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Game Development "Kill Corona Virus" for Education About Vaccination Using Finite State Machine and Collision Detection Andi; Juan Charles; Octara Pribadi; Carles Juliandy; Robet
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol. 7, No. 4, November 2022
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/kinetik.v7i4.1470

Abstract

COVID-19 is a disease caused by the coronavirus and causes the main symptoms in the form of respiratory problems. One way to overcome the COVID-19 pandemic is through the vaccination process. However, in practice, the public is still not educated about the importance of vaccination in preventing coronavirus infection, so it is necessary to develop a game that provides education to the public to vaccinate. This study chose games as educational media because there are many game enthusiasts and the delivery of education through games is more memorable than on other platforms. This study uses the Game Development Life Cycle (GDLC) method in the game development stage. In addition, to create intelligent coronavirus enemy NPC characters in this study, Finite State Machine (FSM) and Collision Detection methods will be implemented to detect the accuracy of players' shots. The results were obtained in the form of a game "Kill Corona Virus" which is used as a medium of education for the public about the importance of vaccination. Based on the results of the tests carried out, it was found that the implementation of the Collision Detection method in the game in detecting collisions was appropriate and quite accurate and the Finite State Machine method succeeded in creating coronavirus enemy NPCs with appropriate states. In addition, based on the results of processing respondents' answers, it is known that the ”Kill Corona Virus” game that was built can convey vaccination education messages well and make people interested in vaccinating.
Penerapan Metode Webqual 4.0 Dalam Pengukuran Kualitas Website Awicoffee Robet; Agus Maringan Siahaan; Satriya Miharja
Bulletin of Computer Science Research Vol. 4 No. 2 (2024): Februari 2024
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bulletincsr.v4i2.339

Abstract

The measurement of Awicoffee’s website quality was conducted with the aim of enabling the website owner to develop aspects that have low value, so that they can continue to develop in line with the times. The data used for this research is the result of questionnaire distribution given to 100 respondents. Website quality measurement is carried out using the webqual 4.0 method with 3 aspects assessed, namely Usability, Information Quality, and Service Interaction Quality. The purpose of this research is to determine the satisfaction value of Awicoffee website users and to determine the most significant instrument in determining  user satisfaction. Based on the research results, it was found that these three variables have an influence of 76.59% on user satisfaction, while 23.41% is influenced by variables that were not examined. Also, the variable that has the most significant impact on user satisfaction is Information Quality with a value of 5.97, whereas the Usability variable has a value of 3.42 and the Service Interaction Quality variable has a value of 3.30.
Pemanfaatan Dana Desa Untuk Meningkatkan Kesejahteraan Masyarakat Melalui Promosi Produk UMKM Menggunakan Collaborative Filtering Berbasis Android Siahaan, Agus Maringan; Robet; Jonathan Kevin Fernando; Donna Natalia
Bulletin of Computer Science Research Vol. 5 No. 1 (2024): December 2024
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bulletincsr.v5i1.377

Abstract

Utilizing village funds through Badan Usaha Milik Desa (BUMDes) is a strategic effort to improve the welfare of rural communities. However, its implementation often faces challenges such as suboptimal management of local economic potential and limited promotion of Micro, Small, and Medium Enterprises (MSMEs) products. This study aims to develop an Android-based application utilizing the Collaborative Filtering method as an innovative solution to support the promotion of village MSME products, enhance the effective use of village funds, and drive economic growth in rural areas. The application is designed to provide MSME product recommendations based on user preferences. Integrating the Collaborative Filtering method, the application analyzes user interaction data to offer relevant product suggestions. Its key features include product search, personalized recommendations, and a user-friendly interface that is easy for rural communities to operate. The black-box method testing results show that this application works according to the designed specifications with a system interface functional success rate of 100% of 31 functional interfaces. increased the promotion and sales of local MSME products.
Improving Resnet Model In Safety Gear Classification Using Finest Optimizer Robet; Johanes Terang Kita Perangin Angin; Edi Wijaya
Journal of Artificial Intelligence and Engineering Applications (JAIEA) Vol. 4 No. 2 (2025): February 2025
Publisher : Yayasan Kita Menulis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59934/jaiea.v4i2.703

Abstract

The Occupational accidents that occur in the work environment are increasing day by day. This is caused by workers' non-compliance with the established work safety equipment. Although the supervision of the use of work safety equipment has been carried out, it is still done manually involving less effective human resources. Therefore, it is necessary to develop an intelligent model that can classify the use of work safety equipment more accurately. This study uses the pre-trained ResNet50 model and is combined with the best optimization model to improve accuracy. The results of the study showed that the RMSProp optimization model has better performance with an accuracy value of 97.01% in the 17th epoch of 50 epochs of data training and with training loss and validation loss values ​​of 0.3268 and 0.145, respectively. Testing of 20 images with each image, 10 images using safety equipment, and 10 images not using safety equipment can be classified correctly.
IMPLEMENTASI METODE PROTOTYPING DALAM PERANCANGAN UI/UX DESIGN PADA MEDIA DIGITAL TERANG KITA Rizkita, Ari; Perangin Angin, Johanes; Robet; Pribadi, Octara
Jurnal TIMES Vol 14 No 1 (2025): Jurnal TIMES
Publisher : STMIK TIME

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51351/jtm.14.1.2025834

Abstract

Perkembangan teknologi informasi pada era saat ini bergerak sangat pesat dan mencakup seluruh aspek kehidupan manusia, termasuk pada bidang media. Media digital terangkita.com, sebuah platform yang bergerak di bidang edukasi dan penyebaran konten positif berbasis nilai-nilai sosial. Proses perancangan dilakukan melalui tahapan metode prototyping, mulai dari pengumpulan kebutuhan pengguna, pembuatan sketsa awal, hingga pengujian desain interaktif. Pendekatan ini memungkinkan kolaborasi yang dinamis antara desainer dan pengguna, serta memberikan fleksibilitas untuk melakukan revisi berdasarkan umpan balik secara iteratif. Hasil penelitian menunjukkan bahwa metode prototyping mampu meningkatkan kualitas desain UI/UX secara signifikan, ditinjau dari aspek keterpahaman, kemudahan navigasi, dan kepuasan pengguna terhadap antarmuka. Temuan ini memberikan kontribusi terhadap pengembangan desain media digital yang lebih human-centered, serta menjadi acuan dalam proses desain interaktif berbasis kebutuhan pengguna. Kata kunci: UI/UX Design, Prototyping, Media Digital, Desain Interaktif, Terang Kita
ANALISIS KEPUASAN PENGGUNA WEBSITE TERANG KITA MEDIA DIGITAL INFORMATIF MENGGUNAKAN METODE EUCS Perangin Angin, Johanes; Teta, Bayu; Robet; Pribadi, Octara; Rizkita, Ari
Jurnal TIMES Vol 14 No 2 (2025): Jurnal TIMES
Publisher : STMIK TIME

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

Abstract

Perkembangan teknologi informasi yang pesat mendorong berbagai sektor untuk bertransformasi ke media digital, termasuk dalam penyebaran informasi edukatif. Website Terang Kita merupakan media digital yang berfungsi sebagai sarana literasi berbasis nilai sosial, pendidikan, dan spiritual. Penelitian ini bertujuan untuk menganalisis tingkat kepuasan pengguna Website Terang Kita menggunakan metode End User Computing Satisfaction (EUCS) yang terdiri dari lima dimensi, yaitu Content, Accuracy, Format, Ease of Use, dan Timeliness. Penelitian ini menggunakan pendekatan deskriptif kuantitatif dengan jumlah responden sebanyak 50 orang yang dipilih menggunakan teknik purposive sampling. Instrumen penelitian berbentuk kuesioner dengan skala Likert. Data yang diperoleh dianalisis melalui uji validitas, reliabilitas, dan analisis deskriptif. Hasil penelitian menunjukkan bahwa Content dinilai baik dengan 42% responden sangat setuju dan 38% setuju. Accuracy memperoleh tingkat sangat setuju 60%. Format menunjukkan tampilan menarik (46%) dan kerapian informasi (30%). Ease of Use menunjukkan kemudahan penggunaan dan navigasi (44% dan 60%), serta Timeliness menunjukkan kecepatan akses baik (40%) namun pembaruan informasi perlu ditingkatkan. Secara keseluruhan, Website Terang Kita memberikan kepuasan yang baik kepada pengguna, terutama pada aspek kemudahan penggunaan dan keakuratan informasi.