Eriq Muhammad Adams Jonemaro
Fakultas Ilmu Komputer, Universitas Brawijaya

Published : 79 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Penerapan Theta* Pathfinding untuk Navigasi Non-Player Character pada Gim Maze Akbar Ramadhan; 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

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (572.092 KB)

Abstract

Video Game development has grown as time passes, with an example of Computer Graphic which resulted in products that are almost on par with reality. Varieties of game engine available for developers helps the growth of game development and game industries. One aspect of game development which has also grown is Artificial Intelligence (AI). AI has the ability to give the game a feeling of reality, with its intelligence that is almost like that of a human. One use of AI that is frequently used is Pathfinding. Pathfinding is a searching method from one point to another driven by AI. A* is the most frequently used pathfinding, because A* is guaranteed to give the optimal path. However, the generated path is not always the closest path, as there are other omitted paths which can optimized further with post-processing technique. There are lots of alternative beside A*, one example is Theta* Pathfinding, which is an algorithm that was developed from A*. This research discusses Theta* Pathfinding and its performance compared to basic A* Pathfinding in a maze game. The result of this research shows that Theta* Pathfinding generates a shorter, more optimal route and a shorter time compared to that of A* Pathfinding.
Optimasi Collision Detection Pada 2D Spaceship Game Menggunakan Metode Quadtree Andhi Indra Lestya Wicaksono; 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

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1737.609 KB)

Abstract

2D Spaceship Game is a classic game since Gameboy's came out, but even it's an old type of game, many people still play it until now. This game gives you objective to survive an attack against obstacle or NPC. this genre needs a collision detection, an algorithm that allows you to detect collision between 2 collidable objects, the method uses quadtree, a method that allows certain area divided by itself in order to focusing collision detection, this method works if there is 2 collidable objects in the same place at the same time. So if there's no object or just 1 object in certain area, the collision detection algorithm won't work, this method is more optimal than just use the collision detection and implement it straight to the game (bruteforce) because the collision detection it's not focused in certain area and the algorithm will detect in all areas. That means the quadtree use less resource and the frame per second will increase, After being tested for couple times, the Quadtree Algorithm able to bust the FPS up, the average FPS for Bruteforce is 70.06 FPS, and the average FPS for Quadtree Collision Detection is 268.1 FPS
Pengembangan Sistem Informasi Manajemen Barbershop dengan Pendekatan Gamification dan Forward Chaining (Studi Kasus : Goodfellas Barbershop) M. Hamzah; Adam Hendra Brata; Eriq Muhammad Adams Jonemaro
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 10 (2019): Oktober 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (640.54 KB)

Abstract

One of the favorite barbershop in Malang based on Radar Malang Award 2019 is GoodFellas Barbershop. From the running business processes, there are several problems experienced by GoodFellas such as lack of customer management , the queue of customers who still use note paper, it's hard to give promos, The customer has no idea of hair style, difficult to manage products owned, and they need methods that make customers cut their hair regularly. This barbershop information management system was built to overcome these problems. This system is build by using gamification method to make customers using this system continuously and forward chaining for recomentation hairstyle. The system development process is carried out using the prototyping method. In the needs analysis phase, 54 functional needs and 2 non-functional requirements are found with 2 iterations At the implementation stage, it is carried out using a codeigniter framework. Testing is done with 2 approaches, namely the white-box approach and the black-box approach. The white-box approach is used for unit testing with 100% valid results while the black-box approach is used for validation testing with 100% valid results. Compatibility testing has been done that this system can run on many browser.Usability testing is done with 2 approaches, namely Task scenario and System Usability Scale (SUS), for task scenario get 100% valid result, and for system usability scale (SUS) get score 86.5 which means included in the acceptable category so that the application is according to user requirements
Analisis dan Perancangan Sistem Informasi Kesiswaan Kursus Pemrograman (Studi Kasus: Clevio Coder Camp) Aries Satryadhi Aldana; Adam Hendra Brata; Eriq Muhammad Adams Jonemaro
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 10 (2019): Oktober 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (383.665 KB)

Abstract

Based on the results of interviews of researchers with the owner of Clevio Coder Camp, one of the obstacles faced was communication from Clevio Coder Camp with parents of students, especially students who came from the collaboration class, because in some schools working with Clevio Coder Camp did not provide access directly between parents and Cevio Coder Camp. Clevio Coder Camp needs an overview of the system to deal with student management problems and communication with students' parents so that good communication can be established to ensure students learn skillfully and get the best for their character and personal development. In this research, we discuss how to design a system that is suitable for Clevio Coder Camp. The design carried out is the design of architecture, components, databases, and interfaces. The design of this application has been tested using Traceability Matrix, CBO, RFC, LCOM1 metrics, and LCOM2 metrics. The results of this application design have a low coupling and high understandability based on CBO and RFC, and cohesion that is based on LCOM1. The design results also have a high adaptability because it meets the adaptable values ​​of CBO and RFC, and meets LCOM2 values ​​0 to 1. In addition, all artifacts are made based on the use case that was made before, because every column and row in the traceability matrix has a value.
Pembangunan Kakas Bantu Pembangkitan Kebutuhan Pengguna berdasarkan Model Proses Bisnis Muhammad Faiz Takwa; Denny Sagita Rusdianto; Eriq Muhammad Adams Jonemaro
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 10 (2019): Oktober 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (376.753 KB)

Abstract

In terms of software requirements analysis, business process modeling has proven to be reliable and effective so that it has been widely used in requirements engineering practices. In other cases, although business process modeling has proven to be reliable in requirements analysis, the reality of a requirements documents or a requirements sentences are presented in the form of natural language. That condition raises new problems for the conversion of business process model into a requirements sentence, it takes a lot of the stages of requirements engineering and the complexity are high, takes more time to understand about the business process model, and raises the problem of inconsistency between the model of the process of business with the requirements sentences from its conversion. As a solution to minimize the incidence of these occur, the research is developed case tool for generating requirements sentences text based on business process model using template filling approach method. This method is used to fill in the requirement sentences templates with information were obtained from business process model. The development of this case tool in this research was implemented using website technology. It accepted input in the form a business process model BPMN type. The output that is obtained is a list of the user requirements with its consistency can be validated based on business process model. Strategy of the unit, integration, validation testing was done to test the case tool which resulting a 100% valid for the test cases and then accuracy testing that prove user requirement consistent with the BPMN and can be used for requirement identification process.
Penerapan Procedural Content Generation untuk Perancangan Karakter pada 2D Endless Runner Game menggunakan Metode Genetic Algorithm Abdurrahman Prawira Purmiaji; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 10 (2019): Oktober 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (513.604 KB)

Abstract

Seeing how rapid the development of game industry right now, game developers are required to develop a game that not only have a good feature and graphics but a game that offers a quality conten so that player will play the game. But in a game that have Endless theme, where a game will stop when the player reach a game over, have endless content. If that content is made manually that will consume a lots of time, where that time cost can be used or allocated into other important things such as develop more feature or better graphics in that game. A solution to the problem above is to use Procedural Content Generation(PCG) that is a automatic content generation that done by using an algorithm. PCG is a solution that not only solved the time cost, but also price cost and giving a replayability in a game. The process of making a content, npc or a challenge in an Endless Runner that usually called Enemies is made manually. Enemies that have the same variation makes player bored easily, thus will also reduce replayability factior in the game. With using PCG that uses Genetic Algorithm will solve that problem. In this research, writer will use Genetic Algorithm to implement Procedural Content Generation in 2D Endless Runner Game. Genetic Algorithm is chosen by the writer because it can do optimization that suitable in many cases from an environtment. Beside optimization, Genetic Algorithm is modular, thus separated from the application and can be used in many cases without many changes inside. The result of this testing that is Procedural Content Generation can be applied into 2D Endless Runner Game effectively and efficiently. Whereas the result of the testing can be proved will add positive result in Replayability of the game. In performance side can also be rated positif because in production of an Character every population only need 1-3 seconds compared to creating Non-Player Character manually that cost more time.
Pembangunan Sistem Aplikasi Heloners Sebagai Platform Penyewaan Jasa Perawat Renaldin Suinto Zai; Denny Sagita Rusdianto; Eriq Muhammad Adams Jonemaro
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 10 (2019): Oktober 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (466.478 KB)

Abstract

Nurses are one of the health workers who have the responsibility to provide professional health services to the community. On the other hand, many nurses are still paid with a small nominal range. In addition, the high number of nurse graduates is not proportional to the number of job openings for nurses. If viewed from the perspective of the community as a recipient of nursing services, there are people who need nurses' services to come to the desired home or location. Conventional home nurse bookings have several drawbacks, such as the uncertain price of ordering nurse services and the absence of a patient's medical record as a tool for nurses to apply nursing care. In this study a software application system was built that had a leasing business process between the business owner to the client and between the nurse and client. This application system is named Heloners. In this study an object-oriented web application development approach is used. The results of this study were 33 functional requirements and 1 non-functional requirement. The results of the tests carried out yielded 100% valid for all test cases.
Evaluasi User Experience Gim Defense of The Ancients 2 (DOTA 2) menggunakan Metode Flow Framework Moh. Laksamana Adhitama; Eriq Muhammad Adams Jonemaro; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 1 (2020): Januari 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (461.408 KB)

Abstract

Defense of the Ancients 2 (DotA 2) is one of the most popular Multiplayer Online Battle Arena (MOBA) games. However, the game design and game play mechanics that have been presented in the game Defense of the Ancients 2 (DotA 2) still have problems, especially in terms of user experience as observed from the flow experience perspective. The following research will exercise a flow framework method which composed of two components, flow antecedents and flow state. Flow antecedents have several dimensions which include playability, clear goals, challenges, feedback and sense of control. The flow state dimension consists of concentration, intrinsic reward, loss of self-consciousness and time distortion. Results of evaluations that have been implemented using the flow framework method on Defense of the Ancients 2 (DotA 2), the quality and user experience on each flow dimension was received. Game Defense of the Ancients 2 (DotA 2) get the value of mean of 4.60 on clear goals, 4.47 mean score on time distortion, 4.35 mean score on loss of self-consciousness, 4.30 mean score on intrinsic reward, 4.07 mean score on feedback, 4.00 mean score on concentration and 3.90 mean score on playability which signify that this game has presented an ease of play. However, with a mean challenge value of 3.50 and a sense of control mean score of 3.77, the game Defense of the Ancients 2 (DotA 2) does not provide a balanced gameplay, where beginners with limited experienced play against solid veteran players or against players which are disruptive and upsetting which resulted a sudden drop on player's motivation and increase on stress level. manually that cost more time. As results of the expert evaluator's recommendations, further improvement need to be done by developing a new system based on flow framework dimension that could measure player's ability, on both new game accounts and old accounts to mitigate the chance of imbalance ability between players on a game session.
Pengembangan Sistem Informasi Manajemen Laboratorium Studi Kasus Laboratorium Mikrobiologi Fakultas Teknologi Pertanian Universitas Andalas Padang Fadila Arisha; Adam Hendra Brata; Eriq Muhammad Adams Jonemaro
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 1 (2020): Januari 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (249.316 KB)

Abstract

The Microbiology Laboratory is one of the laboratories at the Faculty of Agricultural Technology, Andalas University. The laboratory has a technical person in charge of managing the laboratory, namely laboratory staff. In general, laboratory management is tasked with serving laboratory lending for research and practicum, purchasing chemicals, and managing the inventory of laboratory equipment and materials. Problems that arise are the accumulation of research proposals in the laboratory, inaccurate information on the stock of equipment and materials and broad access to information, data collection in scheduling research and transactions that have not been organized, and the absence of information on the presence of institutions. Based on these problems, one of the efforts that can be done is to build a management information system that helps resolve these problems and increase efficiency in activities. Testing is required through three stages of testing, namely unit testing and integration testing with the white box method, and validation testing with the black box method. Performance testing is used to test non-functional requirements from the aspect of efficiency by comparing load time to the time needed before the system is implemented. This research resulted in a microbiology laboratory management information system in the form of a website and test results. In unit tests, validation and integration have a 100% valid success rate. Performance testing also shows valid results. Implementation of the system produces time efficiency 20 times faster than before the system was used.
Evaluasi Gameplay SimCity Mobile Game Menggunakan Mechanic Dynamic Aesthetic Framework Fajrian Muchtar; Eriq Muhammad Adams Jonemaro; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 1 (2020): Januari 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (318.664 KB)

Abstract

SimCity Mobile is a game that was developed by the mobile version after the game of the same name was previously released on the PC platform. This game is one of the games that has a large number of players, so far it has been investigated and touched 50 million downloaders. With this increasingly massive growth, it is found that game developers make games with the same genre and have different gameplay from one another. To maintain the popularity that SimCity has, an evaluation is needed to assess the extent to which the developers of the SimCity Mobile game present gameplay that is enjoyed by players. The results of the evaluation can also be used as a reference in developing the game going forward. One of the evaluation methods that can be used is to use Mechanic, Dynamic, Aesthetic Framework. In the mechanical aspect one of them is the use of microtransaction which can change the gameplay process of the player, where players who buy virtual money are more facilitated in the mission or task done. Then in the dynamic side, where players can process the sale of items but cannot negotiate. The last is the aesthetic aspect, where players feel the gameplay is repetitive
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 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 Aminul Akbar 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