Eriq Muh. Adams Jonemaro
Fakultas Ilmu Komputer, Universitas Brawijaya

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Interactive Mixed Reality System Menggunakan Pepper Ghost System dan Kendali Gerakan Tangan Berbasis Kinect Aristyo Pramana; Eriq Muh. Adams Jonemaro; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 1 (2017): Januari 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Teknologi mixed reality akan membuat interaksi antara user dan aplikasi terasa nyata. Teknologi ini adalah perpaduan antara dunia maya (virtual world) dan dunia nyata (real world), sehingga diharapkan pengguna akan dapat memahami terhadap informasi yang diberikan. Salah satu penggunaan teknologi mixed reality adalah penggunaan pepper ghost. Pepper ghost adalah salah satu teknologi yang bertujuan untuk menciptakan sebuah objek holografik yang interaktif. Disamping penggunaan teknologi mixed reality, terdapat suatu teknologi interaktif, yakni Kinect. Kinect menjadi alat kontrol utama dimana user sudah tidak menggunakan perangkat konvensional pada umumnya (keyboard, mouse, dan sebagainya). Dengan menggunakan kinect, user hanya menggunakan bahasa tubuh yang nantinya akan diterjemahkan menjadai sebuah perintah tertentu pada aplikasi.
Penerapan Algoritma Monte Carlo Tree Search Pada Permainan Komputer Maze Treasure Nazzun Hanif Ahsani; Eriq Muh. Adams Jonemaro; Candra Dewi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 12 (2017): Desember 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In a previous study, the Monte Carlo Tree Search (MCTS) algorithm proved to have been successfullyapplied to turn-based GO games. In the application, MCTS has produced the highest score comparedwith previous scores. The application of MCTS is also performed on Ms. Pacman realtime games,where the resulting score is satisfactory compared to the previous highest score. Seeing the success ofthe application of MCTS, in this research applied MCTS to the enemy agent in the game MazeTreasure. Testing is done to find out how to validate the behavior and performance of agents in thegame. For behavior validation is done by looking at the level of completeness. The completeness levelis tested by comparing the scores obtained by the agent and the scores available. The result of thebehavior validation test shows that the completeness level of 25 simulation maps is 100%, where thecompleteness value of each map is true. For performance testing is done by comparing the frames persecond (FPS) in each simulation map. The results show that the best average performance is on the16x12 grid with value 261.78 FPS. An increament in the size of the labyrinth will cause a decrease inperformance. The use of MCTS on the size of the above 52x39 grid map will cause the game not wellto be played, which is the minimum FPS for games that are worth for playing is 30 FPS.
Perbandingan Usabilitas Aplikasi Taxi Online Android (Grab-car dan Uber) Menggunakan Unified Theory of Acceptance and Use of Technology (UTAUT) Heru Utomo; Eriq Muh. Adams Jonemaro; Mahardeka Tri Ananta
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 12 (2017): Desember 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Online Taxi Android (Grab-car and Uber) is an online-based online transportation service controlled with android mobile applications. The rise of the use of online taxi applications proves that consumers are accustomed to using these services everyday. This study provides a comparison of online taxpayer usability using the unifiied theory of acceptance and use of technology (UTAUT). Comparison will be obtained from four approaches on the UTAUT model. The best performance expectancy based approach is obtained by Grab-car with satisfied value, the best Effort Expectancy approach is obtained by Uber with satisfied value, the best social impact based approach is obtained by Grab-car with satisfied value, and approach based on facilitating conditions. Best earned by Grab-car with very satisfied value.
Implementasi Adaptive AI Pada Game Turn-Based RPG Dengan Menggunakan Metode Hierarchial Dynamic Scripting Intishar Fadi Abdillah; Eriq Muh. Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 2 (2018): Februari 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

There are many methods used by game developers in applying Artificial Intelligence (AI) into Non Playable Character (NPC) which aims to inhibit gamers in achieving their goals or mission. Scripting method is one of the most used method of game developers in designing AI in NPC because of its simple, flexible (easy to modify), and powerful process. Scripting method is a way to design behavior NPC through a combination of rules that are modeled with if-then sentences. The combination of these rules is explicitly written on source code or other external files (commonly referred to as hard coded) which is not possible to change the NPC behavior when the game has been released. This causes the NPC is often easily exploited by gamers who have understood the pattern of the NPC behavior. To overcome these problems, we need a method capable of producing an adaptive NPC behavior while still providing the nature of Scripting method that is simple, flexible, and powerful. Therefore, Hierarchial Dynamic Scripting method tries to answer the problem in this research. Hierarchial Dynamic Scripting method is an advanced development of the Dynamic Scripting method by adding Hierarchial Task Network architecture in it. The main principle of the Dynamic Scripting method is to assign specific weights to the set of rules and combine them into a dynamic script. Adaptive test results conducted in the game with the genre of Turn-Based Role Playing Game based on three parameters of the test of effectiveness, efficiency, and variation shows that the NPC using Hierarchial Dynamic Scripting method has a high effectiveness with the average fitness value of 0.73 and High efficiency by achieving an average turn-point value of 6 against all scenario tactics in this study. In addition, testing the value of break even point yields the best value of 0.5 to get a good level of NPC adaptability.
Penerapan Mechanics Dynamics Aesthetics Framework pada Game Pengenalan Wisata Kota Malang Muhamad Rizky Prahesa Putra; Eriq Muh. Adams Jonemaro; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 5 (2018): Mei 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Malang City is one of the most potential city for tourism destination in Indonesia. Therefore, it's nessescarry for Malang to have varios promotional media for tourism. In effort to invite the tourists to visit Malang city requires variety of media campaigns and one of the alternative media is a media campaign games form. Malang City Tour game is one kind of that media which take form as game. Through this game, player can get information about tourism destination, tour budget, as well as common knowledge about Malang by taking quiz. Malang City Tour is created by applying MDA Framework. This framework consist of mechanic which is rules and algorithm made by game designer to build the game. If mechanics work well, it'll build a dynamics, which is interaction between mechanics and player. This dynamics then automatically created aesthethics of player's responeses to dynamics. This game then tested using playtesting. Result shows that this game is well-functioned and has reached it aim whis is giving useful information about Malang's tourism to the player.
Evaluasi User Experience pada Game Left 4 Dead 2 Menggunakan Cognitive Walkthrough Muchtar Prawira Sholikhin; Eriq Muh. Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 7 (2018): Juli 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Each product has a user experience aspect which is a science to make the users convenient of using the product. It is aimed to optimize the interaction between the users and the product. In order to concretely find out the User Experience, it requires mathematic calculation. Cognitive Walkthrough is one of analytic evaluation method. This method will evaluate each step in a product, to find out the main problem which make the users inconvenient. This method is cheap, fast and efficient so that it is suitable to be applied to new users. Game Left 4 Dead 2 which was awarded as IGN's Best Multiplayer Game in 2009, is suitable to be an object of evaluation by using Cognitive Walkthrough method. The result shows that the average of error is 7 times for each respondent, with type of User Error (U) and Hidden error (H).
Implementasi Multi-Agent Path Finding Menggunakan Algoritma Conflict-Based Search Pada Game Bergenre Adventure-Puzzle Fathony Teguh Irawan; Eriq Muh. Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 10 (2018): Oktober 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Artificial intelligence usage in video games is not new thing anymore. In general, most of video games now take advantage of artificial intelligence on entities in their video games. The problem that occurs is the impact of the implementation of artificial intelligence on the performance of video game. Multi-agent pathfinding is there to try to find path for the agents registered. Multi-agent pathfinding has some constraint that doesn't let more than one agent occupying same place at the same time. In this study, researcher propose to use conflict-based search algorithm to solve multi-agent pathfinding constraint. The design of multi-agent pathfinding is by designing conflict-based search for high-level search and A* search for low-level search. Implementation of multi-agent pathfinding is based on the design that has been defined, implemented on Unity3D game engine using C# programming language. Testing process is conducted after the implementation is completed and found the result is there is no condition where more than one agent occupy same place at the same time. Resource usage of conflict-based search also shown to be at stable rate. FPS that obtained from multi-agent pathfinding is still considered as playable. However, cycle time that generated while running conflict-based search continuous to growth as the number of agents increases. With this implementation is expected to help game developer to implement multi-agent pathfinding in their video game.
Evaluasi Usability Mobile Game Pokemon Go Menggunakan Metode Heuristic Farandi Angesti; Eriq Muh. Adams Jonemaro; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 12 (2018): Desember 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Pokemon Go as one of the game Augmented Reality had seized the attention of millions of people of the world. Unfortunately this game left behind 12 million users because users feel less satisfied when losing their data when the application is updated. Looking at this, research using heuristic evaluations is needed to address the specific problems that exist in Pokemon Go games. So with the knowledge of the problem in the game specifically, game companies can know what to fix in the game. The heuristic evaluation used is usability heuristic method ,there are 9 aspects in that method . Based on the authors research using usability heuristic method found that there are 26 problems with different severity levels. The most problems are found in the aspects of consistency and standards and flexibility and efficiency of use. Based on the level of severity, consistency and standards occupy the medium level. Next on the level of minor severity, there are 5 heuristic namely visibility of system status, offer real world objects, error prevention, flexibility and efficiency of use, and aesthetic and minimalist design. Lastly in severity cosmetics level there are 3 heuristic that is, recognition rather than recall, help user recognize, diagnose, and recover from errors (H9). From the problems found in the principle of heuristics researchers summarize the things that make pokemon go abandoned by active users ie no explanation of changing elements or clearer notification game, the use of icons that are less informative, on the side of the gameplay there is no confirmation menu for the evolution of pokemon, many terms are still difficult to understand by the player, on the side of the gameplay more interesting on the version available in the ninebox, tutorials that are not available in the early session of the game, less familiar game instructions. From this the results of this study, the manufacturer of Pokemon Go is recommended to prioritize improvements based on the level of severity. Problems with medium severity are strongly recommended to be improved, followed by improvements in problems with minor severity and cosmetic levels.
Implementasi Permainan Pemadam Kebakaran Menggunakan Teknologi Virtual Reality Nur Muhammad Rashid; Eriq Muh. Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 12 (2018): Desember 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Fire is a disaster that often occurs in the community but there are still many lay people who do not know how to use and the types of fire extinguishers or APAR. According to interviews with the head of the Technical Implementation Unit of Fire Brigade, in the training and the introduction of the Fire Fighter Department and Regional Disaster Management Agency (BPBD) there are shortcomings such as the number of APAR that amounts to a little, so employees can not try. APAR training also has an accident risk. Therefore, case studies in this study are the general public who do not understand about the type of APAR and its usefulness. Based on the problems described, this research will design and build a simulation and game using Virtual Reality technology. By utilizing this technology the user is not required to deal with real fire. This simulation can minimize accidents during APAR training and save the use of APAR. This simulation can visualize events so that the user can still feel how to extinguish the fire and the use of light extinguishers or APAR. With this simulation users will be better prepared when the fire occurred in the environment. Then for testing the usability of the implementation in building the Simulation and Fire Extinguisher game is obtained satisfactory results with an average above the standard that is 80.
Implementasi Fitur-Fitur Interaksi Pengguna Pada Permainan Simulasi Ujian Berkendara 3D Indriadi Setiawan; Eriq Muh. Adams Jonemaro; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 1 (2019): Januari 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Driving simulation game is one type of simulation game that enables players to pilot or drive a vehicle, and focus on creating the real experience as possible. Oculus itself is used as a replacement wearable device monitor in playing games to get the sensation of playing real on the Virtual world. Human computer interaction is a relationship between humans and computers that have certain characteristics to achieve certain goals by running a system that masks an interface. Testing are using usability to measure user satisfication from sistem that created. The result of usability testing with satisfication criteria shows that 74% of all respondents are satisfied with the system built.