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Implementasi Model Konseptual Pemetaan Potensi Konflik di Ditintelkam Polda Jateng dengan Agile Ardiawan Bagus Harisa; Jeremyas Cornelis Abigail Wihardjono; Augusta Steven Benedict
Jurnal ICT : Information Communication & Technology Vol 20, No 2 (2021): JICT-IKMI, Desember 2021
Publisher : STMIK IKMI Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36054/jict-ikmi.v20i2.378

Abstract

The performance of the Directorate of Police Intelligence and Security is judged by how capable they are in reducing potential conflicts that may occur or conflicts that have occurred. The better performance of the police in carrying out early detection of potential conflicts will result in the peace and security of the public can be maintained. The potential conflicts detection system can be used to improve the performance of police officers in reducing the potential conflicts that may occur. The performance of the potential conflicts detection activity can be improved by observing the database at the Directorate of Intelligence and Security of the Central Java Regional Police which contains information and reports of potential conflicts that have been detected early as well as conflicts that have occurred. In addition, the various supporting features such as graphic visualization to display the data that is being observed is useful to shorten the decision-making time, therefore the prevention and control of potential conflicts can be resolved more quickly. 
Pelatihan Board Game Dan Penerapannya Pada Entrepreneurship Di SMA Negeri 3, Semarang Indra Gamayanto; Ardiawan Bagus Harisa; Abas Setiawan; Hanny Haryanto
ABDIMASKU : JURNAL PENGABDIAN MASYARAKAT Vol 6, No 1 (2023): Januari 2023
Publisher : LPPM UNIVERSITAS DIAN NUSWANTORO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/ja.v6i1.716

Abstract

Game merupakan sebuah permainan yang menarik, dimana terdapat interaksi satu sama lain dan dapat meningkatkan motivasi seseorang. Lebih jauh lagi, game adalah perubahan hidup menjadi lebih baik. Pada pengabdian masyarakat ini, kita melakukan penyuluhan dan pelatihan fungsi dan manfaat board game terhadap pembelajaran. Hal ini tentunya menemui beberapa tantangan seperti kompleksitas dari board game agar dapat diterapkan ke dalam beberapa mata pelajaran, sehingga proses belajar mengajar tidak hanya menggunakan cara yang sama, tetapi menerapkan board game agar dapat meningkatkan interaksi komunikasi yang lebih positif. Hal berikutnya adalah keunikkan dari board game sehingga dapat meningkatkan tingkat analisis terhadap pengambilan keputusan. Hal-hal inilah yang menjadi dasar dari pelatihan ini, di sisi yang lain, pengabdian ini juga merupakan pengembangan dari artikel yang pernah kami publikasikan pada 2021 1st Conference on Online Teaching for Mobile Education (OT4ME), yang berjudul Design of the Seven Stages of Educational Game to Generate Gamification. Oleh sebab itu, pengabdian masyarakat ini adalah penerapan dari penelitian yang kami lakukan, sehingga pengabdian masyarakat ini dapat secara sistematis, terstruktur dan komprehensif diterapkan secara konsisten. Hasil dari pengabdian masyarakat ini adalah pemahaman dasar apa itu board game, contoh penerapan board game ke dalam beberapa hal, manfaat dari board game dan bagaimana hal tersebut diimplementasikan ke dalam beberapa sector, khususnya sektor pendidikan.
Implementasi Model Konseptual Pemetaan Potensi Konflik di Ditintelkam Polda Jateng dengan Agile Ardiawan Bagus Harisa; Jeremyas Cornelis Abigail Wihardjono; Augusta Steven Benedict
Jurnal ICT: Information Communication & Technology Vol. 21 No. 2 (2021): JICT-IKMI, Desember 2021
Publisher : LPPM STMIK IKMI Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The performance of the Directorate of Police Intelligence and Security is judged by how capable they are in reducing potential conflicts that may occur or conflicts that have occurred. The better performance of the police in carrying out early detection of potential conflicts will result in the peace and security of the public can be maintained. The potential conflicts detection system can be used to improve the performance of police officers in reducing the potential conflicts that may occur. The performance of the potential conflicts detection activity can be improved by observing the database at the Directorate of Intelligence and Security of the Central Java Regional Police which contains information and reports of potential conflicts that have been detected early as well as conflicts that have occurred. In addition, the various supporting features such as graphic visualization to display the data that is being observed is useful to shorten the decision-making time, therefore the prevention and control of potential conflicts can be resolved more quickly
Incorporating AI Tool Along with Traditional Method for Speaking Assessment Liya Umaroh; Mukaromah Mukaromah; Muhammad Naufal; Ardiawan Bagus Harisa
INTERACTION: Jurnal Pendidikan Bahasa Vol 10 No 2 (2023): INTERACTION: Jurnal Pendidikan Bahasa
Publisher : Universitas Pendidikan Muhammadiyah (UNIMUDA) Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36232/jurnalpendidikanbahasa.v10i2.4894

Abstract

This work focused on incorporating AI tool with traditional method for speaking assessment. The descriptive qualitative has been implemented to complete this research. Problem encountered during English pronunciation was failing to distinguish between short vowel and long vowel. By employing traditional and AI tool, students got numerous benefits. They may enjoy learning with the flexibility of time and they also can engage face to face interaction while using traditional method furthermore, it is essential to acknowledge AI tool with the limitation and drawbacks. AI tool do not give the same stage of personal interconnection and on-going response as a human facilitator.
Threat Construction for Dynamic Enemy Status in a Platformer Game using Classical Genetic Algorithm Harisa, Ardiawan Bagus; Nugroho, Setiawan; Umaroh, Liya; Astuti, Yani Parti
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol. 8, No. 3, August 2023
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/kinetik.v8i3.1724

Abstract

Digital game genre such as Action-Platformer is widely popular among buyers on a platform like Steam. The non-playable character enemies in the game are important in action games. Unfortunately, they usually have static attributes like health points, damage, and enemy movement. Using the combination of procedural content generation and dynamic difficulty adjustment with a classical genetic algorithm, we drive the threat value of a platform to construct the enemy status, resulting in more dynamic enemies. We use the threat value as an input parameter calculated from the enemies’ stats in every platform, such as total damage that the enemy might produce, the player’s health point, and the enemy’s movement speed. We conclude that using a classical genetic algorithm may produce dynamic enemy status through the desired threat or danger set by the game designer as an input parameter. Moreover, the game designer may limit the generation with constraints.
PENYULUHAN “THE PHYCOLOGY OF BOARD GAME” DI DHADHU BOARD GAME CAFÉ & SMAN 3 SEMARANG Budi, Setyo; Gamayanto, Indra; Zami, Farrikh Al; Wibowo, Sasono; Novianto, Sendi; Herowati, Wise; Haryanto, Hanny; Harisa, Ardiawan Bagus
ADIMAS Jurnal Pengabdian Kepada Masyarakat Vol 9, No 1 (2025): Maret 2025
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/adi.v9i1.8758

Abstract

Abstrak Board game memiliki banyak manfaat di dalam perkembangannya, hal ini akan dapat memberikan pengaruh positif dan negative terhadap para penggunanya. Tetapi, di sini kita akan berfokus pada dampak positif yang dimiliki oleh board game. Pengabdian masyarakat kali ini akan membahas mengenai bagaimana pengaruh board game terhadap dampak psikologi seseorang. Jika seseorang memainkan board game apakah akan mendapatkan benefit dan perubahan di dalam dirinya dan berdampak terhadap lingkungannya? Kita akan melakukan pembahasan dan penyuluhan di dalam pengabdian ini. Hal ini tentunya masih membutuhkan pembahasan yang lebih mendalam karena board game bersifat sangat luas dan dapat memberikan pengaruh yang cukup besar terhadap hal-hal lainnya. Hasil dari pengabdian masyarakat ini adalah para pengguna, pemain, staff dan lainnya yang sejatinya menyukai board game akan mendapat manfaat yang sebesar-besarnya, sehingga board game tidak lagi dijadikan sebagai permainan biasa, tetapi sudah menjadi permainan yang dapat digunakan sebagai pengembangan diri dan dapat memberikan dampak positif terhadap masyarakat dan diri sendiri.Kata kunci: pemberdayaan, Board game, permainan, implementasi, pengaruh, dampak
Appreciative Learning for Immersive Reward System in Education Game Development Hanny Haryanto; Ardiawan Bagus Harisa; Indra Gamayanto
Journal of Games, Game Art, and Gamification Vol. 6 No. 2 (2021)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v6i2.7398

Abstract

Game replayability is very important in serious game to maximize the understanding for the learning content. The replayability is the result from the gameplay experience. Games have the advantage of providing a fun experience, and immersion is a vital element in game design to produce the experience. However, the design of immersion in games is often not well conceptualized so that it does not produce the expected experience. This study uses Appreciative Learning based reward system, which focuses on positive things such as peak achievements, opportunities, exploration of potential and optimism for the future. The reward activity consists of four stages, namely Discovery, Dream, Design and Destiny. Reward personalization is done by regulating reward behavior using artificial intelligence which runs in all four stages. Appreciative Learning will be used to design immersive experiences consisting of sensory, imaginary and challenge-based immersion, which are the three main elements of immersive games. Intelligent agent behavior is modeled using the Finite State Machine. This study produces an immersive reward design that is applied to the concept of Appreciative Learning in designing a serious game.
Board Game Cafe Analysed: Analysis on Sales and Games at Dhadhu Cafe Prabawaseputra, Rafael Agusto; Harisa, Ardiawan Bagus; Gamayanto, Indra
Journal of Games, Game Art, and Gamification Vol. 10 No. 2 (2025)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v10i2.13261

Abstract

This study aims to enhance understanding of the factors influencing sales and game favoured by players at Dhadhu Cafe, a themed board game cafe. Key factors such as operational hours, promotional activities, game preferences, and menus are analysed using data visualization and multiple linear regression to inform strategic decision-making for the business. Despite their classification nature, decision trees and random forests are also applied in mining sales data, with random forest mitigating decision tree overfitting. Findings aligned between multiple linear regression and data visualization, revealing increasing sales on post-COVID-19. Sales peak on Saturdays, with the most effective sales hours observed from 3 to 8 p.m. (mode = 6 p.m.) daily. Promotions significantly impact sales, while other events have minimal effects. Drinks such as tea, yakult lychee, and matcha are dominating the sales as well as French fries. Light and party games, which typically last 15-45 minutes and accommodate 2-4, 2-6, and 2-12 players, are preferred for teaching players. These games often feature abstract and light themes, including mechanics such as dexterity, abstraction, tactics, and dice rolling.
Alternating Sword Controller in First-Person Action Game using Fuzzy Logic for Adaptive Enemy Azra, Arby Azyumardi; Harisa, Ardiawan Bagus
Journal of Games, Game Art, and Gamification Vol. 9 No. 2 (2024)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v9i2.10549

Abstract

Virtual Reality (VR) has become widespread in the gaming industry, but the high cost of VR devices makes it difficult for gamers to own one. This research provides a solution by creating a new First-Person Action game that has Motion Controller using the gyroscope sensor on smartphones. A game with adaptive difficulty is necessary, as playing a game that is too easy or difficult can lead to frustration and boredom. This research applies the Fuzzy method to implement the adaptivity of the enemy to the player. The Fuzzy system will model the player's ability based on their performance in a level and produce an impact on the enemy in the next level. We produced a simple VR game on a smartphone with a Fuzzy system that automatically adapts the difficulty by using “Resistance” as the enemy’s new life. As a result, 90.5% of the 14 respondents that faced the difficulties in each of the levels are being adjusted by the game. Even though the experiences of each respondent are different, most respondents can intuitively play the game without asking for help.
Incorporating AI Tool Along with Traditional Method for Speaking Assessment Umaroh, Liya; Mukaromah, Mukaromah; Naufal, Muhammad; Harisa, Ardiawan Bagus
INTERACTION: Jurnal Pendidikan Bahasa Vol. 10 No. 2 (2023): INTERACTION: Jurnal Pendidikan Bahasa
Publisher : Program Studi Pendidikan Bahasa Inggris, Universitas Pendidikan Muhammadiyah Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This work focused on incorporating AI tool with traditional method for speaking assessment. The descriptive qualitative has been implemented to complete this research. Problem encountered during English pronunciation was failing to distinguish between short vowel and long vowel. By employing traditional and AI tool, students got numerous benefits. They may enjoy learning with the flexibility of time and they also can engage face to face interaction while using traditional method furthermore, it is essential to acknowledge AI tool with the limitation and drawbacks. AI tool do not give the same stage of personal interconnection and on-going response as a human facilitator.