Eriq M. Adams Jonemaro
Fakultas Ilmu Komputer, Universitas Brawijaya

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Pengembangan Game Karambol Pada Interactive Projected Display Bima Tri Atmaja; Eriq M. Adams Jonemaro; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 9 (2017): September 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Carrom is a game that uses square-shaped table with four holes in each corner of the diagonal, with the tools of the game in the form of coins carrom. This game uses small discs instead of balls. The driving force is the finger shifted on the disc so hit the target. Players must put all the coins carrom into the hole located at the corner of the board. Otherwise the player wins if one of player put all the pieces carrom coins faster than other players. Carrom games will be developed into a more modern technologies. Carrom games are displayed via a projector using Ubi Displays technology (Interactive Projected). Ubi Displays a prototype toolkit using a projector and Kinect, where the game can be displayed and played on types of surfaces as on wall. From the test results of students in Islamic Junior High School Wahid Hasyim 01 Dau showed that carrom game is well received. This can be seen from more than 67% of students in Islamic Junior High School said this game interesting, because according from the students of Islamic Junior High School packed game in a new form using the interactive projected display which all surfaces into a touch screen game, so the game looks real (like the original game).
Pengembangan Game Platformer 2D Menggunakan Teknik Projection Mapping Monel Lindu Sagala; Eriq M. Adams Jonemaro; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 11 (2017): November 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Augmented reality is one of the new trend in the way of playing game and pretty popular among video game fans nowadays. Augmented reality become pretty popular among video game mainly because the high level of interactivity and immersivity for the game that using augmented reality. One of the technique that can be used in playing video game is projection mapping technique. Because all of that, in this thesis' project, the 2D platformer game developed with projection mapping technique. This game designed with methods such as game's formal elements, which in turn digital prototype to be used as metod to develop the game's prototype. Based on the result of functionality testing using basis path testing, it can be shown that functionality of 2D platformer game are running well. Based on the gameplay testing can be concluded that 2D platformer game that has been developed with projection mapping technique is pretty interesting, interactive, and immersive.
Implementasi Pengendalian Quadcopter Dengan Prinsip Virtual Reality Menggunakan Google Cardboard Dimas Angger Pribadi; Eriq M. Adams Jonemaro; Gembong Edhi Setyawan
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

Quadcopter is an RC Craft that is in great demand by humans both in personal use, or used as a research object for the development of quadcopter technology. One type that is often used as the ob­ject of research is Parrot AR.Drone. Parrot AR.Drone is a device that can be controlled by using android smartphone, where other drones still use the remote control. In addition to using android, Parrot AR.Drone can also be controlled by using other devices such as kinect, joystick, oculus rift and much more. This is because Parrot AR.Drone is an open source that can be developed by everyone. The author's interest in this research is to control Parrot AR.Drone with the principle of virtual reality using head movement. The purpose of this research was to create a quadcopter control program using head movement input with google cardboard device, which will provide first person view (fpv) experience to the user as if the user is in the quadcopter. In this research, google cardboard is used as a virtual reality support device to control the movement of Parrot AR.Drone. The result of this research is the quadcopter drone control program using head movement. Testing phase is done by testing each head movement to find out the response of Parrot AR.Drone movement. Based on the results of the tests conducted, obtained the result of control accuracy level is 97%, and different response times of drone movement when controlled.
Penerapan Algoritma Hybrid Pathfinding A* dan Boids untuk Game Pesawat Tempur Firdaus Rahmat Prasetyo; Eriq M. Adams Jonemaro; Muhammad Aminul Akbar
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

The A* and Boids hybrid pathfinding algorithms can be used as a way of tracking the flying paths of aircraft games. In hybrid pathfinding, A* algorithm is used as the shortest path finding and avoid static obstacles while the Boids algorithm is used as a flyweeker in groups and avoids dynamic obstacles .Grid used for path search using A* algorithm is driven according to A* agent position that it does not increase number of nodes because in aircraft game the map size is so large. Pathfinding using A* algorithm will only be call when grid touch static obstacle, so pathfinding doesn't take a long time. This is proven when the agent uses an A* algorithm, the average of execution time increase by 4.24% and the average of FPS decreases by 11.59% compared with not using the A * algorithm. While the use of Boids algorithm is continuously on the aircraft so that the aircraft does not collide with each other. This algorithm is chosen because it has a time complexity that is not too high. This is also proven when there is dynamic obstacles in map, the average of execution time increase is only 6.21%.The average FPS on all maps is 75.91 which is above of the FPS limit that can trick the eye by 20. The average execution time of all maps is 102.79 ms. The average path length of all maps is 445.56. The average number of actors destroyed from all maps is 107.
Penerapan Adaptive AI pada Game Turn Based RPG Dengan Menggunakan Metode Monte Carlo Tree Search Yuka Bimatara Putra; Eriq M. 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

Many methods can be used by game developers to be implemented into Artificial Intelligence (AI) in enemy agents or commonly called Non Playable Character (NPC) which aims to make players become more challenged in completing the game they play. One of the usual algorithms is Monte Carlo Tree Search (MCTS). The MCTS algorithm has been successfully constructed for turn-based gaming board games, the GO game. In the experiment, AI agents using MCTS scored higher than previous studies, so when tested, AIs using the MCTS algorithm can beat international GO champions. Given the success of the MCTS implementation, this study will discuss the application of MCTS to enemy agents in turn-based RPG games. The test is performed to validate the decision making of the selected agent and the effect of the MCTS process loop on the skill to be selected. For validation of decision making, testing will be done by looking at the effectiveness level and for testing the effect of MCTS process loop on effectiveness is done by simulation with several scenarios using different MCTS loops. The level of effectiveness is tested by looking at the win ratio of the agent team.