Muhammad Aminul Akbar
Fakultas Ilmu Komputer, Universitas Brawijaya

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Optimasi Collision Detection Pada 2D Spaceship Game Menggunakan Metode Quadtree Andhi Indra Lestya Wicaksono; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

2D Spaceship Game is a classic game since Gameboy's came out, but even it's an old type of game, many people still play it until now. This game gives you objective to survive an attack against obstacle or NPC. this genre needs a collision detection, an algorithm that allows you to detect collision between 2 collidable objects, the method uses quadtree, a method that allows certain area divided by itself in order to focusing collision detection, this method works if there is 2 collidable objects in the same place at the same time. So if there's no object or just 1 object in certain area, the collision detection algorithm won't work, this method is more optimal than just use the collision detection and implement it straight to the game (bruteforce) because the collision detection it's not focused in certain area and the algorithm will detect in all areas. That means the quadtree use less resource and the frame per second will increase, After being tested for couple times, the Quadtree Algorithm able to bust the FPS up, the average FPS for Bruteforce is 70.06 FPS, and the average FPS for Quadtree Collision Detection is 268.1 FPS
Penggunaan Flag untuk Mengurangi Permasalahan Input yang Tidak Disengaja pada Controller yang Menggunakan Kinect Viqi Hanada; 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

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Abstract

The usage of Kinect to do an input into a computer by reading the movement and gesture of the user have been rising by these years. Kinect have been used alot as an input controller for a Role Playing Game. The usage of Kinect Gesture Recognition as an extended controller on a game named Steel Battalion: Heavy Armor had been getting many responses that the input done using kinect is unstable, that there are some input that unintended by the user happen when the user is doing nothing, and when the user had just done doing an input. limiting the reading of an input that kinect read using flag variable to divide input phase into 3, standby phase, input phase and reset phase, resulting in clearing the problem of unintended input that happened when user is doing nothing and when user had just done doing an input.
Pengembangan Aplikasi Pembuat Gesture Pada Samsung Gear VR Untuk Game Engine Unity Dwi Rama Malawat; Muhammad Aminul Akbar; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Virtual Reality (VR) is a technology that provide a user to interact with virtual world simulated by computer. To maximize the user experience in VR, a VR system must be able to recognize natural movement such as gesture. That's why gesture recognition system is important. Mobile VR development gets a lot of attention because of the increase use of cellular devices. One of the mobile VR devices is Head-Mounted Display (HMD), which is a display monitor that attached to the head to display virtual environment. Gesture recognition system can be implemented on HMD with controller such as Samsung Gear VR. Developing VR applications that have gesture recognition capabilities can take a lot of time, currently there are libraries that provide the ability to create gesture recognition system but the libraries only support VR Headset devices with 6DOF, but Samsung Gear VR only have 3DOF. In this research we have develop Gesture Creator Application on Samsung Gear VR for Unity Game Engine, this tool help developer to create and define new gestures and implement it to their VR application. By giving gesture through the controller, this application can record and define the gestures. Functionality of this application has been tested with Blackbox Testing and the result are valid as expected of the system requirement. This application use artificial neural network algorithm to predict the result with 86.67% accuracy. The result of usability testing using System Usability Scale (SUS) method is 65, which means this application get grade D or Good and categorized as Acceptable.
Perancangan Game Pembelajaran Pengucapan Bahasa Inggris Berbasis Pengenalan Suara Fikri Ihsan Ahmad; Tri Afirianto; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

English is the language of all countries in the world in its position as a global lingua franca. Indonesia must place English in a very important and urgent position as a global player, in order to be come more competitive in international market competition. English education in Indonesia has been conducted since elementary school, but the learning process only focuses on mastering vocabulary and grammar, without regard to mastering pronunciation. Educational games can be interactive learning media for mastering English pronunciation, making the learning process more fun and effective. International Poetic Alphabet (IPA) is a symbol that can represent the sounds of English pronunciation, for facilitate the learning process. Iterative Prototyping is a research method used to design and implement English pronunciation learning games, each will iterated to meet the needs of the target players. The design is an iteration process that produces a prototype paper, from the collection of needs analysis to the target user. The implementation is an iteration process that produces a digital prototype base on the design, that can be played on the Android mobile platform. The results of the study show that educational games can have a positive influence on English pronunciation skills.
Penerapan Procedural Content Generation untuk Perancangan Karakter pada 2D Endless Runner Game menggunakan Metode Genetic Algorithm Abdurrahman Prawira Purmiaji; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 10 (2019): Oktober 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Seeing how rapid the development of game industry right now, game developers are required to develop a game that not only have a good feature and graphics but a game that offers a quality conten so that player will play the game. But in a game that have Endless theme, where a game will stop when the player reach a game over, have endless content. If that content is made manually that will consume a lots of time, where that time cost can be used or allocated into other important things such as develop more feature or better graphics in that game. A solution to the problem above is to use Procedural Content Generation(PCG) that is a automatic content generation that done by using an algorithm. PCG is a solution that not only solved the time cost, but also price cost and giving a replayability in a game. The process of making a content, npc or a challenge in an Endless Runner that usually called Enemies is made manually. Enemies that have the same variation makes player bored easily, thus will also reduce replayability factior in the game. With using PCG that uses Genetic Algorithm will solve that problem. In this research, writer will use Genetic Algorithm to implement Procedural Content Generation in 2D Endless Runner Game. Genetic Algorithm is chosen by the writer because it can do optimization that suitable in many cases from an environtment. Beside optimization, Genetic Algorithm is modular, thus separated from the application and can be used in many cases without many changes inside. The result of this testing that is Procedural Content Generation can be applied into 2D Endless Runner Game effectively and efficiently. Whereas the result of the testing can be proved will add positive result in Replayability of the game. In performance side can also be rated positif because in production of an Character every population only need 1-3 seconds compared to creating Non-Player Character manually that cost more time.
Penerapan Jaringan Saraf Tiruan Untuk Bantuan Pengereman Pemain Pada Gim Balapan Mochamad Halim; Muhammad Aminul Akbar; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 11 (2019): November 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Racing game is a video game genre themed around racing event, in which a player compete againts another player or computer to reach the finish line with the shortest clear time. A racing game focused around player reflex, racing technique and track knowledge. It is common for a new player to make many errors, for example driving outside the lane and crashing into the road barrier. For a new player, brake timing is one of the hardest skill to master. Wrong brake timing can cause player to hit the road barrier, or add more to the clear time. A brake assistance is needed to improve a player racing performance by imitating an advanced player brake timing. An advanced player's racing data is recorded, then it is used as training data by an algoritm. ANN (Artificial Neural Network) is an algoritm that can learn the pattern of a data set and have the ability to reduce error, thus this algoritm is acceptable for the brake assist. The metodology used to develop this brake assist is the ANN method. The brake assist system is implemented in the framework of racing game starter kit, an asset package from Unity Asset Store. ANN testing by using blackbox testing validate functionality needs, F1 testing results 0.78 and user acceptance testing shows lower crash count, but increase in total lap time.
Pengembangan Aplikasi Android Rekomendasi Kelompok Tempat Pembelian Kerajinan Tangan Khas Malang dengan Metode Topsis-Borda I Made Wira Satya Dharma; Ratih Kartika Dewi; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 1 (2020): Januari 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Malang is a city that has a big tourist attraction in the province of East Java. Many typical handicrafts that can be made as souvenirs for people who visit this city. Previously there was a recommendation system in the selection of typical handicrafts in Malang, but recommendations were only for 1 user. Usually the visitors, tourists, students and Malang society often choose the place of souvenirs or handicrafts by discussing together. Therefore, it will develop a recommendation application using the GDSS approach that can help visitors, tourists, students and Malang society get a recommendation for a place of handicrafts typical of Malang that is done in groups. Therefore, developing a recommendation application using the GDSS approach can help visitors, tourists, students and society Malang get recommendations for the typical handicrafts of Malang that are done in groups. In this study using the TOPSIS (Technique for Order Preference by Similarity to Ideal Solution) method to sort the selection recommendations and Borda for the group voting method. This study was tested on 5 users and resulted in 74.5 of usability testing using the SUS questionnare and the results was in the acceptable category and included in the Good category.
Pengembangan Aplikasi berbasis Mobile untuk Pelaporan Ancaman Kejahatan di Perumahan Panorama Cibodas Syarief Noor Permadi; Issa Arwani; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 2 (2020): Februari 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Panorama Cibodas Residence is the author's residence located at Jalan Prabu Kian Santang, Kelurahan Sangiang Jaya, Kecamatan Periuk, Kota Tangerang. Based on direct observations by the author, Panorama Cibodas Residence has 3 security officers who carry out shift tasks in 3 shift, so that in 1 shift there is only 1 security officer on guard. The only 1 person security certainly will not be able to carry out whole residential area. If a crime occurs far from a security post, then it can't be dealt directly by security officers. So to maintain security at Panorama Cibodas Residence environment need help from the residents. In this research, the authors developed SKIP (Sistem Keamanan di Perumahan) application to report threats of crime in the Panorama Cibodas environment by developing Prototyping method to help residents maintain security in the Panorama Cibodas Residence. The prototype development method was chosen because the author's previously proposed the functional requirements of the application in the form of a prototype and then were shown to residents to get feedback until they got the final functional needs. Tests conducted on the SKIP (Sistem Keamanan di Perumahan) application is validation testing (blackbox), usability testing and compatibility testing. In validation testing results is 100% success rate. In usability testing results is 100% success rate for task execution by the respondent and has a final score on the System Usability Scale (SUS) 80 which falls into the grade B and adjectiva rating “good” category. In compatibility testing, SKIP application can run well on manual testing device and in automatically testing with Firebase Test Lab on the Android operating system version of minimum KitKat 4.4 with level API 19 and maximum Pie 9.0 with level API 28.
Penerapan Kontrol Berbasis Suara Pada Game Pesawat Tempur Menggunakan IBM Watson Zulfikar Fahmi Falakh; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 3 (2020): Maret 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Simulation games are a type of game where the player controls one or more virtual lives. One of the subgenres of the simulation game is a combat aircraft simulation which simulates its movements. One of the tools used to develop aircraft simulation games is the air strike starterkit which is found at the unity asset store. But in the air strike starterkit there are no features for the natural user interface. This makes playing experience less attractive than if there is a natural user interface feature. Therefore in this study the researcher will apply one of the starterkit air strike user interface interfaces using the IBM Watson library. In testing researchers used validity testing, FPS, play experience, command accuracy and delay. The results of validity testing are 100% valid. In the FPS test produces an FPS of 83. As well as in the testing experience of playing produces an increase in all aspects of the component game experience question in-game. In testing the accuracy results in a accuracy rate of 60%. The delay test produces the longest delay of 12 seconds at a connection speed of 10 kb / s and the fastest delay of 2 seconds at an internet speed of 1000 kb / s
Rekomendasi Wisata Pantai di Sekitar Malang berbasis Android dengan Group Decision Support System dan Location Based Service Mujahid Bariz Hilmi; Ratih Kartika Dewi; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 3 (2020): Maret 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Malang has the potential for beach tourism which can be one of the factors that can improve its own development and power. Previously, there was a recommendation system in determining beach tourism destinations but only limited to the use of 1 user. Therefore, a recommendation application development using the Group Decision Support System (GDSS) approach can be developed which can be used to help tourists who come in groups to determine their tourist destinations. The TOPSIS (Technique for Order Preference by Similarity to Ideal Solution) method is implemented to determine alternative tourism destination choices and Borda is used for group voting to determine group recommendations. Application development is done on an android basis using Location Based Service (LBS) so that it can adjust to the user's location to determine recommendations. This study discusses the analysis of user needs, design of system, design of algorithm, implementation of the system, test and evaluation of system. From the blackbox test we get a valid result where all functions can work well. In algorithm testing, the recommendations displayed by the system are the same as for manual calculations. Usability testing produces an average value of 75 of 5 respondents who were measured using the SUS method, so it's known that the system that built can be properly used by users.
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