scholarly journals Penerapan Action RPG pada Perangkat Mobile Berbasiskan iOS

Author(s):  
Budi Yulianto ◽  
Panji Kharisma ◽  
Eko Mirhard

Mobile games develop along with technological developments. Gaming applications by applying special graphics technologies optimizes any mobile device. The purpose of this study is to design an Action RPG game application by applying Cocos2d technology to be implemented on mobile devices based on IOS operating system. This study performs data collecting and analyzing, interface designing, application implementation, and application evaluation using the Waterfall Model. Data collection is withdrawn from several surveys related to user needs and similar games. Progressing the study, gameplay design is performed using UML, the data storage structure, and interface design. The study results in an Action RPG game application that is implemented on mobile devices. The results showes that Action RPG games can be developed by incorporating elements of art, graphics, and stories that enhance user's interests. 

2018 ◽  
Vol 5 (4) ◽  
pp. 445
Author(s):  
Muhammad Tajuddin Anwar ◽  
Husain Husain ◽  
Nenet Natasudian Jaya

<p>Salah satu warisan budaya nenek moyang bangsa Indonesia yang sangat bernilai adalah naskah kuno (<em>manuskrip</em>) yang ditulis dalam berbagai aksara dan bahasa. Dan satu diantaranya adalah Naskah Kuno Sasak, yang merupakan dokumen peninggalan nenek moyang Suku Sasak di Nusa Tenggara Barat, yang ditulis dengan tangan atau dalam bentuk asli sebelum dicetak. Digitalisasi adalah proses alih media dari bentuk tercetak, audio, maupun video, dilakukan untuk membuat arsip dokumen digital. Digitalisasi memerlukan peralatan seperti komputer, <em>scanner</em>, operator, media, sumber, dan <em>software</em>. Metode interpretatif dan perspektif, dipengaruhi oleh desain perspektif, seperti desain partisipatif dan desain sistem, melibatkan teori sistem yang layak. Digitalisasi Naskah Kuno Sasak merupakan perancangan <em>interface </em>menggunakan <em>Framework Jquery Mobile</em> dan penyimpanan data menggunakan basis data <em>MySQL,</em> sedangkan bahasa pemrograman menggunakan <em>PHP</em>. Digitalisasi sistem informasi ini menggunakan sistem operasi <em>phonegap</em>. Hasil dari perancangan ini adalah sebuah aplikasi Digitalisasi Naskah Kuno Sasak yang akan memudahkan dalam mendapatkan segala informasi mengenai Naskah Kuno Sasak. Hasil pengujian<em> </em>menunjukkan bahwa aplikasi ini dapat memberikan informasi sesuai dengan kebutuhan pengguna, seperti informasi Naskah Tulisan dalam bentuk; Lontar, tulisan Arab Melayu dan lain sebagainya.</p><p> </p><p class="Judul2"><strong><em>Abstract</em></strong></p><p class="Judul2"><em></em><em>One of the most valuable ancestral heritages of the Indonesian nation is the ancient manuscripts written in various letters and languages. And one of them is the Sasak Ancient Manuscripts, which is a relic of the ancestor of the Sasak tribe in West Nusa Tenggara, written by hand or in original form before printing. Digitalization is the process of media transfer from printed form, audio, or video, to create digital document archives. Digitalization requires equipment such as computers, scanner, </em><em>operato</em><em>r, media, sources, and software. Interpretive and perspective methods a</em><em>re</em><em> influenced by perspective design, such as participatory design and system design, </em><em>inwhich </em><em>involv</em><em>ing </em><em>proper system</em><em>s</em><em> theory. Digitalization of Ancient Sasak Manuscripts is an interface design using Jquery Mobile Framework and data storage using MySQL database, while programming language using PHP. Information System Digitalization uses an operating system </em><em>made </em><em>using phonegap. The result of this design is an application of Ancient Sasak Manuscripts Digitalization which is useful to facilitate especially the younger generation in getting information </em><em>about </em><em>Ancient Sasak Manuscripts</em><em>.T</em><em>he results of testing obtained that the application can provide information in accordance with user needs, such as information</em><em>s of</em><em> writing Manuscripts in the form of Lontar, Malay Arabic and so forth.</em></p><p> </p>


AITI ◽  
2021 ◽  
Vol 18 (1) ◽  
pp. 34-53
Author(s):  
Bryan Adha Elang Praditya ◽  
Yessica Nataliani ◽  
Penidas Fiodinggo Tanaem

Cooperation as one of the driving wheels of the economy also require technology in the implementation of their operations. The application of the information system to the cooperation will affect the cooperative's performance. The Tani Makmur Cooperation in Klaten is a cooperative that helps farmers in managing rice fields, but does not yet have a web-based system that can integrate the required information. In this study, a web-based information system was designed that can be used as data storage, using a waterfall model. Data were collected by observation, interviews, and SWOT analysis. The resulting information system consists of the menu Master Data, Transactions, Reports, Settings, Graphics, Backups, and Help. Cooperation members can carry out storage, borrowing and installment transactions through the Transaction menu. The cooperation admin can view all transactions through the Reports menu. The resulting web-based information system can be used to store cooperation data, thereby expediting and accelerating the transaction process for Koperasi Tani Makmur customers and also reducing the risk of data loss..


2021 ◽  
Vol 2134 (1) ◽  
pp. 012020
Author(s):  
Denis Pimenov ◽  
Alexander Solovyov ◽  
Nursultan Askarbekuly ◽  
Manuel Mazzara

Abstract The most common reason for software product failure is misunderstanding user needs. Analysing and validating user needs before developing a product can allow to prevent such failures. This paper investigates several data-driven techniques for user research and product design through prototyping, customer validation, and usability testing. The authors implemented a case study software product using the proposed techniques, and analyses how the application of UX/UI research techniques affected the development process. The case study results indicate that preliminary UX/UI research before the development reduces the cost of product changes. Moreover, the paper proposes a set of metrics for testing the effectiveness of UX/UI design.


2019 ◽  
Vol 1 ◽  
pp. 1-2
Author(s):  
Radek Barvir ◽  
Alena Vondrakova ◽  
Jan Brus

<p><strong>Abstract.</strong> The majority of information has a spatial context that can be represented on the map, while maps are presenting the real world in the simplified and generalised way, focusing on the key features or specific topic. For some kinds of users, the map as the representation of the real spatial context is not only the possibility but also the necessity. Among these people belong people with visual impairments.</p><p> The number of visually impaired people increases every year and to their full-fledged integration into society is devoted considerable attention. But People with visual impairments are the target group with specific user needs, and the conventional map is insufficient for them. Along the growing number of visually impaired people importance of tactile cartography is increasing.</p><p> Currently, there are many technologies used for creating tactile maps, including very primitive and cheap solutions as well as advanced methods. The simplest way is drawing on the hand which brings only the real-time perception which needs to memorise for next uses. Another technique of hand embroidery consists of thick fibre placed on the cardboard or different paper type. More accurate is drawing on a special paper for blind or using dense colour gels. Also, some kinds of machinery producing technologies are used, e.g: shaping carton, plastic or metal. Braille printers can produce not very complicated tactile maps using 3D dots. Similar results can be obtained using serigraphy. Very popular is printing on heat-sensitive paper as mentioned before in the case of haptic maps by Mapy.cz. Another possibility is to use rubberized colours and nowadays popular technology of 3D printing (Vozenilek and Ludikova, 2010).</p><p> At the Department of Geoinformatics, Faculty of Science, Palacký University Olomouc, Czechia, the research team developed prototypes and methodology for the creation of the modern type of 3D tactile maps, linkable with mobile devices (Barvir et al., 2018).Interactive tactile maps connectable with mobile devices bring new opportunities to develop tactile map production. The prototypes have been verified in practice in cooperation with educational centres for people with visual impairment and blind people, and special schools. It is comprehensive research focusing a lot of scientific challenges. The contribution would like to summarise the most significant findings of the research.</p><p> The developed TouchIt3D technology is based on linking 3D objects, such as tactile maps, 3D models, controls, etc., with a mobile tablet or mobile phone using a combination of conductive and non-conductive filament. Each model is linked to an individual mobile application layout that initiates a pre-action based on user suggestions done within touching the model. For example, such an action may be a vibration or a speech command when the person with visual impairment touch inappropriate map symbol. As example can be introduced a listing of current public transport departures after the user touches the bus-stop map symbol on the 3D transport terminal plan. Data can be acquired in real time via Internet as the tablet can be connected to WiFi or cellular network. TouchIt3D technology is primarily focused on the presentation of spatial data and navigation for the public, people with visual or other impairment.</p><p> There are two ways how to create such tactile map. The first way is to prepare all the data manually. Another approach is the semi-automatic workflow. This approach is significantly different from previous workflows of producing maps for people with visual impairment. The solution based on the open-source and free software and data together with sharing electronic part of the map in the form of tablet dramatically lowered costs of tactile maps production. The designed scripts and models also reduced the time necessary to spend by map designing up to a minimum. User testing provided all data required for the improvement, and maximal adaptation of the cartographic visualisation methods to the target user needs. Nevertheless, maps partly automatically done and based on crowdsourcing data cannot bring the same quality as individually made tactile maps.</p><p> The main aim of the research is to find a workflow of interactive tactile maps creation using the TouchIt3D technology. The research also deals with setting appropriate parameters of the map, e.g. the map scale, cartographic symbol size, map content etc. This optimisation is done to fit the needs of people with visual impairment as much as possible on the one hand and taking into account the limitations of the map creation possibilities.</p><p>This research is implemented within the project <i>Development of independent movement through tactile-auditory aids</i>, Nr. TL01000507, supported by the Technology Agency of the Czech Republic.</p>


2019 ◽  
Author(s):  
Md. Jakaria ◽  
Kowshika Sarker ◽  
Mostofa Rafid Uddin ◽  
Md. Mohaiminul Islam ◽  
Trisha Das ◽  
...  

AbstractThe propitious developments in molecular biology and next generation sequencing have enabled the possibility for DNA storage technologies. However, the full application and power of our genomic revolution have not been fully utilized in clinical medicine given a lack of transition from research to real world clinical practice. This has identified an increasing need for an operating system which allows for the transition from research to clinical use. We present eMED-DNA, an in silico operating system for archiving and managing all forms of electronic health records (EHRs) within one’s own copy of the sequenced genome to aid in the application and integration of genomic medicine within real world clinical practice. We incorporated an efficient and sophisticated in-DNA file management system for the lossless management of EHRs within a genome. This represents the first in silico integrative system which would bring closer the utopian ideal for integrating genotypic data with phenotypic clinical data for future medical practice.


JOUTICA ◽  
2017 ◽  
Vol 1 (2) ◽  
Author(s):  
Yusuf Permadi ◽  
Nur Nafiiyah

Smartphone is the manifestation of the technological developments that can narrow space and time. Smartphone is not only used as a means of communication but as a means of entertainment for many kinds of applications that is presented by the developers. Android is an operating system that is widely used by several manufacturers of smartphones today. Application is a program which is designed to perform a function with specific goals and purposes. Tanjidor is the musical art of Betawi. Tanjidor did not come originally from Indonesia, but from Portuguese language in a word Tangedor which means “stringed musical instruments”. Tanjidor itselfis played in several musical instruments category, namely wind instruments (in particular instrument it is called as mouthpiece) like clarinet, trombone, tuba, saxophone, and trumpet. In addition, there is also wind instrument musical which played by hit it (in a particular type it is called a percussion), like snare drum, tenor drum, bass drum, cymbals and drums. Android-based Tanjidor equipment learning application is used as the entertainment media and also aims to preserve the Indonesian art heritage by inserting Tanjidor instruments in Android smartphon. Therefore, Tanjidor musical art does not disappear over the time.


2021 ◽  
Vol 13 (3) ◽  
pp. 1705-1714
Author(s):  
Chusnul Muali ◽  
Moh Rofiki ◽  
Hasan Baharun ◽  
Zamroni Zamroni ◽  
Lukman Sholeh

This study aims to describe Sufistic-based Kiai leadership's role in shaping Santri character at the Pesantren Nurul Jadid Paiton Probolinggo. This research is a case study qualitative approach, with Kiai as the subject. We collected data using interview, documentation, and observation techniques, then analyzed using reduction techniques, presenting data, and drawing conclusions. The results showed that the Sufistic-based Kiai's leadership had an essential role in fostering the character of the Santri. The study results indicate that the Sufistic-based Kiai leadership has a vital role in promoting the surface of the Santri. Kiai is a person who gives influence in building character with Uswah (Modelling). This study also found that the factors that influence low morale are that Santri has a common understanding of the latest technological developments. In Sufistic-based leadership, there are four things that a leader must possess: 1) The Tawasuth, 2) The nature of I'tidal, 3) The Tawazun, and 4) The Tasamuh.


Compiler ◽  
2015 ◽  
Vol 4 (2) ◽  
Author(s):  
Anton Setiawan Honggowibowo ◽  
Sapto Aji Wibowo

Technological developments in the field of computers getting faster requires the ability of each person to be able to follow the progress of computer development. Computer vision applications is an application that allows the computer to have the ability to be able to capture and understand the data, such as image and make decisions based on the data from the real object movement that was in front of the webcam and then the data obtained is processed in accordance with user needs. Digital image of a real object is captured by a webcam can be done in various ways making objects. In this research, object retrieval by utilizing activity in this object is that caught on webcam pen is through the form and motion of objects. Once an object is detected then the object is to move the cursor on a computer. To be able to perform image processing, this application uses OpenCV components. Meanwhile, to be able to perform tracking of the cursor object using optical flow method. Cursor moves when the pen has a rectangular sides and parallel to the pen position frame of grabber.


Mobile Learning (mLearning) has become an influential educational technology in higher education. With the internet and other technological developments, mLearning makes it possible for students to learn, collaborate, and share ideas with each other. However, mLearning student acceptance is critical to its effectiveness. Attitudes toward learning is a vital factor in deciding whether or not students are ready to use mLearning for academic purpose. Student attitudes may identify strengths and weaknesses of mLearning and facilitate development of the technology. This qualitative study aims to investigate graduate students’ attitudes and perceptions toward using mLearning in education. Data were collected by conducting interviews with fourteen graduate students enrolled in masters and doctoral programs in the College of Education at King Khalid University (KKU), Kingdom of Saudi Arabia. Generally, graduate students in education disciplines had positive attitudes toward mLearning and expressed a desire to use it in their future educational settings. Students perceived mLearning to be valuable for academic purposes, noting the convenience of being able to access course materials, the ease of communicating with other students and professors at their own pace, and the flexibility mobile devices offer over desktop or laptop computers. However, students identified a few usability issues like small screen size and keyboards, and additional cost of mobile devices and the corresponding cost of Internet access as constraints for using mobile devices for learning.


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