Rudi Kurniawan
STMIK AMIK BANDUNG

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The PEMBANGUNAN GAME 3D REAL TIME STRATEGY “BUG INVASION” BERBASIS DESKTOP: Unity 3D Game Engine Rudi Kurniawan; Rizal Yudha Pradatama
Journal of Information Technology Vol 3 No 2 (2021): Journal of Information Technology Volume 03 No 02 2021
Publisher : LPPM STMIK AMIK BANDUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47292/joint.v3i2.61

Abstract

Abstract. The number of new titles offered by games with the Real Time Strategy genre, from the results of observations, in fact not many offer new mechanisms in the game. This study aims to produce a new mechanism by offering a micro-economic method. With the micro-economic method, the game can provide new challenges for players in the form of restrictions (boundaries) in the placement of an object's position, for example, the large number of buildings built in one area cannot be done arbitrarily. In this game also developed an Artificial Intelligence (AI) which is used as an opposing stronghold in a battle simulation against real players (humans). In the 3D game development process, the Multimedia Development Life Cycle (MDLC) method is used, namely (1) Concept stage; (2) Design stage; (3) The stage of collecting materials (images, character models, animation, video, audio and others); (4) Manufacturing stage (combining all objects based on the concept stage and design stage); (5) testing phase, alpha and beta; (6) Distribution stage (game release to target users). The tools used are Game Engine Unity with C# programming language. From the results of testing with this mechanism, a new game that uses a micro-economic method has been able to provide limits on the placement of positions and the number of buildings placed by creating a circle-shaped border centered on each player's town hall and the AI. The creation of a circle-shaped border is used as a marker of the boundary between the Player and the AI. Thus, players and AI will not be able to build the buildings they have and take resources that are outside the boundaries of their borders. Keywords: Real Time Strategy, Micro Economic Method, Unity 3D Navigation System, Simulation Game.
Perancangan User Interface Sistem Kredit Aktivitas Mahasiswa STMIK “AMIKBANDUNG” Berbasis Website Menggunakan Metode User Centered Design (UCD) Rudi Kurniawan; Dika Prananda Putra
Journal of Information Technology Vol 4 No 1 (2022): JOINT (Journal of Information Technology)
Publisher : LPPM STMIK AMIK BANDUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47292/joint.v4i1.77

Abstract

In order to achieve graduate quality standards that are not only oriented to hard skills, STMIK "AMIKBANDUNG" stipulates Student Activity Credit regulations. This regulation is a system for declaring recognition of achievements in developing soft kills in the student field. With this system, to achieve graduation, students are required to collect a number of activity credits in accordance with predetermined standards in a timely manner. In its implementation, there are still many credit scores of STMIK "AMIKBANDUNG" students who have not reached the target when they are in the final year. To overcome these problems, one of the solutions offered is to build a website-based Student Activity Credit system. This causes students to have difficulty getting information on the results of their submissions and knowing the activity credits that have been collected. User Interface design using the User Centered Design (UCD) method has resulted in the design of a Student Activity Credit System user interface that is in accordance with the needs of students in applying for activity credit. This is shown based on the results of the evaluation using usability testing, it is known that the average item on the usability variable obtains a total score of > 126 which means there is no problem and a total score of > 102 which means that there is no need for improvement. Keywords— Student Activity Credit, KAM Website User Interface, User Centered Design (UCD) Method, Usability Testing KAM Website.
SIMULASI UJIAN PERSIAPAN TOEFL BERBASIS WEB DENGAN MENGGUNAKAN METODE INCREMENTAL PROCESS MODEL Rudi Kurniawan
Journal of Information Technology Vol 4 No 2 (2022): JOINT (Journal of Information Technology)
Publisher : LPPM STMIK AMIK BANDUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47292/joint.v4i2.84

Abstract

The Test of English as a Foreign Language (TOEFL) is an exam or test that measures a person's English ability. This test tests listening, structure, and reading skills. For STMIK "AMIKBANDUNG" students, the TOEFL test is a requirement that must be followed as a competency certificate requirement for student graduation (final trial). Currently, participants are taking the test from a third party and have to pay exam administration fees and spend time studying, which may not guarantee that they will achieve the set score. As an alternative solution, we need a learning tool that saves space, saves time, and saves costs. Developing learning media and website-based TOEFL preparation exam simulations is an option. This designed website is capable of providing a TOEFL preparation test simulation like the actual TOEFL exam that will be faced. The system development method uses the Incremental Process Model method, where this method focuses on delivering operational products in each increment which is a stripped-down version of the final product, but the product provides the ability to serve users. This website-based application can be used by the general public as a means of simulating the TOEFL test. From the test results, the website built has been able to provide a TOEFL simulation for prospective test takers. This website is online and free, so it can make it easier for users to find out how many TOEFL scores they get. Keywords— TOEFL simulation, Incremental Process Model, web-based TOEFL, TOEFL Preparation, STMIK AMIK BANDUNG