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GAME SCORING NON PLAYER CHARACTER MENGGUNAKAN AGEN CERDAS BERBASIS FUZZY MAMDANI Astrid Novita Putri; Mochamad Hariadi; Ruri Suko Basuki
Jurnal Teknologi Informasi - Cyberku (JTIC) Vol 11 No 2 (2015): Jurnal Teknologi Informasi CyberKU Vol.11 no 2
Publisher : Program Pascasarjana Magister Teknik Informatika, Universitas Dian Nuswantoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (582.34 KB)

Abstract

Game are activity most structure, one that ordinary is done in fun and also education tool and help todevelop practical skill, as training, education, simulation or psychological. On its developing currentGame have until 3D. In one Game, include in First Person Shutter necessary scoring one that intent tomotivate that player is more terpacu to solve Game until all through, on scoring Super Mario's GameBoss, Compass does count scoring haven't utilized Artifical Intelligent so so chanted, while player meetwith enemy (Non Player Character) really guns directly dead, so is so easy win. Therefore at needs acount scoring interesting so more terpacu in menyelasaikan problem Scoring accounting point for FirstPerson Shutter's Game .This modelling as interesting daring in one Game, since model scoring one thateffective gets to motivate that player is more terpacu in plays and keep player for back plays. Besidesmodel scoring can assign value that bound up with Game zoom.On Research hits scoring this Game willmake scoring bases some criterion which is health Point, Attack point, Defending point, And Dammagewhat do at miiliki zombie,then in this research do compare two method are methodic statistic and Fuzzy.Result of this research 90 % on testing's examination and on eventually gets to be concluded that fuzzy'smethod in trouble finish time more long time but will player more challenging to railroad
Dynamic Pathfinding for Non-Player Character Follower on Game Paulus Harsadi; Siti Asmiatun; Astrid Novita Putri
Jurnal Teknik Informatika C.I.T Medicom Vol 13 No 2 (2021): September: Intelligent Decision Support System (IDSS)
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/cit.Vol13.2021.68.pp51-58

Abstract

Artificial Intellegences in video game are important things that can challenge game player. One of them is creating character or NPC Follower (Non-player character Follower) inside the video game, such as real human/animal attitude. Artificial Intelligences have some techniques in which pathfinding is one of Artificial Intellegence techniques that is more popular in research than other techniques. The ability to do dynamic pathfinding is Dynamic Particle Chain (DPC) algorithm. This algorithm has the ability of flocking behavior called boid to explore the environment. But, the algoritm method moves from one boid’s point to another according to the nearest radius, then it will be able to increase computation time or needed time toward the target. To finish higher computation problem in dynamic pathfinding, the researcher suggests an algorithm that is able to handle dynamic pathfinding process through attractive potential field function of Artificial Potential Field to start pathfinding toward the target and flocking behavior technique to avoid the obstacle. Based on the test result by simulation of moving environment and complex, the computation time of algorithm is faster than comparison algorithms, DPC and Astar. It concludes that the suggested method can be used to decrease computation level in dynamic pathfinding.
MENGUKUR TINGKAT KEPUASAN MAHASISWA TERHADAP E-LEARNING UNIVERSITAS SEMARANG MENGGUNAKAN ALGORITMA NAÏVE BAYES Shona Chayy Bilqisth; Khoirudin Khoirudin; Astrid Novita Putri
E-Link: Jurnal Teknik Elektro dan Informatika Vol 17 No 2 (2022): Nopember 2022
Publisher : Universitas Muhammadiyah Gresik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30587/e-link.v17i2.4447

Abstract

Kegiatan belajar mengajar yang bisanya dilaksanakan dengan tatap muka secara langsung, pada era Pandemi Covid-19 ini harus dilakukan dengan daring menggunakan e-learning. Dengan tercapainya kepuasan mahasiswa Universitas Semarang dalam menggunakan suatu e-learning, merupakan salah satu faktor untuk menentukan e-learning Universitas Semarang tercapai sesuai harapan, karena pelayanan terhadap mahasiswa merupakan peranan penting kelangsungan suatu institusi pendidikan. Penelitian ini bertujuan untuk menerapkan data mining menggunakan metode naïve bayes, untuk mengukur kepuasan mahasiswa terhadap layanan e-learning pada Universitas Semarang, sebagai bahan pertimbangan dalam pengambilan keputusan dan mengembangkan e-learning, yang dapat membantu masyarakat perguruan tinggi dalam menggambil kebijakan yang berhubungan dengan peningkatan kualitas pelayanan akademis. Naïve Bayes merupakan teknik prediksi berbasis probabilistik sederhana yang berdasar pada penerapan teorema atau aturan bayes dengan asumsi independensi yang kuat. Indikator penilaian yang digunakan adalah kemudahan akses, kelengkapan menu, kecepatan respon CS, keamanan aplikasi dan kualitas layanan video. Hasil pengujian menunjukkan bahwa klasifikasi kepuasan pengguna menggunakan metode Naïve Bayes untuk pengujian pertama dengan full data training mendapatkan nilai akurasi sebesar 95%, pengujian kedua dengan cross-validation mendapatkan nilai akurasi sebesar 91%, pengujian ketiga dengan data training 80% dan data testing 20% mendapatkan nilai akurasi 92% selanjutnya pengujian keempat dengan 60% data training dan 40% data testing mendapatkan nilai akurasi 90%.
Pemanfaatan Data Mining untuk Media Pembelajaran di SMK Hidayah Semarang Astrid Novita Putri; Nur Wakhidah; Victor Gayuh Utomo
E-Dimas: Jurnal Pengabdian kepada Masyarakat Vol 13, No 3 (2022): E-DIMAS
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/e-dimas.v13i3.5572

Abstract

Salah satu permasalahan dari wawancara yang kami laksanakan adalah dalam kegiatan pembelajaran pada pengolahan data yang dialami oleh pihak SMK Hidayah Semarang, hal ini disebabkan oleh belum adanya mata pelajaran data mining, sehingga siswa kesulitan dalam mengolah data yang miliki oleh sekolah. Dalam kegiatan pengabdian kepada masyarakat ini dapat mampu memberikan manfaat, tepat sasaran sehingga memberikan suatu wawasan baru pengetahuan baru di bidang teknologi informas pada sekolah tersebut. Konsep pengabdian akan menerapkan suatu teknologi data mining, dengan menggunakan software Rapidminer yang akan kita laksanakan adalah dalam berbentuk pelatihan pemanfaatan data mining yang menghasilkan informasi pengolahan pola data di SMK Hidayah Semarang. Kegiatan pelatihan ini dilaksanakan ditunjang dengan sesi tanya jawab, ceramah di Modul pelatihan ini juga akan diberikan pada setiap peserta murid. Tujuan dari pelaksanaan pengabdian kepada masyarakat ini adalah meningkatkan pembelajaran siswa dengan pengolahan database menggunakan teknik statistik, matematika, kecerdasan buatan, dan machine learning untuk menghasilkan suatu informasi yang bermanfaat dengan menggunakan aplikasi Rapidminer, sehingga nantinya ketika mereka terjun ke dalam masyarakat dapat memiliki skill yang didapatkan dari pelatihan tersebut.
IMPLEMENTASI TEKNOLOGI BLOCKCHAIN DAN SMARTCONTRACT STUDI KASUS PADA PENGELOLAAN SISTEM INFORMASI PRESTASI MAHASISWA DI UNIVERSITAS SEMARANG basworo ardi pramono; Soiful Hadi; astrid novita putri
KLIK- KUMPULAN JURNAL ILMU KOMPUTER Vol 10, No 2 (2023)
Publisher : Lambung Mangkurat University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/klik.v10i2.621

Abstract

Student achievement is an important point that is taken into account in determining a university accreditation. Free College Curriculum requires students to be creative in participating in activities and achievements outside of lectures. In this case, it becomes a complex factor and condition in considering and determining student achievement scholarships in the national and international scope. In this case, a blockchain technology is needed that can support managing student achievement data and verifying it from university management, so that it can increase student productivity in developing their achievements. As well as the data stored is Private Data which is very necessary for guaranteed and protected security which is not easy to hack and can track information easily and can only be done by the parties involved. So that information can be shared transparently. This research uses the RAD (Rapid Application Development) Model System Development Method, the Blockchain Algorithm Problem Solving Method and the Open Source Software used by Solidity. It is hoped that this research can increase trust and benefit both parties. Semarang university transparently
Optimalisasi Penggunaan Image Stitching dan Seam Carving dalam Pengembangan Tur Virtual Responsif Buana, Pratama Angga; Putri, Astrid Novita; Adinugroho, Suryo
Building of Informatics, Technology and Science (BITS) Vol 6 No 1 (2024): June 2024
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bits.v6i1.5392

Abstract

Nglurah Village, Tawangmangu, still faces challenges in effective tourism promotion due to the use of conventional promotional methods. This study employs a mixed-method approach to identify the issues and expectations of tourism managers. The results indicate that 50% of managers struggle with tourism promotion, and 70% believe that the implementation of technology is crucial to promote the village's tourism potential in an attractive and interactive way. This research aims to combine image stitching and seam carving methods to enhance the quality and diversity of responsive virtual tour applications. Image stitching is the process of merging multiple 360° panoramic images into a single comprehensive image that accurately represents the actual scene. Meanwhile, seam carving is a technique for carefully cropping an image to remove less important parts while preserving important areas when the image is resized. The collaboration of these two methods is expected to produce virtual tour applications that can adapt to the shape and size of gadgets without losing important content. This virtual tour application is expected to enhance the user experience in virtual tourism and open up opportunities for technology-based tourism development in Tawangmangu Village. Additionally, this research can increase the attractiveness of Tawangmangu Village tourism and provide a foundation for further research in virtual tour development.
Microsoft Word Skills Development Training for Final Semester Students: Pelatihan Pengembangan Keahlian Microsoft Word Bagi Mahasiswa Semester Akhir Wardhani, Anindya Khrisna; Nur Latifah Dwi Mutiara Sari; Astrid Novita Putri
Jurnal Kabar Masyarakat Vol. 2 No. 1 (2024): Februari : JURNAL KABAR MASYARAKAT
Publisher : Institut Teknologi dan Bisnis Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jkb.v2i1.1609

Abstract

The use of Microsoft Word skills is important in the academic world, especially for final semester students who are completing their final assignments. This community service aims to provide Microsoft Word skill development training for final semester students with a focus on increasing the efficiency and quality of preparing thesis reports. Through a series of intensive training sessions, students will be equipped with an in-depth understanding of Microsoft Word's advanced features that can support the research process and preparation of scientific documents. This training was attended by 129 participants from various universities via zoom meetings. The activity lasted for 4 hours consisting of material presentation, case studies, questions and answers and ended with closing. After participating in this activity, participants receive significant benefits in improving students' abilities so that they can make maximum use of word processing software, and can produce quality final assignment reports that meet academic standards. Apart from that, community service this time can also motivate students to develop information technology skills which will be an added value in their future careers.
Smart Buildings menggunakan Hyperledger Fabric Blockchain untuk Manajemen Transaksi dan Pemodelan 3D Asmiatun, Siti; Novita Putri, Astrid; Zaman, Badroe
Jurnal Teknologi Terpadu Vol 9 No 2 (2023): Desember, 2023
Publisher : LPPM STT Terpadu Nurul Fikri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54914/jtt.v9i2.751

Abstract

Home construction or home renovation must consider many complex factors. That is because there will be errors / human errors that occur. The impact of that will cause losses to architectural services and eliminate dissatisfied customer trust. Another problem is that customers use intermediaries or third parties in the home construction/renovation process, increasing funds. That is because the process of building/renovating the house is different fromations. This research utilizes a hyper ledger fabric blockchain and intelligent building technology to manage architect and consumer management without intermediaries. Technology can manage home construction/renovation through information on 3-dimensional house plans, initial home budgets, prices for building materials, and daily material needs. The purpose is to monitor the building/renovation of a house without a third party. This study uses the Multimedia Development Life Cycle (MDLC) Development Method to make its application. Meanwhile, blockchain technology is applied using Hyperledger Fabric Software. This research can increase trust and benefit both the customer and the developer. The results of this study are that by making block numbers 65 – 66, it is recorded that each transaction has a processing time from 2022-08-14 02:32:47 to 2022-08-14 02:32:50; it takes approximately.
Peningkatan Pengelolaan Sampah Melalui Aplikasi Bank Sampah di Desa Truko Kendal Hanif, Mohammad Burhan; Setiaji, Galet Guntoro; Putri, Astrid Novita
TEMATIK Vol. 3 No. 2 (2023): Juli
Publisher : Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/tmt.v3i2.7354

Abstract

Kegiatan pengabdian kepada masyarakat yang dilaksanakan sebenarnya bertujuan untuk meningkatkan proses dan cara  pengelolaan Bank Sampah Desa Truko Kendal. Bank sampah sejatinya bisa menjadi salah satu wujud pengelolaan sampah di lingkup masyarakat umum di mana limbah sampah rumah tangga akan dikelompokkan menjadi satu untuk dipilah, dan dijual kembali kepada pihak ketiga yaitu pengepul. Melalui bank sampah, limbah sampah rumah tangga dapat dikelola menjadi suatu hal yang bernilai ekonomis. Pengelolaan dengan cara bank sampah sendiri mengadopsi sistem perbankan pada dasarnya, namun bentuknya lebih kecil dan sederhana. Dimana Nasabah bank sampah adalah bagaian dari warga sekitar, yang akan menyerahkan sampah untuk dicatat sebagai saldo sesuai nilai ekonomisnya. Dalam prakteknya, pengelolaan bank sampah di Desa Truko Kendal mempunyai berbagai kendala. Program pengabdian masyarakat ini dilakukan untuk menyelesaikan kendala itu serta meningkatkan pengelolaan bank sampah melalui kegiatan yang bernilai ekonomis bagi warga. Peningkatan proses pengelolaan bank sampah dikerjakan dengan menerapkan Sistem Digital Manajemen melalui komputer. Selain itu, juga diadakan berbagai pendampingan juga pelatihan produk kreatif dari limbah hasil sampah plastik. Hal ini untuk meningkatkan kinerja pengelolaan bank sampah dan kegiatan operasional bank sampah di Desa Truko Kendal untuk program pengabdian berikutnya.
An Improved K-NN Algorithm and Bagging for Liver Disease Classification Wardhani, Anindya Khrisna; Lakhmudien, Lakhmudien; Putri, Astrid Novita; Ashour, Salim Fathi Salim
Telematika Vol 15, No 2: August (2022)
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/telematika.v15i2.1247

Abstract

The function of the liver is to detoxify toxins in the human body and control cholesterol and fat in the human body. If the liver is damaged, health will be disturbed, even death. A lot of data on the liver disease can be used to predict liver disease. This study aims to improve the accuracy of liver disease classification using K-NN and bagging methods. The experimental results in this study are the bagging method can improve the performance accuracy of the K-NN prediction model even though it is based on the T-test even though there is only a slight change in accuracy. In this study, the accuracy value using the K-NN method was 78.56%. For the highest accuracy value of 99.83% using the K-NN model which is integrated with bagging. From the results of experiments carried out in this study, the K-NN model with bagging can certainly improve performance on the prediction model of liver disease classification. So that the predictions made can be more accurate and can be used to predict liver disease.