Muhammad Aminul Akbar
Fakultas Ilmu Komputer, Universitas Brawijaya

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Penerapan Konsep State Pattern Pada Game Engine (Studi Kasus Game Wipe It Off) Firadi Surya Pramana; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 10 (2018): Oktober 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Game that uses state machine as their agent behaviour decision making is common nowaday. However, there still lots of game engine that can't handle that requirement. State pattern is one of design pattern that could handle that requirement. Components of state pattern on game engine are defined and given the name of Initial State, Check State, and Handle State. Components of finite state machine on game are defined and given the name of Idle State, Moving State, and Cleaning State. State pattern on game engine implemented as a interface class that become thhe parernt of each state on finite state machine. Finite state machine on game implemented as an individual class that inherit the interface class from state pattern. State pattern tested with white-box testing and all the compoent are given the value of valid. Finite state machine tested with black-box testing and all the transitions are succeded and given the value of valid. With this game engine, therefore there is no game developer that will experience difficulty in developing game that uses state machine as their basic need.
Penerapan HPA* Pada Game Ms. Pac-Man Yoshua Aditya Kurnia; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 10 (2018): Oktober 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Ms. Pac-Man is a game used by the researchers to make an artificial intelligence for playing the game automatically. Since Ms. Pac-Man is a non-deterministic game, there are many things in the game that are random, for example the ghosts movement, making Ms. Pac-Man quite hard. Researchers think that as a interesting challenge for developing computer science especially artificial intelligence. Even more, researchers made a competition for the best artificial intelligence in this game, using score as a ranking for the agent performance. One of the competitions is IEEE CIG 2011. For this problem, the author are using Hierarchical Path-Finding A* (HPA*) method, this method is an alternative from A* to make an agent controller in Ms. Pac-Man. The reason for choosing this method is because to test the HPA* method, whether it can achieve better result or worse. Agents using A* methods haven't reached the highest score in this game. In previous research, the maximum score achieved using A* method is 24640 in ten times testing. Compared to the newest research using decision tree method can reach a maximum score of 43.720. Roughly only half score that A* get in comparison to the newest research. To improve A* result, this research uses HPA* method. By dividing the game area into several areas using HPA*, the score will be expectedly better from the previous research. But in practice the results are not good, the final score is 17050. For this reason, this research implements the HPA* and analyze the performance of HPA* method.
Pengembangan Game Edukasi Pengenalan Makanan Sehat Menggunakan Kinect Iqbal Firmansyah; Muhammad Aminul Akbar; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 10 (2018): Oktober 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Healthy food are food that hygienic and contain balanced nutrients needed by the body. In 2013 the national malnutrition rate in children aged 5-12 years is still high, that is the prevalence of lean 11.2 percent, the short prevalence 30.7 percent, and the prevalence of obese 18.8 percent. It's necessary for introduction of healthy foods as a step to reduce malnutrition level. Introduction method can be done with learning through educational games, so that the learning process is more fun and get more effective results. The game will be titled "Makanan Sehat" which will introduce and teach children about the basis of healthy food according to the guide “Pedoman Gizi Seimbang (PGS)” with kinect based learning method on PC (Personal Computer) platform. Pedoman gizi seimbang is a guide to living healthy including good rules of food consumption which is an improvement of slogan “4 sehat 5 sempurna”. The use of kinect in the game is expected to increase the pleasure in play and learn more effectively. Game testing is done to 10 children ages 5-12 years with method fun testing. Fun testing to test the level of pleasure in playing the game, which resulted in 10 respondents agreed the use of kinect impact at the fun of playing the game.
Pengembangan Game Augmented Reality Pengenalan Baju Adat Nusantara Menggunakan Kinect Sebagai Kendali Permainan (Kasus Studi : Anak Usia 9-12 Tahun) Yudha Hadi Pratama; Muhammad Aminul Akbar; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 10 (2018): Oktober 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The introduction of traditional clothes has been done since the children enter elementary school in art and culture lessons and workshop. One of the existing basic competencies is to group identity similarities such as traditional clothes, language, traditional house, traditional food and traditional ceremony that start from grade 4 to grade 6 or around 9-12 years old. The current learning system nowadays is book, the book itself only presents some explanations and pictures of traditional clothes so that children can only read and imagine. The media they use isn't really interesting so the children get bored quickly and then they are not motivated to learn and understand the kind of traditional clothes. So to provide learning and the introduction of traditional clothes of Indonesia to the children need to be made interesting and fun media such as game. The advantage of game is the ability of the game to persuade players and motivate them to success to reach a goal. The solution based on the problem is by making an educational game to introduce traditional clothes by using augmented reality technology for more interactive. The purpose of using Augmented Reality in the development of educational games is so that children can interact directly with virtual objects to get a more real experience. The results of the development of educational games to introduce traditional clothes is very satisfactory, it is based on the results of focus testing testing and fun testing that has been done where there is an increase in the score of each child that indicates that there is learning when children play the game.
Penerapan Particle Swarm Optimization Untuk Balancing Ability Pada Team Battle Game RPG Hilmi Ilyas Rizaldi; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 11 (2018): November 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In RPG Games there are 3 most common professions namely Fighter, Mage, and Cleric. Of the three professions, there are complex differences that can affect the game RPG. To conduct research on the balance of the profession on Game RPG, the experiment takes a long time and high cost. Therefore, a method that reduces the cost of performing the testing ability on the RPG character professions. Therefore, this study discusses how we apply a commonly usable algorithm that is Particle swarm optimization (PSO) in character testing of characters in RPG Games automatically, thereby reducing the cost of game development. This research produces an AI bot that can mimic human behavior in general that matches the rules in the Game so as to help Game designers in determining the balancing ability of the Game they create. This study discusses the use of the Artificial neural network (ANN) to control a character in a game in order to simulate a match as a balanced size of a battle. The ANN controllers were trained without being taught or self-taught to understand their enemy's movements and were evaluated to serve as the primary controllers of the study. ANN own learning method using PSO to determine the best controller in the training. The research was conducted on turn-based games - RPG. The result of this research is a new balancing skill set process along with PSO configuration that influences this research.
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

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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.
Pengembangan Game Edukasi Platformer Kisah Gajah Mada Menyatukan Nusantara Menggunakan Metode Iterative With Rapid Prototyping Winny Ardhian Septiko; Muhammad Aminul Akbar; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 12 (2018): Desember 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

History is a record of the past about the changing in huma life. Every change in changes of history will provide a lesson for human life in the future. Similarly, what happens to life in Indonesia, every historical story that occurs in Indonesia has a high cultural values. One of them is the history of Majapahit Kingdom, wehere the history of Majapahit is one of the greatest historical stories and influences the life of Indonesian society, and the one is the story from The Journey of Gajah Mada to merge Indonesia in Majapahit, based on “Sumpah Palapa”. But at the moment, the lack of public interest, especially children about its history, makes history a forgotten one. This is caused by learning media such as books, and lessons that tend to make students bored. In this research, the development of educational games about The Journey of Gajah Mada with a fun and interactive paltformer game for student. Testing results obtained by filling questionnaire by 20 respondents are calculated through Likert index interpretation. The results show that overall game is 81%, game view is 100%, the game rate is 83%, and the game difficulty level is 63%. And result of Usability Testing with SUS is 75,75. It's mean that the game is acceptable, on rating C and excellent rating. And get increase value from the test, it means that the game can be a education game media
Pengembangan Permainan Berbasis Virtual-Rehability Bagi Pasien Pasca Stroke Menggunakan Myoâ„¢ Armband Device Ade Suluh Novriananda; Muhammad Aminul Akbar; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 12 (2018): Desember 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Stroke disease is second that cause of death in the world by WHO in 2015. In order to reduce impact of stroke disease, an effort like post-stroke rehabilitation is important. The phase of rehabilitation is a subtantial whereas patients get psychological and educational approach that help patients growth recovery. Patiens perform post-stroke rehabilitation with repeated activities, while patients can be done easily in normal state condition. In this way, patients tend to feel bored because it doesn't feel interesting and fun. In this research, was done the game development using myo armband device that used in the hands of post-stroke patients to train the muscle and nerve of their hands. Myo will detect hand gestures by patients as a game controller. The result of fun testing through questionnaire fulfillment and calculated by the interpretation of index with Likert scale in this research, stated that there are 80% on fun and addictive elements in the game, 76% of all games presented, 72% for instructions on how to play and display games, and 64% for the difficulty level of the game. While on the test score, 3 out of 5 patients experienced a very significant increase seen from how quickly patients complete the game.
Implementasi Permainan Pemadam Kebakaran Menggunakan Teknologi Virtual Reality Nur Muhammad Rashid; Eriq Muh. Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 12 (2018): Desember 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Fire is a disaster that often occurs in the community but there are still many lay people who do not know how to use and the types of fire extinguishers or APAR. According to interviews with the head of the Technical Implementation Unit of Fire Brigade, in the training and the introduction of the Fire Fighter Department and Regional Disaster Management Agency (BPBD) there are shortcomings such as the number of APAR that amounts to a little, so employees can not try. APAR training also has an accident risk. Therefore, case studies in this study are the general public who do not understand about the type of APAR and its usefulness. Based on the problems described, this research will design and build a simulation and game using Virtual Reality technology. By utilizing this technology the user is not required to deal with real fire. This simulation can minimize accidents during APAR training and save the use of APAR. This simulation can visualize events so that the user can still feel how to extinguish the fire and the use of light extinguishers or APAR. With this simulation users will be better prepared when the fire occurred in the environment. Then for testing the usability of the implementation in building the Simulation and Fire Extinguisher game is obtained satisfactory results with an average above the standard that is 80.
Pengembangan Aplikasi Traffic Light E-Tilang Menggunakan Google Geofencing API Berbasis Android Ditya Enandini Palupi; Muhammad Aminul Akbar; Adam Hendra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 12 (2018): Desember 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The level of traffic violations in Indonesia is increasing. This is evidenced by the increasing number of accidents in the city of Surabaya. In order to reduce the reduction of road traffic violations, it is necessary to have rules or guidance to the public for the importance of obeying the traffic rules set by the government. Surabaya Transportation Department is one of institutions or agencies that provide infrastructure and transportation facilities to support local development activities and improve the welfare of the community, one of them by facilitating CCTV cameras. The camera is enabled to implement an electronic ticketing system that operates since the beginning of September 2017. With the help of CCTV, the system can help identify the types of violations, offenders, to where the offense is located. The authors conducted a survey to 30 respondents tekait necessary needs for vehicle users who do not know when and where the conduct of the offense. Against this background, a traffic light monitoring system application was created to make it easier for vehicle users to locate infringement information and give users a warning that enters the traffic light area. Implementation is done with Android Studio. Testing is done by passing an area and the result of distance based on vehicle speed.
Co-Authors Abdurrahman Prawira Purmiaji Abi Firmandhani Adam Hendra Brata Ade Suluh Novriananda Aditasha Fadhila Ramdani Aditya Luthfi Alvari Ramadhan Aditya Rachmadi Agi Putra Kharisma Agung Dwi Budiarto Ahmad Afif Supianto Ahmad Fadli Naharu Akbar Ramadhan Aldo Rizky Saputra Allen Nazario Istalaksana Anderson Manurung Andhi Indra Lestya Wicaksono Andri Alfian Arief Alamsyah Aryo Pinandito Aryo Seto Dwisaputra Billawal Nadipa Pelealu Bondan Sapta Prakoso Bramantyo Raka Adi Nugroho Bugi Pradana Nugroho Cahyono Hadi Kurniawan Carlista Naba Christian Doxa Hamasiah Chrysler Imanuel Chyntia Savrila Putri David Hosea Sipahutar Davin Benaya Dessy Amri Raykhamna Dheanisa Putri Rahayu Ditya Enandini Palupi Djoko Pramono Dwi Rama Malawat Edy Santoso Eriq M. Adams Jonemaro Eriq Muh. Adams Jonemaro Eriq Muhammad Adams Jonemaro Eriq Muhmmad Adams Jonemaro Fathony Teguh Irawan Fathurrahman Annafabi Fikri Ihsan Ahmad Firadi Surya Pramana Firdaus Rahmat Prasetyo Fitraldy Soefana Fitrantika Diashafira Hanifah Muslimah Az-Zahra Hariz Farisi Hendro Dwi Prasetyo Herlambang Yudha Prasetya Herman Tolle Hilmi Ilyas Rizaldi I Made Wira Satya Dharma I Made Yudi Anantha Kusuma Ian Setyo Aji Ilham Akbar Ahmadi Ilmam Achmadiarsyi Ilman Naafian Firmansyah Indi Rachmah Winona Intishar Fadi Abdillah Iqbal Firmansyah Iqbal Putra Santosa Ismiarta Aknuranda Issa Arwani Isthofi Aslim Sofyan Jermias Kristian Komang Candra Brata Lailatussaadah Lailatussaadah Lutfi Fanani Luthfi Fawwaz Putranto M. Qodarul Amar PW Mayovio Ahmad Mahendrata Mochamad Halim Mohamad Ilham Ridho Mohammad Alauddin Mohammad Chaliffilardhy Syaifuddin Muadz Askarul Muslim Muchtar Prawira Sholikhin Muhamad Arifin Ramadhan Muhammad Arif Nabil Lesmana Muhammad Aufa Athallah Muhammad Azmi Muhammad Azzam Al-Ghifari Habiburrahman Muhammad Reza Pahlevi Muhammad Satrio Bayu Pamungkas Muhtadin Ziqi Maulana Mujahid Bariz Hilmi Musavi Ardabilly Taufik Nashrul Azhar Mas'udi Niken Hendrakusma Nur Muhammad Rashid Panji Yodantara Pramudya Vizkal Arfianto Rahadian Fernandika Ramadhan Rizki Arga Putra Ratih Kartika Dewi Retno Indah Rokhmawati Reza Saputra Richard Hans Octavian Robertus Dwi Ari Utomo Ryan Aristo Sandhi Wistara Shandya Fajar Widyono Shena Star Sarwodi Steven Willy Sanjaya Syarief Noor Permadi Togan Jagat Raya Tri Afirianto Viqi Hanada Wibisono Sukmo Wardhono Widhy Hayuhardhika Nugraha Putra Winny Ardhian Septiko Yolanda Saputri Yoshua Aditya Kurnia Yosua Yosua Yudha Hadi Pratama Yuka Bimatara Putra Yuki Pradana Yusi Tyroni Mursityo Zulfikar Fahmi Falakh