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Transformasi Ruang 3D Pada Animasi Expresi Wajah Avatar Berbasis Radial Basis Function Matahari Bhakti Nendya; Eko Mulyanto Yuniarno
Journal of Innovation Information Technology and Application (JINITA) Vol 3 (2021): JINITA, December 2021
Publisher : Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1559.333 KB) | DOI: 10.35970/jinita.v3i2.940

Abstract

One technique for forming facial animations on avatars is by reusing existing animations, either from other avatar animations or animations from motion data obtained using facial motion capture. This research focuses on the transformation of 3D space for the formation of facial animations on avatars in games or animated films. The transformation is carried out from motion capture data into a 3D avatar face model with 3 face models, namely the human face model, the swan face model and the anoman face model. The motion capture data is transferred according to the feature points of the face model. The results obtained by the facial model feature points will have animations that match the motion capture data. Of the 3 target face models used, the animation results with registration on the human face model have an average standard deviation is 0,0510. The goose face model has an average standard deviation is 0.0034 and the anoman face model has an average standard deviation is 0,0024. With this technique, it is hoped that the formation of facial expression animation on Avatar can be done more quickly because of the reuse of facial motion capture data.
Pocong Rush: Endless Runner Game Based On Finite State Machine Matahari Bhakti Nendya; Daru Redono
JOINCS (Journal of Informatics, Network, and Computer Science) Vol 5 No 1 (2022): April
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (3192.253 KB) | DOI: 10.21070/joincs.v5i1.1592

Abstract

Endless runner Game is a Game where the player will move continuously indefinitely to get the highest point in the Game. Endless runner Game is synonymous with challenges in the form of obstacles and collective items. This study focuses on setting challenges in the non-playable character (NPC) behavior so that they can provide more dynamic challenges. Obstacle, player and NPC settings use the Finite state Machine method which is implemented in an html 5 based Game engine Construct. The implementation results are in the form of an html 5 Game which is then tested through 2 testing stages, namely blackox testing and beta testing. The test results using blackbox testing show that all functionality in the Game can run well, including the behavior of NPCs based on the designed FSM. Beta testing shows that the majority of respondents who have played endless runner Games stated that they like horror Games with local content nuances and the impression of humor and that the average Game difficulty level based on NPC responses to players is 63.75%.
Pipa vs Landa: Game-Based Learning Based on Gamification in Elementary School Mathematics Learning Matahari Bhakti Nendya; Tiar Dwi Kristianto; Aditya Wikan Mahastama
JOINCS (Journal of Informatics, Network, and Computer Science) Vol. 8 No. 1 (2025): April
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/joincs.v8i1.1639

Abstract

Learning is an essential component of human existence. One of the learning opportunities in the educational context is available at school, where instruction is typically delivered orally and accompanied by visuals. Using activities to learn is an option that can increase student interest in certain subjects. Game-based learning is a form of education in which students play a game to aid in their education. This study attempts to employ the Pipa vs. Landa learning game's gift and combo system so that elementary school students are more motivated to learn mathematics. The average GEQ Core Module test results are 4,6 for positive affect, 3,9 for competence, 4,59 for sensory and imaginative immersion, 2,46 for flow, 1,25 for tension, 2,36 for challenge, and 1,39 for negative effect. The average scores on the GEQ Post-Game Module test were 4.36 for positive experience, 1.64 for fatigue, 1.2 for negative experience, and 2.20 for the return to reality. This game provides a superior experience for elementary school students.
Framework for Scenario-Driven Black-Box Testing of NPC Behavior in Virtual Reality Games Matahari Bhakti Nendya; Antonius Rachmat Chrismanto; Dan Daniel Pandapotan; Vito Gautama; Lunchakorn Wuttisittikulkij; Gabriel Indra Widi Tamtama Tamtama
INTENSIF: Jurnal Ilmiah Penelitian dan Penerapan Teknologi Sistem Informasi Vol 10 No 2 (2026)
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/intensif.v10i1.28379

Abstract

Background: Non-Playable Characters (NPCs) play an important role in the quality of interaction in Virtual Reality (VR) games. As NPC systems become more complex and multi-role, their behavior must be evaluated not only from a design perspective but also in terms of technical stability and interaction consistency. However, systematic methods for validating NPC behavior in VR games remain limited. Objective: This study proposes and implements a scenario-driven black-box testing framework for evaluating NPC behavior in VR games based on observable interaction outcomes. Methods: NPC behavior was evaluated using normal, boundary, and stress-based interaction scenarios. Four behavioral quality criteria were assessed: determinism, state integrity, role consistency, and recovery stability. Selected dimensions of the Game Experience Questionnaire (GEQ), namely Social Behaviour Activity and Post-game Module, were also evaluated. Results: Six test scenarios were evaluated. Four scenarios (66.7%) met all criteria, while two (33.3%) were categorized as partial due to minor delays in state transitions and temporary idle-state resets. No crashes, system failures, or fatal interaction breakdowns were observed. GEQ results indicated moderate-to-good social behavior involvement (mean = 3.3) and a comfortable post-game experience (mean = 3.5). Conclusion: The proposed framework provides a structured and reproducible approach for assessing NPC behavior in VR games without requiring access to internal implementation details. The findings highlight the importance of technical behavioral testing, as positive player experience does not necessarily indicate fully stable and consistent NPC behavior.
Design and Evaluation of Task-Based Waste Sorting Mechanics in Virtual Reality Learning Application Matahari Bhakti Nendya; Vito Gautama; I Kadek Dendy Senapartha; Antonius Rachmat Christmanto; Dan Daniel Pandapotan
International Journal of Information Technology and Computer Science Applications Vol. 4 No. 3 (2026): September - December 2026
Publisher : Jejaring Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58776/ijitcsa.v4i3.266

Abstract

Virtual Reality (VR) can support environmental learning through embodied interaction, task-based activity, and immediate feedback. This study presents the design and evaluation of task-based waste-sorting mechanics in a virtual beach application developed in Unity and deployed on a PICO 4 headset. Thirty high-school and university students completed a 10–15-minute session and responded to the Game Experience Questionnaire (GEQ). The revised analysis follows the official GEQ procedure by scoring each component separately on a 0–4 scale and by avoiding an overall score across constructs with different directions. The experience profile was mixed. In the In-Game Module, positive affect (M = 3.05) and sensory and imaginative immersion (M = 2.85) were relatively strong, but tension (M = 3.05) and negative affect (M = 2.83) were also elevated. Post-game positive experience (M = 2.77) co-occurred with negative experience (M = 2.83), tiredness (M = 2.00), and difficulty returning to reality (M = 1.97). These findings indicate that the mechanics supported engagement in some aspects of play but also introduced interaction strain or discomfort. Because the study did not include pre-test/post-test measures or objective task logs, it does not establish learning gains or technical task effectiveness.