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KEPUASAN PEMAIN TERHADAP DESAIN RINTANGAN PADA SKENARIO GAME PETUALANG Herman Thuan To Saurik; Eko Mulyanto Yuniarno; Supeno Mardi Susiki
Seminar Nasional Informatika (SEMNASIF) Vol 1, No 1 (2015): Informatika Dalam Pengelolaan Sumber Daya Alam
Publisher : Jurusan Teknik Informatika

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

Abstract

Desain rintangan dalam skenario game merupakan salah satu faktor yang dapat mempengaruhi motivasi pemain dalam bermain. Hal tersebut dapat berupa variasi pada jebakan atau jumlah musuh yang ada. Sebuah skenario game dengan desain variasi rintangan dapat membuat pemain frustasi jika terlalu sulit atau menjadi bosan karena terlalu mudah untuk dimainkan. Tujuan dari penelitian ini adalah memodelkan desain rintangan pada skenario game petualang dari hasil evaluasi kepuasan pemain dalam memainkan game tersebut, agar dapat dikembangkan lebih baik. Hasil dari penelitian ini adalah  sebuah skenario game petualang dengan model permainan side-scrolling 2D yang telah dipublikasikan. Pengambilan hasil evaluasi dilakukan dengan membuat kuesioner secara online dengan 15 jenis pertanyaan. Dalam penelitian ini hanya dibahas 4 dari 15 pertanyaan dengan penekanan poin pembahasan pada desain rintangan didalam skenario game. Terdapat 104 responden yang telah mengisi kuesioner tersebut dengan hasil dari kepuasan pemain dalam melewati desain rintangan yang ada pada rancangan skenario game. Dari hasil evaluasi ini, kedepannya akan dilakukan perbaikan untuk menghasilkan desain rintangan yang lebih baik agar setiap rintangan yang ada pada skenario game petulalang menjadi lebih menantang.
Evaluating Player Experience for Fear Modeling of 2D East Java Horror Game Alas Tilas Herman Thuan To Saurik; Harits Ar Rosyid; Aji Prasetya Wibawa; Esther Irawati Setiawan
Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) Vol 7 No 4 (2023): August 2023
Publisher : Ikatan Ahli Informatika Indonesia (IAII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29207/resti.v7i4.5043

Abstract

Developing a 2D horror game and evaluating the reliability of the player experience are two things that are interrelated and equally important. Developers must ensure that the game can provide a satisfying and reliable gaming experience for their players. This study aims to evaluate the reliability of the player's experience in the game entitled Alas Tilas, East Java. This study used the User Experience Questionnaire (UEQ) in Indonesian as a survey approach method, which was given to 30 teenagers who at least played horror games once. UEQ may provide feedback to developers on the attractiveness, clarity, efficiency, accuracy, stimulation, and novelty aspects of the game. From the results of the UEQ, a reliability test will be carried out using the Cronbach Alpha technique. The results of the descriptive analysis show that these variables are Attractiveness (mean, 0.933), Clarity (mean, 1.808), Efficiency (mean, 1.508), Accuracy (mean, 0.217), Stimulation (mean, 0.667) and Novelty (mean, 0.242). Attractiveness, clarity, and efficiency averaged positive results. The average aspects of accuracy, stimulation, and novelty of the game get neutral results. The results of the reliability test conducted on UEQ data obtained a Cronbach alpha value > 0.6 which indicates that the research data used to test the player experience are considered reliable so that they can be used to provide input for future development of the Alas Tilas game. To increase the average score, the researcher provides recommendations for improvement, namely, adjusting the accuracy and novelty aspects of the horror scenario game entitled Alas Tilas East Java. Therefore, it is expected to improve the quality of the game.
Kuntilanak as a Runtime Entity: Technical Integration of Javanese Folklore Using Manga Matrix in a 2D Horror Game Saurik, Herman Thuan To; Rosyid, Harits Ar; Wibawa, Aji Prasetya; Setiawan, Esther Irawati
International Journal of Engineering, Science and Information Technology Vol 5, No 3 (2025)
Publisher : Malikussaleh University, Aceh, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52088/ijesty.v5i3.961

Abstract

In this work, Kuntilanak, a mythological creature from Javanese mythology, is used as a dynamic element in a 2D horror game to provide a technical framework for integrating culturally infused folklore into interactive gaming. The design process breaks down the character's appearance, attire, and personality into workable technical specifications using the Manga Matrix framework as a guide. With C# scripted behaviours like unexpected appearances, animation state changes (controlled by Unity's Animator Controller), audio triggers (laughing, crying), and interactive reactions to in-game objects like yellow Bamboo (for hiding) and scissors (for repelling), Kuntilanak was created as a sprite-based runtime entity inside the Unity game engine. The character can be dynamically instantiated thanks to this technical approach, which supports procedural horror encounters and is consistent with traditional narratives. The effectiveness of the suggested technological integration was validated by a quantitative assessment using a Likert scale (N=50), which showed 82.2% agreement on cultural authenticity and 79.5% on emotional impact. The findings support the methodology's capacity to turn folklore characters into functional game entities and offer a replicable model for serious games that consider cultural sensitivity. The findings support the methodology's capacity to turn folklore characters into functional game entities and provide a replicable model for serious games that consider cultural sensitivity, with direct implications for designing engaging educational experiences that promote cultural heritage preservation.
Teknologi Virtual Reality untuk Media Informasi Kampus Saurik, Herman Thuan To; Purwanto, Devi Dwi; Hadikusuma, Jeremiah Irawan
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 6 No 1: Februari 2019
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2622.856 KB) | DOI: 10.25126/jtiik.2019611238

Abstract

Media informasi terus berkembang dengan hadirnya teknologi yang semakin membawa kemudahan bagi manusia agar sebuah pesan dapat tersampaikan dengan baik, tepat, cepat dan bermanfaat. Salah satu perkembangan teknologi pada mobile yang mendukung media informasi adalah Virtual Reality (VR). VR menjadi alternatif dikarenakan penyajian pesan yang interaktif dengan memberikan lingkungan yang imersif sebagai daya tarik pengguna. Media informasi pada lingkungan gedung kampus menjadi salah satu topik yang dibahas dalam penelitian ini. Permasalahan yang didapat adalah bagaimana memberikan sebuah lingkungan gedung kampus yang imersif kepada pengguna dengan penanganan media informasi yang dirancang agar dapat disampaikan secara interaktif dan komunikatif. Penelitian ini mengambil studi kasus gedung yang terdapat pada salah satu perguruan tinggi swasta di Surabaya. Tiap gedung memiliki ruang di tiap lantai yang menjadi pusat administrasi, kegiatan perkuliahan, ruang serbaguna, ruang dosen, dan ruang kegiatan mahasiswa. Tujuan penelitian ini adalah menghasilkan sebuah aplikasi VR dengan output mobile untuk gedung kampus beserta tata ruang secara imersif dan penanganan konten informasi dinamis didalamnya. Penanganan konten informasi dinamis dapat diwujudkan dengan penggunaan gyroscope untuk pergerakan VR dan konten penyedia informasi untuk teks dan gambar.AbstractMedia information continues to grow with the presence of technology that increasingly brings convenience for humans to a message can be delivered properly, precisely, quickly and useful. One of the technological developments in mobile that support information media is Virtual Reality (VR). VR is an alternative because of the interactive messaging presentation by providing an immersive environment as the user's appeal. The information media in the campus building is one of the topics discussed in this research. Problems gained is how to provide an immersive campus building environment to the user with the handling of information media designed to be delivered interactively and communicative. This research takes a case study of the building contained in private universities in Surabaya. Each building has rooms on each floor that become the administrative center, study activities, multipurpose room, lecture room and student activity room. The purpose of this study is to produce an immersive VR application with mobile output for campus buildings, and handling dynamic information content. Handling dynamic information content is realized through the use of gyroscopes for VR movement and information provider content for text and images.