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Implementasi Dynamic Difficulty Adjustment Pada Racing Game Menggunakan Metode Fuzzy Reza Saputra; Muhammad Aminul Akbar; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 1 (2019): Januari 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Some racing games have a feature to play the game competitively against other player or against Artificial Intelligence (AI) or commonly called as a bot. In its implementation, we tend to find that the ability between the player and the bot is far. This causes boredom if the player has much higher ability than the bot, and will produce anxiety if the player's ability is much lower when compared with the bot. In some racing games there is an option to choose the difficulty level before starting the game, but this feature is still considered less effective to balance the ability of player and bot, because the ability of players can increase as the time goes by, and new players tend to confused that they don't know what category of difficulty that suits their abitility. To solve the problem, the researcher will implement Dynamic Difficulty Adjustment (DDA) by using Fuzzy method that able to adjust the ability of the bot according to player's ability over time. DDA testing is done by playing and matching static bots with DDA bots. Test results show that DDA bots are able to adjust their behavior with the static bots ability, in which the output parameter value changes at 35 seconds, the output parameter values generated for caution angle, steer sensitivity, max wander distance, and wander rate are 41,83, 0.012, 3,57, and 0,03 respectively. The overall value of the parameter categorized as HARD.
Pengembangan Aplikasi Mobile Augmented Reality Sebagai Media Belajar Pengenalan Dasar Huruf Hijaiyah Adji Reno Muhammad; Wibisono Sukmo Wardhono; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 1 (2019): Januari 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The introduction and mastery of hijaiyah letters from an early age is very important, because the hijaiyah is the basis for reading and studying the holy book Al-Qur'an. But in the pronunciation, many people are still wrong in saying some hijaiyah letters that are probably caused by their mother language and habitual factors. Generally, hijaiyah letters are introduced to children as they enter kindergarten or primary school. In the learning process, sometimes there are children who have a shy nature caused by lack of bravery of children when talking to teachers or other adults, not being able to look into other people's eyes when talking, the child does not talk much, or the child is less open. Plus there are some children who tend to learn to use visual, while others tend to use audio or kinesthetic. Because of these different learning styles, it is important for teachers to use a combination of teaching methods and make the learning environment interactive and stimulating to achieve good learning outcomes. From these problems, Android-based augmented reality mobile application developed as a learning media introduction of basic hijaiyah letters. This application is developed by waterfall method. The test is validation testing, optimum condition of marker based on size and distance, and application testing. Validation testing gives results that the system is valid. Testing the optimal marker conditions gives the results that the optimal condition of the marker size 2,5x2,5cm is 4-8cm, the size of 5x5cm is 8-17cm, the size of 7,5x7,5cm is 12-26cm, the size of 10x10 is 16-34cm, and the size is 12,5x12,5cm is 19-42cm. Application testing gives results that by using the application can improve student scores by 11.19%.
Implementasi Pure Data Programming Untuk Generate Real-Time Game Audio Synthesis Pada Platformer Game Bariq Najmi Rizqullah Kartiko Putro; Eriq Muhammad Adams Jonemaro; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 1 (2019): Januari 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Audio plays a very important role in the game besides the another component of game development. Traditional audio technology has its foundations in recording. By using the recording processs, the result obtained are a series of amplitude waves, which contain sounds from recording. The result of the recording produce a data. The storage space needed to store a sound data is every 1 minute of stereo sound with a 44,1 kHz sample rate requires 10 megabyte of storage space. There is an audio technology that can be used in game development. Pure Data is visual programming language for multimedia purpose. Pure Data can be used to process and generate sound, video, 2D or 3D graphics and MIDI for sound engineering purpose. Furthermore, there is framework called Heavy for easily generating audio plugins, used in implementating Pure data to Unity. Heavy make use of modern software pronciples to generate highly optimized code. In this study discussed the sound effects and background music. Sound assets will be implemented into the game. The result of this study are the comparison of document sizes of the three types of sound, sound eefect, background music, and main menu music. Pure Data generate procedural audio which is a dynamic type of audio. The advantage of dynamic audio is sound effects that contribute to emotional involvement of the player. Heavy framework is used to implement Pure Data to unity. There are two types of testing Pure Data, unit testing and validation.
Pengembangan Game Edukasi Mobile Augmented Reality untuk Membantu Pembelajaran Anak dalam Membaca, Menulis, dan Berhitung Billawal Nadipa Pelealu; Tri Afirianto; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 2 (2019): Februari 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Kids in their early age(born - 6 years) are experiencing rapid growth phase and they can learn all kind of knowledge, therefore they need a good guidance for their education. Beside books medium that can be used for education are video games. By playing video games childrens can have a fun and educational medium. Therefore this research develop a video game that can be played by childrens. Augmented reality used in the game in hopes that the game will looks attractive and makes the childrens be keen on learning. The game designed using iterative rapid paper prototype method because the more the game prototype iterate the better it will be. To test if the game is fun and makes children to have an interest in learning reading, writing, and calculating we test it with Fun Testing test and the result of that shown that the childrens are interested in learning reading, writing, and calculating. Childrens concept of reading, writing, and calculating are increasing shown by the mean score of the pre-test and post-test with the score of pre-test is 76 and the post-test is 80.
Pengembangan Aplikasi Voice Call Dengan Management Kontak Berbasis Suara Bagi Pengguna Tuna Netra Guidita Suryani; Herman Tolle; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 3 (2019): Maret 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

With the existence of a smartphone allows everyone to communicate both verbal and non-verbal easier and can be done anytime and anywhere. However, people with visual impairments who have problems in a visual context feels difficult to operate a smartphone with a touch and flat screen. To overcome the problems experienced by visual impairments people in communicating using a smartphone, this research carried out a development of verbal communication applications for a voice calls that are also able to handle telephone contact management such as adding, changing contact data, and deleting a contact. This application is also designed specifically by using voice interaction that utilizes the Google API and allowing users to control the application by using voice and the feedback is also by voice. This application is design by using Human Centered Design (HCD) approach, which always involved the user in the development process. Based on usability testing using System Usability Scale (SUS), obtaining an average value of 86 which indicates the quality of the application is already at an "excellent" rating and is already considered easy to use by users. The quality of the voice interaction service provided in the application has also been tested to have good quality, which is shown based on the average value of 4.2 obtained from the Mean Opinion Score (MOS) testing.
Pengembangan Board Game Edukasi Dengan Teknologi Augmented Reality (Studi Kasus Permainan Ular Tangga) Mikhanael Mual Parsaulian Simanjuntak; Tri Afirianto; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 3 (2019): Maret 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In the phase of children at the age of 4 to 8 or can be said to be the golden age phase where they begin to understand everything in the environment around them, so there is a need for good direction in education in reading and calculating as in mathematics. Educational games are one form of game that brings elements of learning into the game. The interactivity as child in playing is also important to attract the interest of children in playing while learning. The game designed in this study uses the Iterative Rapid Paper Prototype method, which is used to found out the fun elements, attract children to learn and play, and get good experience in testing the interactivity of Augmented Reality that is delivered in the game. The development of the game Snakes and Ladders with AR technology, which is to attract the interest of learning children has become one of the goals in this research. Influence within the game are shown by the results of tests that carried out through fun testing, pre-testing, and post-testing. After the correspondent plays the Snakes and Ladders Counting shows that the results that make children's interest in learning mathematics increase. The results obtained in the pre-test with an average of 72 shown increased compared to the post-test results which got an average of 92. The results of the fun testing test were obtained from the answers for each question and most 80% of the correspondent shown satisfied with the game Snakes and Ladders Counting.
Penerapan Naive Bayes untuk NPC Braking Decision pada Racing Game Steven Willy Sanjaya; Muhammad Aminul Akbar; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 4 (2019): April 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Racing is a video game genre that is still popular today. Its development processes cannot be separated from the need to have Non-Player Character (NPC) in them. NPCs act as the opponents for the players, and thus the developers are always challenged with the problem of how to make the NPCs smarter than them. One of the problems is related with breaking decision, specifically when the NPCs decided to slow down their speed during races by using brakes. One commonly used method for this type of experiment is the Brake Zone. Although, this method also has its own shortcomings, such as the devs have to manually place the zone themselves in the designated locations for the brake test. Other solution that can be applied is Smart AI System by Racing Game Starter Kit (RGSK), but this also has its problem in which to get the best result, a proper configuration is needed. To resolve the problem, researcher proposes the method of machine learning, Naive Bayes for the braking decision. Naive Bayes use three features for the data input, and two output class in which the data will be obtained from the player. The test result showed that the braking decision from Naive Bayes was able to prevent the vehicle from crashing with the outer wall without dropping the game's FPS (Frames per Second). Time acquisition each lap from Naive Bayes was able to keep up with the player's time at an average of 52,5 seconds during 10 laps.
Pengembangan Permainan Edukasi Pengenalan Chord Gitar Berbasis Virtual Reality Dengan Menggunakan Myo Armband Aditya Yudha Agung N; Tri Afirianto; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 4 (2019): April 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In learning the guitar, it is necessary to know the basic chords that can be learned through books or the internet. However, the use of print media does not provide real experience to students. Therefore we need an interactive learning media that can provide real experiences to students. By using virtual reality and Myo Armband this research combines the two technologies into interactive learning games so they can provide real experiences to their students. The system built using the MDA Framework, describing the mechanics, dynamics and aesthetics that exist in the game system. The system is tested using the System Usability Scale (SUS) and Task Completion Rate to test User Experience (UX) of the system, Black Box testing to validate functions in the system and pre-test - post-test testing to test the influence of the game on increasing understanding of material. The results showed that the value of the SUS test was 67.5%, which number did not meet the SUS standard of 68%. The black box testing test results get a 100% valid result which indicates that the functional system of the game has been running correctly. The results of task completion testing give an average yield of 91.43% with a standard task completion of 78% which indicates that this system is good in terms of its effectiveness. The pre-test and post-test tests get an average result for the pre-test of 70 and a post-test of 90. From the two values, there are 20 equalizations which indicate that there is an increase in player understanding in other words the game has succeeded as an interactive learning media.
Penerapan Dynamic Audio Pada 2D Endless Runner Game Menggunakan Pure Data Ade Darmawan; Eriq Muhammad Adams Jonemaro; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 5 (2019): Mei 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

2D platformer game is a genre game where players move characters through a side camera and are required to pass existing obstacles to achieve certain goals. Techniques in game development to add to the playing experience are also growing very rapidly. Can be taken an example of the application of dynamic audio. The use of dynamic audio in the game will provide the advantage of using static audio by entering multiple assets for each movement. This research uses Pure Data to implement dynamic audio in endless 2D game runners. Pure Data has a visual way to program sound, namely by connecting small boxes together with virtual cables. Therefore the use of Pure Data is to apply dynamic audio to endless 2D game runners that are highly preferred with consideration of convenience in applying them. The results of this study prove that from predetermined designs obtained valid results and successfully run on 2D runner endless games that have FPS are not significantly different from the use of static audio. The average FPS obtained is 62.4 FPS for dynamic audio and 62.1 FPS for static audio which can be ignored as well as the application of dynamic audio in 2D Endless Runner Games does not provide performance.
Penerapan Dynamic Lighting pada 2D Endless Runner Game menggunakan Visibility Polygon Computation Arda Satata Fitriajie; Eriq Muhammad Adams Jonemaro; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 5 (2019): Mei 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

This study aims to develop dynamic lighting modules in video games with 2D environments that have endless runner types that use the principle of polygon visibility. One type of graphic effect that exists in video games is dynamic lighting, this effect is generally applied to 3D games where the effect can bring a realistic and immersive impression on the game being played. The implementation of dynamic lighting in 2D games in the previous study was implemented using a method used in 3D games, namely normal mapping, the technique is more commonly used in top-down games and game with isometric style, whereas in the game to be implemented polygon visibility techniques due to game perspective which is seen from the side. In this study, dynamic lighting will be implemented using the concept of polygon visibility because the light nature is the same as the vision concept that exists in the concept of polygon visibility in the flat two-dimensional polygon visibility in this study implemented using raycasting which is shot from a point and spreads like light where light represented by one ray object emitted by the module. Based on the above requirements, dynamic lighting modules will be implemented in 2D endless runner games that produce dynamic lighting modules that are implemented using raycasting that visualize polygon visibility and obtain 100% valid functional test results and fps performance testing of 2 test cases that get fps above 24.
Co-Authors Abdul Azis Abdul Waris Achmad Fauzi Harismawan Ade Darmawan Ade Suluh Novriananda Aditya Yudha Agung N Adji Reno Muhammad Admaja Dwi Herlambang Afandi, Yosi Agi Putra Kharisma Aidan Zahran Hudaya Akbar Ilham Alfin Noor Afyuddin Alva Yonara Puramandya Andi Reza` Perdanakusuma Andini Ayu Larasati Anindita Setyamurti Arda Satata Fitriajie Asrina Fitri Bariq Najmi Rizqullah Kartiko Putro Bella Nemesias Prasetiyani Billawal Nadipa Pelealu Budi Darma Setiawan Dany Muhammad Dave Putra Radin Davin Benaya Dessy Amri Raykhamna Dinda Ayu Ludfiana Safitri Drajat Khoirul Muslim Dwi Prasetyo Edwar Budiman Edy Santoso Eko Cahyo Wahyudi Elfi Atus Zahroh Eric Den joy Surbakti Eriq Muh. Adams jonema Eriq Muhammad Adams Jonemaro Eriq Muhammad Adams Jonemaru Ervin Winardo Toepak Ezar Chrisdinan Diass Fathurrahman Annafabi Fikri Ihsan Ahmad Fitra Wahyuda Fransnesa Fransnesa Gifary Dhimas Fadhillah Guidita Suryani Hakky Affandy Latief Hanifah Muslimah Az-Zahra Hawim Mahfudah Herman Tolle Hrizto Hanie Del Piero Ikrar Amalia Sholekhah Ilham Rachmad Zunaidi Indi Rachmah Winona Intan Sartika Eris Maghfiroh Iqbal Firmansyah Issa Arwani Isthofi Aslim Sofyan Iwan Prasetiyo Hakiki Jhon Michael Manik Kadek Dwitya Arya Sujaya Kevin Maulana Komang Candra Brata Kresna Rizka Carisfian Laras Krisnayuwati Suwardi Liya Suci Kurniawati Luh Putu Novita Budiarti Lutfi Fanani M Kevin Pahlevi M. Abdul Algoniu M. Ali Fauzi M. Rizkiyan Zaka Riawan Maskur Maskur Mei Mukti Wardana Mikhanael Mual Parsaulian Simanjuntak Mochamad Halim Moh. Faiz Hidayatulloh Mohammad Alauddin Mohammad Daffa Saifullah Mokhamad Zukhruf Mifta Al Firdaus Muhammad Aminul Akbar Muhammad Anang Mufid Muhammad Azzam Al-Ghifari Habiburrahman Muhammad Dikri Robinsyah Muhammad Farhan Abdur Rosyid Muhammad Fhadli Muhammad Haikal Fisabilillah Muhammad Rifqi Ramdhani Muhammad Vidi Mycharoka Muhammad Wahyu Pamengas Nanang Yudi Setiawan Naufal Rizky Akbar Ngurah Pradipta Surya Mandala Niken Hendrakusma Wardani Nisriinaa 'Aaliyah Nurul Hidayat Oktaviani Dwi Nur Aini Panji Yodantara Pradhana Hafiizh Bachtiar Primananda Kurnia Santoso Putra Aditya Primanda Putra, Firnanda Al Islama Achyunda Ratih Kartika Dewi Retno Indah Rokhmawati Reza Saputra Rezza Ananda Yoanko Rizal Darmawansyah Rizaldy Ilham Akbar Royan Krisnanda Tiony Ryan Aristo Salma Berliana Putri Satrio Agung Wicaksono Satrio Hadi Wijoyo Septian Pratama Widianto Steven Willy Sanjaya Vindu Cahya Nugraha Vio Cesar Melano Yonanta Wibisono Sukmo Wardhono Winny Ardhian Septiko Wiwit Susilo Ningsih Yahya Sahaja Yoga Sadewa Yuan Edo Ramadhana Yulfa Hadi Wicaksono Zahrotul Indah Mulyasari