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Journal : SKANIKA: Sistem Komputer dan Teknik Informatika

IMPLEMENTASI ALGORITMA PATHFINDING DAN DECISION TREE DALAM PEMBUATAN VIDEO GAME BERGENRE THIRD PERSON SHOOTER Bambang Sugianto; Gunawan Pria Utama
SKANIKA: Sistem Komputer dan Teknik Informatika Vol 4 No 2 (2021): Jurnal SKANIKA Juli 2021
Publisher : Fakultas Teknologi Informasi, Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (768.28 KB) | DOI: 10.36080/skanika.v4i2.1825

Abstract

Video Games are games that use electronic device technology that provides images as a medium that is related to the user and the user can control the objects that are in the picture with a controller (Input Device). During the times, Video Games have other output media (output) such as sound and vibration. Budi Luhur University has a community that prioritizes Creative Boxes, which is a video game developer community at Budi Luhur University. Creative Box Community has made several games for the Android and PC platforms. However, this community has never implemented a special Artificial Intelligence (AI) technique in the game title created by the Creative Box community. Therefore, the main objective of this Final Project is to create AI content in the Third Person Shooter (TPS) genre as the main opponent, because the TPS genre is used as the main opponent as the main source. For this reason, the Pathfinding Method is needed to determine the direction of the road and the Decision Tree as the determinant of the action (behavior) of the main opponent. Pathfinding method uses Algorithm A *, how to take by taking the distance between each node and destination. The Decision Tree method is a hierarchical tree that is implemented using Nested if-else, each condition will be made and a decision is made based on the condition.
SISTEM PENUNJANG KEPUTUSAN SELEKSI BEASISWA BERDASARKAN MULTI KRITERIA DENGAN METODE PROFILE MATCHING DAN WEIGHTED PRODUCT (WP) BERBASIS WEB PADA PERUSAHAAN PERBANKAN Bayu Murdianto; Gunawan Pria Utama
SKANIKA: Sistem Komputer dan Teknik Informatika Vol 4 No 1 (2021): Jurnal SKANIKA Januari 2021
Publisher : Fakultas Teknologi Informasi, Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1943.341 KB) | DOI: 10.36080/skanika.v4i1.1854

Abstract

Bank Mandiri merupakan perusahaan yang bergerak di bidang perbankan. PT. Bank Mandiri berdiri pada tanggal 2 Oktober 1998, sebagai bagian dari program restrukturisasi perbankan yang dilaksanakan pada pemerintah Indonesia.Tahun 2015 merupakan tahun yang penting bagi Bank Mandiri karena bertepatan dengan dimulainya Transformasi Tahap III 2015-2020, sehingga kinerja Bank Mandiri di 2015 akan menjadi barometer dan landasan dalam menghadapi serta menyelesaikan tantangan yang lebih besar pada tahun-tahun mendatang. Untuk membangun Indonesia lebih cerdas dan lebih pintar PT. Bank Mandiri membuat program beasiswa untuk meningkatkakan siswa/siswi lebih cerdas dan lebih pintar. PT. Bank Mandiri mempunyai program beasiswa untuk siswa/siswi SMA berprestasi yang akan melanjutkan pendidikan ke bangku kuliah. PT. Bank Mandiri belum memiliki sistem khusus untuk penerimaan beasiswa agar proses penerimaan beasiswa mendapakan hasil yang objektif dan efektif. Dengan studi kasus ini penulis menggunakan Metode Profile Matching dan Metode Weighted Product (WP). Dari hasil penelitian ini PT.Bank Mandiri Bisa Mendapatkan Siswa yang berprestasi dengan tepat dan akurat.
PROTOTIPE PENYIRAMAN OTOMATIS AIR DAN PUPUK MENGGUNAKAN ARDUINO DENGAN METODE FUZZY LOGIC BERBASIS WEBSITE PADA TOKO REZEKI SUMBER POT Rivan Dwi Pratama; Gunawan Pria Utama; Joko Christian Chandra; Dewi Kusumaningsih
SKANIKA: Sistem Komputer dan Teknik Informatika Vol 6 No 2 (2023): Jurnal SKANIKA Juli 2023
Publisher : Fakultas Teknologi Informasi, Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/skanika.v6i2.3076

Abstract

The use of automated technology has advanced enough that routine tasks can now be performed automatically because people don't always follow rules. Automation can be used to assist ordinary jobs if they can be performed continuously regardless of the passage of time. We can utilize this contemporary technology in the fields of plantations and agriculture to get far better outcomes and maximize time efficiency. Small computers are the latest technical advances that can assist humans in carrying out routine tasks. The name of this device is microcontroller. To produce intelligent internet of things based tools that will facilitate plant care in the future, this research set out to do just that (IOT). So that it can be used in plant maintenance, especially for the maintenance of aglaonema plants which can monitor automatically whenever and wherever we are, whether we are still working, sleeping, or on vacation. A device for watering plants in a greenhouse made with a microcontroller embedded fuzzy logic system in the form of a multi-system, with three inputs for soil moisture fuzzy sets and temperature fuzzy sets for the surrounding environment. The tool can operate according to the requirements of the fuzzy logic method by carrying out routine tests. We can make a prototype that can water the plants automatically and monitor the level of soil moisture and temperature coming from the sensor via the internet using the Arduino microcontroller along with sensors such as the YL-69 soil moisture sensor and the DHT11 temperature sensor. The results of the plant watering prototype show that it can operate effectively based on a predetermined schedule and soil moisture value limit. The prototype will water at 07:00 and 17:00 and will water liquid fertilizer at 08:00 and 18:00 if the soil moisture reading is greater than 700. Electricity must flow through this device