Eriq Muh. Adams Jonemaro
Fakultas Ilmu Komputer, Universitas Brawijaya

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Penerapan Algoritme Finite State Machine Berbasis Fragment Shader untuk Proses Pengambilan Keputusan pada Non Player Character (Studi Kasus Game Battle Tank) Muhtadin Ziqi Maulana; Eriq Muh. Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 2 (2019): Februari 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Non player character (NPC) is a character in a game that is not controlled by players, but is controlled through computer programs made by humans. According to the gameAI model the NPC has the ability to make movements and decision making. The battle tank game that was developed by the author in this study also has an NPC developed. there is the game the researcher uses the finite state machine (FSM) algorithm in the decision making process of the NPC. But there is an idea about the application of the FSM algorithm that is by using a shader fragment. With the implementation of the FSM algorithm based on shader fragments, it is expected to get better performance. Because the process of the shader fragment is done in the graphics processing unit (GPU). So that the process carried out can be carried out in parallel between the decision making process and other processes. In applying FSM algorithms based on shader fragment requires three maps, namely world map, agent map and fsm map. After testing the effect of the number of NPCs using 1, 5, 10 and 15 NPCs, respectively, obtained an average yield of 147, 69, 24 and 1 FPS. Whereas for testing the effect of game map size using map sizes of 20x20, 30x30 and 40x40 in succession yielding an average value of 66, 61 and 60 FPS.
Implementasi Komputasi Paralel GPU pada Algoritme Cellular Automata Menggunakan CUDA® Muhammad Rizal Ma'rufi; Imam Cholissodin; Eriq Muh. Adams Jonemaro
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 4 (2019): April 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Video games industry is expanding fast in this modern era. This expansion needs to be balanced with quality and production time from creator. Procedural Content Generation (PCG) is one of innovations that suit with that condition. In PCG world, there are many algorithms can be used, one of the most well know in PCG is cellular automata (CA) algorithm. But CA has efficiency problem, but it can be solved with parallel computing. In this research, parallel computing is implemented using CUDA® technology. But there is another problem, that is the map result from CA is not always giving good result, sometimes it cannot be played due to isolated cave in map, but it can be solved using flood fill algorithm. In this research, the implementation will go through few steps, implementation of CA CPU, CA GPU and Flood Fill. Then those implementations will be integrated with Unity® game engine, then time to implement it to game. The game implementations will use Unity® game engine with C# as scripting language. CA CPU, CA GPU and Flood Fill algorithms computation time will be tested to know their performances. From the test result, CA GPU algorithm has better performance than CA CPU up to 227 times. In the other hand, flood fill algorithm that being used in this research has very high computation time, so the map size is very limited.
Penerapan Flocking Behavior Untuk Pergerakan Berkelompok Non Player Character pada 2D Endless Runner Game Yosua Yosua; Eriq Muh. Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 5 (2019): Mei 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

2D Endless Runner Game is a game where the player will keep on moving forward thus no end point and will present obstacles for the player and keep the player's adrenaline driven to keep on playing. The obstacles on some of Endless game differs, for this research, the game which will be made will have differently obstacles such as obstacle and group movement. The game will have obstacle where there will be many opponents moving as a group to fight the player's character. The group of assailants which will fight the player, will be applied on simultaneously moving NPC. Flocking is the most famous methods from artificial intelligence which moves a group.Flocking's movement sometimes has this restrained moment, therefore, applied one of the pathfinding method that is A* to make the group's movement not be restrained. Based on this problem, the researcher will develop a game which will have assailant's group have the Flocking Behavior. The results of this study indicate that flocking can be applied in group movements and the resulting FPS affects the number of NPCs in the group This result was proven by testing 3 NPCs to produce FPS ranging from 43.6 and with 8 NPCs producing FPS around 33.7. NPCs also make it to the destination without being blocked.
Rancang Bangun Sistem Informasi Manajemen Persuratan Dinas Pendidikan Banyuwangi Galang Perdana Putra; Nurudin Santoso; Eriq Muh. Adams Jonemaro
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 5 (2019): Mei 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Correspondence procedure is limited to communication phases that can accommodate the use of security and in terms of the authority signing. The management letter that both can qualify incoming mail and outgoing mail with the appropriate flow implementation. Disposition letters or notes in the form of orders, suggestions or responses after letter read by management. The disposition is the written instructions regarding the continuation of the Act of settlement letter. Banyuwangi, East Java education service is a government agency in the field of education. The service has information and large amounts of data. Data is an important one of these letters, divided into two incoming mail and outgoing mail. In the case study, the Departmen Education there are constraints of Banyuwangi suspended incoming mail caused the leadership was not in the Office or on duty outside the city. So incoming mail undergoes a buildup and to reply or outgoing mail delays. In addition other constraints in terms of the search by searching for the letters one by one. With this the author developed a web-based media in order to perform disposition of incoming mail and outgoing mail process. The process of development of the system will be done using the spiral model that generates two types of users, twenty-nine functional and non functional needs one. Testing is done at the level of the unit, validation and compatibility testing with the results the user is 100% valid.
Pengembangan Aplikasi Investasi Syariah Pada PT Maslahat Amanah Umat Berbasis Android Jeva Prahayusma Putra Emanda; Nurudin Santoso; Eriq Muh. Adams Jonemaro
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 5 (2019): Mei 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Day by day, the development of fintech is getting faster and make human's life easier. Even in Indonesia, fintech provider has massively proliferated. Under that reason, PT. Maslahat Ummah whose company working under the basis of sharia developed a website to make investation easier. But then, the lack of coverage for the user, and how people less prefer accessing website from their mobile phone. Because of business market that offered were mid to low class businesses. Therefore, developed an android based sharia investation application named Maslahat Kita to act as an alternative to do some finances activity through their android based mobile phone. The android based Maslahat Kita apps was created with a goal to make user feel a lot easier when it comes to transactions or contractual agreements in their businesses or investations they desire. This application also integrated real time with firebase. Therefore communication between users with specific access right is possible to be done with various devices under this application. And then, the usage of charts going to make monitoring easier for our partners. So that is why The Maslahat Kita application has gone through several testing process such as compatibility testing, integrity testing, validity testing and unit testing. Where unit testing and integrity testing used as valid indicator for the program as a whole. But in validity testing, to measure whether agreed functionality is working or not. Last but not least compatibility testing to test every versions created. We are proud to declare that the testing result should be categorized as valid, because there's no significant changes to the system's design and there is no errors at every functionality agreed, when it is being tested on different Android version.
Pengembangan Aplikasi Mobile Pemesanan Jasa Laundry Berbasis Android Fajri Fernanda; Adam Hendra Brata; Eriq Muh. Adams Jonemaro
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Laundry service providers are businesses that are in great demand today. The laundry service process is divided into several stages, first stage is laundry registration stage, clothing processing, and clothing collection. Snapwash is a laundry service provider based in the city of Bekasi. Snapwash wants to provide a laundry service booking service directly to the front door of the user who can be ordered through the application then the agent will pick up the clothes to be laundry and deliver them to Snapwash or one of the partners working with Snapwash. Therefore, the Android-based Snapwash application is made to help customers, through the application the user can order laundry services, tracking progress, get push notification related to laundry that is being processed and can send laundry related questions and make laundry complaints via chatbots developed using Dialogflow. Snapwash is also made a website admin system to manage laundry orders from customers. In this study, this application was developed by applying the prototyping method because it can help in the process of extracting user needs. The implementation of this application program code uses the Kotlin programming language. Based on the results of unit testing and validation testing get 100% valid results which can be concluded that this application has met and in accordance with user needs. The results of usability testing using SUS (System Usability Scale) as an instrument get the result of 75.5 which can be concluded that the application is in the Acceptable category and according to user needs.
Pengembangan Aplikasi Portal Penyewaan Barang di Kota Malang Berbasis Web Fatimah Az Zahra; Fajar Pradana; Eriq Muh. Adams Jonemaro
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In various activities, people need goods which don't have to be purchased but can be fulfilled by renting. But the lack of information about rental services, makes renter have to do research to find the proper options of rental service according to their references. Besides that, the process of renting and recording orders by manually or bookkeeping could causes several problems. As a result, determining the rental schedule is difficult, slow in accessing data leases, moreover could make the data to be lost. Web portal is able to integrate and support the specific types of applications such as e-commerce. This easiness helps the services to user become more efficient. By combining the concept of web portal with the business process of rental services, the RentPal application was developed as a platform to bridge the rental services with renter. A filter function will be added to the renter by giving a rating based on the goods that return well and on time. This is intended as a preventive action to reduce fraud committed by tenants. Software development of RentPal using a prototyping design model and has been tested with unit testing, integration testing and validation testing which produces 100% valid for 60 test cases, and usability testing which produces a value of 79% and Cronbach's alpha value of 0,9 (excellent).
Analisis Usability dan Rekomendasi Tampilan pada Game Mobile dengan Kategori Third Person Shooter Menggunakan Metode Heuristic Evaluation (Studi Kasus Game Mobile Rules Of Survival) Muhammad Jauhari Jawara Perkasa; Komang Candra Brata; Eriq Muh. Adams Jonemaro
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 8 (2019): Agustus 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Third person shooter is one of the many genre of games that is very popular at the moment. Third person shooter is a game genre that is very suitable to be played on a personal computer. This is due to the support of supporting devices such as keyboard and mouse which are very helpful in terms of control in the game with the third person shooter genre. However, the genre is still something new and are considered to have controls that are less suitable for mobile games. Besides control, user interface is one of the usability aspects that influences the comfort and convenience of users in using a game. Rules of Survival is a mobile game with the genre of battle royale third person shooter produced by NetEase. This game is a mobile game that is very popular today. This study aims to evaluate the usability in the form of control aspects and user interfaces in the mobile Rules of Survival game using the Heuristic Evaluation method. From the results of a heuristic evaluation conducted on the mobile Rules of Survival game, there were several problems with the game's control and user interface. Based on the problems found from the evaluation results, a display recommendation was made which was expected to overcome the problems found in the Rules of Survival mobile game.
Pengembangan Sistem Informasi Penjualan Furnitur Pada CV UD Hidayah Alfurizma Ramadhani; Adam Hendra Brata; Eriq Muh. Adams Jonemaro
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 8 (2019): Agustus 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In a furniture business, marketing is very important, with a good marketing, writer hope it can reach many buyers, so the furnitur sales will be more and the income will rise up higher. Also communication between seller and buyer. The better and tidier of communication, writer hopes there is will be no miss communication in the furniture business process. And also with convenience in selling and buying furniture process. The more convenience in buying and selling furniture, the writer hopes the buyer will be satisfied and gives a good impression, so the other buyer will be intererested and the seller's income rises up higher. With that it will be needed an information system with a form of website to fulfill the requirements of CV UD Hidayah Banyuwangi on solving their problem now. This information system is made for hope to CV UD Hidayah's marketing becomes better, communication is recorded tidily, also convenience in a process of buying and selling furniture for CV UD Hidayah it self. In the process of buying and selling the furniture, the system uses create read update delete method, but on the special order process, the system uses a classification method, named rule base. Rule base method is a method that uses IF-Route to classify result based on buyer's input. In this experiment this time, the result of test is measured with accuracion testing. Took 10 samples of IF-Route and test the accuracion rate from the information system. And the result from the testing of 10 kind of samples are already correct, so the accuracion testing for information system of furnitur sales is already suitable with user's need.
Penerapan Decision Making NPC dengan Metode Hierarchical Finite State Machine Pada 2D Endless Runner Game Mayovio Ahmad Mahendrata; Eriq Muh. Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Video game with 2D endless runner genre is one of the genre that is still popular today. In this 2D endless runner game, players are required to walk forward without stopping by passing platforms and obstacles in the form of traps and Non-Player Character (NPC) that act as player enemies. The NPC in this game will have an artificial intelligence that is applied to the decision making of the NPC. The method used in this NPC decision making is the Hierarchical Finite State Machine (HFSM). Decision making from NPC will be implemented by creating states and sub-states. This state will move to another state based on triggers received by the NPC, while the sub-state moves not only with triggers, but also based on the current state. This movement from one state to another uses a transition. The state and sub-state of the NPC will affect the behavior of the NPC, which can affect the playability and provide an increase in the performance of the game itself. The result is that the most optimum frame rate produced is 68.3 fps with an NPC of 25. This is in accordance with the average minimum frame rate that is standardized in the game, which is 30 fps.