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Design Adventure Role Playing Game with Procedural Content Generation using Perlin Noise Algorithm Raul Andrian; Angga Aditya Permana; Adhi Kusnadi
Jurnal Inovasi Informatika Vol. 7 No. 2 (2022): Jurnal Inovasi Informatika
Publisher : Universitas Pradita

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51170/jii.v7i2.321

Abstract

Producing quality video game content is not easy. In the process of creating game content, it will require a lot of resources, a long time and expensive costs. This problem can be solved by applying the Procedural Content Generation or PCG method to create game content using certain algorithms without having to create it manually. In this study, the Perlin Noise algorithm was used to create a map for the game that was built. This research was made with the aim of designing and building an Adventure RPG game using the Perlin Noise algorithm, as well as measuring the level of player satisfaction with the game that has been made. The game engine used in the process of making this game is the 2019 version of Unity Engine 3D with the C# programming language on the windows platform. After the game creation process is complete, it will be continued by testing using the Game User Experience Satisfaction Scales 18 (GUESS-18) method which provides 18 questions to measure the level of player satisfaction with games built with PCG. Based on the results of the tests that have been carried out, the final result with a value of 81,85 % indicates that the game that has been successfully built is included in the good predicate category.
Effect of Zoom fatigue on health and learning loss in students during the COVID-19 pandemic Angga Aditya Permana; Adhi Kusnadi; Anggita Nauli Marpaung; Elisabet Dela Marcela; Natasya Yuasan; Syifa Fauziyah
Jurnal Inovasi Teknologi Pendidikan Vol 10, No 1 (2023): March
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (502.952 KB) | DOI: 10.21831/jitp.v10i1.52930

Abstract

Covid-19 pandemic causes all face-to-face activities converted to distance or virtual meetings, including educational learning system. These days, the majority educational institutions in Indonesia still implement distance learning via video conference platforms. This primary research aims to discover how Zoom Fatigue affects health and causes learning loss in university students across Java. The methodologies used in this research are qualitative and quantitative. To specify this research, the population is set to students who study at several universities in Java, with 50 samples being Multimedia Nusantara University students and the other 50 sample are being students from other universities in Java. The techniques used to collect data are observation and questionnaire via Google Forms. After analyzing responses, the result shows that most students experience health issues such as eyesight issues, exhaustion, and saturation. Moreover, most students also go through some issues when it comes to the learning process, they experience a decrease of learning motivation and have trouble concentrating. Nevertheless, their academic records are stable and some even stated that their grades are increasing when compared to face-to-face learning systems, this fact shows that in-class learning is not the only source of information used by students to support their academic performance, but there are other sources of information such as internet where students can look up information from online article and scientific journals.
Sistem Informasi dan Pendaftaran Pasien pada PUSKESMAS Kelapa Dua Kabupaten Tangerang, Banten Fenina Adline Twince Tobing; Adhi Kusnadi; Eunike Endariahna Surbakti; Niki Prastomo; Johan Setiawan; Rangga Winantyo
Prioritas: Jurnal Pengabdian Kepada Masyarakat Vol 5 No 02 (2023): EDISI SEPTEMBER 2023
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35447/prioritas.v5i02.811

Abstract

The Health Center (Puskesmas) is a technical implementation unit of the District/City Health Office responsible for implementing health development in a specific working area. Puskesmas Kelapa Dua is the first health center in Kelapa Dua Subdistrict, Tangerang Regency. The registration process at Puskesmas Kelapa Dua has been done manually, where patients or participants have to come and wait for a long time just to register and get a queue number for treatment. Therefore, the Patient Information and Registration System was developed for Puskesmas Kelapa Dua, Tangerang Regency, Banten. This activity aligns with the planned objectives and benefits, which are to assist Puskesmas Kelapa Dua in providing information to the community and facilitating patient registration for treatment in an easier, more practical, time-saving, real-time manner, without wasting much time, cost, and effort. This is achieved through a mobile phone-accessible application. The results were obtained from testing, including functional testing where all system functions worked well, environment testing conducted on various browsers with no issues, and User Acceptance Testing (UAT) where user satisfaction was evaluated, and the system successfully met user expectations
RANCANG BANGUN WEBSITE E-LIBRARY PADA TUNAS MULIA MONTESSORI SCHOOL Adhi Kusnadi; Fenina Adline Twince Tobing; Yaman Khaeruzzaman; Dennis Gunawan; Wirawan Istiono; Alexander Waworuntu; Maria Irmina Prasetiyowati
Prioritas: Jurnal Pengabdian Kepada Masyarakat Vol 5 No 02 (2023): EDISI SEPTEMBER 2023
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35447/prioritas.v5i02.812

Abstract

A website is a collection of pages that contain specific information and can be accessed by anyone, anytime easily through an internet connection. Websites have become one of the facilities of the internet that can make life easier. The various positive impacts provided by website technology offer convenience to users. One of them is an E-library to obtain the necessary information for research or simply for reading. Almost all schools have implemented this technology, and Tunas Mulia Montessori School is also eager to build an E-library. The realization of this goal is assisted by Multimedia Nusantara University, which has the technological capabilities. The website development method used is the SDLC (System Development Life Cycle) concept, which is a process used by system analysts to develop an information system. The presence of the E-Library website has greatly impressed Tunas Mulia. This can be seen from the school's enthusiasm during the presentation of the results and the survey, where all questions were answered with satisfaction and great satisfaction