Eriq Muhammad Adams Jonemaro
Fakultas Ilmu Komputer, Universitas Brawijaya

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Penerapan Dynamic Audio Pada 2D Endless Runner Game Menggunakan Pure Data Ade Darmawan; Eriq Muhammad Adams Jonemaro; Tri Afirianto
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 platformer game is a genre game where players move characters through a side camera and are required to pass existing obstacles to achieve certain goals. Techniques in game development to add to the playing experience are also growing very rapidly. Can be taken an example of the application of dynamic audio. The use of dynamic audio in the game will provide the advantage of using static audio by entering multiple assets for each movement. This research uses Pure Data to implement dynamic audio in endless 2D game runners. Pure Data has a visual way to program sound, namely by connecting small boxes together with virtual cables. Therefore the use of Pure Data is to apply dynamic audio to endless 2D game runners that are highly preferred with consideration of convenience in applying them. The results of this study prove that from predetermined designs obtained valid results and successfully run on 2D runner endless games that have FPS are not significantly different from the use of static audio. The average FPS obtained is 62.4 FPS for dynamic audio and 62.1 FPS for static audio which can be ignored as well as the application of dynamic audio in 2D Endless Runner Games does not provide performance.
Penerapan Dynamic Lighting pada 2D Endless Runner Game menggunakan Visibility Polygon Computation Arda Satata Fitriajie; Eriq Muhammad Adams Jonemaro; Tri Afirianto
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

This study aims to develop dynamic lighting modules in video games with 2D environments that have endless runner types that use the principle of polygon visibility. One type of graphic effect that exists in video games is dynamic lighting, this effect is generally applied to 3D games where the effect can bring a realistic and immersive impression on the game being played. The implementation of dynamic lighting in 2D games in the previous study was implemented using a method used in 3D games, namely normal mapping, the technique is more commonly used in top-down games and game with isometric style, whereas in the game to be implemented polygon visibility techniques due to game perspective which is seen from the side. In this study, dynamic lighting will be implemented using the concept of polygon visibility because the light nature is the same as the vision concept that exists in the concept of polygon visibility in the flat two-dimensional polygon visibility in this study implemented using raycasting which is shot from a point and spreads like light where light represented by one ray object emitted by the module. Based on the above requirements, dynamic lighting modules will be implemented in 2D endless runner games that produce dynamic lighting modules that are implemented using raycasting that visualize polygon visibility and obtain 100% valid functional test results and fps performance testing of 2 test cases that get fps above 24.
Penerapan Procedural Content Generation untuk Perancangan Level pada 2D Endless Runner Game menggunakan Genetic Algorithm Muadz Askarul Muslim; Eriq Muhammad 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

With the rapid development of the gaming industry, the amount of content needed in the game continues to increase. Increasing the amount of content is needed to keep players interested, so design work is increasingly needed to meet these requirements. Procedural Content Generation is a solution to save time and money and has been successfully implemented in several Endless Runner Games. Here the author uses the Genetic Algorithm method to implement the Procedural Content Generation on 2D Endless Runner Game. The author's Geographical Algorithm chooses because the Algorithm can optimize which is suitable for many cases of an environment. In addition to optimization, the Genetic Algorithm is modular, so it is separate from the application and can be applied to other cases without significant changes in it. Making levels can be done by using a random technique. But the results of the randomly obtained level can have problems such as the inappropriate results desired because there are no criteria as a measure of appropriateness from the results that are made randomly as can be passed the level that has been made. Whereas in Genetic Algorithm there is a section that can select each individual and population to fit the specified criteria. The results of the tests show the time needed for the program to make a level very short, which is 0.02 seconds. From these results show that the algorithm can be applied and works well in the creation of levels. The resulting level can also be skipped by players based on the results of testing by a sample of players. But the difficulty of the level produced cannot be controlled using the Genetic Algorithm used.
Kakas Bantu Perhitungan Nilai Reusability Berdasarkan Rancangan Perangkat Lunak Rosita Budianti; Fajar Pradana; Eriq Muhammad 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

Reusability is one of the software quality that means the ability to reuse software components on other problems to reduce time, cost, and human resources. Reusability can be measured at the design phase so the software design can be improved as early as possible before it is implemented. This research is intended to develop a tool for measuring reusability of software design automatically. Measurement of reusability is done by multiple regression techniques using object oriented design property metrics, namely coupling, encapsulation, and inheritance based on the Quality Model for Object-Oriented Design (QMOOD) metric, because the correlation between reusability and property has been validated and results in high acceptance values of 95%. Reusability is calculated from the input class xml diagram. From the results of development, all defined requirements have been tested and produce valid. In addition, for efficiency requirements, the system has efficiency that is 100% can do calculations and time is faster than manual calculations for both simple and complex test filed. So the system can be useful to help calculate reusability more efficiently than manual counting.
Pengembangan Sistem Aplikasi Kepegawaian (Studi Kasus: Badan Pengelolaan Keuangan dan Aset Daerah di Kabupaten Blitar) Afina Putri Cahyani; Fajar Pradana; Eriq Muhammad 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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A company or organization is required to use a computerized Employee Application System to overcome problems that arise that can reduce company productivity. Based on interviews with the general head of subdivision and staffing, it can be concluded that the Personnel System in the BPKAD office is still manual, namely the Submission Process File Increase Rank made by employees can cause a delay in promotion due to ignorance of employees and the length of the promotion process. Because after passing through a period of four years (exceeding the period of regular promotion) can affect employee motivation. And also a lot of ignorance of employees about the Pension Preparation Period (MPP) program by releasing employees who for the next 1 year will retire and still receive basic salary. As well as employees do not know the follow-up of the process of filing promotions and MPP files submitted. The employee scoring system based on Employee Work Goals (SKP) and work behavior currently uses Microsoft Office Excel as a media assessment. Appraisal officials in calculating values ​​use the copy paste formula so that frequent errors in writing (human error) and assessment of work behavior are still subjective. To handle theses problem, a solution that canbe aplied is to develop a web-based staffing system in accordance with the features, namely file submission feature and retirement preparation period and employee assessment based on SKP and employee work behavior. This researchs begin by analyzing systen requirement, then performing the design and implernentation stages. In this study using Framework CI (CodeIgniter). Furthermore, testing the system using unit testing, integration testing, validation testing, and usability testing. The results of validation testing show that the system can work properly according to needs, and for the results of usability testing shows the results of the calculation of the score of 96.6% so that it can be concluded that the role of the system in accelerating and facilitating staffing activities has been fulfilled.
Evaluasi User Experience Pada Game Playerunknowns Battleground Mobile Menggunakan Game Experience Questionnaire Iwan Prasetiyo Hakiki; Eriq Muhammad Adams Jonemaro; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 6 (2019): Juni 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Playerunknowns Battleground Mobile is mobile version from game with same name which first realease on PC or Steam platform. Is a popular game today, with a total downloader of more than 100 million people. As time goes by, similar games that became rivals of PUBG Mobile began to emerge. To maintain the popularity, PUBG Mobile an evaluation needs to identify the weakness and advantages of PUBG Mobile from user experience side and weakness that have been identified can be repaired to increase attractiveness. The result of the evaluation can also be used as reference material in developing a game. This time, many evaluation methods that can be used, one of them is Game Experience Questionnaire, an evaluation method that designed to evaluate user experience in game. Based on the evaluation results, PUBG Mobile has disadvantage in competence aspect in non-gamer group and return to reality aspect in non-gamer and gamer group.
Pengembangan Sistem Informasi Perjalanan Kapal dalam Satu Voyage pada PT. Lima Sekawan Marine Grup berbasis Website Muhammad Faris Faishal; Adam Hendra Brata; Eriq Muhammad Adams Jonemaro
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 6 (2019): Juni 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Lima Sekawan Marine Group is a National Shipping company that conducts planning activities by analyzing and evaluating ship trips from one port to another. During the planning process to evaluate ship trips in a comparison between data trip planning and trip reports, it is still done manually, using Excel. In manual data management, these are several problems namely, data is difficult to read, data is not quickly updated, and data is poorly stored properly. Required for several divisions that require analyzing the data, data is more quickly accepted. Therefore PT. Lima Sekawan Marine Grup needs to optimize the management of travel data analysis in one voyage with a website-based ship travel information system. This information system was built to assist operational divisions in carrying out boat trip planning (trip planning) and ship trip reporting (trip reporting). Then it can help other divisions in obtaining ship evaluation data, complete and accurate. This system can also assist in the process of ordering ships or shipping charters. This web-based information system, in its implementation, uses the MVC (Model View Controller) pattern. In this study, testing was divided into unit testing, validation testing, and compatibility testing.
Pengembangan Sistem Presensi berbasis Android menggunakan Metode Autogeotagging Panji Tiara Kusuma; Adam Hendra Brata; Eriq Muhammad 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

Presence system is a system that will record a person's presence in an institution. There are variose methods in presence system. One of the is fingerprint biometric method. But this method can be contrained if the finger get injured or wet so the sensor can't read the fingerprint. Several attendance methods were implemented, signatures and biometrics authentification. Faculty of Computer Science (FILKOM) Brawijaya University still implements attendance methods such as signatures for students and fingerprint recognition for employees. Particularly for the presence of each employee both FILKOM lecturers and staff are recorded through the existing attendance system. But in its implementation sometimes there are some people who do not attend or forget to attend. This resulted in employees being considered absent. Therefore, This research will focus on an Android based presence system that will use autogeotagging metod. Geotagging is the proses of adding metada about the identity of geographical location. The collection of coordinates uses the Global Positioning System (GPS) which is integrated on mobile devices with the Android operating system.. The location point that has been obtained will be validated to determine whether the point is inside the presence area or not.
Pengembangan Sistem Pengelolaan Praktikum berbasis Web (Studi Kasus: Fakultas Ilmu Komputer Universitas Brawijaya) Asa Kartika Indrajati; Denny Sagita Rusdianto; Eriq Muhammad 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

Faculty of Computer Science Universitas Brawijaya organizes education in the form of seminars, field work, lecture activities, practical work, field work, and structured and independent academic activities. Practicum is an academic activity that can be carried out in a laboratory or in other places that have been determined. At present, the implementation of practicum in the Faculty of Computer Science, Universitas Brawijaya has a problem such as the absence of self-organized resources to access matters related to practicum activity, causing important information to be missed such as opening new recruitment lab assistants. Then, the late collection of selection needs because of less efficient communication led to the late opening of a lab assistant recruitment. So for a solution, a web-based Practicum Management System was developed which is expected to help coordinate the preparation and implementation of coordination. Web development using the CodeIgniter Framework with PHP technology. Approval in developing this web using object-oriented documentation is approved using the Unified Modeling Language (UML). While the development cycle is done by the Waterfall method. For the testing process using unit, integration, validation, and compatibility testing. The results of testing with black-box and white-box techniques show 100% valid results. While from compatibility testing there were no issues.
Penerapan Procedural Content Generation pada Pembangkit Level Gim Maze Heksagonal Chyntia Savrila Putri; Eriq Muhammad 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

A rapidly increasing demand of game content is the main reason which induced the urgency for a straightforward method for generating new level content that goes hand in hand with the automated technology field. A labyrin based level requires a certain uniqueness without the risk of encumbering the development process in time or budget. With that in mind, the author raises this thesis that proposes the use Binary Tree Algorithm to implement Procedural Content Generation to generate levels in a maze game genre. This algorithm will carve a maze path from two pre-determined directions, this implementation can result in a fast and simple generation. The result of this paper shows an average of 0.435 second to generate three levels with different sizes. The resulting levels are all valid and playable according to the labyrin parameters such as a valid starting and ending point, a path between these two points, and a labyrin that follows the set grid. This algorithm also has a bias for diagonal paths, and a long corridor is usually formed on two sides of the generated maze. The conclusion is that Binary Tree Algorithm is perfectly suitable as a maze level generator in a hexagonal grid with fast generating time and a reliable generated level.
Co-Authors Abdul Hakim Abdurrahman Prawira Purmiaji Abimanyu Prayuda I. H. Alfianto Achmad Arwan Adam Hendra Brata Ade Darmawan Aditya Luthfi Alvari Ramadhan Afina Putri Cahyani Agus Nugroho Ahmad Fadli Naharu Akbar Ramadhan Akbar, Muhammad Aminul Allen Nazario Istalaksana Alvinanda Rosha Kurniawan Andhi Indra Lestya Wicaksono Andri Alfian Anggtaslih Mutiara Fathony Arda Satata Fitriajie Ari Bayu Prasetyo Arief Alamsyah Aries Satryadhi Aldana Ary Muhammad Prayoga Asa Kartika Indrajati Bariq Najmi Rizqullah Kartiko Putro Beril Sanda Beuty Ayu Fambudi Chairunnisa Yusuf Chayrul Arifin Choirul Ichsan Basuki Chyntia Savrila Putri Darin Nadhifah Darmadani Kyat Madana Dave Putra Radin Denny Sagita Rusdianto Dhany Sakti Priabudi Drajat Khoirul Muslim Erlangga Rizki Pratama Ezar Chrisdinan Diass Fadila Arisha Fajar Pradana Fajrian Muchtar Firadi Surya Pramana Fitraldy Soefana Gerwin Jonathan Henri Hanifah Muslimah Az-Zahra Haris Mahmudi Hilmi Ilyas Rizaldi Ilham Akbar Ahmadi Issa Arwani Iwan Prasetiyo Hakiki Kevin Azwega Kholish Ulil Abshor Lutfi Fanani Luthfi Fawwaz Putranto M. Hamzah Mahardeka Tri Ananta Mas Haq Kresno Danisworo Astroaji C Medeline Agustine Moch Meidhike Wirazitanra Jayadi Moh. Faiz Hidayatulloh Moh. Laksamana Adhitama Muadz Askarul Muslim Muhammad Dikri Robinsyah Muhammad Faiz Takwa Muhammad Faris Faishal Muhammad Galang Tarigan Muhammad Haikal Fisabilillah Muhammad Hasbi Rahman Muhammad Rifat Ardiyansyah Nadya Dwi Sukmawati Nashrul Azhar Mas'udi Natanniel Eka Christyanto Naufal Rizky Akbar Nixon Okabashi Hendrawan Novanto Yudistira Panji Tiara Kusuma Priyambadha, Bayu Rahadian Fernandika Ratih Kartika Dewi Renaldin Suinto Zai Richard Hans Octavian Rizki Maulana Akbar Rizky Afwan Austin Rosikhan Maulana Yusuf Rosita Budianti Sendi Rachmat Fadillah Tri Afirianto Vicky Anggara Wibisono Sukmo Wardhono Yoga Sadewa Yoshua Aditya Kurnia Yuan Edo Ramadhana Zulfikar Fahmi Falakh