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RANCANG BANGUN SISTEM INFORMASI PENGELOLAAN DOKUMEN TANGIBLE CULTURAL HERITAGE Khafiizh Hastuti; Abu Salam; Budi Handoko; Erwin Yudi Hidayat
Semantik Vol 4, No 1 (2014): Semantik 2014
Publisher : Semantik

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2986.474 KB)

Abstract

ne"> The geographical position of Central Java which is in the middle of the island of Java,making it a“meltingpot”of cultures as well as the cultural center of Java island. Cultural heritage is divided into tangiblecultural heritage and intangible cultural heritage. Tangible cultural heritage is the work ofthe human body thatcan be moved or moving, or that cannot be moved or did not move. Department of Culture and Tourism ofCentral Java has documented manually cultural heritage but very vulnerable to damage. There are also manycultural heritages that have not been recorded. The process ofdata collection and recording are very difficult,since the datasources are scattered and not well organized. Documentation of cultural heritage in Central Javacan be used as a information system database fora wide range ofcultura linterests in Central Java. The aim isto facilitate and ease The Department of Culture and Tourism of Central Java to documents and recordscultural heritage collections for the category of tangible cultural heritage. In the long-term plan, this system canbe used as a reference by another region, thus forming the national cultural heritage documentation system.Kata kunci: database, multimedia, sistem informasi, tangible cultural heritage
Monitoring Pengendalian Kualitas Rokok dengan Menggunakan Algoritma Linear Regression Kamal Aziz Adinata; Khafiizh Hastuti
E-JURNAL JUSITI : Jurnal Sistem Informasi dan Teknologi Informasi Vol 6 No 2 (2017): e-jurnal JUSITI
Publisher : Universitas Dipa Makassar

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Abstract

Pentingnya teknologi informasi bagi perusahaan untuk mempermudah dan memberikan fasilitas dalam menyelesaikan pekerjaan. PT Djarum memerlukan strategi jitu agar kualitas produk yang dihasilkan lebih bermutu. Ukuran variabel rokok yang dihasilkan mesin Cigarette Maker (CM) sewaktu-waktu dapat berubah. Data yang ditampilkan pada mesin Quality Tester Module (QTM) masih menyulitkan bagi operator atau pengawas lapangan dalam pengambilan keputusan, apakah rokok yang dihasilkan sesuai dengan spesifikasi yang diharapkan atau tidak. Oleh karena itu, perusahaan membutuhkan sebuah sistem yang mampu menjadi acuan bagi mesin CM untuk mengendalikan kualitas rokok, ditinjau berdasarkan variabel-variabel yang ada pada rokok yang telah diinspeksi melalui mesin QTM. Algoritma linear regression dipilih sebagai metode estimasi untuk mendapatkan hasil yang akurat guna pengendalian kualitas rokok. Penulis menggunakan metode estimasi beserta algoritma linear regression untuk menghitung tingkat pergeseran variabel pengukuran pada rokok di mesin CM. Melakukan proses perhitungan pada setiap variabel rokok menggunakan algoritma linear regression sehingga menghasilkan persamaan yang dapat digunakan untuk memprediksi tingkat pergeseran variabel pengukuran pada mesin CM. Menghasilkan sistem yang dapat menampilkan data variabel pada rokok dalam bentuk grafik garis. Peneliti melakukan pengujian terhadap sistem menggunakan metode Mean Opinion Score (MOS) dan pengujian algoritma linear regression menggunakan SPSS
Aktivitas Dinamis pada Appreciative Game “Warik the Adventurer” berbasis Finite State Machine Muhammad Rakha' Naufal; Hanny Haryanto; Khafiizh Hastuti; Nita Virena Nathania
Journal of Applied Computer Science and Technology Vol 5 No 1 (2024): Juni 2024: Article in Progres
Publisher : Indonesian Society of Applied Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52158/jacost.v5i1.716

Abstract

Serious games have become potential tools for education due to their advantage of giving a fun experience to the learner. Therefore, game experience is a fundamental element in serious game design. The game experience is mainly produced by the game activity, such as a quest or mission. However, in many serious games, the game activities do not have a clear design and concept, resulting in a poor playing experience which produce poor understanding of the material. Appreciative Game is a game that is based on Appreciative Learning concept. Appreciative Learning concepts could be used to design game activities. Appreciative Learning consists of four main stages. The stages are discovery, dream, design, and destiny. These four stages lay down the foundation of serious game activity. This study uses the Finite State Machine to produce intelligent agents in order to develop more dynamic game activity to enhance the game experience. We developed a 3D game called Warik the Adventurer as the testbed for this research. The game is about the cultural diversity in Indonesia. The game Experience Questionnaire (GEQ) is used to evaluate the player experience. The GEQ resulted in an acceptable score of 3 out of 5.
Non-Playable Character (NPC) based on Behaviour Tree for Enhanced Immersive Experience in the Serious Game "Warik's Adventure" Tandicha Marchelputra Siswoko; Hanny Haryanto; Khafiizh Hastuti; Ristia Kadiasti
Journal of Applied Informatics and Computing Vol 7 No 2 (2023): December 2023
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jaic.v7i2.6753

Abstract

Video games, or digital games, have transcended their traditional role of mere entertainment and are now being leveraged for more serious purposes, such as education and cultural preservation. Serious games offer the advantage of presenting content in an interactive and enjoyable manner. A crucial element in gameplay for creating interactivity and a pleasurable experience is the non-playable character (NPC). In serious games, replayability is pivotal for optimizing the comprehension of learning content, with the gameplay experience being a key factor influencing replayability. While games are known for their entertaining aspects, immersion design in serious games often falls short, resulting in a subpar experience. The NPC design in this study is grounded in appreciative learning, emphasizing positive outcomes such as possibilities, peak successes, exploration, and future optimism. The reward activity is structured across four levels: Discovery, Dream, Design, and Destiny. Behaviour Tree is employed to govern NPC behavior throughout all four stages. To evaluate the effectiveness of the immersive design, the Game Experience Questionnaire (GEQ) is employed, measuring three primary components—sensory, imaginative, and challenge-based immersion. The GEQ result indicates a score of 3.2, showcasing a slight improvement from the previous version's score of 3.07. This research contributes to the enhancement of serious game design by focusing on NPC behavior and immersive experiences, ultimately fostering more effective and engaging learning environments.