Claim Missing Document
Check
Articles

Found 2 Documents
Search
Journal : Jurnal Teknik Informatika (JUTIF)

USABILITY EVALUATION SIMAK SILIWANGI UNIVERSITY USING HEURISTIC EVALUATION AND WEBUSE APPROACH Andi Nur Rachman; Euis Nur Fitriani Dewi; Reynaldi Akbar Maulana; Arif Muhamad Nurdin
Jurnal Teknik Informatika (Jutif) Vol. 3 No. 4 (2022): JUTIF Volume 3, Number 4, August 2022
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20884/1.jutif.2022.3.4.218

Abstract

Sistem Informasi Akademik (SIMAK) of Siliwangi University is one of the information systems developed by UPT TIK, Siliwangi University. SIMAK must be able to become a website that is easy to use, has informative value, and has a high level of usability. User experience in using and operating it can be a measure of acceptance of SIMAK. Based on previous research, it is stated that SIMAK still does not meet the expectations of users. Therefore, in this study usability evaluation was carried out based on the Heuristic Evaluation and Web Usability Evaluation (WEBUSE) approaches. This study discusses the results of usability analysis based on the results of data collection from questionnaires distributed to 100 respondents who are active students (S1), lecturers, and staff at Siliwangi University. The results of usability measurements based on the Heuristic Evaluation method obtained usability points of 70.74% and the results of usability measurements based on the WEBUSE method obtained usability points of 67.84%. The results of usability measurements based on the Heuristic Evaluation and WEBUSE methods have consistent results which state that the SIMAK UNSIL website has a usability level of "Good". However, in some variable indicators there are still indicators that have low values, therefore it is necessary to make improvements based on the recommendations given to improve SIMAK quality.
APPLICATION OF PROCEDURAL CONTENT GENERATION SYSTEM IN FORMING DUNGEON LEVEL IN DUNGEON DIVER GAME Eka Wahyu Hidayat; Euis Nur Fitriani Dewi; Insan Saleh Ramadhan
Jurnal Teknik Informatika (Jutif) Vol. 5 No. 3 (2024): JUTIF Volume 5, Number 3, June 2024
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2024.5.3.1465

Abstract

Developers face numerous challenges in game development, one of which is the lack of games replayability due to the limited variety of levels created. The absence of level variety can lead to player boredom. The Procedural Content Generation (PCG) method provides an effective solution to address this challenge. PCG is applied with a focus on the Cellular Automata method by implementing the Von Neumann Neighborhood rule. The objective of this paper is to apply the Procedural Content Generation System method to create levels in game development. The game development process utilizes Luther's MDLC method. Testing is conducted using tiles of 32x32 units and 64x64 units, with three different test parameters: a fill percentage of 25%, 45%, and 65%. Each fill percentage is tested with three different smooth amount parameters of 2, 4, and 6, with a randomly selected seed. Performance testing results indicate that creating dungeon levels with 32x32 and 64x64 tiles yields short and relatively similar times, around 0.08 to 0.3 seconds. Functional testing reveals that a 25% fill percentage results in nearly empty rooms with no footholds, a 45% fill percentage produces levels with space and footholds, while a 65% fill percentage generates small unconnected rooms. Based on these percentages, a 45% fill percentage is considered the most appropriate for creating dungeon levels because it provides suitable space and footholds for players. Implementing PCG in game level creation not only saves time compared to manual level creation but also offers more efficient variations in dungeon shapes and difficulty levels.