Digital games development process is often done using traditional methods. Many digital game developers believe that the game development process cannot be equated and use other software development methods because game development is not only focused on technical processes such as programming and coding but also creative processes such as asset and display design. In this study, the process of developing a fantasy adventure puzzle game was carried out using the Game-Scrum approach, a method modified from the Agile Scrum method. As well as the software development process using the agile method, game development using this method is carried out with an iterative process where each process allows an update of the feedback given to each sprint backlog. At the end of the study it was concluded that although there were still some things that had to be adjusted, basically the Game Scrum method could be adapted for the development of a digital game.
There are several recommended features from previous research that can be used to find the similiraties between one music to another, from manually specified features to automatically extracted features. Researchers have suggested some numerical values of the features that represent audio, but optimal set of features to use in finding music similarities may be different from one study to another. It depends on the method or type of music used in a study. To find the optimal audio features for Indonesian's traditional music, a feature selection process conducted in this study. Four Indonesian's traditional musics from 4 different provinces segmented automatically into 60 audio segments. Eleven sets with total 36 audio features extracted from this 60 audio segments with the combination of mean and standard deviation statistic values. Principal Component Analysis (PCA) used to reduce the set of features. To prove the resulting set of features is an optimal features to use in finding Indonesian's traditional music similarities, a clustering conducted to the 60 audio segments. The clustering process using x-Means method with features obtained in this study shows that every audio segments from 1 song goes to the same cluster.
This study develops a mobile application with Augmented Reality technology that provides complete information on historical war weapons at the Fatahillah Museum. Information in this application can be displayed properly, structured, and without the risk of being lost or damaged. Application with Augmented Reality technology also allows visitors to have a pleasant experience because each artifact can be seen up close through its 3D model. This can minimize the risk of historical objects being damaged or lost because users do not need to directly touch objects to see up close. Application’s development is carried out using the Agile method and the testing is carried out using the Black Box method. This application runs well with a good level of user satisfaction, where the results of the evaluation are 96,2% satisfied and 3,6% of them were dissatisfied with the application.
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