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Battle Royale Console Game Performance Analysis (Case Study: East Jakarta, Indonesia) Azizah Rahim, Noorfi; Totong, Allister; Ikhsan Effendy, Muhammad; Djajasoepena, Rafie; Maindratama, Abdullah; Eryanto, Ery; Wandy, Wandy
Jurnal Teknologi Vol 17 No 1 (2024): Jurnal Teknologi
Publisher : Jurnal Teknologi, Fakultas Teknik, Universitas AKPRIND Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34151/jurtek.v17i1.4695

Abstract

Battle Royale (BR) genre games are still played and have massive players around the globe. They are characterized by survival and exploration elements, featuring last-man-standing gameplay that motivates players to be the final contestant in the game. This BR can now be played on single platforms and cross-platform. Apex Legends is a free-to-play hero shooter where competitors from across the frontier join forces to battle for glory, fame, and fortune. Apex Legends can be played on PlayStation, Xbox, Steam, and Switch. This research aims to understand the data captured by the game Apex Legends, played on the PlayStation 5 console and displayed on a 4K television. This data was then analyzed to measure the correlation with game performance during gameplay. This research used a quantitative method, primary data, and descriptive measurements. From the findings, it can be concluded that the FPS for this game performed well since it was still near 60 FPS (59.81) with a standard deviation of 1.07. IO could not be analyzed for network performance since no official parameters for this IO were found on the official web during the research. However, Packet Loss and Choke performed well, with an average of 0 and a standard deviation of around 0. The ping value is enormous, with a significant standard deviation gap; this can happen because the server distance is longer to Tokyo from Jakarta than Singapore. Even though the latency was high, gamers still found the matches enjoyable.   
Battle Royale Console Game Performance Analysis (Case Study: East Jakarta, Indonesia) Azizah Rahim, Noorfi; Totong, Allister; Ikhsan Effendy, Muhammad; Djajasoepena, Rafie; Maindratama, Abdullah; Eryanto, Ery; Wandy, Wandy
Jurnal Teknologi Vol 17 No 1 (2024): Jurnal Teknologi
Publisher : Jurnal Teknologi, Fakultas Teknik, Universitas AKPRIND Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34151/jurtek.v17i1.4695

Abstract

Battle Royale (BR) genre games are still played and have massive players around the globe. They are characterized by survival and exploration elements, featuring last-man-standing gameplay that motivates players to be the final contestant in the game. This BR can now be played on single platforms and cross-platform. Apex Legends is a free-to-play hero shooter where competitors from across the frontier join forces to battle for glory, fame, and fortune. Apex Legends can be played on PlayStation, Xbox, Steam, and Switch. This research aims to understand the data captured by the game Apex Legends, played on the PlayStation 5 console and displayed on a 4K television. This data was then analyzed to measure the correlation with game performance during gameplay. This research used a quantitative method, primary data, and descriptive measurements. From the findings, it can be concluded that the FPS for this game performed well since it was still near 60 FPS (59.81) with a standard deviation of 1.07. IO could not be analyzed for network performance since no official parameters for this IO were found on the official web during the research. However, Packet Loss and Choke performed well, with an average of 0 and a standard deviation of around 0. The ping value is enormous, with a significant standard deviation gap; this can happen because the server distance is longer to Tokyo from Jakarta than Singapore. Even though the latency was high, gamers still found the matches enjoyable.   
Science, Technology, and Opportunity: An Unmanned Aerial Vehicle (UAV) Seminar Prasetyo, Ilham; Alfakihuddin, Muhammad Lukman Baihaqi; Lestari, Tika Endah; Setiawan, Iwan; Maindratama, Abdullah
Journal of Community Services: Sustainability and Empowerment Vol. 4 No. 02 (2024): September 2024
Publisher : Center for Research and Community Service of Sampoerna University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35806/jcsse.v4i2.498

Abstract

UAVs, known as drones, are operated with no onboard pilot. In the last decade, there has been a rapidly growing improvement in the drones pertinency in multiple areas. The use of UAVs has increased in the science, technology, engineering, and mathematics (STEM) professions. There is a growing need to integrate UAV training into STEM education. Several studies have been conducted on UAVs, and some opportunities could be gained from this area. These opportunities were good to share and discuss with the teachers, and later, teachers could share this with the students. SMP Negeri 174 Jakarta is a community service school partner. A seminar about this UAV, its technology, science, and opportunities was held in this school to disseminate knowledge on how the UAV has become important to pay attention to in the near future.
sUAV Technology Introduction to Junior High School Students and Teachers: A Hands-On Workshop Lingga, Patrick; Djajasoepena, Rafie; Shabra, Afrigh Elena; Setiawan, Iwan; Maindratama, Abdullah; Gustiza, Dudy; Hardana, Novan; Alibasa, Muhammad Johan; Gazali, Hatim; Wandy, Wandy
Journal of Community Services: Sustainability and Empowerment Vol. 5 No. 02 (2025): September 2025
Publisher : Center for Research and Community Service of Sampoerna University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35806/

Abstract

Small Unmanned Aerial Vehicle (sUAV) is operated with no pilot. There has been growing improvements in drones, especially in public security, monitoring, military and disaster operations, traffic surveillance, agriculture, and many more. The purpose of this community service activities was to help junior high school students gain basic knowledge of sUAV and have opportunities to fly basic movements of the drone indoor at low altitude. There were 5 Unmanned Aerial Vehicle (UAV) prepared for this workshop. D-day workshop activities were only 2 hours on 2 October 2025 including preparation at the school. The workshop has been successfully conducted with around 30 participants. Participants had experience to fly indoor sUAVs with the mobile application as the controller and through wireless networks for connectivity, with basic maneuvers (take off/landing, forward/ backward, roll left/right, yaw left/right, and up/down), and took picture in at eye level. Total number of participants was sufficient with the supporting technologies brought to the school.