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PEMBUATAN GAME FIGHTING “BRAWLMANIA” Stanley, Tarsisius; Pragantha, Jeanny; Haris, Darius Andana
Computatio : Journal of Computer Science and Information Systems Vol. 3 No. 2 (2019): COMPUTATIO : JOURNAL OF COMPUTER SCIENCE AND INFORMATION SYSTEMS
Publisher : Faculty of Information Technology, Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/computatio.v3i2.6048

Abstract

Brawlmania is a fighting game. The game is developed in C# programming language and uses Unity game engine. The game is a 2D game. The background of the game is the Universitas Tarumanagara. This game provides three modes of playing, which are arcade, versus, and practice modes. The arcade mode is where the players fight using 8 characters controlled by AI in a sequence. The player can achieve higher score playing in this mode, which can then be compared to another player's. Ten players with the highest score will be registered on the high score list. The versus mode is where one player fights against another character controlled by either AI or another human player. In the versus mode, they can choose several settings, such as the battle ground, battle rounds, and time limit for each rounds. The practice mode is where the human player can practice using a character fighting against a dummy. There are eight playable characters. Each characters represents a faculty in Universitas Tarumanagara which has their own unique combos. The testing is conducted by 30 resondents. The result shows that the provided gameplay and game features is exciting and interesting for a fighting game.  Game Brawlmania adalah sebuah fighting game. Game ini dibuat menggunakan bahasa pemrograman C# dalam game engine Unity. Game memiliki tampilan dua dimensi. Situasi dalam game meminjam latar dari Universitas Tarumanagara. Game ini menyediakan tiga mode permainan yaitu Arcade, Versus, dan Practice. Arcade adalah tempat player bertarung dengan 8 karakter yang dikendalikan AI secara beruntun. Player juga memperoleh score ketika memainkan mode tersebut yang dapat dibandingkan dengan score player lain. Sepuluh player dengan score tertinggi akan terdaftar dalam menu High Score. Versus adalah tempat player bertarung dengan karakter yang dikendalikan oleh AI atau player lain. Di dalam mode Versus, dapat dilakukan pengaturan seperti tempat arena bertanding, banyaknya ronde bertarung, dan batas waktu untuk tiap ronde. Practice adalah tempat player berlatih menggunakan karakter melawan dummy. Ada delapan karakter yang dapat dimainkan. Setiap karakter mewakili fakultas yang ada di Universitas Tarumanagara dan memiliki gerakan kombo dan keunikan sendiri. Pengujian pada game dilakukan oleh 30 responden. Hasil pengujian menunjukkan bahwa gameplay dan fitur yang disediakan sudah cukup menarik untuk sebuah fighting game.
PERANCANGAN UI/UX APLIKASI ABSENSI “JIKAN” DENGAN METODE USER CENTERED DESIGN Lim, Carlene; Sumarlie, Aurellia Clearesta; Fernando, Fernando; Haris, Darius Andana
Computatio : Journal of Computer Science and Information Systems Vol. 5 No. 1 (2021): COMPUTATIO : JOURNAL OF COMPUTER SCIENCE AND INFORMATION SYSTEMS
Publisher : Faculty of Information Technology, Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/computatio.v1i1.12992

Abstract

“JIKAN” dirancang karena adanya ketidakpuasan di kalangan karyawan yang merasa absensi online di masa pandemi ini kurang maksimal, baik dari fitur maupun tampilan yang digunakan oleh ABC University. Aplikasi JIKAN dirancang dalam bentuk aplikasi mobile dengan menggunakan metode User Centered Design dimana pengguna nyata dilibatkan dalam proses perancangan prototipe. Metode pengujian yang digunakan adalah Black Box Testing, dan Usability Testing. Hasil pengujian menunjukkan bahwa JIKAN dapat digunakan sebagai alternatif desain aplikasi absensi Universitas ABC dan desain aplikasi JIKAN yang modern mungkin tidak untuk setiap dosen atau staf.
PERANCANGAN UI/UX APLIKASI CERDAS SEPUTAR CORONA (CERNA) DENGAN METODE DESIGN THINKING Lim, Carlene; Sumarlie, Aurellia Clearesta; Margatan, Natalicia; Haris, Darius Andana
Computatio : Journal of Computer Science and Information Systems Vol. 5 No. 2 (2021): COMPUTATIO : JOURNAL OF COMPUTER SCIENCE AND INFORMATION SYSTEMS
Publisher : Faculty of Information Technology, Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/computatio.v5i2.13470

Abstract

CERNA, atau Cerdas Seputar Corona merupakan sebuah aplikasi mobile yang menyediakan informasi anti hoax yang dirancang sebagai sebuah solusi untuk meringankan beban masyarakat di masa pandemi COVID-19. CERNA memiliki fitur ambulans darurat, CernaPedia, dan juga IsoCare. Aplikasi CERNA dirancang dengan metode Design Thinking dan menggunakan beberapa teknik dalam tiap langkahnya. Diuji dengan metode Usability Testing, hasil menunjukkan bahwa aplikasi CERNA mudah digunakan dan dipahami, informatif, dan juga memiliki desain yang menarik. Terdapat beberapa saran dari user seperti penambahan fitur Track My Ambulance.
WORKSHOP DAN KOMPETISI AUGMENTED REALITY DENGAN VUFORIA UNTUK SMA/SMK DI JAKARTA DAN SEKITARNYA Haris, Darius Andana; Lim, Carlene; Wirawan, Jason; Pramudita, Melvin
Jurnal Serina Abdimas Vol 1 No 1 (2023): Jurnal Serina Abdimas
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/jsa.v1i1.23856

Abstract

ABSTRACT Technological developments are increasingly advanced where now technology has entered various aspects of life. Augmented Reality is a technology that adds virtual objects to real objects at the same time, one example of its implementation is in the game Pokemon GO. Students, especially SMA/K students, must have Augmented Reality knowledge in order to be able to adapt to the rapid advancement of technology. The solution offered is to provide training as well as an Augmented Reality competition for SMA/K students in the Jabodetabek area. This activity also aims to introduce the Informatics Engineering and Information Systems study program at the Faculty of Information Technology, Tarumanagara University. The activity lasted for 2 days and was attended by 27 participants from 9 teams. The result is, all students succeeded in creating Augmented Reality works. All students also succeeded in presenting and demonstrating their work in front of the jury. Perkembangan teknologi semakin maju dimana kini teknologi pun telah masuk ke berbagai aspek kehidupan. Augmented Reality adalah teknologi yang menambahkan objek maya ke dalam objek nyata pada waktu yang bersamaan, salah satu contoh implementasinya adalah pada game Pokemon GO. Pelajar, terutama siswa SMA/K harus memiliki pengetahuan Augmented Reality agar dapat beradaptasi dengan cepatnya kemajuan teknologi. Solusi yang ditawarkan adalah memberikan pelatihan sekaligus perlombaan Augmented Reality untuk siswa SMA/K di area Jabodetabek. Kegiatan ini sekaligus bertujuan untuk memperkenalkan program studi Teknik Informatika dan Sistem Informasi Fakultas Teknologi Informasi Universitas Tarumanagara. Kegiatan telah berlangsung selama 2 hari dan dihadiri oleh 27 peserta dari 9 tim. Hasilnya adalah, semua siswa berhasil membuat karya Augmented Reality. Seluruh siswa juga berhasil mempresentasikan dan memberikan demonstrasi karya di hadapan juri.
PERANCANGAN DESAIN ASET GAME UNTUK PROMOSI KARAKTER VTUBER ALENKA INVENTRA Rasna; Haris, Darius Andana; Lim, Carlene
Jurnal Serina Abdimas Vol 1 No 1 (2023): Jurnal Serina Abdimas
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/jsa.v1i1.23858

Abstract

Games are quite often used by content creators and streamers to be used as content. Vtuber is a streamer and digital content creator who also uses games for the content. OmniVR is a studio that provides Virtual Reality services and games. OmniVR has a vtuber named Alenka that is developing and OmniVR wants to make a relaxing game for Alenka as a form of appreciation to fans and also in the hope of increasing Alenka's exposure. This design aims to produce 2D game asset design requirements for Alenka Inventra characters. In this design, several stages were carried out in the manufacturing method, namely problem identification, data collection, data analysis, research, creative process, and game asset creation. Based on the survey results, respondents want the vtuber element in the game they are playing. 2 examples of game asset designs that have been designed have been discussed with OmniVR and received good feedback from the concepts presented. Game cukup sering dimanfaatkan oleh content creator dan streamer untuk dijadikan konten. Vtuber merupakan streamer maupun content creator berbentuk digital yang juga memanfaatkan game sebagai salah satu konten yang dibuat. OmniVR adalah studio yang memberi layanan Virtual Reality dan game. OmniVR memiliki vtuber bernama Alenka yang sedang berkembang dan OmniVR ingin membuatkan game yang santai untuk Alenka sebagai salah satu bentuk apresiasi kepada fans dan juga dengan harapan dapat menaikkan exposure dari Alenka. Perancangan ini bertujuan untuk menghasilkan kebutuhan desain asset game 2D untuk karakter Alenka Inventra. Dalam perancangan ini, dilakukan beberapa tahap pada metode pembuatan, yaitu identifikasi masalah, pengumpulan data, analisis data, riset, proses kreatif, dan pembuatan asset game. Berdasarkan hasil survey, responden menginginkan unsur vtuber pada game yang dimainkan. 2 contoh desain asset game hasil perancangan telah didiskusikan kepada pihak OmniVR dan mendapat feedback baik dari konsep yang dibawakan.
EKSTRA KURIKULER AUGMENTED REALITY UNTUK SMA SINAR DHARMA HIGH SCHOOL Haris, Darius Andana; Wirawan, Jason; Sanjaya, Steven
Jurnal Serina Abdimas Vol 1 No 2 (2023): Jurnal Serina Abdimas
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/jsa.v1i2.26044

Abstract

ABSTRACT The advancement of information and communication technology has become an important factor that is useful in various aspects. Everything that is done online also encourages progress in the field of information and communication technology. One form of product from information and communication technology is games. With the rapid development and popularity of games, it supports many game majors in college. At the high school level, especially upper secondary, game learning can be carried out through extracurricular activities. With extracurricular activities, high school students can develop their potential earlier and make the learning they get as a provision for entering the world of college later. This extracurricular activity also becomes one of the ways for students to support the improvement of non-academic achievements. Similar community service programs have been carried out previously for extracurricular teaching and have received a positive response. Sinar Dharma High School, which previously won a competition held through community service programs, now opens an extracurricular for game programming with Unity. The community service program is divided into several stages, namely needs research, material creation, teaching implementation, and final assessment.
WORKSHOP PLAYMAKER UNITY UNTUK SISWA SMA SINAR DHARMA Haris, Darius Andana; Salim, Hansen; Kristianto, Joseph
Jurnal Serina Abdimas Vol 2 No 3 (2024): Jurnal Serina Abdimas
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/jsa.v2i3.32075

Abstract

The advancement of information and communication technology is also an important factor that helps in many ways. Everything that happens online further encourages the advancement of information and communication technology. Game development using Unity is one form of information and communication technology product. Due to the rapid development and popularity of game development, game development has become a separate institution in some educational institutions. At the school level, especially at the high school level, game development can be learned through workshop activities. Workshop activities allow high school students to more quickly develop their potential and utilize the knowledge gained in preparation for the next world of higher education and also add non-academic abilities. This workshop activity also serves as a forum to help students improve their non-academic results. The expected achievement has reached the target, with students successfully understanding the basics of game development using Unity. With this success, it is possible to bring a positive impact to the educational environment to create more interest in technology. Similar PKM has already been implemented in extracurricular classes and received a positive response. SMA Sinar Dharma, which has previously won competitions conducted through PKM, has now started the Unity Basic extracurricular. The PKM implementation is divided into several stages: needs assessment, material development, and workshop implementation. Thus it can be concluded that this activity went well, had a positive impact on both parties, providing non-academic skills. ABSTRAK Kemajuan teknologi informasi dan komunikasi juga menjadi faktor penting yang membantu dalam banyak hal. Segala sesuatu yang terjadi secara online semakin mendorong kemajuan  teknologi informasi dan komunikasi. Pengembangan game menggunakan Unity merupakan salah satu bentuk produk  teknologi informasi dan komunikasi. Karena pesatnya perkembangan dan popularitas pengembangan game, menjadikan pengembangan game sebuah instansi tersendiri di beberapa instansi pendidikan. Di tingkat sekolah, khususnya di tingkat menengah atas, pengembangan permainan dapat dipelajari melalui kegiatan lokakarya. Kegiatan lokakarya memungkinkan siswa SMA untuk lebih cepat mengembangkan potensinya dan memanfaatkan ilmu yang didapat sebagai persiapan menghadapi dunia pendidikan tinggi selanjutnya dan juga menambah kemampuan non-akademik. Kegiatan lokakarya ini juga berfungsi sebagai wadah  untuk membantu mahasiswa meningkatkan hasil non-akademiknya. Pencapaian yang diharapkan sudah mencapai target, dengan siswa/i berhasil memahami dasar-dasar pengembangan game menggunakan Unity. Dengan keberhasilan ini memungkinkan untuk membawa dampak positif ke lingkungan pendidikan untuk menciptakan minat yang lebih terhadap teknologi. PKM serupa sudah pernah dilaksanakan di kelas ekstrakurikuler dan mendapat respon positif. SMA Sinar Dharma yang sebelumnya pernah menjuarai lomba-lomba yang dilakukan melalui PKM, kini telah memulai ekstrakurikuler Unity Basic. Pelaksana PKM dibagi dalam beberapa tahap: pengkajian kebutuhan, pengembangan materi, dan pelaksanaan lokakarya. Dengan demikian dapat disimpulkan bahwa kegiatan ini berjalan dengan baik, memberikan dampak positif untuk kedua belah pihak, memberikan kemampuan non-akademik.
EKSTRAKURIKULER DASAR PEMROGRAMAN UNTUK SMA CANDRA NAYA JAKARTA Haris, Darius Andana; Sylvanus, Jericho; Xaverius, Vincentius; Puendra, Valentino
Jurnal Serina Abdimas Vol 2 No 3 (2024): Jurnal Serina Abdimas
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/jsa.v2i3.32105

Abstract

Advances in information and communication technology are also important factors that help in many ways. Everything that happens online is increasingly pushing forward the progress of information and communication technology. Game development using Unity is a form of information and communication technology product. Due to the rapid growth and popularity of game development, we support courses for a large number of multimedia majors. At school level, especially at senior secondary level, game development can be studied through workshop activities. Workshop activities enable high school students to more quickly develop their potential and utilize the knowledge gained as preparation for facing the world of higher education. This workshop activity also functions as a forum to help students improve their non-academic results. Similar PKM has been implemented in extracurricular classes and received a positive response. Sinar Dalma High School, which previously won competitions held through PKM, has now started the Unity Basic extracurricular. PKM implementation is divided into several stages: needs assessment, material development, and workshop implementation. ABSTRAK Kemajuan teknologi informasi dan komunikasi juga menjadi fakto penting yang membantu dalam banyak hal. Segala sesuatu yang terjadi secara online semakin mendorong kemajuan teknologi informasi dan komunikasi. Pengembangan game menggunakan Unity merupakan salah satu bentuk produk teknologi informasi dan komunikasi. Karena pesatnya perkembangan dan popularitas pengembangan game, kami mendukung perkuliahan untuk sejumlah besar jurusan multimedia. Di tingkat sekolah, khususnya di tingkat menengah atas, pengembangan permainan dapat dipelajari melalui kegiatan workshop. Kegiatan workshop memungkinkan siswa SMA untuk lebih cepat mengembangkan potensinya dan memanfaatkan ilmu yang didapat sebagai persiapan menghadapi dunia pendidikan tinggi selanjutnya. Kegiatan workshop ini juga berfungsi sebagai wadah untuk membantu mahasiswa meningkatkan hasil non-akademiknya. PKM serupa sudah pernah dilaksanakan di kelas ekstrakurikuler dan mendapat respon positif. SMA Sinar Dalma yang sebelumnya pernah menjuarai lomba-lomba yang dilakukan melalui PKM, kini telah memulai ekstrakurikuler Unity Basic. Pelaksana PKM dibagi dalam beberapa tahap: pengkajian kebutuhan, pengembangan materi, dan pelaksanaan lokakarya.
A Comparison of Machine Learning and Deep Learning Methods for Temperatures Predictions on Java Island Handhayani, Teny; Hendryli, Janson; Pragantha, Jeanny; Wasino; Darius Andana Haris; Castello Purba, Andrew
Edu Komputika Journal Vol. 12 No. 1 (2025): Edu Komputika Journal
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/edukom.v12i1.23812

Abstract

Climate change is a global long-term change in temperatures and weather. Climate change is a worldwide issue that requires proper handling to reduce the negative impact on humans and the environment. Analyzing historical data is beneficial for studying climate change. Machine learning and deep learning methods are useful tools for data analysis. The goal of this paper is to find the best model for forecasting temperatures, a case study in Java Island. Java Island is the most densely island and the central economy and business in Indonesia. Climate change research in Java Island is important for sustainability. It runs several algorithms i.e., Gradient Boosting, AdaBoost, XGBoost, CatBoost, Light GBM, Random Forest, Support Vector Regression, Extreme Learning Machine, Long Short-Term Memory, Gated Recurrent Unit, Bidirectional Long Short-Term Memory, and Bidirectional Gated Recurrent Unit. The experiment uses a historical daily time series of temperatures from 1 January 1990 to 31 December 2024. In general, the experimental results show that Gradient Boosting produces the highest average coefficient of determination R2 scores of 0.34 and the lowest Mean Absolute Error scores of 0.69. Long Short-Term Memory and Gated Recurrent Units are the deep learning models that also work well for forecasting. According to the experimental results, in some cases, machine learning models outperform deep learning models and vice versa.
Perancangan Business Intelligence untuk Prediksi Risiko Drop Out Mahasiswa Berdasarkan Analisis Data Historis Daffa Imani Saputra; Darius Andana Haris
Jurnal Ekonomi Manajemen Sistem Informasi Vol. 7 No. 2 (2025): Jurnal Ekonomi Manajemen Sistem Informasi (November-Desember 2025)
Publisher : Dinasti Review

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/jemsi.v7i2.6991

Abstract

Penelitian ini bertujuan untuk merancang sistem Business Intelligence (BI) yang mampu memprediksi risiko drop out mahasiswa berdasarkan data akademik historis. Sistem dikembangkan dengan pendekatan data-driven melalui tahapan extract, transform, dan load (ETL), kemudian dilakukan pemrosesan dan analisis menggunakan beberapa algoritma klasifikasi seperti Decision Tree, Random Forest, dan Logistic Regression. Model terbaik dievaluasi menggunakan metrik akurasi, presisi, dan recall. Implementasi dilakukan menggunakan framework Streamlit untuk menyajikan dashboard interaktif yang memvisualisasikan hasil analisis risiko dalam berbagai tampilan seperti Dashboard Analitik, Prediksi Individu, dan Analisis Mahasiswa. Hasil penelitian menunjukkan bahwa sistem BI yang dirancang mampu menampilkan informasi prediksi risiko secara real-time dan membantu pihak kampus dalam melakukan intervensi dini terhadap mahasiswa berisiko tinggi.
Co-Authors Aditya Dwi Septian Adrian Hartanto, Adrian Agus Danarto Agus Hendrah Roni Albert Ensen Albert Sany Alex Fenturi Andi Wijaya Andrean Danawan Andreas Hernawan Andres Andrew Marcelino Andy Wijaya Anthony Anthony Arthian Terry Sammatha Sudarthio Arya Sena Aurellia Clearesta Sumarlie bagus Mulyawan Bill Kevin Caesario Refint Sia Carlene Lim Castello Purba, Andrew Chazio Jonathan Christine Christine Christine Christine Chung, Cecillia Cliffen Allen, Cliffen Daffa Imani Saputra Dannny Kristianto Darryl Kresnadi Nugroho Darwin Darwin Davin Pratama Derrick Ivan Dominic Oscar Donny Kurniawan Dwiky Anderson Eric Ang, Eric Ewaldo Filbert Felicia Natashia Ferdy Tanumihardjo Fernando Fernando Fernando Fernando, Fernando Ferry Ruben Yudistira Ferry Ruben Yudistira Yudistira, Ferry Ruben Yudistira Garry Wiratama Garry Wiratama, Garry Geovanny Valerian Soemitha Grandy Grandy Harley Leo Liman Helmy Yusuf Sutanto Hendaryie Hendaryie Hendryli, Janson Hendy Sofjan Herdiman Herdiman Isammudin Isammudin James Feriady Sulistiyo Januar Pangestu Jason Jason Jason Wirawan Jastin Ng Jeanny Pragantha Jeanny Pragantha Jeanny Pragantha Johny Andersen Jonathan Andreas Rawung Jonathan Sunarjo Jonathan Suryadi Julio Alexander Justin Hensel Kenaz Reisha Kennedy Kennedy Kenneth Hakim Kevin Alexander Kevin kevin Kevin The Kevin, Bill Kirey Larasati Kristianto, Joseph Lely Hiryanto Leonardo Leonardo Lim, Carlene Liman, Harley Leo Lina Lina Linda Sari Livia Margarita Lukie Lukie Lukie Lukie, Lukie Luthfi Kamal Margatan, Natalicia Marsel Dwiputra Marsel Dwiputra, Marsel Martindo Martindo Marveen Million Medisha Araz Michael Michael Muliadi Muliadi Natalicia Margatan Novaldo Rustandi Pramudita, Melvin Puendra, Valentino Rasna Rei Malchiel Reinardus Tirto Tryharyanto Ricky Yulianto Rizki Rian Anugrahani Robby Setiawan Robert Matthew Ronny Setiawan Ruby Chrissandy, Ruby Ruby Chrissandy, S.Sn., M.Ds Sacchio Orlando Salim, Hansen Samuel Samuel Sanchez Haryon Rohani, Sanchez Haryon Sandy Tanudjaja Sanjaya, Steven Serliana Serliana Silvana Aprilia Stanley, Tarsisius Steven Sanjaya Sumarlie, Aurellia Clearesta Sylvanus, Jericho Tarsisius Stanley Teny Handhayani Timothy Reynaldi Tommy Wicaksono Tony Tony Tony Tony Vicko Fernando Victor Christian Tania Vincent Vincent Vincentius Viny Christanti M Viny Christiani Mawardi Viona Eka Mustika Virginia Virginia Wasino William Hartanto Wirawan, Jason Xaverius, Vincentius Yobel Octavinus Yohanes Yohanes Yoseph Victor Kusuma Yosia Alvin Lie Fandy Yovan Yolanta Yulianto Yulianto Zevanya Richen, Zevanya Zinpo Subetha Zyad Rusdi