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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.
Penerapan Rest API Dalam Pengembangan Sistem Informasi Manajemen Koperasi Syariah Berbasis Web dan Mobile (Studi Kasus: Koperasi Syirkah Berkah Bersama) Abi Firmandhani; Widhy Hayuhardhika Nugraha Putra; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 13 (2021): Publikasi Khusus Tahun 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Untuk dipublikasikan di Jurnal Ilmiah Penelitian dan Penerapan Teknologi Sistem Informasi
Perancangan Gim Simulasi Perakitan Komputer menggunakan Metode 7 Steps For Designing Serious Games Mohammad Alauddin; Tri Afirianto; 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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The computers technological development is increasing in recent times and become major need in various fields, such as institution, education, government or public in general. Every year, computers and the components always evolve also followed by the increasing price. Therefore, choosing a computer and the components based on user spesification and need is really important. However, many people have no basic knowledge about components on a computer. Previously there were studies that could impart student knowledge by using a game. The studies using a 7 steps for designing serious games method. It's undeniable at this time that games can also use in many things not only entertainment purposes. Games that can provide knowledges to game players and give other purpose than only entertaining classified as a serious game. Therefore, a computer assembly simulation games designed by using the 7 step for designing serious game method. The 7 steps for designing serious game method used for found out the need and goals of players based on quality control by cognitive experts therefore the results of designing this game can fulfill the players wishes. This study examines game player needs, game design, game implementation, testing and game evaluation. Based on usability testing on the satisfaction aspect, the average value obtained based on positive experience is 3.41 from 20 respondents, as a consequence, it reflects that the game could be played easily by the game player. While on validation test, the average value obtained is 79.2 from 5 cognitive experts, which indicates that developed game certainly belongs in serious game type.
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.
Pengembangan Permainan Edukasi berbasis Augmented Reality untuk Pembelajaran Senyawa Hidrokarbon bagi Siswa Sekolah Menengah Atas (SMA) Carlista Naba; Muhammad Aminul Akbar; Ahmad Afif Supianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 9 (2021): September 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Chemistry is one of the many branches of science that is taught on high school, but observations from teachers shows that there's still many students who struggles learning chemistry because of its abstract and intangible concept. Example of a chapter that student still struggles is hydrocarbon chapter. To help with the problem of the abstractness concept of chemistry, this study has a goal to develop an educational game as a learning media to study about the structural molecule of hydrocarbon compound and its The International Union of Pure and Applied Chemistry (IUPAC) nomenclature using Augmented Reality (AR). The game will be developed as a puzzle game, on which the player arrange and build a hydrocarbon compound that can be seen on the real world with AR. The game will also detects the compound's name. This study will be done with Iterative Rapid Prototyping design cycle. The study's functionality result will be tested with Black Box Testing and tested on students with Game Experience Questionnaire (GEQ) module to asses the student's experience. There is 2 modules, which will be asked when the respondent is in their playing session, and when they're finished playing the game accordingly. The results of functionality testing shows that the game works well with 100% validity, just as the experience testing with GEQ. Based on the questionnaire results, game that uses AR could improve the student's interest and help them to overcome their feeling of boredom in learning.
Perancangan Pengalaman Pengguna Aplikasi Pemantauan Kegiatan Masjid berbasis Piranti Bergerak menggunakan Human-Centered Design (Kasus: Masjid Ibnu Sina Jl. Veteran, Malang) Iqbal Putra Santosa; Ismiarta Aknuranda; Muhammad Aminul Akbar
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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Ibnu Sina Mosque is one of the large mosques in Malang City which has various agendas of activities carried out in serving its congregation. In every activity the mosque administrators always coordinate routinely regarding the work given. Currently, the coordination and monitoring of the work carried out by mosque administrators is still through the WhatsApp messaging application. This raises several problems, such as the information related to the progress of the work submitted so that it collides with other information so that the person in charge of the work and the head of takmir as the highest person in charge of managing the mosque find it difficult to monitoring these jobs. Based on these problems, the user experience of the mosque activity monitoring application will be designed. So with this design, it is hoped that the work supervision process will be easier, more effective and efficient. The design process uses a Human-Centered Design approach which is iterative and involves users at every stage. The first stages begins with determining the context of use, determining user needs, making design solutions, evaluating design solutions and improving design solutions. Evaluation using usability testing method to six participants. The results of the evaluation on the aspect of effectiveness produce a success rate of 100%. Efficiency is calculated using time-based efficiency to produce a score of 0.024 goals/sec for the participating members, and 0.056 goals/sec for the head of takmir participants. The aspect of satisfaction was measured using a single ease question, getting a score of 6.2 for members and 6.17 for the head of takmir. The results of evaluation also found 13 problems that will be improved on the design solution.
Sistem Pendukung Keputusan Seleksi Asisten Praktikum menggunakan Metode Profile Matching (Studi Kasus: Fakultas Ilmu Komputer Universitas Brawijaya) Muhammad Reza Pahlevi; Yusi Tyroni Mursityo; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 13 (2021): Publikasi Khusus Tahun 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Untuk dipublikasikan di Jurnal Teknologi Informasi dan Ilmu Komputer (JTIIK)
Pengembangan Sistem Informasi Manajemen Alat Laboratorium (Studi Kasus Laboratorium Fisika Tanah Fakultas Pertanian Universitas Brawijaya) Mohamad Ilham Ridho; Djoko Pramono; Muhammad Aminul Akbar
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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Soil Physics Laboratory is one of five laboratories that are located in Soil Major, Faculty of Agriculture, Brawijaya University. The objective of this laboratory is to support laboratory practicum and Soil students' research. Management of laboratory equipment inventory, laboratory equipment loan data, laboratory equipment loan return, and credit score is still done manually via microsoft word, microsoft excel, and paper. The problem is the laboratory assistant is in difficulty to recap forms and documents because it is still done manually. Based on the known problems, laboratory equipment management information system is needed so it will ease the laboratory assistant's work in the management of equipment inventory, equipment loan, and credit score. This research uses Software Development Life Cycle (SDLC) Waterfall, so the process of development can be done easier and gradually. Requirement analysis and design phase generates UML diagrams. The framework that is used on the implementation phase is CodeIgniter 4. Result of the validation testing shows that all the features of the system can be run well and valid. Compatibility testing's result shows that the system doesn't have any compatibility problems on various browsers. Result of SUS shows that the final grade of usability is good and can be accepted by all actors.
Pengembangan Kecerdasan Buatan Objek NPC pada Micro-Games: Karting menggunakan Finite State Machine Unity Muhammad Azzam Al-Ghifari Habiburrahman; Muhammad Aminul Akbar; 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

Video game development is a process of making a video game through many ways, and one of them is through game engine. Game engine is a tool to develop a video game without building its foundation first, because in many game engine, there is already many function that developer can easily understand and use. One of the most used and most popular game engine is Unity. Unity can provide a way to develop a video game through a template that fasten the development process. One of this template is Micro-Games Karting that can be downloaded directly at Asset Store Unity. This template already has many assets that developer can use, but there is still not available artificial intelligence to use for the non-playable character (NPC) model. To overcome the said problem, therefore the development of airtificial intelligence employing Finite State Machine decision making method is being developed. The artificial intelligence is a representation of the behavior of the drivers in racing in the real world. The artificial intelligence is tested with two type of tests, namely functional testing with the black box method and performance testing. The functional test results show that the artificial intelligence developed for NPCs using the Finite State Machines method has functionalities that are all valid in black box testing, and the performance test results shown by the NPCs when run have a good performance related to the ability to avoid collisions.
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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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 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