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Penggabungan Natural User Interface dengan Joypad pada Role Playing Video Game (RPG) Sandhi Wistara; Wibisono Sukmo Wardhono; 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

Game with RPG as it's theme is placing player in world created with rule and story for player to experience. In this theme player given skill or magic based on rule in the world that created. The game with this kind of theme usually met in computer device. While consol device need adjustment to accommodate it's lack of input. To tacle this problem an outside input is needed to provide joypad lack of input. In this research Kinect is used that came with new X-box. This device use to capture human body joint to create data from it. From capture picture kinect turn it into bunch of data that can be manipulated and use. The type of data used in this research is head coordinate, left hand coordinate and right hand coordinate. Head coordinate is used to pin point user position. Right hand and Left hand is used to make input. The distance between both hand is used to decide whenever user making input or not. If by certain threshold the hand is far from each other kinect will wait till player making Lasso Form in one of the Hand. After Lasso is formed then it will became Function as Trigger. Trigger is used to decide the kind of input hand is making. From this research eight input is made with four on each hand.
Penerapan Decision Making NPC dengan Metode Hierarchical Finite State Machine Pada 2D Endless Runner Game Mayovio Ahmad Mahendrata; Eriq Muh. 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

Video game with 2D endless runner genre is one of the genre that is still popular today. In this 2D endless runner game, players are required to walk forward without stopping by passing platforms and obstacles in the form of traps and Non-Player Character (NPC) that act as player enemies. The NPC in this game will have an artificial intelligence that is applied to the decision making of the NPC. The method used in this NPC decision making is the Hierarchical Finite State Machine (HFSM). Decision making from NPC will be implemented by creating states and sub-states. This state will move to another state based on triggers received by the NPC, while the sub-state moves not only with triggers, but also based on the current state. This movement from one state to another uses a transition. The state and sub-state of the NPC will affect the behavior of the NPC, which can affect the playability and provide an increase in the performance of the game itself. The result is that the most optimum frame rate produced is 68.3 fps with an NPC of 25. This is in accordance with the average minimum frame rate that is standardized in the game, which is 30 fps.
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.
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

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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

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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
Penggunaan Flag untuk Mengurangi Permasalahan Input yang Tidak Disengaja pada Controller yang Menggunakan Kinect Viqi Hanada; Wibisono Sukmo Wardhono; 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

The usage of Kinect to do an input into a computer by reading the movement and gesture of the user have been rising by these years. Kinect have been used alot as an input controller for a Role Playing Game. The usage of Kinect Gesture Recognition as an extended controller on a game named Steel Battalion: Heavy Armor had been getting many responses that the input done using kinect is unstable, that there are some input that unintended by the user happen when the user is doing nothing, and when the user had just done doing an input. limiting the reading of an input that kinect read using flag variable to divide input phase into 3, standby phase, input phase and reset phase, resulting in clearing the problem of unintended input that happened when user is doing nothing and when user had just done doing an input.
Pengembangan Aplikasi Pembuat Gesture Pada Samsung Gear VR Untuk Game Engine Unity Dwi Rama Malawat; Muhammad Aminul Akbar; Issa Arwani
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

Virtual Reality (VR) is a technology that provide a user to interact with virtual world simulated by computer. To maximize the user experience in VR, a VR system must be able to recognize natural movement such as gesture. That's why gesture recognition system is important. Mobile VR development gets a lot of attention because of the increase use of cellular devices. One of the mobile VR devices is Head-Mounted Display (HMD), which is a display monitor that attached to the head to display virtual environment. Gesture recognition system can be implemented on HMD with controller such as Samsung Gear VR. Developing VR applications that have gesture recognition capabilities can take a lot of time, currently there are libraries that provide the ability to create gesture recognition system but the libraries only support VR Headset devices with 6DOF, but Samsung Gear VR only have 3DOF. In this research we have develop Gesture Creator Application on Samsung Gear VR for Unity Game Engine, this tool help developer to create and define new gestures and implement it to their VR application. By giving gesture through the controller, this application can record and define the gestures. Functionality of this application has been tested with Blackbox Testing and the result are valid as expected of the system requirement. This application use artificial neural network algorithm to predict the result with 86.67% accuracy. The result of usability testing using System Usability Scale (SUS) method is 65, which means this application get grade D or Good and categorized as Acceptable.
Perancangan Game Pembelajaran Pengucapan Bahasa Inggris Berbasis Pengenalan Suara Fikri Ihsan Ahmad; Tri Afirianto; 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

English is the language of all countries in the world in its position as a global lingua franca. Indonesia must place English in a very important and urgent position as a global player, in order to be come more competitive in international market competition. English education in Indonesia has been conducted since elementary school, but the learning process only focuses on mastering vocabulary and grammar, without regard to mastering pronunciation. Educational games can be interactive learning media for mastering English pronunciation, making the learning process more fun and effective. International Poetic Alphabet (IPA) is a symbol that can represent the sounds of English pronunciation, for facilitate the learning process. Iterative Prototyping is a research method used to design and implement English pronunciation learning games, each will iterated to meet the needs of the target players. The design is an iteration process that produces a prototype paper, from the collection of needs analysis to the target user. The implementation is an iteration process that produces a digital prototype base on the design, that can be played on the Android mobile platform. The results of the study show that educational games can have a positive influence on English pronunciation skills.
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

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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.
Penerapan Jaringan Saraf Tiruan Untuk Bantuan Pengereman Pemain Pada Gim Balapan Mochamad Halim; Muhammad Aminul Akbar; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 11 (2019): November 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Racing game is a video game genre themed around racing event, in which a player compete againts another player or computer to reach the finish line with the shortest clear time. A racing game focused around player reflex, racing technique and track knowledge. It is common for a new player to make many errors, for example driving outside the lane and crashing into the road barrier. For a new player, brake timing is one of the hardest skill to master. Wrong brake timing can cause player to hit the road barrier, or add more to the clear time. A brake assistance is needed to improve a player racing performance by imitating an advanced player brake timing. An advanced player's racing data is recorded, then it is used as training data by an algoritm. ANN (Artificial Neural Network) is an algoritm that can learn the pattern of a data set and have the ability to reduce error, thus this algoritm is acceptable for the brake assist. The metodology used to develop this brake assist is the ANN method. The brake assist system is implemented in the framework of racing game starter kit, an asset package from Unity Asset Store. ANN testing by using blackbox testing validate functionality needs, F1 testing results 0.78 and user acceptance testing shows lower crash count, but increase in total lap time.
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