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QUALITY OF SERVICE (QOS) CLOUD GAMINGANYWHERE PADA GAME DENGAN SPEECH RECOGNITION SYSTEM SEBAGAI COMMAND INPUT ., sussi .; ., Rendy Munadi; ., Nurwulan Fitriyanti; Putra Sutejo, Indra Perdana
Jurnal Elektro dan Telekomunikasi Terapan (e-Journal) Vol 5 No 2: JETT Desember 2018
Publisher : Direktorat Penelitian dan Pengabdian Masyarakat, Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (676.254 KB) | DOI: 10.25124/jett.v5i2.1371

Abstract

Perkembangan dunia industri game semakin semarak dengan munculnya teknologi jaringan dibidang Cloud Gaming. Platform Cloud Gaming yang sering digunakan dan sifatnya open source yaitu GamingAnywhere. Dengan menggunakan cloud gaming GamingAnywhere dan platform speech recognition system FreeePIE, client dapat memainkan game berspesifikasi tinggi pada perangkat miliknya yang berspesifikasi lebih rendah dengan sistem input menggunakan perintah suara. Pencinta game yang memiliki kerusakan motoris tangan masih bisa menikmati game dengan inputan suara. Penelitian akan Cloud Gaming yang ada masih terbatas, karena teknologi Cloud Gaming merupakan teknologi yang baru (2013). Penelitian ini ditujukan untuk memberikan informasi mengenai Quality of Service (QoS) dari GamingAnywhere. Dari hasil pengukuran, untuk meraih QoS yang optimal dalam menjalankan game dengan cloud gaming GamingAnywhere, dibutuhkan minimal bandwidth sebesar 3 Mbps. Bila bandwidth yang diberikan kurang dari 3 Mbps, sistem akan mengalami delay yang massif bernilai ± 0.5 detik pada game NEVERBALL dan bernilai ± 1.9 detik pada game 7 Days to Die dan packet loss yang dihasilkan pun akan sangat tinggi.
Pembuatan Game Online BoMCleaN sebagai Media Pembelajaran Kebersihan Lingkungan -, Sussi; Shihab, Kusvihawan Muhammad; Munadi, Rendy; Prasojoe, Rahmat Ramadan; Fitriyanti, Nurwulan
JEPIN (Jurnal Edukasi dan Penelitian Informatika) Vol 5, No 1 (2019): Volume 5 No 1
Publisher : Program Studi Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (859.098 KB) | DOI: 10.26418/jp.v5i1.29874

Abstract

Perkembangan video game saat ini sangatlah pesat dan sudah beredar dalam berbagai genre permainan  seperti aksi, horror, pertualangan, puzzle dan game online. Seiring dengan perkembangan jaringan internet maka game online juga ikut berkembang dan mampu menarik banyak orang untuk memainkannya. Kebanyakan video game yang dibuat hanya ditujukan untuk menghabiskan waktu dan menghibur player agar jauh dari kebosanan. Pelajaran tentang kebersihan lingkungan perlu diajarkan sejak dini sehingga mampu membawa perubahan, baik berupa pengetahuan maupun tingkah laku. BoMCleaN adalah sebuah video game yang ditujukan untuk menghibur serta menambah kesadaran tentang pentingnya menjaga kebersihan lingkungan sambil bermain dengan pemain lainnya menggunakan konsep multiplayer. Fitur utama dalam video game BoMCleaN menantang pemain menempatkan sampah pada tempatnya yang tepat. BoMCleaN menjadi salah satu Media Pembelajaran Kebersihan Lingkungan (PKL) yang mampu menambah pengetahuan akan pengklasifikasian sampah.
CPU USAGE DARI PENGGUNAAN CLOUD GAMINGANYWHERE PADA GAME DENGAN SPEECH RECOGNITION SYSTEM SEBAGAI COMMAND INPUT ., Sussi; Munadi, Rendy; Fitriyanti, Nurwulan; Perdana Putra Sutejo, Indra
TEKTRIKA Vol 4 No 1 (2019): TEKTRIKA Vol.4 No.1 2019
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/tektrika.v4i1.1597

Abstract

Perkembangan industry game semakin semarak dengan adanya perkembangan teknologi cloud gaming. Penelitian cloud gaming merupakan penelitian terbaru dan bermanfaat bagi pencinta game karena memberikan informasi akan kualitas cloud gaming yang  digunakan. Selain dari cloud gaming, adanya teknologi sistem pengenal suara sebagai input suatu perintah dalam game sangat membantu gamer yang memiliki keterbatasan motoris tangan untuk memainkan game.   Penelitian yang peneliti lakukan memberikan informasi CPU Usage dari penggunaan cloud gaminganywhere pada game dengan menggunaan inputan suara. Dengan menggunakan cloud gaming GamingAnywhere dan platform speech recognition system FreeePIE, client akan dapat memainkan game berspesifikasi tinggi pada perangkat miliknya yang berspesifikasi lebih rendah dan dengan sistem input menggunakan perintah suara. Dari hasil pengukuran, dapat dilihat bahwa client hanya membutuhkan 34-40% CPU usage untuk memainkan game NEVERBALL dan 22-25 % CPU usage untuk memainkan game 7 Days to Die.
Implementation of Role-Based Access Control on OAuth 2.0 as Authentication and Authorization Triartono, Zehan; Negara, Ridha Muldina; Sussi, Sussi
Proceeding of the Electrical Engineering Computer Science and Informatics Vol 6: EECSI 2019
Publisher : IAES Indonesia Section

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/eecsi.v6.1970

Abstract

As today’s technology transition from monolithic towards microservices architecture, the authentication and authorization system also becomes a new concern because of the difference between monolithic and microservices pattern. Monolithic mostly uses role-based access control while microservices uses scope with OAuth 2.0. With this in mind, there is a need for a model that can integrate OAuth 2.0 with role-based access control. With rolebased access control implemented on OAuth 2.0, we expect a simpler authorization process and a more secure authentication and authorization system for microservices backend architecture. This paper proposes a model to implement role-based access control on OAuth 2.0 using Laravel framework, we also test the performance of the system following by response time, data transferred and throughput. From the performance test, this approach has a good performance and can handle certain requests with simulated users even with limited resources.
Virtual Reality Headset Implementation on Parsec Cloud Gaming Platform Rahadiansyah, Muhammad Fadhil; Muldina, Ridha; Sussi, Sussi
JOIN (Jurnal Online Informatika) Vol 5, No 1 (2020)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v5i1.578

Abstract

Virtual reality (VR) based games are a type of game that provides immersive gaming experience, allowing players to dive into the virtual world of the game being played. VR-based games require a high minimum computer specification, so thin clients cannot play VR-based games properly. This research aims to see how to enable thin computers to play VR-based games by utilizing cloud gaming technology. Using a high specification computer as a server, an android device as a VR headset, this Final Project implements a VR headset device so that it can be used in conjunction with cloud gaming services to be able to play VR-based games on thin computers and see how well the implementation by seeing the result from computer resources used and the Quality of Services. With Parsec cloud gaming services, the application carried out in this Final Project can run well on computers with low specifications. CPU usage on the client computer when the service is running is high at 91% usage, with 2818 MB RAM usage. Quality of Service is obtained when setting the highest quality preset, with a throughput of 16MB with a delay of about 2 ms. VR games that are played can run well with a minimum bandwidth of 15 Mbps selected from the Frame per Second (FPS) results obtained to reach 56 FPS with medium quality settings.
Penggunaan Virtual Machine untuk Mengoptimalkan Server pada Cloud Gaming dengan GamingAnywhere Prabowo, Tiko Hadi; Hertiana, Sofia Naning; Sussi, Sussi
Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) Vol 4 No 6 (2020): Desember 2020
Publisher : Ikatan Ahli Informatika Indonesia (IAII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29207/resti.v4i6.2679

Abstract

The development of the game industry is increasingly advanced until the emergence of cloud gaming network technology. Cloud gaming allows low-spec clients to play high-spec games. An open-source cloud gaming platform is GamingAnywhere. In this study, we will implement a cloud gaming server using GamingAnywhere and combine it with a virtual machine. The virtual machines that will be used are VirtualBox and VMware. This research is aimed at providing information about resource usage on servers and clients as well as Quality of Service (QoS) and Frames Per Second (FPS) from GamingAnywhere running on virtual machines. From the results of server measurements it only takes 12-21% CPU usage, 5-7% GPU usage, and 75-77% memory usage for VirtualBox and 17-26% CPU usage, 26-35% GPU usage, and 64-65% memory usage for VMware. From the FPS measurement results obtained on the client, it has an average of more than 59 fps for the three test games when GamingAnywhere is running on VirtualBox, VMware, and without using a virtual machine. From the measurement results, to get optimal QoS in accessing games with GamingAnywhere, a minimum bandwidth of 5 Mbps is needed and the distance between the client and the router is a maximum of 7 meters. If the bandwidth is less than 5 Mbps, the system experiences a delay of ± 0.003 seconds and the packet loss is more than 10%.
Load Balancing Server and Homomorphic Encryption in Internet of Things Amrullah, Muhammad Hafiz; Dewanta, Favian; Sussi, Sussi
Khazanah Informatika Vol. 7 No. 2 October 2021
Publisher : Department of Informatics, Universitas Muhammadiyah Surakarta, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/khif.v7i2.13607

Abstract

User demand for Internet of Things (IoT) services is ever increasing. The growing user demand can lead to an escalation of server workloads and faces the threat of theft of critical data. Consequently, a system is necessary to balance the server load and is protected with data encryption. In this study, we designed a system to share server workloads using load balancing methods. The load balancing technique uses open-source web server software. The system is equipped with data security using a homomorphic encryption algorithm from AES on the sender's side. The system embeds in an IoT telemedicine apparatus. During testing, we analyze the error requests that arrive at each server for the HTTP GET and POST methods. We also evaluate the speed of data encryption and decryption. The results showed that server load balancing reduces the number of error requests for the GET method by 97%. Meanwhile, the number of error requests for the POST method decreases by 66.75%. Observations reveal that the average homomorphic encryption speed, computation time, and decryption time are 15.66 ms, 764.18 µs, and 362.49 µs, respectively.
Design and Implementation of Smart Parking System Using Location-Based Service and Gamification Based On Internet Of Things Nasution, Alam Nasyrah Muharram; Munadi, Rendy; Sussi, Sussi
JURNAL INFOTEL Vol 13 No 2 (2021): May 2021
Publisher : LPPM INSTITUT TEKNOLOGI TELKOM PURWOKERTO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/infotel.v13i2.654

Abstract

Information on the number of available parking slot capacity and trip routes to the destination parking area, and motivation in choosing a parking area location are parameters that can help two-wheeled vehicle users choose the right parking area location. The three parameters that determine the accuracy of selecting a parking area location are implemented in an Internet of Things (IoT) based smart parking system. This system can provide information about the maximum number of slot capacities and the number of available slot capacities at the parking area. Two-wheeled riders are given information about which route to take to the destination parking area by utilizing the Location-Based Service (LBS). These two features are then supported by applying the gamification method to motivate two-wheeled riders to choose the right parking area. The smart parking system is tested with considered Quality of Service (QoS) parameter and black box testing. The results of testing the smart parking system produce QoS performance on the Line of Sight (LOS) test, with an average delay is 71.66 ms, average jitter is 107.59 ms, and throughput is 23 kbps. Meanwhile, in the non-LOS test, the average delay is 132.88 ms, the average jitter is 200.84 ms, and the throughput is 12 kbps. Overall system performance obtained the percentage of reliability is 99.65 %, and availability is 99.65 %. In black-box testing, LBS and gamification methods can implement according to application requirements specifications.
Agrotech: Penyiraman Tanaman Dan Pemantauan Kadar Air Dalam Tanah Berbasis Internet Of Things sussi, sussi; Sofia; Nurwulan; Dede; Rika; Muhammad; Amri
JUPITER (Jurnal Penelitian Ilmu dan Teknologi Komputer) Vol 14 No 1 (2022): jupiter April 2022
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281./4575/5.jupiter.2022.04

Abstract

Watering is something important in agriculture. In general, watering is done manually where farmers directly water the plants with a hose. The direct watering method takes a long time, farmers have to visit the farm location and cannot be monitored remotely in real-time. The purpose of this research is to make watering plants based on the internet of things (IoT) using NodeMCU ES8266. Soil moisture data is monitored through the Argotech application in real-time. The soil moisture parameter will determine the automatic watering decision which indicates the water pump is in the on or off position. Measurement of quality of service (QoS) carried out in this study is the measurement of throughput and delay. The throughput measurement is carried out to determine the bandwidth used in the Argotech system. Throughput measurements were carried out three times with the results obtained in the morning at 2926.2 bps, in the afternoon at 2926.3 and night at 2943.4 bps. Agrotech's system delay is 483-487 ms. This study concludes that the Argotech system works well, does not require large bandwidth and has a relatively small delay.