Eriq Muhammad Adams Jonemaro
Fakultas Ilmu Komputer, Universitas Brawijaya

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Pengembangan Sistem Informasi Manajemen Layanan Premium Berbasis Web (Studi Kasus : PT. PLN Distribusi Jakarta Raya) Muhammad Rifat Ardiyansyah; Denny Sagita Rusdianto; Eriq Muhammad Adams Jonemaro
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

One of the services of PT PLN, namely Premium Service, requires a long process and activities from several stakeholders in it. In carrying out activities to complete these services, there are problems in it. Sometimes this problem causes customers who have registered to end up failing to subscribe to the Premium Service due to obstruction of some unmonitored processes. To solve this problem, a management information system for internal management of premium services can be the solution. The system was developed using the Waterfall model and object-oriented modeling. To build this information system, requirements analysis, software design, implementation, and testing are carried out. The requirements analysis phase produces a description of the business process using Business Process Modeling and modeling needs using a use case. The design phase produce sequence diagrams, package diagrams, database design, algorithm design, and interface design. At the implementation phase, unit testing is carried out using one of the techniques in the white box method, namely the basis of path testing to find the complexity of the program code and black box testing gets valid results in all test cases. In order to test the management information system developed that can run on all types of web browsers, a compatibility test has been carried out which has resulted in the Premium Service Management Information System being able to run on almost all web browsers.
Penerapan Behavior Tree untuk Pengambilan Keputusan Non-Player Character pada Gim Balap Fitraldy Soefana; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 5 (2021): Mei 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Video Game is an electronic game that involves a joystick, keyboard and motion detector as an input device or user interface to generate feedback for the player which is displayed visually through televisions, monitors and other visual media. Of the many genres, racing games are one that is popular and played by many people, in the Racing game there are characters that cannot be controlled by the player, namely the Non-Player Character (NPC) who acts as an enemy or ally in the game. This NPC will be designed and implemented using the Behavior Tree method, the first thing to do is look at the behavior of the NPC then design the Node to implement the Behavior Tree on the NPC in decision making. After the NPC is implemented, then testing is carried out on the NPC, testing is carried out using the Black Box method, and testing the performance of the NPC, on the Black Box test based on the Test Flow Diagram and testing the performance of the NPC based on Frames per Second and the number of collisions on the NPC. From the results of the Black Box test carried out, the NPC's behavior went as expected, and in testing the performance of the NPC, the resulting game was able to run on average at 60 FPS and on the number of collisions on NPCs the more NPCs resulted in a lot of collisions too so it could be concluded that the game can run at a good FPS and the ability of NPCs to make decisions in large numbers is increasingly difficult.
Pengembangan Aplikasi Gim Untuk Pengenalan Cagar Budaya Di Kota Malang Menggunakan MDA Framework Rizky Afwan Austin; Eriq Muhammad Adams Jonemaro; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Malang City is one of the tourist cities in East Java. In this city, there are many places that can be used as tourist destinations, such as culinary tours, religious tours, to historical tours. There are historical places that are included in the list of cultural heritage in Malang City that have high historical value. To be able to introduce this cultural heritage and increase public interest in history, a medium is needed. One way is through playing video games. The type of game to be developed is a snake and ladder board game. To make it look more modern, this game uses augmented reality features. In this game, players can find out the history and general information of several cultural heritages in Malang. This game is designed using the MDA framework to find out what the player feels after playing and how the player interacts with the game mechanics. To determine the right mechanic, the design was carried out three times. After the design phase is complete, then enter the implementation stage where the game is developed. At this stage, the game is developed using Unity software while 3D forms of cultural heritage objects are created using the SketchUp software. After the implementation phase is complete, then enter the testing phase. This stage is carried out using two types, namely Black-box Testing and Game Experience Questionnaires. The purpose of the Black-box Testing test is to ensure that all functions contained in the game run as expected. Game Experience Questionnaire aims to find out the player's experience after playing this game. Game Experience Questionnaire testing is done by giving questionnaires to players. The contents of the questionnaire are based on the modules in the Game Experience Questionnaire, namely the Core Module and Social Presence Module. The average value of the Core Module and Social Presence Module is 2, which means this game gets a sufficient score.
Evaluasi User Experience Pada Gim Clash of Clans Menggunakan Metode UX Curve Ari Bayu Prasetyo; Eriq Muhammad Adams Jonemaro; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Clash of Clans is a game with a strategy genre created by a world famous game company from Finland and was founded in August 2012. This game was initiated by the game's CEO, Ikka Paananen. At first this game was only released for smartphones, namely iOS only, the following year the Android version was released. There are 5 parts of the UX Curve method that are used as question parameters to game users, namely, General UX, Attractiveness, Ease-of-use, Utility and finally Degree-of-usage. After the process, the categories can be broken down into three categories, namely Improving, Deteriorating, and Stable. The result is 65 Improving category curves, 9 Deteriorating category curves and the last 26 Stable category curves. There are other aspects besides the depiction of curves, respondents are instructed to make reasons for their experience using the application and categorize them into positive reasons and negative reasons. In the General UX aspect, the mean reason is 3.5, the mean attractiveness of the reason is 2.9, the average Ease-of-use reason is 2.9, the average utility reason is 2.7, the Degree-of-use average reason is 3.1. It can be concluded that users of the Clash of Clans game mostly use games in their daily lives as entertainment and gather online and play together. As well as respondents if friends plan to use this game in the future they are enthusiastic about making recommendations for the use of this Clash of Clans game.
Pengembangan Serious Game Menggunakan DPE Framework untuk Mengasah Kemampuan Berhitung dengan Gestur Tangan Aditya Luthfi Alvari Ramadhan; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 8 (2021): Agustus 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Counting has been a basic need in daily life activities such as trading, working, studying, etc. The ability to count can decline over time if not trained regularly. This causes a decline in counting ability. One of the effective methods to enhance counting skills is by using hand gestures as hand gestures can reduce cognitive load. In order to make the learning process with hand gestures fun, games can be used as a media for learning. Games are known to be able to make players feel happy, reduce stress, and improve their logic. Based on that premise, a serious game is developed using hand gestures as input method to enhance counting skills. To design a beneficial and fun serious game, the design process is aided by Design, Play, Experience Framework or commonly known as DPE Framework. The usage of this framework will hopefully increase the chance of success in the learning process without sacrificing the fun factor of the serious game design. In order to measure the experience performance of the game, two types of testing are used in this research such as Play Testing and Game Experience Questionnaire (GEQ). Test results from 33 respondents showed that the game is fun and beneficial with low levels of negative experience, tiredness, and disorientation. Overall, players found the game fun with a rating of 4,12 out of 5.
Evaluasi User Experience pada Game Grand Theft Auto (GTA) V Online menggunakan Cognitive Walkthrough Muhammad Hasbi Rahman; Eriq Muhammad Adams Jonemaro; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 10 (2021): Oktober 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

User experience is the study of how to create a product that is comfortable and easily understood by the product user. One concrete way to find out whether the user experience is functioning properly or not is by using the Cognitive Walkthrough method. This method is analytic to evaluate step-by-step in a product and find out the problem of user convinience of the product. This method is suitable for both new and old users because it does not require a lot of money, it is effective, and efficient. Game Grand Theft Auto V online is a game that is very suitable to be the object of Cognitive Walkthrough evaluation research because it has received many awards, some of them are winning the Game Of The Year at Spike VGX and the Golden Joystick Award in 2013 and winning Best Multiplayer at Spike VGX in 2014. The game evaluation results show that there is a problem of task importance 1 with a feedback problem type with an average value of 0.666, while in task importance 2 a user problem type (U) with an average value of 1.5, physical demand (P) with an average value of 0.55 and hidden (H) with an average value of 0.166, and the last problem lies in task importance 4 with the types of user (U), hidden (H) and physical demand (P) problems with an average value of 0.166 each.
Evaluasi User Experience Game Raft menggunakan Metode Game Experience Questionnaire (GEQ) Darmadani Kyat Madana; Eriq Muhammad Adams Jonemaro; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 10 (2021): Oktober 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Raft is a survival game developed by Redbeet Interactive and Axolot Games while still in the Early Access stage. Therefore, the game requires an evaluation of the user experience before reaching final stage of development. The method used in this study is the Game Experience Questionnaire, a questionnaire-based instrument that aims to measure user experience in playing games. The questionnaire has 3 modules. The first module is the Core Module with an average value result of 3 on dimensions such as Competence (M = 2.99, SD = 1.05175), Immersion (M = 3, SD = 1.03061), and Positive Effect (M = 3.1, SD = 1.019152) while the lowest value results are on dimensions such as Negative Effect (M = 0.9875, SD = 1.293767) and Tension (M = 0.817, SD = 1.38392). The second module is the Social Presence Module. However, it is not used for this research because it is preferred for games which require many players. The respondents will only be playing play the game in singleplayer for the purposes of this study. The third module is the Post-Game Module with the highest score on the Positive Experience dimension (M = 2.6833, SD = 1.07958) while the lowest score on the Negative Experience dimension (M = 0.60, SD = 1.00536). The results of the Raft game user experience are of good value. However, there are some issues that arise and do not affect the gameplay completely because they are minor.
Evaluasi Gameplay pada Game Arknights menggunakan Metode Analisis Mechanics, Dynamics and Aesthetics (MDA) Framework Yuan Edo Ramadhana; Eriq Muhammad Adams Jonemaro; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 11 (2021): November 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

There are quite a lot of video games published in various genres in this age, with one of the genres being strategy games. Strategy games rely on the player's ability to think critically while formulating a strategy in order to reach the game's goal. Strategy games are divided into several sub-genres, including tower defense. One of the tower defense video game available to download at the moment is Arknights. Currently Arknights has a positive reception from various users, scoring 4.6 stars at Google Play. However, a lot of players also had difficulties while playing, citing level difficulty and lack of resources received as main issues. Based on aforementioned issues, author conducts an analytic research using MDA Framework method, which refers to the analysis over the mechanic, dynamic and aesthetic aspects of a video game. This method is done by doing a solo testing and a playtesting session with several respondents, then conducting interviews with aforementioned respondents. Based on the analysis results from conducted interviews, recommendations that can be propsed to Arknights includes raising the possibility to obtain resources, accelerating automatically refilled resource refills, reducing resource consumption on several levels, and balancing the properties owned by enemy agents.
Evaluasi Gameplay pada Game Fall Guys menggunakan Metode Heuristic Evaluation of Playability (HEP) Haris Mahmudi; Eriq Muhammad Adams Jonemaro; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 11 (2021): November 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Game Fall Guys was released on August, 2020. It was from Steam application. On TV program Liputan 6, August 4th, 2020, this new game was reported reaching a large amount of profit. In 24 hours, more than 1,5 million players played this game. This game got a positive respond from more than 20.000 players in Steam application. In addition, more than 100.000 players played the game because of some reasons such as funny characters and also attractive costumes they wear in the game. Although the first month game was released really hype and we could see many players played on Steam from August until now, the positive reviews from month to month were decreasing. Not only the positive reviews but also negative responses from players who were using cheat or challenges. To respond this, it is necessary to evaluate the gameplay using the Heuristic method then need 3 to 4 evaluators from the closest person to researcher which aim to see the advantages and disadvantages in terms of gameplay contained in the Fall Guys game.
Pengembangan Sistem Aplikasi Latihan Kebugaran pada Pemula berbasis Android Allen Nazario Istalaksana; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 1 (2022): Januari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

During this pandemic, almost all activities are limited from work, study, worship to physical activityoutside the home. Fitness training venues were also affected because it was feared that the virus couldbe transmitted through shared tools, causing the choice of exercising at home to be a safe way. To dosports with the right movements, basic techniques or guidelines are needed to understand the movementsand the resulting effects. An instructor can help, but there are some drawbacks such as not feelingcomfortable, the costs incurred, and so on. With the development of today's technology, an instructorcan be replaced by an application that can help beginners or ordinary people do sports movementscorrectly. The solution that the author did was to develop an application to train body fitness based onandroid. This application will be developed using the waterfall model software development method.The system will display an image of the exercise movement as well as other features that support theexercise performed by the user. Blackbox and whitebox testing produces test results that are 100% validin all test cases. Compatibility testing results in the application system being able to run on the Android8.0 operating system and above. System Usability Scale testing is obtained by testing the application tousers with the results of an average usability value of 72.5 which is included in the good usabilitycategory.
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