AI for Game

Dalam permainan modern, AI digunakan untuk menciptakan karakter non-pemain (NPC) yang lebih cerdas dan responsif, menciptakan tantangan yang lebih menantang bagi pemain. Algoritma pembelajaran mesin memungkinkan karakter AI untuk belajar dari tindakan pemain dan mengadaptasikan strategi mereka, menciptakan pengalaman yang lebih realistis dan imersif. Selain itu, AI juga digunakan dalam pengembangan cerita dinamis di mana plot dan pengembangan karakter bisa berubah berdasarkan keputusan yang diambil oleh pemain.

Member AI for Game

Nama: HANNY HARYANTO, S.Kom, M.T

Jabatan: Koordinator

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Nama: Dr. SENDI NOVIANTO, S.Kom, M.T

Jabatan:

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Nama: IMANUEL HARKESPAN, M.Kom

Jabatan:

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Nama: ACUN KARDIANAWATI, M.KOM

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Nama: UMI ROSYIDAH, S.Kom, M.T

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Nama: INDRA GAMAYANTO, ST, MITM

Jabatan:

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Nama: SASONO WIBOWO, SE, M.Kom

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Nama: LALANG ERAWAN, M.Kom

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Nama: ARDIAWAN BAGUS HARISA, S.Kom, M.Sc

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Nama: SUHARNAWI, M.Kom

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List Research Grant

BIMA / Kedaireka

Kedaireka 2022 – Gadogado.io: Smart Platform untuk Pemberdayaan Kelompok Usaha Digital Pemula di Bidang Game

AI for Game

Hanny Haryanto, S.Kom, M.T

Aktivitas Dinamis Menggunakan Finite State Machine Untuk Meningkatkan Pengalaman Imersif Dalam Appreciative Serious Game

Indra Gamayanto, ST, Mitm

Smart Gamification, Board Game & Metaverse-Artificial Intelligence Untuk Membangun Sistem Startup Dan Entrepreneurship

Ardiawan Bagus Harisa, M.Sc

The Development of Serious Board Game Rulebook Testing Framework to Improve Students’ Gaming Literacy

List Publication

2023

  1. Non-Playable Character (NPC) based on Behaviour Tree for Enhanced Immersive Experience in the Serious Game” Warik’s Adventure”. Journal of Applied Informatics and Computing 7 (2), 284-290
  2. Activity Design based on Appreciative Learning in Disaster Mitigation Serious Game. M2023 14th International Conference on Information & Communication Technology and System (ICTS)
  3. Pelatihan Konsep Gamification Profiling Pada SMA Negeri 3 Semarang. ABDIMASKU: JURNAL PENGABDIAN MASYARAKAT 6 (3), 696-711
  4. Improvement of Imaginative Immersion in Role Playing Serious Game using Appreciative Game Activity. 2023 International Conference on Electrical and Information Technology (IEIT)
  5. Game Musik Tradisional Gundul-Gundul Pacul Dengan Tingkat Kesulitan Dinamis Berbasis Logika Fuzzy. TECHNO CREATIVE 1 (1), 13-19
  6. Fuzzy Smart Reward for Serious Game Activity Design. Scientific Journal of Informatics 10 (3), 271-286
  7. Pergerakan Non-Playable Character dalam Game Stealth Menggunakan Finite State Machine. EXPERT: Jurnal Manajemen Sistem Informasi dan Teknologi 13 (1), 01-06
  8. PENYULUHAN GAME & PSIKOLOGI 2.0 KEPADA PESERTA DIDIK DAN GURU. JE (Journal of Empowerment) 4 (1)
  9. Pelatihan & Penerapan ISSN Pada Jurnal di SMA Negeri 3 Semarang. ABDIMASKU: JURNAL PENGABDIAN MASYARAKAT 6 (2), 530-534
  10. Pelatihan Dasar-dasar Komputer dan Programming di Pusat Kegiatan Belajar Masyarakat (PKBM) Bina Karya. ABDIMASKU: JURNAL PENGABDIAN MASYARAKAT 6 (2), 467-477
  11. Pelatihan Board Game Dan Penerapannya Pada Entrepreneurship Di SMA Negeri 3, Semarang. ABDIMASKU: JURNAL PENGABDIAN MASYARAKAT 6 (1), 21-29
  12. The Implementation of Data Mining for Predicting XAU/USD Price Trends in the Forex Market on MetaTrader 5 using Naïve Bayes Method. Intelmatics 3 (2), 85-90
  13. Penerapan Metode SAW untuk Perancangan SPK Penerimaan Karyawan Di PT Pinnacle Apparels. Journal on Pustaka Cendekia Informatika 1 (2), 01-07
  14. PENYULUHAN GAME & PSIKOLOGI 2.0 KEPADA PESERTA DIDIK DAN GURU. JE (Journal of Empowerment) 4 (1)
  15. Pelatihan & Penerapan ISSN Pada Jurnal di SMA Negeri 3 Semarang. ABDIMASKU: JURNAL PENGABDIAN MASYARAKAT 6 (2), 530-534
  16. Pelatihan Dasar-dasar Komputer dan Programming di Pusat Kegiatan Belajar Masyarakat (PKBM) Bina Karya. ABDIMASKU: JURNAL PENGABDIAN MASYARAKAT 6 (2), 467-477
  17. SIMULASI HACK VS CRACK:“GAME” PADA SMA NEGERI 3 SEMARANG. Jurnal Pengabdian Masyarakat Information Technology 2 (1), 17-26
  18. KETERAMPILAN INTERPERSONAL. Penerbit Andi
  19. Game Method Based on Genre Game as Higher Educational Learning: Systematic Literature Review with VOSviewer. Suan Sunandha Science and Technology Journal 10 (1), 23-33
  20. Pelatihan Public Speaking Sebagai Upaya Menumbuhkan Sikap Percaya Diri Karangtaruna Kelurahan Kalisegoro Gunungpati Semarang. Amaliah: Jurnal Pengabdian Kepada Masyarakat 7 (2), 313-317
  21. Analisis Ketercapaian Program Guru Penggerak PAUD dalam Penerapan Pembelajaran Berdiferensiasi yang Berpusat pada Anak. Educative: Jurnal Ilmiah Pendidikan 1 (3), 103-117
  22. Activity Design based on Appreciative Learning in Disaster Mitigation Serious Game. 2023 14th International Conference on Information & Communication Technology and System (ICTS)
  23. Improvement of Imaginative Immersion in Role Playing Serious Game using Appreciative Game Activity. 2023 International Conference on Electrical and Information Technology (IEIT)
  24. Fuzzy Smart Reward for Serious Game Activity Design. Scientific Journal of Informatics 10 (3), 271-286
  25. Pelatihan Aplikasi Camtasia Dalam Peningkatan Kegiatan Pembelajaran Para Guru SMP Negeri 25 Semarang. Manggali 3 (2), 270-277
  26. PENERAPAN METODE PROFILE MATCHING UNTUK MANAJEMEN EVALUASI TUMBUH KEMBANG ANAK. Jurnal Transformatika 21 (1), 18-27
  27. PENYULUHAN GAME & PSIKOLOGI 2.0 KEPADA PESERTA DIDIK DAN GURU. JE (Journal of Empowerment) 4 (1)
  28. Pengenalan Media Pembelajaran Quis Berbasis Power Point Pada KB. Tunas Bhakti Kendal. Nasional Pengabdian Masyarakat Ilmu Komputer (JNPMIK) 2 (1), 20-24
  29. Pelatihan & Penerapan ISSN Pada Jurnal di SMA Negeri 3 Semarang. ABDIMASKU: JURNAL PENGABDIAN MASYARAKAT 6 (2), 530-534
  30. Pelatihan Dasar-dasar Komputer dan Programming di Pusat Kegiatan Belajar Masyarakat (PKBM) Bina Karya. ABDIMASKU: JURNAL PENGABDIAN MASYARAKAT 6 (2), 467-477
  31. Designing the Concept of Start-up & Mentoring Profiling Inside New Normal University. International Journal of Information System and Technology, 761-771
  32. Pembangunan Web untuk Promosi dan Penjualan Online Pengrajin Kerupuk Rambak Kulit Kerbau di Penanggulan Pegandon Kendal. Manggali 3 (1), 110-118
  33. Prediction of Sleep Disorders Based on Occupation and Lifestyle: Performance Comparison of Decision Tree, Random Forest, and Naïve Bayes Classifier. Journal of Applied Intelligent System 8 (3), 298-309
  34. Game Startup Manual: Game Design
  35. Incorporating AI Tool Along with Traditional Method for Speaking Assessment. INTERACTION: Jurnal Pendidikan Bahasa 10 (2), 704-712
  36. Pelatihan Konsep Gamification Profiling Pada SMA Negeri 3 Semarang. ABDIMASKU: JURNAL PENGABDIAN MASYARAKAT 6 (3), 696-711
  37. Threat construction for dynamic enemy status in a platformer game using classical genetic algorithm. Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control
  38. Pelatihan Board Game Dan Penerapannya Pada Entrepreneurship Di SMA Negeri 3, Semarang. ABDIMASKU: JURNAL PENGABDIAN MASYARAKAT 6 (1), 21-29

 

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2022

  1. Time-based Performance Improvement for Early Detection of Conflict Potentials at the Central Java Regional Police Department.2022 International Seminar on Application for Technology of Information and Communication (iSemantic)
  2. Pacing-based Procedural Dungeon Level Generation: Alternating Level Creation to Meet Designer’s Expectations. International Journal of Computing and Digital Systems 12 (1), 401-416
  3. Board Game Design for Conservation Organization: A study on the Board Game for Campaign on Indonesian Javan Hawk-Eagle Conservation Foundation. Journal of Games, Game Art, and Gamification 7 (1), 1-6
  4. Sistem Informasi Fee Streamer Berbasis Web Pada Shark Agency Dengan Pendekatan Extreme Programming. JOINS (Journal of Information System) 7 (2), 190-202
  5. THE CONCEPTS OF NEW NORMAL UNIVERSITY & HOW TO DESIGN NEW NORMAL SOCIAL MEDIA: EXTRAORDINARY CASE-COVID 19. JADECS (Journal of Art, Design, Art Education & Cultural Studies) 7 (2), 115-141
  6. The Concepts Of New Normal University & How To Design New Normal Social Media: Extraordinary Case-Covid 19. Journal of Art, Design, Education And Culture Studies, 115-141
  7. Designing The Concepts Of “The Maturity Level Of Netizen”: How To Manage Comment & Critics Profiling 1.0. International Journal of Information System & Technology, 399-411
  8. Penyuluhan & Implementasi OJS Journals Di SMA Negeri 3, Semarang. ABDIMASKU: JURNAL PENGABDIAN MASYARAKAT 5 (3), 487-496
  9. PENGENALAN PIVOT TABLE UNTUK DATA KEPENDIDIKAN PADA RA. PERWANIDA 28 KALIDAPU KENDAL. Jurnal Nasional Pengabdian Masyarakat Ilmu Komputer (JNPMIK) 1 (1), 17-20
  10. Pembangunan Sistem Informasi Penduduk (Sipenduk) Di Kelurahan Randu Garut Tugu Semarang. Manggali 2 (2), 236-243
  11. PELATIHAN & SIMULASI CRACK VS HACK 1.0 DI SMA NEGERI 3 SEMARANG. Jurnal Layanan Masyarakat 6 (2)
  12. Designing The Concepts – The Maturity Level of Career Development Smart Pondok Pesantren (Islamic Boarding Schools). International Journal Ihya’ ‘Ulum al-Din, 31 -47
  13. Perencanaan Strategis Sistem Informasi Sumber Daya Manusia Pada PT. BPR Artha Tanah Mas Semarang. Journal of Informatics Education, 9-16
  14. Penyuluhan Game & Psikologi 1.0 Pada SMA Negeri 3 Semarang. ABDIMASKU: JURNAL PENGABDIAN MASYARAKAT 5 (2), 189-200
  15. Analisis Tata Kelola Sistem Informasi SKCK Online pada Kantor Pelayanan SKCK Polrestabes Kota Semarang Menggunakan Framework COBIT 5 DSS 02. Journal of Information System, 26 – 40
  16. Designing The Concept of Innovation Profiling with Case Study. International Journal of Information System & Technology, 654-664
  17. PELATIHAN DAN SIMULASI DATA MINING PADA SMA NEGERI 3 SEMARANG. Jurnal Pengabdian Masyarakat Information Technology 1 (1), 9-18
  18. Media Analisis Data Kependidikan Dengan Pivot Excel Pada Kelompok Guru Paud Gugus Matahari Ngaliyan. ABDIMASKU: JURNAL PENGABDIAN MASYARAKAT 5 (1), 150-156
  19. User Experience Model using Concise User-Centered Design in Small and Medium Enterprise E-Commerce. 2022 International Seminar on Application for Technology of Information and Communication (iSemantic)
  20. Pengembangan Ekonomi Pondok Pesantren Ditinjau Dari Maqāṣid Al-Sharī ‘Ah (Studi di Pondok Pesantren Al-Munawwarah Brondong Lamongan). Proceeding of International Conference on Sharia and Law 1 (1), 26-30
  21. Fuzzy Adaptive Items in Design Activity of Appreciative Serious Game. 2022 International Conference on ICT for Smart Society (ICISS), 1-6
  22. Peranan Mata Pelajaran Al-Islam Terhadap Moralitas Siswa SMP Muhammadiyah 14 Paciran: Peranan Mata Pelajaran Al-Islam Terhadap Moralitas Siswa SMP Muhammadiyah 14 Paciran. Jurnal Penelitian dan Pendidikan Agama Islam Karang Asem 5 (1), 66-74
  23. REKONSTRUKSI FIQIH IBADAH BERBASIS ADAB (STUDI ANALISIS TERHADAP KITAB BIDĀYAT AL-HIDĀYA; KARYA IMAM AL-GHOZALI). IAIN ponorogo
  24. Efektivitas Model Pembelajaran Kooperatif Tipe Numbered Head Together (NHT) Berbantuan LKPD Terhadap Kemampuan Berpikir Kritis Matematis Materi Statistika. IAIN KUDUS, 2022
  25. Comparison of Acoustic Characteristic among Electronic, Human-Played and Robot-Played Demung. 2022 International Seminar on Application for Technology of Information and Communication (iSemantic)
  26. PELATIHAN & SIMULASI CRACK VS HACK 1.0 DI SMA NEGERI 3 SEMARANG. Jurnal Layanan Masyarakat 6 (2)
  27. Designing The Concepts-The Maturity Level of Career Development Smart Pondok Pesantren (Islamic Boarding Schools). International Journal Ihya”Ulum al-Din 24 (1), 31-47
  28. PELATIHAN DAN SIMULASI DATA MINING PADA SMA NEGERI 3 SEMARANG. Jurnal Pengabdian Masyarakat Information Technology 1 (1), 9-18
  29. Prediksi Komoditas Pangan Pada Masa Pandemi Dengan Metode Forecasting dan Moving Average. Jurnal Nasional Teknologi Dan Sistem Informasi 7 (3), 155-163
  30. Penyuluhan & Implementasi OJS Journals Di SMA Negeri 3, Semarang. ABDIMASKU: JURNAL PENGABDIAN MASYARAKAT 5 (3), 487-496
  31. Time-based Performance Improvement for Early Detection of Conflict Potentials at the Central Java Regional Police Department. 2022 International Seminar on Application for Technology of Information and Communication (iSemantic)
  32. Fuzzy Adaptive Items in Design Activity of Appreciative Serious Game. 2022 International Conference on ICT for Smart Society (ICISS), 1-6
  33. Penyuluhan Game & Psikologi 1.0 Pada SMA Negeri 3 Semarang. ABDIMASKU: JURNAL PENGABDIAN MASYARAKAT 5 (2), 189-200
  34. Peningkatan Kemenangan Non-Playable Character dalam Permainan Triple Triad Menggunakan Alpha-Beta Pruning. Jurnal Komputasi 10 (1)
  35. Synthesis of Compound Facial Expressions Based on Indonesian Sentences Using Multinomial Naïve Bayes Model and Dominance Threshold Equations. Engineering Letters 30 (1)