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The Modified Flocking Algorithm for Optimizing Non Player Character Movements Astria Sastra Dewi; Eka Wahyu Hidayat; Heni Sulastri
International Journal of Engineering and Emerging Technology Vol 5 No 2 (2020): July - December
Publisher : Doctorate Program of Engineering Science, Faculty of Engineering, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/IJEET.2020.v05.i02.p01

Abstract

Non player character is an important part of a game that can make gameplay more interesting and challenging. That reason also makes it important to study, especially for non player characters that are clustered in large numbers where programming of such non player characters is relatively difficult to do. Quite a lot of games with non player characters in the form of birds that are clustered but on average the game does not apply good movement so that the motion of birds is relatively slow, monotonous and unrealistic. In this research, we will try to modify the Flocking Algorithm, as one of the popular algorithms for non player character groups, so that birds can fly scattered in terrain while maintaining flocking. In its implementation, the new algorithm was successfully designed and inserted in flocking, which was then applied to a 3D game. The test results are quite satisfactory with only 6.6% collisions on 100 agents with a maximum frame rate of 10 fps. Non player characters succeeded well toward 3 targets in less than 2 minutes and the results of beta testing were an average of 81% of respondents "VERY AGREE" The implementation of the Flocking Algorithm and its modification worked well and resulted in a realistic movement of non player characters.
Android-Based Traditional Games Ervan Julianus; Eka Wahyu Hidayat; Heni Sulastri
JISA(Jurnal Informatika dan Sains) Vol 3, No 1 (2020): JISA(Jurnal Informatika dan Sains)
Publisher : Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jisa.v3i1.632

Abstract

The traditional Bentengan game is one of Indonesia's popular cultural heritages from the 1980s to the 1990s. Aside from being a cultural heritage, this game has benefits including for sports, training for concentration, or just for public entertainment. However, in the present where technology has become widespread, this game has begun to be almost forgotten and replaced by digital games. Therefore, we need a way to keep the game sustainable by utilizing the existence of technology, namely by changing the concept of traditional to modern. In this research the transformation process from traditional to modern games will be carried out using the ATUMICS method. The results of the transformation were developed into a 3D android game with additional online multiplayer features. Alpha test results using a black box showed that most of the application functions were running as expected, and the beta testing showed satisfactory results with an average overall rating of respondents saying 82% of digital games had the value of "VERY GOOD" and was enough to describe the actual Bentengan game.
AUGMENTED REALITY PADA GAMBAR PAKAIAN SEBAGAI MEDIA PROMOSI Rachmat Mahardika Putra; Aldy Putra Aldya; Eka Wahyu Hidayat
Jurnal Informatika dan Teknik Elektro Terapan Vol 12, No 2 (2024)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jitet.v12i2.4181

Abstract

Abstrak. Menghadapi persaingan yang semakin ketat. Perusahaan pakaian (PT. Ke-percayaan Bersama) semakin memperhatikan potensi Augmented Reality (AR) sebagai bagian dari strategi promosi untuk menginvestigasi dampak penerapan aplikasi dalam promosi merek pa-kaian. Hasil penelitian menunjukkan bahwa penerapan aplikasi AR dalam promosi merek pa-kaian secara signifikan menunjukkan keterlibatan konsumen lebih tinggi, dan berinteraksi secara lebih menarik dengan produk merek. Pengguna aplikasi AR ini menegaskan bahwa AR dapat dianggap sebagai alat bantu dalam meningkatkan keterlibatan konsumen. Evaluasi usabilitas aplikasi AR menggunakan Kuesioner System Usability Scale (SUS) menunjukkan hasil yang positif. Aplikasi AR memperoleh skor rata-rata sebesar 71, yang berada dalam kategori "Acceptable" (diterima). Ini menunjukkan bahwa aplikasi AR dianggap baik untuk digunakan oleh pengguna, dengan per-ingkat "Good" (baik) dalam segi usabilitas. Penelitian ini memberikan pandangan yang berharga tentang potensi teknologi AR dalam industri pakaian, serta memberikan dukungan empiris terhadap penggunaan aplikasi AR dalam upaya memperkuat merek dan memperbaiki pen-galaman konsumen. Hasil ini memberikan kontribusi yang signifikan bagi pemahaman tentang manfaat AR dalam konteks pemasaran merek pakaian, membuka peluang untuk pengembangan strategi promosi yang lebih interaktif. Abstract. Facing increasingly fierce competition, a clothing company (PT. Kepercayaan Bersama) is increasingly paying attention to the potential of Augmented Reality (AR) as part of its promotion strategy to investigate the impact of application in clothing brand promotion. The results showed that the application of AR applications in clothing brand promotion significantly showed higher consumer engagement, and interacted more interestingly with brand products, even improving brand perception among consumers. Users of this AR application confirmed that AR can be considered as a tool in increasing consumer engagement. The usability evaluation of the AR application using the System Usability Scale (SUS) questionnaire showed positive results. The AR app obtained an average score of 71, which is in the "Acceptable" category. This indicates that the AR application is considered good to use by users, with a rating of "Good" in terms of usability. This research provides valuable insights into the potential of AR technology in the apparel industry, as well as providing empirical support for the use of AR applications in efforts to strengthen brands and improve consumer experiences. These results make a significant contribution to the under-standing of the benefits of AR in the context of apparel brand marketing, opening up opportunities for the development of more interactive promotional strategies.
Aplikasi Virtual Reality untuk Media Terapi Phobia Ketinggian Muhamad Akbar Triadi Fadillah; Aldy Putra Aldya; Eka Wahyu Hidayat
Jurnal Teknologi Informasi dan Multimedia Vol. 5 No. 4 (2024): February
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v5i4.438

Abstract

This research aims to develop a therapy application using Virtual Reality technology and a smartwatch to view heart rate data as an assessment in dealing with and assessing how bad Arcophobia (phobia of heights) is in users. The application built is a Virtual Reality (VR) application on the Android platform and applies the Exposure-Based Therapy (EBT) method, the Exposure-Based Theraphy (EBT) method is a method that applies an introduction to phobias suffered gradually according to the ability of the sufferer, in this case the EBT method is proven effective in reducing phobias including Arcophobia. The use of multimedia elements is given gradually to individuals who have phobia. The results show that the development of Android-based Virtual Reality applications is able to help individuals efficiently and effectively overcome Arcophobia by using simulated altitude situations. This application has 3 stages of desensitization (exposure) in a Virtual Reality environment that is made in such a way that individuals can slowly get used to their phobia. In addition, this application collects heart rate data to assess how severe the phobia experienced by the individual there are 3 objective assessments to determine how bad the phobia suffered by the user is if the user's heart rate ranges from 60bpm - 100bpm (normal) while 105bpm - 115bpm is included in the category (quite normal) and 120bpm-200bpm is categorized (bad), from these 3 assessment categories provide additional information that is useful for objectively evaluating the progress of therapy.
Aplikasi Augmented Reality sebagai Media Edukasi Monumen Bersejarah di Indonesia Dheni Septian Nurachman; Eka Wahyu Hidayat; Euis Nur Fitriani Dewi
Jurnal Teknologi Informasi dan Multimedia Vol. 6 No. 1 (2024): May
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v6i1.486

Abstract

Indonesia has many monuments spread from Sabang to Merauke, because of the many historical events. So, to be able to explore the historical monuments spread across Indonesia, can only be done by visiting the region, so not all levels of people can easily visit all regions of Indonesia. Based on these problems, an application was created which aims to be an educational medium for introducing historical monuments in Indonesia using Augmented Reality technology. By utilizing Augmented Reality as an interactive educational medium, it is hoped that it can increase interest in learning from many groups by using smartphones to introduce historical monuments in Indonesia and obtain information and visualization with 3D objects. The research method that will be used in this research has four stages including data collection, application design and application creation, evaluation and conclusions. Application design uses Augmented Reality technology with the MDLC (Multi-media Development Life Cycle) approach method. Based on the results of Black Box testing, all functional systems in the application can function properly. The final results of the evaluation using the System Usability Scale (SUS) testing method with 30 respondents received a score of 77.166. So, it can be concluded from this assessment that the Augmented Reality application as an educational medium for historical monuments in Indonesia in the adjective rating category is GOOD with a grade scale of C, which means usability based on the data obtained has received an acceptable level of acceptance. So this application can be said to be suitable for use.