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Journal : Jurnal Ilmu Komputer dan Sistem Komputer Terapan (JIKSTRA)

Simulasi Penggunaan Teman Bus Medan Berbasis Animasi 2 Dimensi Amaliy, Soufa; Dafitri, Haida; Wulan, Nur
Jurnal Ilmu Komputer dan Sistem Komputer Terapan (JIKSTRA) Vol. 6 No. 2 (2024): Edisi Oktober
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35447/jikstra.v6i2.1046

Abstract

Facilities and infrastructure are a crucial part of the development and construction of a region or country, one of which is public bus transport, which plays an important role in an efficient transport system. The transition from conventional to digital systems is not always easy for the community, especially in the city of Medan. Surveys have shown that people have difficulty using the Trans Metro Deli digital bus transport system to obtain information about bus routes and schedules, and to make cashless payments that were previously made in cash. To overcome this problem, a simulation video of its use was created based on 2-Dimensional animation using the Motion Graphic method with Adobe Flash CS6. Motion Graphic is a graphic design science that combines various elements such as illustration, typography, photography and animation to create dynamic and audiovisually appealing visuals. The output resulted in the form of a 2-Dimensional animation-based simulation video in the use of Trans Metro Deli bus transport using the Teman Bus application. The results of this research are expected to help the city of Medan face the challenges of transitioning from conventional transport to digital public transport, as well as increase public interest in using the service in the future.
Pemilihan Squad di Game E Football Mobile Menggunakan Metode Topsis Pratama, Ilham; Wulan, Nur
Jurnal Ilmu Komputer dan Sistem Komputer Terapan (JIKSTRA) Vol. 6 No. 2 (2024): Edisi Oktober
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35447/jikstra.v6i2.993

Abstract

In the 2024 mobile e-football game, gamers are challenged to build a strong team (squad) by selecting quality players. Most gamers rely on intuition or previous gaming experience in building their squad, which is often not optimal. The main obstacle in selecting the best squad is the number of variables and data that must be considered. Player statistics play an important role in determining a player's effectiveness on the field. The purpose of this research is to create a decision support system to use to form the best squad (team) in the 2024 mobile e-football game to assist gamers in determining players withmore systematic and data-based information to be included in the squad. This study uses the TOPSIS method which is one of the multi-criteria decision-making techniques used to select the best alternative from a set of existing alternatives. The results of the study show that the decision support system of the TOPSIS method can be used as an option to choose players in the 2024 mobile e-football game. From the results and testing of this decision support system, the players were allowed to be included in the squad based on the data input into the system, namely, the position of goalkeeper M. ter Stegen. Defender D. Alaba; Marquinhos; J. Kounde; and Eder Milirao. Midfielder J. Kimmich; J. Bellingham; and J. Musiala. Attacking player K. Benzema; H. Kane; and K. Mbappe.