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Interest in Purchasing In-Game Content Based on Game Characteristics and Indonesian Player Behaviour Agung Riyadi; Riwinoto Riwinoto
CESS (Journal of Computer Engineering, System and Science) Vol 6, No 1 (2021): Januari 2021
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (239.636 KB) | DOI: 10.24114/cess.v6i1.22199

Abstract

This research aimed to find out what games are currently being played and how many contents purchased in them. Information regarding the interest in purchasing the game contents is crucial for the game developers to determine the game type to be developed. The research used a survey method conducted on 455 respondents aged 18-30 years from Indonesia. The survey results stated that most Indonesian game players were in the Regular Player category who played Action games with a population of 71%. The amount of interest in purchasing the contents from the Frequent Players towards Action and RPG games was 92%. As for games in the Puzzle category, the amount of interest in purchasing the contents was very small. 96% of puzzle game players certainly had no interest in purchasing the contents.
“Integrasi Aplikasi Memo Online dan Sistem Perencanaan Politeknik Batam”: Sebuah Topik Tugas Akhir di Politeknik Batam Riwinoto Riwinoto; Uuf Brajawidagda; Eddy Rahman; Vanny Anggreayni; Rizki Salputra
JURNAL INTEGRASI Vol 2 No 2 (2010): Jurnal Integrasi Edisi Khusus (Seminar Nasional) - Juli 2010
Publisher : Politeknik Negeri Batam

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Abstract

Integrasi aplikasi memo online dan sistem perencanaan Politeknik Batam merupakan bagaimana cara menggabungkan kedua aplikasi yang ada yaitu aplikasi memo online dan sistem perencanaan Politeknik Batam. Makalah ini membahas integrasi aplikasi memo online dan sistem perencanaan Politeknik Batam melalui tugas akhir sekelompok mahasiswa Politeknik Batam. Analisis dan Perancangan integrasi sistem dilakukan dengan mengacu empat aspek yang ada yaitu Proses bisnis, Aplikasi, Data, Infrastruktur. Makalah ini diharapkan menjadi salah satu acuan dalam pelaksanaan tugas akhir mahasiswa politeknik.
Analisa Pengaruh Visual Efek Terhadap Minat Responden Film Pendek Eyes For Eyes Pada Bagian Pengenalan Cerita (Part 1) Dengan Metode Skala Likert Muhammad Agus Setiono; Riwinoto Riwinoto
Jurnal Komputer Terapan  Vol. 1 No. 2 (2015): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (605.568 KB)

Abstract

Seiring pesatnya perkembangan teknologi, penambahan visual effect menjadi lebih dominan di dunia perfilman. Penambahan efek visual sering digunakan di berbagai jenis film, termasuk film pendek action. Visual Effect adalah pemberian effect tertentu ke dalam film yang bertujuan untuk menciptakan adegan yang realistis dan lebih menarik. Pembuatan alur pada bagian pengenalan cerita yang menarik juga dapat membuat film menjadi tidak monoton. Oleh karena itu penulis membuat film pendek dengan judul “Eyes For Eyes” dengan menerapkan efek visual film action. Penulis mengembangkan film tersebut pada bagian pengenalan cerita (Part 1). Bagian pengenalan cerita ini bercerita tentang awal mula penyebab dari pembalasan dendam seseorang atas kematian sahabatnya. Proses produksi film meliputi 3 tahapan yaitu proses pra produksi, produksi dan paska produksi. Proses pra produksi menghasilkan konsep cerita, sinopsis, skenario dan storyboard. Proses produksi menghasilkan 216 total pengambilan gambar berformat .MOV. Sedangkan proses paska produksi dengan menerapkan efek visual film menghasilkan 26 scene dalam 1 sequance berformat .MPEG yang berdurasi 7 menit 34 detik. Berdasarkan hasil pengujian terhadap 100 responden dengan menggunakan skala likert, disimpulkan bahwa dengan adanya efek visual yang real dan berkualitas serta berpengaruh terhadap film pada bagian pengenalan cerita film ini mampu menimbulkan ketertarikan responden menonton dan menunggu kelanjutan film pendek ini.
Analisis Analisis Pada Aplikasi Simulasi Pergudangan Berbasis Virtual Reality Menggunakan Metode Game User Experience Satisfaction Scale (Guess) yosua millyandi hutagalung; Riwinoto Riwinoto
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 6 No 2 (2022): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v6i2.4952

Abstract

In the world of simulation, there are many issues related to how to make a simulation interesting and make users want to use it again. One of them is user satisfaction. User satisfaction is the extent to which players feel satisfied when using an application. The warehouse simulation application is an application that is based on three dimensions and can only be run using virtual reality technology. This application aims to simulate how the activities of a picker in the warehouse. This research was conducted to determine the level of user satisfaction when using the warehouse simulation application. The research was conducted using the Game User Experience Satisfaction Scale (GUESS) method which has nine subscales, namely usability, narratives, play engrossment, enjoyment, creative freedom, audio aesthetics, personal gratification, social connectivity, and visual aesthetics. Data collection was carried out by distributing questionnaires through online media. Respondents in this study were 30 students of the Batam State Polytechnic International Trade Logistics study program. The analysis method uses a descriptive quantitative method. The results of the analysis show that of the nine subscales of user satisfaction with the Warehouse simulation application, four subscales are below average, namely enjoyment, audio aesthetics, personal gratification, and social connectivity. From these results, what needs to be improved is the addition of audio and UI that gives appreciation to users to increase personal gratification, changing the color concept in each scene so that users do not feel bored with the application.
Optimalisasi Aplikasi VR Mahakarya Vokasi Land Menggunakan Teknik Level of Detail (LOD) Riwinoto Riwinoto; Cikal Lisandi Putra
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 7 No 1 (2023): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v7i1.5681

Abstract

The development of the VR exhibition application for mahakarya vokasi Land using Level of Detail (LOD) is the focus of this research. LOD allows for adjusting the detail of 3D objects based on the user's viewing distance, reducing computational load, and improving application performance. LOD Groups are used to categorize objects based on complexity levels and dynamically adjust the level of detail. The research results indicate that the use of LOD successfully increased FPS by 284% and reduced memory usage in several important parameters such as setPass Calls, draw calls, batches, triangles, vertices, used textures, render textures, and shadow casters. Although some parameters did not show a significant improvement in FPS, it is important to monitor and optimize them. The use of LOD can be an effective strategy to improve the performance of VR exhibition applications by reducing rendering and memory load, creating a smoother and more responsive VR experience