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SISTEM INFORMASI PENJUALAN BAJU TSANIA COLLECTION BERBASIS WEBSITE Novega, Rizallo; Alfianti Oktavia, Chaulina
Jurnal Fakultas Teknologi Informasi Vol 5 No 2 (2023): BIMASAKTI
Publisher : Fakultas Sains dan Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/bimasakti.v5i2.8967

Abstract

Tsania Collection is a small and medium enterprise that specializes in clothing sales. Currently, the system in the Tsania Collection is a manual system that traditionally records transactions and sales. Product updates are also done manually by the seller, namely by uploading via Whatsapp and Facebook status. In addition, the development of Tsania Collection requires owners to be able to provide ordering services for consumers to support sales transactions and better service. The research method that researchers use is the waterfall method. The tool used to draw the system model is IOFC, as well as in the design of information systems using Data Flow Diagrams (DFD), and Conceptual Data Models (CDM). With this information system, it is hoped that it will make it easier for Tsania Collection to manage its products and sales data, and make it easier for customers or prospective customers to make online sales transactions so that they can be done anytime.
The Fabrique: A Pathfinding Algorithm in a Mobile Game Developed Using Construct 3* Kusumawardhani, Ruby; Prastiningtiyas, Diah Arifah; Alfianti Oktavia, chaulina
Internet of Things and Artificial Intelligence Journal Vol. 5 No. 2 (2025): Volume 5 Issue 2, 2025 [May]
Publisher : Association for Scientific Computing, Electronics, and Engineering (ASCEE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/iota.v5i2.915

Abstract

The rapid growth of the digital game industry, particularly on mobile platforms, has driven the development of algorithms to enhance gameplay quality and player experience. The A* algorithm is a widely used pathfinding method for controlling the movement of non-playable characters (NPCs) in games. This study aims to evaluate the implementation of the A* algorithm in The Fabrique, a mobile game developed using Construct 3, a 2D game development engine. Testing was conducted across various path and obstacle scenarios. The results indicate that the A* algorithm delivers fast computation time and optimal pathfinding for short-distance navigation. In the medium to high obstacle scenarios, the algorithm maintained good performance with only minimal increases in processing time. The implementation of the A* algorithm in The Fabrique proved effective, contributing to a more dynamic and interactive gameplay experience. With an average user satisfaction rate of 81.94%, the algorithm demonstrates not only technical efficiency but also strong user acceptance.