89 research outputs found

    EMOWARS: INTERACTIVE GAME INPUT MENGGUNAKAN EKSPRESI WAJAH

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    Research in the affective game has received attention from the research communities over this lustrum. As a crucial aspect of a game, emotions play an important role in user experience as well as to emphasize the users emotions state on game design. This will improve the users interactivity while they playing the game. This research aims to discuss and analyze whether emotions can replace traditional user game inputs (keyboard, mouse, and others). The methodology used in this research is divided into two main phases: game design and facial expression recognition. The results of this research indicate that users preferred to use a traditional input such as mouse. Moreover, users interactivities with game are still slightly low. However, this is a great opportunity for researchers in affective game with a more interactive game play as well as rich and complex story. Hopefully this will improve the user affective state and emotions in game. The results of this research imply that happy emotion obtains 78% of detection, meanwhile the anger emotion has the lowest detection of 44.4%. Moreover, users prefer mouse and FER (face expression recognition) as the best input for this game

    PERANCANGAN GAME KARTU INTERAKTIF BERBASIS ANDROID MENGGUNAKAN AUGMENTED REALITY

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    Dengan memanfaatkan teknologi augmented reality yang kini sedang berkembang, melalui penelitian ini dibuat sebuah perancangan sistem permainan kartu dan prototype game pada smartphone berbasis Android. Perancangan ini diharapkan dapat meningkatkan minat anak-anak untuk bermain kartu secara modern, dan sebagai bahan referensi bagi pelaku dunia bisnis, dan sebagai alternatif untuk memasarkan produk yang dimiliki bagi marketing pada khususnya. Ruang lingkup dari penelitian ini terbatas pada perancangan sistem game, serta pembuatan prototipe game kartu. Paduan metodologi waterfall serta game design menurut Jesse digunakan dalam penelitian ini. Dari hasil penelitian disimpulkan bahwa teknologi augmented reality dapat membuat permainan menjadi lebih menarik

    ANALISIS DAN PERANCANGAN SISTEM BASIS DATA PEMBELIAN,

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    Tujuan dari penulisan ini adalah untuk menganalisis sistem penjualan, pembelian, dan persediaan barang pada PT Interjaya Surya Megah yang sedang berjalan dan merancang basis data penjualan, pembelian, dan persediaan barang yang sesuai dengan kebutuhan perusahaan, serta merancang prototipe aplikasi. Metodologi yang digunakan untuk mengumpulkan informasi adalah dengan fact-finding technique, yaitu melakukan survei langsung ke perusahan, melakukan wawancara pada pihak terkait, dan melakukan analisa terhadap prosedur dan dokumen perusahaan. Sedangkan untuk perancangan basis data menggunakan metodologi database-life-cycle, yang terdiri dari 3 tahapan yaitu : konseptual, logikal, dan fisikal database design. Dari penelitian yang dilakukan, dihasilkan rancangan basis data konseptual, logikal, dan fisikal untuk proses bisnis penjualan, pembelian, dan persediaan barang. Dikembangkan sebuah prototipe aplikasi untuk membangun sebuah model yang bekerja dari aplikasi basis data yang memungkinkan perancang atau pengguna untuk memastikan sistem akhir akan terlihat dan berfungsi.Dengan adanya rancangan basis data dan pengembangan aplikasi, kebutuhan informasi telah terpenuhi secara cepat dan akurat

    Analisis dan Perancangan Sistem Basis Data Pembelian, Penjualan, dan Persediaan Pada PT Interjaya Surya Megah

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    The purpose of this paper is to analyze the system of sales, purchases, and inventory of goods at PT Surya Megah Interjaya and designing the database of sales, purchases, and inventories of goods in accordance with the needs of the company, and to design a prototype application. The methodology used to collect information is by fact-finding technique, which conducted a survey, conducting interviews on related parties, and performed an analysis of procedures and corporate documents. As for database design using the methodology of database-life-cycle, which consists of 3 stages, namely: conceptual, logical, and physical database design. Research conducted, resulting conceptual database design, logical, and physical for business processes of sales, purchases, and inventories of goods. A prototype application is developed to build a working model of a database application that allows the designer or user to ensure the final system will be visible and functioning. With the database design and application development, information needs are met quickly and accurately. Â

    Towards emotional and socially realistic game companions with personality

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    This thesis presents a fully integrated and modular framework for social and emotional game companion that focuses on realistic social interaction between the player and Non-Player Characters (NPCs) in a game environment. Moreover, this thesis proposes integrated computational models for a formulation of action selection rules based on the game companion’s personality, the relation between player and game companion and the perceived (non-)verbal actions to enhance the NPC’s believability and the player’s interaction in a game context. The rules were derived from data collections of both human-human and human-machine interactions. This thesis argues that NPC with such capability will accommodate a new experience when playing games. To illustrates the effectiveness of the proposed framework and computational models, the author implemented the framework and computational models into two game scenarios: The Smile Game where a human player who abides in the real world played with an ECA who inhabits a virtual world. The second scenario was The Skyrim Game, where an avatar represented the human player, who played with a virtual NPC in a virtual world. With a total of 117 participants in 217 interactions with the system, the results show that the players evidently perceived the NPCs’ personality in accordance with the one set to them. The NPCs’ ability to display emotions appropriately also provides the feeling of immersion in games to the players. Moreover, the ability to forge relationships naturally with the game companions gives the sentimental feeling towards the game companions. The main contribution of the work presented to the field of Intelligence Virtual Agents specifically in the domain of computer games, in this thesis is A fully integrated and modular framework for social-affect-aware game design complete with the computational models for social interaction with game companions. Several games have been built in several scenarios with simple social interactions between players and the game companions using the framework and computational models proposed to explore the opportunities of the framework and models. Finally, this thesis also presents some scenarios for data collections to construct interaction rules for game companions

    Towards emotional and socially realistic game companions with personality

    No full text
    This thesis presents a fully integrated and modular framework for social and emotional game companion that focuses on realistic social interaction between the player and Non-Player Characters (NPCs) in a game environment. Moreover, this thesis proposes integrated computational models for a formulation of action selection rules based on the game companion’s personality, the relation between player and game companion and the perceived (non-)verbal actions to enhance the NPC’s believability and the player’s interaction in a game context. The rules were derived from data collections of both human-human and human-machine interactions. This thesis argues that NPC with such capability will accommodate a new experience when playing games. To illustrates the effectiveness of the proposed framework and computational models, the author implemented the framework and computational models into two game scenarios: The Smile Game where a human player who abides in the real world played with an ECA who inhabits a virtual world. The second scenario was The Skyrim Game, where an avatar represented the human player, who played with a virtual NPC in a virtual world. With a total of 117 participants in 217 interactions with the system, the results show that the players evidently perceived the NPCs’ personality in accordance with the one set to them. The NPCs’ ability to display emotions appropriately also provides the feeling of immersion in games to the players. Moreover, the ability to forge relationships naturally with the game companions gives the sentimental feeling towards the game companions. The main contribution of the work presented to the field of Intelligence Virtual Agents specifically in the domain of computer games, in this thesis is A fully integrated and modular framework for social-affect-aware game design complete with the computational models for social interaction with game companions. Several games have been built in several scenarios with simple social interactions between players and the game companions using the framework and computational models proposed to explore the opportunities of the framework and models. Finally, this thesis also presents some scenarios for data collections to construct interaction rules for game companions

    TAP FOR BATTLE: PERANCANGAN CASUAL GAME PADA SMARTPHONE ANDROID

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    Smartphones have become a necessity. Almost everyone uses a smartphone in a variety of activities. Both young and old are sure to utilize this technology, for a wide range of activities such as doing the work, doing school work or enjoying entertainment. The purpose of this research is to build a casual-action game with war theme. The game is built for Android smartphone that has multi touch screen capability. The research methods used in this research are data collection and analysis method including user analysis with questionnaire. Furthermore, IMSDD method is implemented for game design and development phase including system requirement analysis, system design, system implementation, finally system evaluation. In this research, we conclude that 83.9% participants enjoyed the game with touch-screen as the game control
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