Wibisono Sukmo Wardhono
Fakultas Ilmu Komputer, Universitas Brawijaya

Published : 80 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Pengembangan Permainan Trading Card Augmented Reality Bertema Perang Baratayuda Ramadhan Rizki Arga Putra; Wibisono Sukmo Wardhono; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 10 (2018): Oktober 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (948.349 KB)

Abstract

Trading Card Game (TCG) is a popular card game that uses serial cards. But in this game, players can not really see the characters on the card in real form. It is necessary to develop TCG with the original concept but in a more interactive form by using 3D graphics to visualize the characters in the game. Games that lift the culture and wayang stories is one of another way to introduce Indonesian culture to the younger generation. Therefore, it is necessary to developed a Trading Card Game using Augmented Reality technology with Baratayuda War theme which will run on Android-based mobile devices. The method used in the development is Iterative with Rapid Prototyping (IRP) method. The IRP method can return to the previous process to make improvements. The story or scene chosen is Baratayuda Wars between Pandawa against Kurawa. The use of paper prototype on design makes it easy to set rules on this game. Based on the results of the implementation, the wayang objects can be integrated by using Augmented Reality to generate a real 3D effect inside the marker as a game card. For the creation of 3D objects is using Blender app and to display 3D wayang objects is using sdk vuforia in Unity game engine. Based on White Box testing and Black Box testing by applying independent path test on program based on Cyclomatix Complexity value, obtained validation test result that program can run well with 100% validation rate. In the playtesting that consisting of the element of fun and the element of ease of use, the results obtained that the game concept has been made quite interesting and quite easy played, but it's still too boring.
Analisis Penerapan Markerless Augmented Reality pada Video Game Memancing dengan Pendekatan Simultaneous Localization and Mapping (SLAM) Dany Muhammad; Wibisono Sukmo Wardhono; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 12 (2018): Desember 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (512.998 KB)

Abstract

In the development of application that utilize augmented reality, one of the most common approach is using a special marker. However, a marker can limit the player's freedom when playing a video game that utilize augmented reality. This research will develop an augmented reality video game without any marker (markerless) using Simultaneous Localization and Mapping (SLAM) approach. SLAM is an approach of constructing or updating a map of a certain environment while keeping track of an agent's location at the same time. SLAM is implemented in an augmented reality fishing game which use marker so that the game can be played without any marker. The markerless function will be implemented using VOID AR package in Unity game engine. After markerless function implemented, black box testing is used to observe if virtual object can appear correctly in the environment. The testing result shows that markerless augmented reality fishing game can be developed with SLAM method using VOID AR package in Unity. The virtual object looks most stable when the environment that recorded in frame is not changed much. This is happened because it is easier for video game application to use SLAM approach when the features are not changed much. When the camera is directed to the new environment, new features are recorded, make it harder for video game application to adapt.
Pendekatan MDA Framework Pada Pengembangan Permainan Baby Care Augmented Reality dengan Outfit Marker Pradhana Hafiizh Bachtiar; Wibisono Sukmo Wardhono; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 12 (2018): Desember 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (774.272 KB)

Abstract

Simulation games are popular game genres that have been used frequently in the early days platform of the first generation of playstation consoles. But remember at the moment the simulation game is limited to 2D content, so it needs to be developed further with a more interactive concept by using 3D graphics that serves to visualize the character object contained in the marker and then combined using Augmented Reality technology. A simulation game containing baby care needs to be developed to continue the animal themed simulation game so as to provide an element of variation in the simulation game genre. Therefore it is necessary to develop a simulation game by combining augmented reality baby care technology developed on Android mobile platform based on MDA framework. Methods applied to the development of this game using the Iterative with Rapid Prototyping (IRP) method. On this method the begining of the game creation comes from respondents who understand about the game or play tester that uses prototype paper with repetition techniques until the game concept really satisfy and is considered appropriate by the respondents. Then game testing using black box and playtesting method. On a playtesting method involving ten respondents who were not involved in game creation. After which the results obtained that this game has an interesting concept and has been in accordance with the needs analysis to simulate infant care into the form of a more interactive treatment.
Analisis Pengalaman Interaksi Pengguna Terhadap Permainan Catur Sebagai Obyek Augmented Reality Menggunakan Game Experience Questionaire Ryan Edbert Jeremiah; Wibisono Sukmo Wardhono; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 1 (2019): Januari 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (807.618 KB)

Abstract

The interaction between human and computer is an integral part in the present life along with the development of information technology. Similarly in the development of information technology that supports the interaction with users as well as augmented reality, especially in this research is a game of chess with game board application. This study aims to integrate the game of chess as an object of augmented reality by considering interactive elements to improve the user experience and analyze the user experience of chess game applications displayed as augmented reality objects using Game Experience Questionare (GEQ) technique. The research method used is the development and evaluation, which includes evaluation planning, evaluation and evaluation results evaluation. The data were collected using questionnaires with Likert scale with range of five (1,2,3,4,5). In the Game Experience Questionare (GEQ game used with chess game application with augmented reality technology based on GEQ Core Module, and GEQ Post-Game Module which before being used has been done by expert validation.The results show that game of chess by conveying the elements interactive successfully integrated as a static augmented reality object with a background on the chess game showing real environment captured via webcam.
Peningkatan Pengalaman Terhadap Pengguna Aplikasi Katalog Frame Kacamata Menggunakan Teknologi Augmented Reality Muhammad Yudha Yusi Putra; Wibisono Sukmo Wardhono; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 2 (2019): Februari 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (826.707 KB)

Abstract

At this time glasses is also called as Eye Wear which is glasses enhances the aesthetic of it's wearer and if the glasses that was bought from online shop wasn't as buyer expected because the buyer couldn't try it first surely it will decrease the buyer satisfaction , in turn they will be back to the old way of buying glasses which is directly go to the nearest optical glasses shop that is surely time and energy wasting, also the desired glasses model was not necessarily available. By utilizing the android smartphone with technology of augmented reality in glasses catalog, the buyer can directly interact with the desired glasses whenever and wherever they please which in turn will simplify the consumer in choosing the right glasses in real-time with the purpose of increasing the user experience at shopping and using the glasses catalog app. So the glasses catalog app was made with augmented reality technology using unity software and comparing the user experience with already deployed augmented reality-less app optik melawai using user experience questionnaire method with focused on hedonic quality aspect. The result which was found in the research was user experience that used the glasses catalog app with augmented technology was increased from value of 0,688 to 1,513 after the app was analyzed and tested by using user experience questionairre in hedonic in hedonic quality category.
Pengembangan Media Pembelajaran Holografis (Studi Kasus : Bab Indera Pendengaran Manusia) Abdul Azis; Wibisono Sukmo Wardhono; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 1 (2020): Januari 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (589.062 KB)

Abstract

Humans have the sense of hearing that is the function of the ear for balance and to capture the source of sound from outside. There are four parts to the discussion of material on the sense of hearing, namely the outer ear, middle ear, inner ear and the mechanism of the listening process. Teaching materials given by teachers to students today use the media explanation from Student Worksheets (LKS), blackboards, which can make students feel inclined to get bored, lazy to listen, feel sleepy and there is less attention. All means of learning activities are expected to be able to support students to understand clearly what is conveyed by the teacher or instructor in order to foster a desire to study more actively with proportional learning media (Daryanto, 2016). Holographic is a two dimensional object that has been documented and subsequently reappeared with changes in the location and direction of the gaze until it appears as though three dimensions (Kurniawan, 2017). This application will be implemented on an Android smartphone screen using prism acrylic projection media and can then be displayed in three dimensions and can be viewed in 3600. The method used to assess an item that is tested to the user and later will be given input by the user when finished operating the system, that is which is called usability testing (Lodhi, 2010). Hearing sensory learning applications ranging from learnability, effeciency, memorability, error and satisfaction. It has been tested to 13 reporters after operating the application, then got the results of 13 reporters namely: strongly agree = 62, agree = 38, neutral = 32 and disagree = 0. Furthermore, of the total answers, then the usability percentage is 82.3% and qualifications are categorized good or successful when seen in a quantitative table according to Arikunto..
Pengembangan Media Pembelajaran berbasis Android untuk Materi Pemrograman Dasar di SMK Negeri 5 Malang Mochammad Hafidz; Wibisono Sukmo Wardhono; Satrio Agung Wicaksono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 11 (2019): November 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (459.827 KB)

Abstract

How easy access to learning media in a smartphone will make students often accessing the available media to increase students learning interest and learning results. "Pemrograman Dasar Portabel" is an Android learning media that is developed for improving learning interest and learning result at SMK Negeri 5 Malang. This media is developed with waterfall method because of clear needs. This media is made using Adobe After Effect for the learning materials and Android Studio for the application. The result from the research shows that the learning interest of students after using the media shows the value of 83,2 that shows a high category, in detail, there are seventeen students or 68% have very high learning interest, seven students or 28% have high learning interest and one student or 4% have low learning interest. Students learning results in the pre-test have a mean value of 45,6 and the post-test has a result of 73,6. Based on the Wilcoxon test result, a found value of 0,000 which means the improvement of the learning result after using media is improved significantly.
Pengembangan Game RC Car Simulator Menggunakan Augmented Reality Herdianto Tri Setyaji; Wibisono Sukmo Wardhono; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 8 (2019): Agustus 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (792.021 KB)

Abstract

Implementation of Augmented Reality in game development has a great impact on user experience (UX). In development game with the simulation genre by implementating of marker-based Augmeted Reality is the main goal of this study. A game with Radio Control Car (RC) Simulator's theme has an description simulate the games as on the real world. The main target of this game itself is to produce a new user experience by increasing user experience and interaction with RC Car Simulator games without the presence of physical objects directly and without thinking of a large place to play it. In this study the selection of frameworks using the MDA framework as an appropriate concept in the development of RC Car Simulator games. In this game development is done by using a paper prototyping and followed by digital prototyping until all the elements of development that fit to the digital games. Play testing process that has been completed in this study is obtained from the use of Augmented Reality can be achieved with the existence of virtual objects displayed in the real world can provide user experience on aspects of usability testing, where almost 80% agree with what is expected by the developer where the results are satisfactory and a lot of feedback is obtained during the testing.
Penggabungan Natural User Interface dengan Joypad pada Role Playing Video Game (RPG) Sandhi Wistara; Wibisono Sukmo Wardhono; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (327.638 KB)

Abstract

Game with RPG as it's theme is placing player in world created with rule and story for player to experience. In this theme player given skill or magic based on rule in the world that created. The game with this kind of theme usually met in computer device. While consol device need adjustment to accommodate it's lack of input. To tacle this problem an outside input is needed to provide joypad lack of input. In this research Kinect is used that came with new X-box. This device use to capture human body joint to create data from it. From capture picture kinect turn it into bunch of data that can be manipulated and use. The type of data used in this research is head coordinate, left hand coordinate and right hand coordinate. Head coordinate is used to pin point user position. Right hand and Left hand is used to make input. The distance between both hand is used to decide whenever user making input or not. If by certain threshold the hand is far from each other kinect will wait till player making Lasso Form in one of the Hand. After Lasso is formed then it will became Function as Trigger. Trigger is used to decide the kind of input hand is making. From this research eight input is made with four on each hand.
Penerapan Multiplayer Pada Gim Tower Defense Menggunakan Photon Unity Shena Star Sarwodi; Wibisono Sukmo Wardhono; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 9 (2020): September 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Online multiplayer game is a game that necessarily need an internet connection and ease to be played anywhere remotely, known as an advantage of this game. Tower defense is a subgenre of strategy which purposely used to defend player's territory or property by blocking enemies as an attacker through defense structures by placing along their roadway of attack. The framework that can be used for multiplayer game development is Photon Unity. Photon Unity is a real-time multiplayer framework that has server and internet services. The objective of this study is to increase interactivity in tower defense genre games by implementing a multiplayer system using photon unity. Based on the Game Experience Questioner (GEQ) researched which used to determine the impact of implementation of this multiplayer feature, it was found that female players had more empathy and negative feelings towards their opponents. Meanwhile, male players have higher behavioral involvement. Players who have never played a real-time strategy genre have a higher sense of empathy to their opponent. Whereas, players who have played a real time strategy genre game have negative feelings and has higher behavioral involvement towards their opponents.
Co-Authors Abdul Azis Abdul Hakim Adam Hendra Brata Adji Reno Muhammad Agi Putra Kharisma Amelia Achsandini Puteri Amminul Akbar Ananda Widya Pratama Anindita Setyamurti Anis Wardlatul Ulfa Wahidah Annisa Hestiningtyas Ari Bayu Prasetyo Arifaldi Jayaputra Aristyo Pramana Ary Budi Laksono Aryo Pinandito Bagus Setiawan Beril Sanda Billawal Nadipa Pelealu Cristina Pravitasari Dany Muhammad Darin Nadhifah Desi Fatmawati Dicky Pujakesuma Dimas Setyo Utomo Eriq M. Adams Jonemaro Eriq Muh. Adams Jonemaro Eriq Muhammad Adams Jonemaro Fachri Rachmanda Fadillah Eka Putri Fajrian Muchtar Firly Wahyudi Firmanda Mulyawan Nugroho Fransnesa Fransnesa Galih Muhammad Gayus Reinaldy Manere Sulli Danan Hanifah Muslimah Az-Zahra Haris Mahmudi Herdianto Tri Setyaji Herman Tolle Hermawan Wijaya Hernindya Annisa Rahayu Hrizto Hanie Del Piero Indriadi Setiawan Irfan Noor Agdhian Irsyad Fauzan Noor Issa Arwani Kurnila Putri Islamawati M. Rizkiyan Zaka Riawan Maya Dwi Wijayanti Mikhanael Mual Parsaulian Simanjuntak Moch Meidhike Wirazitanra Jayadi Mochammad Hafidz Moh. Faiz Fanani Moh. Laksamana Adhitama Mohamad Faisal Amir Mohamad Ilham Monel Lindu Sagala Muh. Fadhil Fathi Rizal Muhammad Aminul Akbar Muhammad Hasbi Rahman Muhammad Wahyu Pamengas Muhammad Yudha Yusi Putra Nurul Fikriyah Pradhana Hafiizh Bachtiar Rahma Nur Anggraeni Rakha Hasan Pramudito Ramadhan Rizki Arga Putra Ratih Kartika Dewi Renno Andika Syawaludin Retno Indah Rokhmawati Rizal Darmawansyah Rizaldy Ilham Akbar Rizky Afwan Austin Ryan Edbert Jeremiah Sabhian Bagaspati Susilo Sandhi Wistara Satrio Agung Wicaksono Satrio Hadi Wijoyo Sendi Rachmat Fadillah Septian Pratama Widianto Setia Khoirunisa' Shena Star Sarwodi Suryo Utomo Tahmidya Kamila Putri Nicahya Tio Allin Subiantoro Tri Afirianto Unggar Salsabila HSS Vio Cesar Melano Yonanta Viqi Hanada Yanitra Dwi Luthansyah Yanuardi Firmansyah Yudha Hadi Pratama Yuki Pradana Zaky Nur Abyan