Articles

Found 6 Documents
Search

Rekayasa Augmented Reality Mobile Campus Tour Institut Pertanian Bogor Asfarian, Auzi; Ardiansyah, Firman
Jurnal Ilmu Komputer dan Agri-Informatika Vol 1, No 1 (2012)
Publisher : Departemen Ilmu Komputer IPB

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

Abstract

Saat melakukan navigasi, perhatian orang yang melakukan navigasi akan lebih tertuju pada proses dan peralatan yang digunakan, bukan keadaan sekitar dirinya. Masalah tersebut dapat dipecahkan menggunakan augmented reality (AR), salah satu jenis virtual reality yang memperkaya dunia nyata dengan objek virtual. Dengan AR, lokasi yang ada di dunia nyata dapat ditandai dengan penanda virtual. Informasi yang relevan dengan lokasi tersebut, yang diproses secara otomatis oleh sistem, juga dapat ditampilkan. Hal tersebut dapatmembuat proses navigasi menjadi lebih sederhana. Saat ini, smartphone telah memiliki kemampuan komputasi yang cukup untuk menjalankan aplikasi AR. Pada penelitian ini, dikembangkan sebuah prototipe aplikasi tur kampus di Institut Pertanian Bogor yang berjalan di smartphone Android. Aplikasi tersebut dapat memberikanarah dan jarak yang harus ditempuh pengguna untuk mencapai sebuah lokasi. Jarak dan arah dihitung menggunakan formula Haversine. Untuk mengurangi gangguan pada pembacaan nilai akselerometer dan magnetometer, digunakan fungsi pemulus exponential smoothing. Konstanta pemulus yang digunakan untukakselerometer sebesar 0.2, sedangkan konstanta pemulus untuk magnetometer sebesar 0.5. Dengan kedua nilai tersebut, standar deviasi dari data sensor dapat dikurangi sebesar 46.27%.
INSPEKSI MASALAH USABILITAS PADA CARDBOARD UNTUK PERMAINAN REALITAS VIRTUAL MENGGUNAKAN TEKNIK EVALUASI HEURISTIK LINGKUNGAN VIRTUAL Asfarian, Auzi; Salim, Hilmi
Jurnal Teknoinfo Vol 13, No 1 (2019): JANUARI
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jti.v13i1.196

Abstract

Salah satu kekurangan utama pada aplikasi virtual, yaitu mahalnya perangkat yang dibutuhkan, mulai teratasi dengan munculnya perangkat alternatif yang berbiaya murah. Salah satu perangkat populer yang paling awal muncul adalah Cardboard. Penelitian ini dilakukan untuk melakukan inspeksi usabilitas terhadap penggunaan Cardboard. Inspeksi dilakukan dengan menggunakan teknik evaluasi heuristik untuk lingkungan virtual. Hasil penelitian ini adalah masalah yang sering muncul pada lingkungan virtual terjadi pada H7 (navigation and orientation support) selanjutnya H3 (natural expression of action) dan H8 (clear entry and orientation support). Pengembang aplikasi VR pada umumnya telah dapat mengaplikasikan dengan baik pada heuristik H6 dan H9 dengan tidak ditemukannya masalah usabilitas dalam aplikasi VR.Kata Kunci: cardboard, heuristik, inspeksi usabilitas, realitas virtual.
DESIGNING USER EXPERIENCE MOBILITY ASSISTANT APPLICATION FOR THE PHYSICALLY-DISABLED USING THE WHEEL METHOD Fatahillah, Azman; Asfarian, Auzi
Khazanah Informatika Vol. 6 No. 1 April 2020
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/khif.v6i1.8634

Abstract

This research was conducted to design a mobility assistant application for persons with physical disability using The Wheel method. This application can assist mobile activities for people with disability. The application called Kuygo was made in four stages: analysis, design, prototype, and evaluation. Analysis of user needs is carried out at Loka Bina Karya (LBK) Bogor through observation and interviews. The interaction design requirements are generated in the form of requirements statements and inventory tasks with three main tasks, namely mobility preparation, mobility comfort, and providing a review of a location. Afterwards, discussions were held in the form of design thinking and ideation sessions, with people who care about people with disabilities and the Senyum Difabel community, which produced sketches, storyboards, and wireframes. Furthermore, the design implementation is carried out by making a prototype of medium-fidelity and the results are tested using cognitive walkthrough techniques. Of the four questions that must be answered with cognitive walkthrough techniques, the average success rate of all the tasks tested is 94.62%. Based on these results, no major usability errors were found in the prototype medium-fidelity and the Kuygo application can be further developed.
DEVELOPMENT AND OPTIMIZATION OF NOSQL DATABASE IN FOOD INSECURITY EARLY WARNING SYSTEM BASED ON LOCAL COMMUNITY PARTICIPATION Nurhadryani, Yani; Ramadhan, Wiradani; Asfarian, Auzi
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vo. 5, No. 2, May 2020
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/kinetik.v0i0.1048

Abstract

As a part of the food insecurity early warning system based on local participation, a robust and scalable database service is required. This necessity caused by the large area of services which include 34 provinces, 416 districts, 7,215 sub-districts and 80,534 villages in Indonesia. The abundant number of the expected daily transaction might not be handled properly using the traditional model. In this research, we design, implement, and optimize the NoSQL database to create scalable, dynamic, and flexible database service for the early warning system. The cohesion of the model is then measured, resulting in 5 entities with high cohesion, 16 with moderate cohesion, and 3 with low cohesion. After refactoring, we reduced the number of the low-cohesion entity into one and increased the average cohesion from 0.62 to 0.67. An empirical experiment was conducted to compare the response time before and after the refactoring. As the results, the average response time is decreased from 11.0 ms to 7.99 ms or equal to 1.38 in speedup.The resulting database is then used as a part of database services in our early warning system.
CREATING A CIRCULAR TOWER DEFENSE GAME: DEVELOPMENT AND GAME EXPERIENCE MEASUREMENT OF ORBITAL DEFENSE X Asfarian, Auzi; Ramadhan, Wiradani; Putra, Widi Aryaguna; Raharjanto, Gabriel Muhammad; Frisky, Rakish
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 4, No 3, August 2019
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (626.733 KB) | DOI: 10.22219/kinetik.v4i3.779

Abstract

In this paper, we propose a new style of tower defense game by using the circular placement of the tower. In this game, dubbed Orbital Defense X, the player must protect the earth with a circle of defensive tower circled around it. The game is developed using game development lifecycle from initiation phase through alpha version. To test the quality of the developed game, we measure the game experience using game experience questionnaire. The questionnaire is divided into three: core, social presence, and post-game questionnaire. The results show that male participant gains a significantly higher score than female participants. Overall, the game experience is received better by the male participant in the core and social presence components, with an average score of 2,27 vs 1,92 and 2,15 vs 1,86. However, in post-game experience, the female participant scores higher with 2,15 vs 1,95. The participant that previously played another tower defense game gave score more in the core, social presence, and post-game experience than the participant that haven?t played it before. Their score is 1,93 vs 2,37 in core, 1,67 vs 2,39 in social presence, and 2,07 vs 1,91 in post-game experience. The result also suggests for more attention in the challenge regarding the enemies (variety and difficulty) rather than more complex tower management system. The social ranking also suggested by the participant to improve the overall experience of this game.
PRA-PRODUKSI APLIKASI PERMAINAN SIMULASI BUDIDAYA KOLAM EDUKATIF UNTUK MENINGKATKAN MINAT GENERASI MUDA TERHADAP PERIKANAN BUDIDAYA Darmawan, Dady; Asfarian, Auzi; Maulana, Fajar
Jurnal Ilmu Komputer dan Agri-Informatika Vol. 7 No. 1 (2020)
Publisher : Departemen Ilmu Komputer IPB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29244/jika.7.1.11-20

Abstract

Potensi sektor perikanan di Indonesia menjadi bagian penting dalam pembangunan nasional. Penelitian ini dilakukan untuk merancang aplikasi permainan edukatif berupa simulasi perikanan budidaya sehingga dapat memperkenalkan tentang perikanan budidaya kepada generasi muda melalui cara yang lebih menarik. Proses pra-produksi yang dilaksanakan pada penelitian ini menghasilkan dokumen desain permainan yang dibuat berdasarkan wawancara dan studi literatur. Hasil dari penelitian ini telah berhasil menghasilkan rancangan aplikasi permainan yang edukatif dan sangat menarik. Dokumen tersebut memuat unsur-unsur permainan yang meliputi objek dan perilakunya yang akan digunakan untuk membuat permainan simulasi. Hasil penelitian ini diharapkan dapat menghasilkan rancangan aplikasi permainan yang dapat digunakan untuk menambah wawasan pemain tentang perikanan budidaya Kata Kunci: edukatif, permainan, perikanan, perikanan budidaya, simulasi