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Pengembangan Game Edukasi Penyeberangan Jalan (Pelan) Menggunakan Kinect Sebagai Pengendali Permainan (Studi Kasus Di TK RAM NU 10 Banin-Banat Gresik) Indi Rachmah Winona; Muhammad Aminul Akbar; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 9 (2018): September 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

People often crossing the road that isn't in the right place, they do any ways to get to their destination immediately, both riders and pedestrians haven't any awareness of safety in traffic. This can be triggering an accident and also can cause the death. Especially for parents who neglect to keep their children and let them play as they like without parents' control, so unconsciously the danger can threaten the children safety. In this research was done the development of educational game for crossing the roads in different and exciting ways through the application of game technology by using natural interaction called NUI i.e. Kinect technology, where it became an advantage for early childhood that playing the game with a natural movement without needed to touch or use a game controller. Fun testing results in this study was obtained from the questionnaires which was filled out by the testers and calculated through the calculation of Likert-scale index interpretation was obtained the result that the overall game presented was 76%, the game's display was 100%, the fun element in the game was 84%, and the difficulty level of the game was 72%.
Implementasi Multi-Agent Path Finding Menggunakan Algoritma Conflict-Based Search Pada Game Bergenre Adventure-Puzzle Fathony Teguh Irawan; Eriq Muh. Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 10 (2018): Oktober 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Artificial intelligence usage in video games is not new thing anymore. In general, most of video games now take advantage of artificial intelligence on entities in their video games. The problem that occurs is the impact of the implementation of artificial intelligence on the performance of video game. Multi-agent pathfinding is there to try to find path for the agents registered. Multi-agent pathfinding has some constraint that doesn't let more than one agent occupying same place at the same time. In this study, researcher propose to use conflict-based search algorithm to solve multi-agent pathfinding constraint. The design of multi-agent pathfinding is by designing conflict-based search for high-level search and A* search for low-level search. Implementation of multi-agent pathfinding is based on the design that has been defined, implemented on Unity3D game engine using C# programming language. Testing process is conducted after the implementation is completed and found the result is there is no condition where more than one agent occupy same place at the same time. Resource usage of conflict-based search also shown to be at stable rate. FPS that obtained from multi-agent pathfinding is still considered as playable. However, cycle time that generated while running conflict-based search continuous to growth as the number of agents increases. With this implementation is expected to help game developer to implement multi-agent pathfinding in their video game.
Penerapan Algoritme Basic Theta* Pada Game Hexaconquest Ilman Naafian Firmansyah; Eriq Muhmmad Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 10 (2018): Oktober 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Nearly every Turn-based Strategy Games today have a singleplayer feature in their Game modes. If there is only one human player, then every other player must be controlled by computer. This is where AI(Artificial Intelligence) used. AI used so the Game can be played by a human player as if they play against another human. Human player can then use this feature to train their playing skill while playing against computer player before they play against another human player. Commonly used algorithm to search for most optimal way AI can use to reach their destination is A* algorithm. But A* is not always the best solution for pathfinding. In this study we try to implement Basic Theta* algorithm on a Turn-based Strategy Game called Hexaconquest. Basic Theta* algorithm performance will then be compared to Hexaconquest's original pathfinding algorithm, A*. Both algorithm frame per second, running time, and node total cost performance will be compared. From result of this study, we can conclude that Basic Theta* algorithm can give solution with shortest route, but A* can give lighter and faster solution.
Penerapan Algoritme Logika Fuzzy Untuk Dynamic Difficulty Scaling Pada Game Labirin Ilham Akbar Ahmadi; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 10 (2018): Oktober 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

A majority of new players in a game tend to pick levels at random. This causes an imbalance in the game, which makes the game too easy or too hard. To find out their abilities and levels, input is required from players as a parameter used in the process of determining the difficulty level of a game. In order to address this issue, in this research an implementation of the fuzzy method was utilized for Dynamic Difficulty Scaling to provide a level balance in a labyrinth game. The utilized testing methods were testing of behavior validation and gameplay performance. Behavior validation testing was conducted by requesting 5 volunteers to test the game to see the next level labyrinth output and to analyze the level balance that occurred. The analysis results show that the fuzzy method succeeded in equalizing the soft skills possessed by the players with the level being played. Meanwhile, performance testing was conducted by calculating the number of frames per second (FPS) that are outputted during gameplay. The results show that the best performance was obtained for a map of 5x5 size at 107.22 FPS, while the worst performance was for a labyrinth of 50x50 size at 87.65 FPS. From the results of this performance testing, it can be concluded that the game can be reasonably played, considering that the lower limit for the FPS of a game that can be reasonably played is 30 FPS.
Penerapan Konsep State Pattern Pada Game Engine (Studi Kasus Game Wipe It Off) Firadi Surya Pramana; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 10 (2018): Oktober 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Game that uses state machine as their agent behaviour decision making is common nowaday. However, there still lots of game engine that can't handle that requirement. State pattern is one of design pattern that could handle that requirement. Components of state pattern on game engine are defined and given the name of Initial State, Check State, and Handle State. Components of finite state machine on game are defined and given the name of Idle State, Moving State, and Cleaning State. State pattern on game engine implemented as a interface class that become thhe parernt of each state on finite state machine. Finite state machine on game implemented as an individual class that inherit the interface class from state pattern. State pattern tested with white-box testing and all the compoent are given the value of valid. Finite state machine tested with black-box testing and all the transitions are succeded and given the value of valid. With this game engine, therefore there is no game developer that will experience difficulty in developing game that uses state machine as their basic need.
Penerapan HPA* Pada Game Ms. Pac-Man Yoshua Aditya Kurnia; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 10 (2018): Oktober 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Ms. Pac-Man is a game used by the researchers to make an artificial intelligence for playing the game automatically. Since Ms. Pac-Man is a non-deterministic game, there are many things in the game that are random, for example the ghosts movement, making Ms. Pac-Man quite hard. Researchers think that as a interesting challenge for developing computer science especially artificial intelligence. Even more, researchers made a competition for the best artificial intelligence in this game, using score as a ranking for the agent performance. One of the competitions is IEEE CIG 2011. For this problem, the author are using Hierarchical Path-Finding A* (HPA*) method, this method is an alternative from A* to make an agent controller in Ms. Pac-Man. The reason for choosing this method is because to test the HPA* method, whether it can achieve better result or worse. Agents using A* methods haven't reached the highest score in this game. In previous research, the maximum score achieved using A* method is 24640 in ten times testing. Compared to the newest research using decision tree method can reach a maximum score of 43.720. Roughly only half score that A* get in comparison to the newest research. To improve A* result, this research uses HPA* method. By dividing the game area into several areas using HPA*, the score will be expectedly better from the previous research. But in practice the results are not good, the final score is 17050. For this reason, this research implements the HPA* and analyze the performance of HPA* method.
Pengembangan Game Edukasi Pengenalan Makanan Sehat Menggunakan Kinect Iqbal Firmansyah; Muhammad Aminul Akbar; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 10 (2018): Oktober 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Healthy food are food that hygienic and contain balanced nutrients needed by the body. In 2013 the national malnutrition rate in children aged 5-12 years is still high, that is the prevalence of lean 11.2 percent, the short prevalence 30.7 percent, and the prevalence of obese 18.8 percent. It's necessary for introduction of healthy foods as a step to reduce malnutrition level. Introduction method can be done with learning through educational games, so that the learning process is more fun and get more effective results. The game will be titled "Makanan Sehat" which will introduce and teach children about the basis of healthy food according to the guide “Pedoman Gizi Seimbang (PGS)” with kinect based learning method on PC (Personal Computer) platform. Pedoman gizi seimbang is a guide to living healthy including good rules of food consumption which is an improvement of slogan “4 sehat 5 sempurna”. The use of kinect in the game is expected to increase the pleasure in play and learn more effectively. Game testing is done to 10 children ages 5-12 years with method fun testing. Fun testing to test the level of pleasure in playing the game, which resulted in 10 respondents agreed the use of kinect impact at the fun of playing the game.
Pengembangan Game Augmented Reality Pengenalan Baju Adat Nusantara Menggunakan Kinect Sebagai Kendali Permainan (Kasus Studi : Anak Usia 9-12 Tahun) Yudha Hadi Pratama; Muhammad Aminul Akbar; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 10 (2018): Oktober 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The introduction of traditional clothes has been done since the children enter elementary school in art and culture lessons and workshop. One of the existing basic competencies is to group identity similarities such as traditional clothes, language, traditional house, traditional food and traditional ceremony that start from grade 4 to grade 6 or around 9-12 years old. The current learning system nowadays is book, the book itself only presents some explanations and pictures of traditional clothes so that children can only read and imagine. The media they use isn't really interesting so the children get bored quickly and then they are not motivated to learn and understand the kind of traditional clothes. So to provide learning and the introduction of traditional clothes of Indonesia to the children need to be made interesting and fun media such as game. The advantage of game is the ability of the game to persuade players and motivate them to success to reach a goal. The solution based on the problem is by making an educational game to introduce traditional clothes by using augmented reality technology for more interactive. The purpose of using Augmented Reality in the development of educational games is so that children can interact directly with virtual objects to get a more real experience. The results of the development of educational games to introduce traditional clothes is very satisfactory, it is based on the results of focus testing testing and fun testing that has been done where there is an increase in the score of each child that indicates that there is learning when children play the game.
Penerapan Particle Swarm Optimization Untuk Balancing Ability Pada Team Battle Game RPG Hilmi Ilyas Rizaldi; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 11 (2018): November 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In RPG Games there are 3 most common professions namely Fighter, Mage, and Cleric. Of the three professions, there are complex differences that can affect the game RPG. To conduct research on the balance of the profession on Game RPG, the experiment takes a long time and high cost. Therefore, a method that reduces the cost of performing the testing ability on the RPG character professions. Therefore, this study discusses how we apply a commonly usable algorithm that is Particle swarm optimization (PSO) in character testing of characters in RPG Games automatically, thereby reducing the cost of game development. This research produces an AI bot that can mimic human behavior in general that matches the rules in the Game so as to help Game designers in determining the balancing ability of the Game they create. This study discusses the use of the Artificial neural network (ANN) to control a character in a game in order to simulate a match as a balanced size of a battle. The ANN controllers were trained without being taught or self-taught to understand their enemy's movements and were evaluated to serve as the primary controllers of the study. ANN own learning method using PSO to determine the best controller in the training. The research was conducted on turn-based games - RPG. The result of this research is a new balancing skill set process along with PSO configuration that influences this research.
Pengembangan Permainan Trading Card Augmented Reality Bertema Perang Baratayuda Ramadhan Rizki Arga Putra; Wibisono Sukmo Wardhono; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 10 (2018): Oktober 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Trading Card Game (TCG) is a popular card game that uses serial cards. But in this game, players can not really see the characters on the card in real form. It is necessary to develop TCG with the original concept but in a more interactive form by using 3D graphics to visualize the characters in the game. Games that lift the culture and wayang stories is one of another way to introduce Indonesian culture to the younger generation. Therefore, it is necessary to developed a Trading Card Game using Augmented Reality technology with Baratayuda War theme which will run on Android-based mobile devices. The method used in the development is Iterative with Rapid Prototyping (IRP) method. The IRP method can return to the previous process to make improvements. The story or scene chosen is Baratayuda Wars between Pandawa against Kurawa. The use of paper prototype on design makes it easy to set rules on this game. Based on the results of the implementation, the wayang objects can be integrated by using Augmented Reality to generate a real 3D effect inside the marker as a game card. For the creation of 3D objects is using Blender app and to display 3D wayang objects is using sdk vuforia in Unity game engine. Based on White Box testing and Black Box testing by applying independent path test on program based on Cyclomatix Complexity value, obtained validation test result that program can run well with 100% validation rate. In the playtesting that consisting of the element of fun and the element of ease of use, the results obtained that the game concept has been made quite interesting and quite easy played, but it's still too boring.
Co-Authors Abdulloh, Roihan Abdurrahman Prawira Purmiaji Abi Firmandhani Adam Hendra Brata Ade Suluh Novriananda Aditya Luthfi Alvari Ramadhan Aditya Rachmadi Aditya Rachmadi, Aditya Agi Putra Kharisma Agi Putra Kharisma, Agi Putra Agung Dwi Budiarto Ahmad Afif Supianto Ahmad Afif Supianto Ahmad Fadli Naharu Ahmad Fathoni Akbar Ramadhan Akhmad Dinan Jatnika, Aditya Aldo Rizky Saputra Alfi Nur Rusydi Allen Nazario Istalaksana Amzi, Dzakwan Mufid Anderson Manurung Andhi Indra Lestya Wicaksono Andri Alfian Arief Alamsyah Arito Jalu Priyangga, Dionisius Arya Bhanuartha, Putu Gde Aryo Pinandito Aryo Seto Dwisaputra Auliya, Meida Dela Risyafa Azhim Kustiwa, Alwan Fauzul Azizah Febyanti, Hilda Ayu Azzaky, Mohammad Rafi Buce Trias Hanggara Bugi Pradana Nugroho Cahyani, Luvita Intan Cahyono Hadi Kurniawan Carlista Naba Christian Doxa Hamasiah Chrysler Imanuel Chyntia Savrila Putri Dahnial Syauqy David Hosea Sipahutar Davin Benaya Dessy Amri Raykhamna Dheanisa Putri Rahayu Ditya Enandini Palupi Djoko Pramono Djoko Pramono Dwi Rama Malawat Edy Santoso Eriq M. Adams Jonemaro Eriq Muh. Adams Jonemaro Eriq Muhammad Adams Jonemaro Eriq Muhammad Adams Jonemaro Eriq Muhmmad Adams Jonemaro Fajar Pradana Farisi, Hariz Fathony Teguh Irawan Fathurrahman Annafabi Fernando, Samuel Fikri Ihsan Ahmad Firadi Surya Pramana Firdaus Rahmat Prasetyo Fitraldy Soefana Fitrantika Diashafira Gunawan, Alexander Hamdany, Mohammad Naufal Adib Hamidah, Nazwa Ambar Hanifah Muslimah Az-Zahra Hanifah Muslimah Az-Zahra, Hanifah Muslimah Haq, Muhammad Yasir Anshari Hariz Farisi Hendro Dwi Prasetyo Herawan, Almaas Rozikin Herlambang Yudha Prasetya Herlando, Muhammad Raafi Herman Tolle Hermawan, Renaldy Hilmi Derian, Ivan Hilmi Ilyas Rizaldi Hurriyatul Fitriyah I Made Wira Satya Dharma Ian Setyo Aji Ilham Akbar Ahmadi Ilham Gibran, Muhammad Ilmam Achmadiarsyi Ilman Naafian Firmansyah Indi Rachmah Winona Intan Sartika Eris Maghfiroh Intishar Fadi Abdillah Iqbal Firmansyah Iqbal Putra Santosa Ismiarta Aknuranda Ismiarta Aknuranda Issa Arwani Issa Arwani Isthofi Aslim Sofyan Javas Marchad, Radithya Jermias Kristian Jonemaro, Eriq Muhammad Adams Kaeksi, Racana Ayu Komang Candra Brata Kusuma, I Made Yudi Anantha Lailatussaadah M Nur, Lailatussaadah Lutfi Fanani Lutfi Fanani Luthfi Fawwaz Putranto Mas'udi, Nashrul Azhar Mayovio Ahmad Mahendrata Mochamad Chandra Saputra, Mochamad Chandra Mochamad Halim Mohamad Ilham Ridho Mohammad Alauddin Mohammad Chaliffilardhy Syaifuddin Muadz Askarul Muslim Muchtar Prawira Sholikhin Muhamad Arifin Ramadhan Muhammad Adams Jonemaro , Eriq Muhammad Arif Nabil Lesmana Muhammad Aufa Athallah Muhammad Azmi Muhammad Azzam Al-Ghifari Habiburrahman Muhammad Reza Pahlevi Muhammad Salman, Raditya Muhammad Satrio Bayu Pamungkas Muhammad Yasir Anshari Haq Muhtadin Ziqi Maulana Mujahid Bariz Hilmi Musavi Ardabilly Taufik Muzaki Asysyahid, Sindoro Chaidar Naba, Carlista Najibudin, Mochamad Asrof Nashir, Idham Ahmad Nashrul Azhar Mas'udi Nashrul Azhar Mas'udi Niken Hendrakusma Nugroho, Bramantyo Raka Adi Nur Efendi, Akhmad Farid Nur Muhammad Rashid Oktafianto, Mukhammad Afan Pamesthi, Radya Farrel Panji Yodantara Pardede, Natanael Isaac Pardamean Pelealu, Billawal Nadipa Prakoso, Bondan Sapta Pramudya Vizkal Arfianto Purnomo, Welly Putra Pandu Adikara PW, M. Qodarul Amar Rahadian Fernandika Ramadhan Rizki Arga Putra Ramdani, Aditasha Fadhila Ratih Kartika Dewi Retno Indah Rokhmawati Retno Indah Rokhmawati, Retno Indah Reza Saputra Richard Hans Octavian Riswan Septriayadi Sianturi Robertus Dwi Ari Utomo Ryan Aristo Salman, Raditya Muhammad Sandhi Wistara Sativandi Putra Satrio Hadi Wijoyo Setiawan, Muhammad Syahrul Setyowidodo, Fauzan Athallah Shandya Fajar Widyono Shena Star Sarwodi Silitonga, Erico Steven Willy Sanjaya Steven Willy Sanjaya Sudjianto, Aulia Heppy Cahya Susanto, Stefanus Rangga Ananta Syahputra, Andira Mahendra Syarief Noor Permadi TABAYUNI, RAHIMI ILLONG Tjandra, Jahzeiah Paskah Togan Jagat Raya Tri Afirianto Tri Afirianto Tri Afirianto Tri Afirianto Tri Afirianto, Tri Trias Hanggara, Buce Utomo, Ibnu Najah Barlian Hadi Viqi Hanada Wibisono Sukmo Wardhono Wibisono Sukmo Wardhono, Wibisono Sukmo Wibowo, Vania Malinda Widhy Hayuhardhika Nugraha Putra Wijaya, Aldy Imam Winny Ardhian Septiko Wiranata, Danuar Wong, Vinncent Wong, Vinncent Alexander Yolanda Saputri Yoshua Aditya Kurnia Yosua Yosua Yudha Hadi Pratama Yudistira, Faisal Ariawan Yuita Arum Sari Yuka Bimatara Putra Yuki Pradana Yung, Clara Clarita Yusi Tyroni Mursityo Zulfikar Fahmi Falakh Zulkahfi, Muhammad Razzaaq