Yoannita, Yoannita
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Rancang Bangun Edugame "History of Shodanco Supriyadi": Sejarah Perlawanan Pasukan PETA Blitar Terhadap Jepang Azarya, Philips Denny; Pandi, Pandi; Yohannes, Yohannes; Yoannita, Yoannita
Jurnal Teknik Informatika dan Sistem Informasi Vol 6 No 1 (2020): JuTISI
Publisher : Maranatha University Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/jutisi.v6i1.1979

Abstract

Games are not only for entertainment but games can be a means of learning. Historical subjects are often considered boring and uninteresting lessons because there are no innovations to attract students' curiosity. Therefore, a learning media was created and an introduction to the history of the resistance of the Blitar PETA forces through an adventure edugame. The methodology used is an iteration with three increments, each of which consists of the analysis, design, code, and test phases. The game design uses Unity 3D as a tool. Tests carried out include integration testing, system testing, and acceptance testing. From the results of these tests it was found that the edugame application that had been developed was able to assist students in introducing the history of the resistance figure PETA Blitar named Supriyadi.
Perancangan Sistem Diagnosis Autisme pada Anak dengan Menggunakan Naïve Bayes Yoannita, Yoannita
Jurnal Teknik Informatika dan Sistem Informasi Vol 3 No 3 (2017): JuTISI
Publisher : Maranatha University Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/jutisi.v3i3.698

Abstract

Children with autism are characterized by symtomps and delays in cognitive fields, social interaction, and behaviors that appear before the age of three. Parents sometimes do not know if their child has autism so they do not know how to cope. It is necessary to design a diagnosys system so that parents can know and detect the autism disorder as early as possible. The classification system is using Naïve Bayes method by comparing the probability result for each three category (aloof, passive, active but odd). For Naïve Bayes's weakness is solved by add-one smoothing method so that the probability of Naïve Bayes to a target based on the existing symptoms.Keywords— Naïve Bayes, autism, add one smoothing
Implementasi Virtual Reality pada Game Edukasi Protokol Kesehatan Timoti, Gerry Jeven; Yohannes, Yohannes; Yoannita, Yoannita
Jurnal Teknik Informatika dan Sistem Informasi Vol 8 No 1 (2022): JuTISI
Publisher : Maranatha University Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/jutisi.v8i1.4065

Abstract

In the year of 2020 until now has been a tough year for almost all industries and the general public due to the coronavirus pandemic. However, the increase in cases per day illustrates that the community has not complied with health protocols optimally. The impact of the pandemic has increased gamers in Asia by more than 75%. With a positive impact on society, the role of games can be used as a medium for education. Virtual Reality will be implemented in the health protocol educational game to see the good role of virtual reality in educational game interactions. The implementation of Virtual Reality in the health protocol educational game is carried out using the GDLC (Game Development Life Cycle) approach with stages starting from initiation, pre-production, production, testing, and release. The results of the recapitulation of the questionnaire on the acceptance and satisfaction of the health protocol educational game application showed the results of 44,9.% strongly agree, 44,9% agree, 9,15% are neutral and 1% are not agree that the application has functioned well and can be selected as one of the learning media especially about health protocol to reduce the growth rate of people infected with the coronavirus.
Implementasi Algoritma $P Point Cloud Recognizer pada Pengenalan Angka Berbasis Game Athar, Muhammad Farid; Yohannes, Yohannes; Yoannita, Yoannita
Jurnal Teknik Informatika dan Sistem Informasi Vol 8 No 3 (2022): JuTISI
Publisher : Maranatha University Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/jutisi.v8i3.5472

Abstract

More devices use gestures as their input method. Recognizing these gestures becomes more important for app development. One of the methods used for gesture recognition is Point Cloud Recognizer or $P. Gesture recognition can be used to recognize written characters like numbers or letters. Result of this recognition can be used for education involving apps, like games. This study is done by implementing $P in games to show that $P can be used as one of the methods for gesture recognition when developing games that need such features. In this study $P is implemented with the help of the game engine Unity with C# programming language. 3 sets of numerals 1 to 10 are used as data with $P configured to use 32 points. Total of 100 tests are done in the game resulting in 99% accuracy, showing $P is able to recognize the gesture well.