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Implementasi Model Konseptual Pemetaan Potensi Konflik di Ditintelkam Polda Jateng dengan Agile Ardiawan Bagus Harisa; Jeremyas Cornelis Abigail Wihardjono; Augusta Steven Benedict
Jurnal ICT : Information Communication & Technology Vol 20, No 2 (2021): JICT-IKMI, Desember 2021
Publisher : STMIK IKMI Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36054/jict-ikmi.v20i2.378

Abstract

The performance of the Directorate of Police Intelligence and Security is judged by how capable they are in reducing potential conflicts that may occur or conflicts that have occurred. The better performance of the police in carrying out early detection of potential conflicts will result in the peace and security of the public can be maintained. The potential conflicts detection system can be used to improve the performance of police officers in reducing the potential conflicts that may occur. The performance of the potential conflicts detection activity can be improved by observing the database at the Directorate of Intelligence and Security of the Central Java Regional Police which contains information and reports of potential conflicts that have been detected early as well as conflicts that have occurred. In addition, the various supporting features such as graphic visualization to display the data that is being observed is useful to shorten the decision-making time, therefore the prevention and control of potential conflicts can be resolved more quickly. 
Pelatihan Board Game Dan Penerapannya Pada Entrepreneurship Di SMA Negeri 3, Semarang Indra Gamayanto; Ardiawan Bagus Harisa; Abas Setiawan; Hanny Haryanto
ABDIMASKU : JURNAL PENGABDIAN MASYARAKAT Vol 6, No 1 (2023): Januari 2023
Publisher : LPPM UNIVERSITAS DIAN NUSWANTORO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/ja.v6i1.716

Abstract

Game merupakan sebuah permainan yang menarik, dimana terdapat interaksi satu sama lain dan dapat meningkatkan motivasi seseorang. Lebih jauh lagi, game adalah perubahan hidup menjadi lebih baik. Pada pengabdian masyarakat ini, kita melakukan penyuluhan dan pelatihan fungsi dan manfaat board game terhadap pembelajaran. Hal ini tentunya menemui beberapa tantangan seperti kompleksitas dari board game agar dapat diterapkan ke dalam beberapa mata pelajaran, sehingga proses belajar mengajar tidak hanya menggunakan cara yang sama, tetapi menerapkan board game agar dapat meningkatkan interaksi komunikasi yang lebih positif. Hal berikutnya adalah keunikkan dari board game sehingga dapat meningkatkan tingkat analisis terhadap pengambilan keputusan. Hal-hal inilah yang menjadi dasar dari pelatihan ini, di sisi yang lain, pengabdian ini juga merupakan pengembangan dari artikel yang pernah kami publikasikan pada 2021 1st Conference on Online Teaching for Mobile Education (OT4ME), yang berjudul Design of the Seven Stages of Educational Game to Generate Gamification. Oleh sebab itu, pengabdian masyarakat ini adalah penerapan dari penelitian yang kami lakukan, sehingga pengabdian masyarakat ini dapat secara sistematis, terstruktur dan komprehensif diterapkan secara konsisten. Hasil dari pengabdian masyarakat ini adalah pemahaman dasar apa itu board game, contoh penerapan board game ke dalam beberapa hal, manfaat dari board game dan bagaimana hal tersebut diimplementasikan ke dalam beberapa sector, khususnya sektor pendidikan.
Implementasi Model Konseptual Pemetaan Potensi Konflik di Ditintelkam Polda Jateng dengan Agile Ardiawan Bagus Harisa; Jeremyas Cornelis Abigail Wihardjono; Augusta Steven Benedict
Jurnal ICT: Information Communication & Technology Vol. 21 No. 2 (2021): JICT-IKMI, Desember 2021
Publisher : LPPM STMIK IKMI Cirebon

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

Abstract

The performance of the Directorate of Police Intelligence and Security is judged by how capable they are in reducing potential conflicts that may occur or conflicts that have occurred. The better performance of the police in carrying out early detection of potential conflicts will result in the peace and security of the public can be maintained. The potential conflicts detection system can be used to improve the performance of police officers in reducing the potential conflicts that may occur. The performance of the potential conflicts detection activity can be improved by observing the database at the Directorate of Intelligence and Security of the Central Java Regional Police which contains information and reports of potential conflicts that have been detected early as well as conflicts that have occurred. In addition, the various supporting features such as graphic visualization to display the data that is being observed is useful to shorten the decision-making time, therefore the prevention and control of potential conflicts can be resolved more quickly
Threat Construction for Dynamic Enemy Status in a Platformer Game using Classical Genetic Algorithm Ardiawan Bagus Harisa; Setiawan Nugroho; Liya Umaroh; Yani Parti Astuti
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol. 8, No. 3, August 2023
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/kinetik.v8i3.1724

Abstract

Digital game genre such as Action-Platformer is widely popular among buyers on a platform like Steam. The non-playable character enemies in the game are important in action games. Unfortunately, they usually have static attributes like health points, damage, and enemy movement. Using the combination of procedural content generation and dynamic difficulty adjustment with a classical genetic algorithm, we drive the threat value of a platform to construct the enemy status, resulting in more dynamic enemies. We use the threat value as an input parameter calculated from the enemies’ stats in every platform, such as total damage that the enemy might produce, the player’s health point, and the enemy’s movement speed. We conclude that using a classical genetic algorithm may produce dynamic enemy status through the desired threat or danger set by the game designer as an input parameter. Moreover, the game designer may limit the generation with constraints.
Incorporating AI Tool Along with Traditional Method for Speaking Assessment Liya Umaroh; Mukaromah Mukaromah; Muhammad Naufal; Ardiawan Bagus Harisa
INTERACTION: Jurnal Pendidikan Bahasa Vol 10 No 2 (2023): INTERACTION: Jurnal Pendidikan Bahasa
Publisher : Universitas Pendidikan Muhammadiyah (UNIMUDA) Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36232/jurnalpendidikanbahasa.v10i2.4894

Abstract

This work focused on incorporating AI tool with traditional method for speaking assessment. The descriptive qualitative has been implemented to complete this research. Problem encountered during English pronunciation was failing to distinguish between short vowel and long vowel. By employing traditional and AI tool, students got numerous benefits. They may enjoy learning with the flexibility of time and they also can engage face to face interaction while using traditional method furthermore, it is essential to acknowledge AI tool with the limitation and drawbacks. AI tool do not give the same stage of personal interconnection and on-going response as a human facilitator.
Pelatihan Konsep Gamification Profiling Pada SMA Negeri 3 Semarang Indra Gamayanto; Hanny Haryanto; Ardiawan Bagus Harisa; Abas Setiawan
ABDIMASKU : JURNAL PENGABDIAN MASYARAKAT Vol 6, No 3 (2023): September 2023
Publisher : LPPM UNIVERSITAS DIAN NUSWANTORO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62411/ja.v6i3.1645

Abstract

Gamification merupakan fenomena luar biasa mengenai bagaimana kita dapat melibatkan pengguna untuk dapat memahami bisnis yang kita miliki. Para pengguna akan dapat memperoleh banyak hal yang menarik dari gamification yang ditawarkan oleh para pemilik bisnis, mulai dari game, bonus, discount, dan masih banyak hal lainnya yang dapat membuat pengguna atau konsumen menjadi lebih loyal dan memiliki hubungan yang erat dengan bisnis tersebut. Penelitian ini merupakan pengembangan konsep dari innovation profiling, dimana konsep ini menjelaskan mengenai tujuh tipe inovasi dan di sini gamification merupakan salah satu inovasi yang akan kami bahas. Pada penelitian ini, gamification dibagi menjadi tiga bagian penting, dimana hal ini merupakan kesatuan yang tidak boleh dipisahkan satu sama lain. Pada bagian pertama adalah tentang the big picture of gamification profiling dan formula GMF = P. B2. E2. I2. U2. Pada tahap kedua adalah empat tipe gamification- open gamification (OP), specific gamification (SG), innovative gamification (IG), undeveloped gamification (UG). Pada tahap ketiga, yang merupakan tahap akhir adalah Business gamification profiling (BG), Education gamification profiling (EG), Psikologi gamification profiling (PG), Future gamification profiling (FG). Hasil dari penelitian ini adalah framework gamification profiling dan penerapannya pada bidang education, sebagai studi kasus utama dalam menerapkan hal ini.