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PEMBUATAN HOROR GAME 3D MULTIPLAYER CO-OP “CALONARANG” BERBASIS MOBILE Pande, I Made Suandana Astika; Diaz, Ricky Aurelius Nurtanto; Ramadhan, Rm Addin Ashary
Naratif (Jurnal Nasional Riset, Aplikasi Dan Teknik Informatika) Vol 5 No 2 (2023): NARATIF : Jurnal Nasional Riset Aplikasi dan Teknik Informatika
Publisher : Sekolah Tinggi Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53580/naratif.v5i2.244

Abstract

Kisah Calonarang merupakan cerita yang sudah dikenal di Indonesia. Utamanya di Bali, cerita ini juga dipentaskan menjadi drama tari di tempat ibadah agama Hindu. Cerita Calonarang ini menceritakan mengenai penguasaan ilmu hitam yang membuat rakyat menjadi menderita oleh seorang janda bernama Walu Nateng Dirah. Cerita ini memiliki filosofi terkait ajaran agama Hindu yaitu Rwa Bineda, Catur Asrama dan Tantra. Zaman modern seperti saat ini, dengan adanya perkembangan teknologi digital dapat membantu para generasi muda untuk memahami isi dan pesan dari cerita Calonarang dengan lebih menarik. Salah satu caranya dengan menuangkan cerita Calonarang ini dalam sebuah video game. Game merupakan suatu media yang bisa dimanfaatkan dalam menyampaikan informasi, bukan sekedar hanya bermain, namun para pemain juga bisa ikut terlibat dalam cerita tersebut ketika bermain. Penelitian ini berfokus pada pembuatan game 3D multiplater co-op dengan genre horor berjudul "Calonarang" yang akan di implementasikan pada perangkat mobile dengan sistem operasi android. Game multiplayer co-op atau cooperative game memungkinkan pemain untuk berbagi kemenangan bersama pemain lain dengan cara bertukar pikiran dalam menyelesaikan misi yang ada dalam game. Tujuan dari penelitian ini adalah untuk mengangkat sebuah cerita dalam game dan sebagai upaya dalam pelestarian cerita rakyat menggunkan media game. Penelitian ini menggunakan metode game development life cycle dalam pembuatan game. Pengujian dan evaluasi dalam penelitian ini menggunakan blackbox testing dalam pengujian fungsionalitas setiap bagian game dan pengujian menggunakan kuesioner untuk melihat bagaimana game ini dapat diterima dengan baik oleh pengguna dan pesan yang disampaikan juga dapat tersampaikan dengan baik. Pada penelitian ini diharapkan para pemain mendapatkan pengalaman baru dalam memahami isi cerita melalui media game multiplayer yang menarik dan interaktif.
Comparison of the DBSCAN Algorithm and Affinity Propagation on Business Incubator Tenant Customer Segmentation Agustino, Dedy Panji; Budaya, I Gede Bintang Arya; Harsemadi, I Gede; Dharmendra, I Komang; Pande, I Made Suandana Astika
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol 12, No 2 (2023): JULI
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v12i2.1682

Abstract

The increasingly complex business environment necessitates businesses to design more effective and efficient strategies for company development, including market expansion. To understand customer behaviors, customer data analysis becomes crucial. One common approach used to group customers is segmentation based on RFM analysis (Recency, Frequency, and Monetary). This study aims to compare the performance of two clustering algorithms, namely DBSCAN and Affinity Propagation (AP), in providing customer profile segment recommendations using RFM analysis. DBSCAN algorithm is employed due to its ability to identify arbitrarily shaped clusters and handle data noise. On the other hand, Affinity Propagation (AP) algorithm is chosen for its capability to discover cluster centers without requiring a pre-defined number of clusters. The transaction dataset used in this research is obtained from one of the business incubator tenants at STIKOM Bali. The dataset undergoes preprocessing steps before being segmented using both DBSCAN and AP algorithms. Performance evaluation of the algorithms is conducted using the Silhouette Scores and Davies-Bouldin Index (DBI) matrices. The research findings indicate that the AP algorithm outperforms DBSCAN in this customer segmentation case. The AP algorithm yields Silhouette Scores of 0.699 and DBI of 0.429, along with recommendations for 4 customer segments. Furthermore, further analysis is performed on the AP results using a statistical approach based on the mean values of each segment for the RFM variables. The four customer segments generated by the AP algorithm, based on the mean values of the RFM variables, can be associated with the concept of customer relationship management.
WebGL 3D Virtual Exhibition as a Media to Increase the Visibility of Digital Artwork Pande, I Made Suandana Astika; Budaya, I Gede Bintang Arya; Crisnapati, Padma Nyoman
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 5 No 3 (2023): November
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v5i3.376

Abstract

The ongoing digital transformation continues to shape various domains, including the realm of art, which adopts social media to digitally promote artworks. Nonetheless, physical art exhibitions maintain their allure as they provide a direct experiential interaction for visitors. Consequently, the development of exhibition platforms that amalgamate user experience with accessibility becomes imperative. One emerging solution involves leveraging information technology and multimedia for virtualization, such as utilizing WebGL for creating a 3D Virtual Exhibition (3DVE). Employing the ADDIE methodology and evaluating it through the Technology Acceptance Model (TAM), the assessments affirm the robust performance and positive responses of 30 participants towards WebGL 3DVE. This development yields practical benefits, particularly for artists seeking to enhance the visibility of their creations. Furthermore, the inherent ease of use and broad accessibility can expand the potential audience for enjoying artworks. The percentage acceptance rates according to TAM validate favorable responses across usability (88%), ease of use (74%), satisfaction (90.6%), and technological acceptance (84.6%). Thus, the deployment of WebGL 3DVE in art exhibition development showcases strong potential in delivering a deeper and more inclusive experiential journey.
Comparison of the DBSCAN Algorithm and Affinity Propagation on Business Incubator Tenant Customer Segmentation Agustino, Dedy Panji; Budaya, I Gede Bintang Arya; Harsemadi, I Gede; Dharmendra, I Komang; Pande, I Made Suandana Astika
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol. 12 No. 2 (2023): JULI
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v12i2.1682

Abstract

The increasingly complex business environment necessitates businesses to design more effective and efficient strategies for company development, including market expansion. To understand customer behaviors, customer data analysis becomes crucial. One common approach used to group customers is segmentation based on RFM analysis (Recency, Frequency, and Monetary). This study aims to compare the performance of two clustering algorithms, namely DBSCAN and Affinity Propagation (AP), in providing customer profile segment recommendations using RFM analysis. DBSCAN algorithm is employed due to its ability to identify arbitrarily shaped clusters and handle data noise. On the other hand, Affinity Propagation (AP) algorithm is chosen for its capability to discover cluster centers without requiring a pre-defined number of clusters. The transaction dataset used in this research is obtained from one of the business incubator tenants at STIKOM Bali. The dataset undergoes preprocessing steps before being segmented using both DBSCAN and AP algorithms. Performance evaluation of the algorithms is conducted using the Silhouette Scores and Davies-Bouldin Index (DBI) matrices. The research findings indicate that the AP algorithm outperforms DBSCAN in this customer segmentation case. The AP algorithm yields Silhouette Scores of 0.699 and DBI of 0.429, along with recommendations for 4 customer segments. Furthermore, further analysis is performed on the AP results using a statistical approach based on the mean values of each segment for the RFM variables. The four customer segments generated by the AP algorithm, based on the mean values of the RFM variables, can be associated with the concept of customer relationship management.
Operational Optimization through the Development of a Digital Financial Transaction Recording Website in Village Owned Enterprise Sarwada Amerta, Taro Village: Optimalisasi Operasional melalui Pengembangan Website Pencatatan Transaksi Keuangan Digital di BUMDesa Sarwada Amerta Desa Taro Kusuma, Tubagus Mahendra; Budaya, I Gede Bintang Arya; Pande, I Made Suandana Astika; Dharmendra, I Komang
Mattawang: Jurnal Pengabdian Masyarakat Vol. 4 No. 2 (2023)
Publisher : Yayasan Ahmar Cendekia Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.mattawang1821

Abstract

In this community services activity, mentoring and implementation of a digital financial transaction recording system were conducted in village owned enterprise (VOE) Sarwada Amerta, Taro Village. The findings of this study demonstrate that the utilization of financial transaction information systems can optimize the financial operational processes of VOE. The efficiency and accuracy of financial data processing have improved, and the accessibility of financial information has become easier. However, it was found that the adaptation to the new information system still requires time for the human resources to consistently utilize the system. Strong support and commitment from relevant stakeholders, along with continuous educational efforts, are crucial factors in ensuring the successful implementation of the information system. This community services activity is expected to contribute to the economic development of the village through financial management education for VOE and by encouraging the utilization of information technology in local business financial management. Abstrak Pada kegiatan pengabdian masyarakat ini, dilakukan pendampingan dan implementasi sistem pencatatan keuangan digital di BUMDesa Sarwada Amerta, Desa Wisata Taro. Berdasarkan hasil dari kegiatan ini menunjukkan bahwa penggunaan sistem informasi pencatatan transaksi keuangan dapat mengoptimalkan proses operasional BUMDesa, khususnya dalam bidang keuangan. Efisiensi dan akurasi dalam pengolahan data keuangan meningkat, serta aksesibilitas informasi keuangan menjadi lebih mudah. Namun, ditemukan bahwa adaptasi terhadap sistem informasi yang baru masih memerlukan waktu bagi sumber daya manusia BUMDesa agar dapat menggunakan sistem dengan konsisten. Dukungan dan komitmen yang kuat dari pihak terkait, serta upaya edukasi yang berkelanjutan, menjadi faktor penting dalam memastikan keberhasilan implementasi sistem informasi ini. Kegiatan pengabdian ini diharapkan memberikan kontribusi dalam pengembangan ekonomi desa dengan edukasi manajemen keuangan BUMDesa serta mendorong pemanfaatan teknologi informasi dalam pengelolaan keuangan usaha di tingkat lokal.