif Al-mubarok; Ahmad Dhana Renomi; Elbert Setiadharma; Adhi Bagus Setiawan; Tri Fidriyan Arya; Farid Dadhee; Fadil Ramadhan; Sandy Young; Ahmad Al Ghivani
Journal of Information Systems Engineering and Business Intelligence Vol. 5 No. 1 (2019): April
Publisher : Universitas Airlangga

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (938.123 KB) | DOI: 10.20473/jisebi.5.1.48-56

Abstract

Background: The limited number of web and child applications becomes a challenge especially providing web or education app that can be a source of information referral to help the school task, especially for the needs of children in Indonesia.Objective: This study answers the challenge by designing a special encyclopedia for children called Anapedia, an open web-based encyclopedia for children.Methods: Anapedia designed for the quality of content for education and design for entertainment that is suitable for children's needs by considering the children cognitive abilities.Results: The features are full-color, simple layout, large font sizes, and simple language with illustrated drawing to make it easier. For maintain the quality of the articles, this app involves the educator as a contributor who have better understand the characteristic and need of school-level children. This also provided a search feature based on keywords using information retrieval system with spell checker.Conclusion: The results of testing result with Black Box Method, it can be concluded that the entire system being tested has been functioning properly in accordance with expectations. 
Comparison Between A* And Obstacle Tracing Pathfinding In Gridless Isometric Game Lailatul Husniah; Rizky Ade Mahendra; Ali Sofyan Kholimi; Eko Budi Cahyono
Proceeding of the Electrical Engineering Computer Science and Informatics Vol 5: EECSI 2018
Publisher : IAES Indonesia Section

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (857.14 KB) | DOI: 10.11591/eecsi.v5.1631

Abstract

The pathfinding algorithms have commonly used in video games. City 2.5 is an isometric grid-less game which already implements pathfinding algorithms. However, current pathfinding algorithm unable to produce optimal route when it comes to custom shape or concave collider. This research uses A* and a method to choose the start and end node to produce an optimal route. The virtual grid node is generated to make A* works on the grid-less environment. The test results show that A* be able to produce the shortest route in concave or custom obstacles scenarios, but not on the obstacle-less scenarios and tight gap obstacles scenarios.