Erick Leonardo
Program Studi Teknik Informatika

Published : 2 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 2 Documents
Search

Dodgeball: A Virtual Reality Sport Game Using Kinect And XNA Game Studio Leonardo, Erick; -, Liliana; Gunadi, Kartika
Jurnal Infra Vol 3, No 1 (2015)
Publisher : Jurnal Infra

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (78.005 KB)

Abstract

Technology development, particularly in video game, has reached to all human life aspects. Many game developers seek not only for innovations to a more interesting gaming system, but also for added values to the game itself. Virtual reality game becomes one of the alternatives to develop the gameplay aspect. Players are highly immersed in the video game world, and convinced as if they were in the game itself. This thesis aims to make a virtual reality game with Dodgeball sport theme using Kinect and XNA Game Studio integrated development environment.The Kinect used in this Dodgeball game is meant to control a game character to follow the real one. The character moves in the same way in real life. Therefore, players will find the game more realistic, and they will feel the sensation of playing the real Dodgeball. Besides, players do not need to use a game controller. Players’ movement also become more natural in the absence of the game controller.Our Dodgeball game has gone through several adjustments, such as, each team’s players are limited to 4 people, which at most 2 of them are human players. The number of balls used in this game is reduced to 2, and before the game begins, the balls are assigned to teams by coin tosses. Dodgeball game is also packed with physics and simple artificial intelligence to enhance players’ gaming experiences in playing Dodgeball game.
PEMANFAATAN KURVA B-SPLINES UNTUK MEMPERHALUS VISUALISASI OBYEK MESH Liliana, Liliana; Budhi, Gregorius Satia; Leonardo, Erick; Sanjaya, Evans
Jurnal Informatika Vol 12, No 1 (2014): MAY 2014
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (729.007 KB) | DOI: 10.9744/informatika.12.1.27-32

Abstract

Ray tracing is one of the photorealistic rendering method. Ray tracing process takes a long time because of the calculation of lighting effects and optical effects caused by the material of the object. The length of rendering time increases with the increasing complexity of the shape of the object, such as a mesh object. To minimize processing time, generally done by reducing the complexity of the mesh, which reduces the number of face that forms a mesh object. How to reduce the number of face is to combine adjacent face to face. The downside of this method is that the object surface resulting display will look grainy/triangular - facet (checkered). The proposed method in this study aims to refine the visualization of objects that complexity is not high. Triangular surface mesh - terms appear due to the calculation of the same color for each face that form a mesh. If the face has a color gradation, the mesh will look smooth surface. To produce a color gradation on a broad face, normal calculation was used, ie in proportion adopting b - splines curve calculations. Testing is done by comparing the results of the use of normal B - splines to the simple method of subdivision (a method of face vast divide into several smaller face , so that the finer the mesh surface) with ray tracing rendering method. From the experimental results, it can be concluded that the results of ray tracing using b - splines normal when compared with the subdivision, the results are not too different. From the aspect of long rendering process, the more the number of face of a mesh, it also increase the effectiveness of rendering time process. However, the increase is not proportional to the increase in the number of mesh