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Design and Build a Virtual Reality Based Cycling Simulator Game Sesarius Satria Lintang Mahendra; Erdhi Widyarto Nugroho; FX. Hendra Prasetya
Journal of Business and Technology Vol 3, No 2: Agustus 2023
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/jbt.v3i2.6008

Abstract

At the present time, there is a lot of digitalization being carried out. The current busy work also often makes people need to carry out an activity without leaving the place. One of them is exercising, in this case is cycling.Therefore, an idea emerged to design a VR-based cycling simulator game. The purpose of this study is to find out how the interaction between cycling and VR is, and to find out the interesting points of this game and its use as a new alternative to cycling. The method used in this study was to test the "Simulator Sepeda VR" game on several users and collect data through interviews. The results of this study indicate that the "Simulator Sepeda VR" game is able to provide an interesting experience and can also be an alternative for cycling at home.
Design and Build Online Store Website bicycle store KawanKita Eddy Sukamto; Albertus Dwiyoga Widiantoro; Erdhi Widyarto Nugroho
Journal of Business and Technology Vol 3, No 2: Agustus 2023
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/jbt.v3i2.10193

Abstract

E-commerce websites are important to implement in small business processes. To facilitate the transaction process, this research was carried out so that the transaction process between sellers and buyers became more effective and efficient. The purpose of this research is to attract consumers with an attractive and user-friendly website to buy products from the KawanKita bicycle shop so that it has an impact on increasing sales, the analytical method process is applied to implementation. The development method used is "waterfall" where step by step are related to one another. That way the discussion process with the KawanKita store owner resulted in a website business process design, ER Diagram, UI and UX design for display, for the platform framework used is Node Js as the back-end and React Js as the front-end. In terms of storing data, this website uses Firebase as a data storage provider and as a hosting provider. KawanKita bicycle shop business owner. So that this research produces a website that makes it easier for consumers and sellers in the transaction process, the appearance of the website is good at displaying the goods being sold. From the process of business analysis, ERD creation, user UI and UX design, to the creation of this website, from the appearance to the functions in each of its features, all have received a positive response from the public.
Game Design for Eysenck Method Personality Test Using Unity Liniarto, Edbert; Nugroho, Erdhi Widyarto; Nugroho, Agus Cahyo
Journal of Business and Technology Vol 4, No 1: April 2024
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/jbt.v4i1.10211

Abstract

In this day and age, there continues to be a growth in technology that makes things easier and more effective. In addition, the distance that was originally a major problem for connecting, talking, exchanging thoughts or data with others disappeared because of the globalization that occurred. The growth of science and technology is basically a growth that aims to achieve and fulfill human aspirations and needs in using resources. Therefore, the idea arose to design a simple personality test game.The purpose of this research is to design a windows10 operating system-based game into the "Personality Test" game. Questions from the Eysenck test will be made into the game. This game will be implemented into the game using unity. The method used in research is to collect data by interviewing users to get data quickly.
Educational Game Using Coordinate-Based Augmented Reality At Green Fresh Farm Maximiliano, Oeij Dominic Aldrich; Widiantoro, Albertus Dwiyoga; Nugroho, Erdhi Widyarto
Journal of Business and Technology Vol 4, No 1: April 2024
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/jbt.v4i1.11102

Abstract

Tourist destinations in Indonesia are incredibly diverse. One of these destinations is Green Fresh Farm, located in the Gunungpati district, specifically in Jatirejo Village. Green Fresh Farm serves as a place for dairy cow farming and is also a tourist destination. Children visit this place for recreational purposes and to learn about cows.The creation of the MooLand AR game aims to determine whether the MooLand AR game is accepted as a means for introducing and educating about cattle farming at Green Fresh Farm. This includes educating visitors about cattle barn facilities, feeding techniques for dairy cattle, and educating about cattle diseases at Green Fresh Farm.    Based on the test results, the MooLand AR game is accepted as a means of introducing and educating visitors about cows at Green Fresh Farm. The analysis results indicate that the game correlates with ease of use, utility, and enjoyment, making MooLand AR successful and accepted as an educational game about cows at Green Fresh Farm. 
Integration of Battle Royale Games With Tabletop Games to Help Decision Making Skills Febrianto, Nicholas Valentino; Nugroho, Agus Cahyo; Nugroho, Erdhi Widyarto
Journal of Business and Technology Vol 4, No 3: Desember 2024
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/jbt.v4i3.11199

Abstract

Effective decision-making skills are essential both in everyday life and in gaming contexts, where choices have major consequences. Board games, known for their strategic nature, provide an ideal platform to hone these skills. This research aims to understand decision-making skills using board games, using Rapid Application Development (RAD) methodology to collect data, implement updates, and improve the gaming experience. This project uses Unity to create applications that augment the gameplay. The result of this effort is a distinctive board game that differs from conventional table games, offering its players a new and exciting experience.
Comorbidity Based Death Risk Prediction in COVID-19 Patients Using Support Vector Machine (SVM) Nugroho, Erdhi Widyarto
SISFORMA Vol 11, No 2: November 2024
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/sisforma.v11i2.13159

Abstract

The covid19 pandemic has hit almost all countries. Covid-19 is a disease caused by severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2) which results in many deaths, especially for patients who have comorbidities. By using the machine learning SVM method, predict of the classification between comorbid and death.. The comorbid taken were pneumonia, diabetes, COPD, asthma, insomnia, hypertension, cardiovascular, chronic renal, obesity, and USM. This paper also added with smokers in the feature. The data were taken from Kaggle which is data from the Mexican government from 2020-2021. The SVM method uses a linear kernel and radial basis function to get the F1 value to know which these have the results better. This paper also compares the results of F1 values using other methods such as KNN, Logistic regression, Xboost, decision tree, Random Forest and Multilayer Perceptron and the last, to know the importance feature or which comorbid has the highest death rate using SVM. The Result is SVM uses linear and rbf gets almost the same F1 value. It also same with other methods and the pneumonia has the highest death rate.
Developing Educational Game Application for Chemistry Periodic Table Wijaya, Antonius Gunawan; Nugroho, Erdhi Widyarto; Harnadi, Bernardinus
SISFORMA Vol 11, No 2: November 2024
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/sisforma.v11i2.11422

Abstract

Chemistry is one of the elective subjects and cross-interest subjects taught at the high school level or equivalent secondary education. The periodic table is a chart that contains the names and types of chemical elements grouped according to their similarities and properties. In current learning, more than 75% of high school students still face difficulties in naming elements in the periodic table, especially in understanding the periodic system and the regularities of the chemical properties of these elements. Conventional teaching methods often bore students, and there is a need for engaging learning media to enhance the learning outcomes. With the increasing use of Android gadgets, where students use Android devices for classes, learning through games on Android can be effective. This game is designed using Unity in 2D format and is built for the Android platform, specifically for chemistry education in grade X of high school. The chosen game design method for this application is the waterfall method. The result of this research is the game "Chem Ball" for educating Group A periodic table elements for high school grade X students. The game was tested with five high school students, and the results indicate that students are assisted in learning the periodic table of chemistry (memorizing, understanding, and recalling the sequence of elements in the periodic table) through the attractive and interactive interface of the "Chem Ball" game. "Chem Ball" is also proven to be easy and practical for high school students to play. After playing the game, students feel that learning the periodic table of chemistry has become easier.
Designing a Mobile Game Based on Augmented Reality Application for Learning Media Suratno, Antonius; Nugroho, Erdhi Widyarto
k@ta: A Biannual Publication on the Study of Language and Literature Vol. 25 No. 00: SPECIAL EDITION, MARCH 2023
Publisher : The English Department, Faculty of Humanities & Creative Industries, Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/kata.25.00.1-8

Abstract

Designing games for educational purposes needs to consider various aspects that help lead to the making of a good game. This study aims to describe users’ responses towards the potential of the game for blended learning, the design stages and the trial which encompass pre-design input taking, design stages, trial, and evaluation. The inputs from the pre-design stage have been the basis for the media design; the trial stage inputs from the prospective users and two experts provide feedback for the validity of media both in content and construct aspects. The research subjects involved 100 Junior high school students, 5 English language teachers, and 1 game design expert. The tools of data collection are questionnaire and semi-structured interview which were developed by the researchers. The intended subject for which this game is designed is reading comprehension and the study is planned to be conducted in approximately eight months. Both types of feedback were used to evaluate the readiness of the media for the real use for blended learning model. The results showed that the validity in content and construct aspects were both very good. The trial result also suggests that the game is considered a decent product, attractive and easy to use for independent learning. Thus, the final evaluation suggests that the media is readily usable for the real context of blended learning.