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Analisis Perilaku Non Playable Character (Npc) Pada Game Menggunakan Fuzzy Sugeno Usman Nurhasan
Techno.Com Vol 19, No 3 (2020): Agustus 2020
Publisher : LPPM Universitas Dian Nuswantoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/tc.v19i3.3477

Abstract

Game merupakan sarana hiburan dan memungkinkan untuk  dijadikan sebagai sarana informasi. Game yang baik adalah game yang memiliki otomasi dalam menentukan perilaku NPC didalamnya. NPC harus dapat bergerak secara dinamis sesuai dengan aturan yang berlaku. Dalam penelitian ini, digunakan metode logika Fuzzy Sugeno untuk mengatur perilaku NPC. Terdapat 2 jenis NPC yang ada pada game ini yaitu tipe jarak dekat dan jarak jauh. Dalam mengatur NPC ini memiliki parameter input fuzzy yaitu jarak antara pemain dan npc, damage npc, kecepatan gerak npc, dan nyawa npc. Penerapan fuzzy dalam permainan ini telah berjalan dengan baik dan sesuai dengan rules yang telah ditentukan. Hal ini ditunjukkan dengan melakukan percobaan pada 24 variasi rule fuzzy, hasil yang defuzzyfikasi yang didapatkan adalah 100% dan sesuai dengan perancangan rule. Implementasi engine fuzzy dalam aplikasi game juga berjalan dengan baik. Ujicoba dilakukan pada 30 kondisi dengan berbagai variasi value pada variabel, aplikasi mengeluarkan output yang benar sesuai dengan rule yang telah ditetapkan. Dari variasi pengujian tersebut, 53% NPC akan bergerak mendekati player dan 47% NPC akan diam.
RANCANG BANGUN APLIKASI MARP UNTUK WAYFINDING GEDUNG DAN RUANGAN DI POLINEMA Muhammad Shulhan Khairy; Laduni Estu Syalwa; Usman Nurhasan
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol 8, No 01 (2022): March 2022
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v8i01.5192

Abstract

AbstrakBanyaknya gedung perkuliahan dan kurangnya petunjuk jalan maupun peta lokasi yang mudah diakses membuat lokasi gedung, bangunan, bahkan ruang kelas di Politeknik Negeri Malang (Polinema) mempunyai keterbatasan dalam pencarian. Melihat permasalahan tersebut, maka dibangun sebuah aplikasi pencarian lokasi gedung dan ruangan yang mengacu pada koordinat lokasi yang diperoleh melalui Google Maps. Penelitian ini menggunakan metode Rational Unified Process dengan pendekatan teknologi markerless pada augmented reality sebagai media informasi yang digunakan sebagai penanda gedung dan ruangan yang dapat dijalankan pada smartphone Android. Hasilnya sistem dapat mengimplementasikan metode markerless augmented reality dengan cukup baik yang memperoleh tingkat akurasi 89% dalam ketepatan menampilkan informasi lokasi gedung dan kelas secara real-time pada kamera perangkat android dan dari semua kelas uji. Kata Kunci: android, augmented reality, markerless, wayfinding AbstractThe number of lecture buildings and the lack of street guides and easily accessible location maps make the location of buildings, buildings, even classrooms in Polinema have limitations in the search. This is in accordance with the problems that occur in Polinema's new students in finding the location of each building or class, not least with old students, education personnel, and the public who visit Polinema. Seeing the problem, a search application was built for the location of the building and the room that refers to the coordinates of the location obtained through google map. The study used the Rational Unified Process method with a markerless augmented reality technology as an information medium used as a marker of buildings and rooms that can be run on android smartphones. As a result, the system can implement the Markerless Augmented Reality Method quite well which obtains an 89% accuracy rate in the accuracy of displaying building and class location information in real-time on the cameras of android devices and from all test classes. Keywords: android, augmented reality, markerless, wayfinding
PEMODELAN KONTEN AUGMENTED REALITY DALAM KONSEP INTERACTIVE REALTIME Usman Nurhasan; Eka Larasati Amalia; Budi Harijanto
Jurnal Informatika Vol 20, No 1 (2020): Jurnal Informatika
Publisher : IIB Darmajaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30873/ji.v20i1.1682

Abstract

Augmented Reality (AR) is a new technology in real world modeling in the form of virtual objects. Aggregated reality has been developed in many mobile platforms. The information raised by augmented reality is a representation of the real world through a reference image that is a reference. Modeling that emerges from a scan of static markers in the form, color and information that appears. This obstacle is a problem that is often faced by developers from augmented reality based applications. These constraints make the existing application of augmented reality less attractive and not interactive. While one of the objectives of making augmented reality based applications is the user interaction on the application. To reduce the weaknesses found in augmented reality, one of them is to use the Live texturing concept in modeling augmented reality. This concept is a new breakthrough in the field of augmented reality. the effect of using the Live-texturing concept will give an interactive impression that is more than static augmented reality. By applying live texturing technology to augmented reality, users can provide color and texture scratches that will have a direct / real time impact on the 3D model that is displayed.
Implementasi Aplikasi E-Reporting Infrastructure (ERI) Sebagai Media Monitoring Pengaduan Kerusakan Fasilitas Kampus Usman Nurhasan; Rakhmat Arianto; Candra Bella Vista; Embriani Dewi Lestari; Mita Kartina Sari
PETIR Vol 15 No 1 (2022): PETIR (Jurnal Pengkajian Dan Penerapan Teknik Informatika)
Publisher : Sekolah Tinggi Teknik - PLN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33322/petir.v15i1.1532

Abstract

The quality of educational facilities and infrastructure is a measure of the success of the teaching and learning process. Over time, these facilities and infrastructure will suffer damage and their quality will decline. Reports of damage to facilities and infrastructure are always made verbally. Another issue that arises is that Sarpras officers have not seen photographic evidence of the reported condition of the infrastructure. This problem can make it difficult for Sarpras agents to identify infrastructure. The reporting party often does not obtain information about the status of the response from the report. This issue is caused by the fact that no media can be used by the reporter to know the status of the reporting of user complaints. To minimize the reporting of damage errors, an information system can be applied. The application that can be applied in the problem of reporting damage to campus infrastructure is E-Reporting Infrastructure (ERI). This application aims to provide access for registrants and stakeholders to monitor each other's damage reports so that the priority scale for processing recommendations is immediately determined. The recommendations must be able to adapt to the variables which are the needs and priorities of management. The process of determining recommendations will be more stable if it is processed by an algorithm integrated into the ERI. The algorithm that will be applied is a practical and multi-criteria ranking algorithm, including Topsis and SAW. The computation results obtained will be compared in order to determine the efficiency and characteristics of the algorithm.
TERAPAN MCRNG SEBAGAI GENERATOR ACAK UNTUK GAME Usman Nurhasan; Bagus Purnomo
Jurnal SAINTEKOM Vol. 12 No. 1 (2022): Maret 2022
Publisher : STMIK Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33020/saintekom.v12i1.146

Abstract

Most game s are used as a means of entertainment, but can also function as a means of training, education and simulation. In the field of education, educational game s can be applied by adopting educational materials to be informed in an interesting way to users. To provide a challenge to the user, the concept of level and scoring is applied in the game . The type of game made is a quiz-based educational game . Elements of educational game s made in the form of text, images, sounds and videos regarding knowledge about the classification of vertebrate and invertebrate animals. The data and answers used in the quiz are also displayed in a random way. The randomization process uses a random generator that applies the concept of Multiplicative Congruential Random Number Generator (CRNG). The use of this generator is intended so that users get different questions and answer compositions at each level. This is so that the user does not get bored quickly and the game becomes more interesting to play. So that the user indirectly conducts learning activities because the information conveyed is in the form of knowledge that is packaged in the form of a game.