<p><em>Game is one of the entertainment that is loved by a wide variety of backgrounds ranging from children to adults. According to App Annie one type of game that is much in demand to play is a adventure game genre. Selected as entertainment because the game is able to reduce the fatigue of someone from the daily routine and spend a leisure time. The amount of smartphones user, especially android-based smartphones in daily activities cause android-based game are currently popular in the community. From these situation, author tries to make an adventure game genre based on Android. This game can be used as an option to eliminate fatigue or just fill emptiness in spare time by playing games, and also to encourage the establishment of local game developers, which is still smal compared with the foreign game developers. Design of game is made from a storyboard and then designed the depiction of the character, background and obstacles using Adobe Illustrator CS 6. The completed game depictions of supporting element then applied to Unity Game Engine and built using C# programming language. The result of this research have produced a game called “The Adventure of Hanuman” in 2D display Android-based. This game is played by one person and has three levels of obstacle. This game is adventure game genre. </em></p><p><em>Keywords : Android, Game 2D, Adventure, Unity</em></p>
Dumpster management system on Village/Warukkalong Village, RT/RW: 05/01, Kecamatan Kwadungan, Ngawi, East Java still conventional, i.e. the place one container of trash and garbage not disposed of according the trash, which affects trash piled up on one container of trash that impact to the declining environmental quality. Automatic trash can is one of the alternatives that can be used to sort out the type of garbage so that waste management more effectively in order to increase comfort and maximum possible waste reduction. Parser tools architecture garbage garbage sorting type aiming for, so that waste can be separated based on the type of waste, whether inorganic or organic waste garbage can be processed. The garbage will be disaggregated automatically by using a Sensor. The sensor used in auto IE trash proximity capacitive to detect an-organic, as well as inductive proximity to detect the types of bins, and Ultrasonic sensors to detect the height of the garbage and LCD to display the condition and type of garbage. The results of testing on the bin automatically is the maximum size that can be entered approximately 5 cm x 10 cm with a time of 10-17 seconds from the first go in the garbage into the trash until the end.
<p>Badan Amil Zakat Nasional (BAZNAS) Kabupaten Karanganyar dalam mengumpulkan zakat dari masyarakat membentuk Unit Pengumpul Zakat (UPZ) dan juru pungut. Permasalahan yang dihadapi adalahkesalahan dalam proses perhitungan zakat dan pembayaran zakat mealui UPZ maupun juru pungut tidak bisa dilakukan setiap saat karena keterbatasan jam kerja. Untuk mengatasi permasalahan tersebut dilakukan penelitian yang bertujuan untuk melayani pembayaran zakat yang dilakukan kapan saja oleh <em>Muzzaki</em> setiap saat tanpa batasan jam kerja dari UPZ dan juru pungut. Aplikasi Perhitungan Zakat berbasis Android ini dirancang menggunakan <em>Android Studio</em>versi 2.3.3 sebagai <em>tool </em>pengembangan perangkat lunak (<em>Development Tool).</em> Metode pengembangan sistem menggunakan <em>Waterfall Metode</em>dengan 5 langkah analisis, yaitu (1) <em>reqruiment definition</em>, (2) <em>system and software design</em>, (3) <em>implementation and unit testing</em>, (4) <em>integration and system testing, (5) operation and maintenance.</em><em> </em>Penelitian ini menghasilkan Aplikasi Perhitungan Zakat Berbasis Android di BAZNAS Kabupaten Karanganyar. Dapat disimpulkan bahwa aplikasi dapat memberikan kemudahan bagi Muzzakiuntuk menghitung dan membayar zakat kapan saja tanpa batasan waktu jam kerja dari UPZ dan juru pungut, serta tidak terjadi kesalahan penghitungan.</p>
<p><em>Salah satu cara meningkatkan kualitas pelayanan pada fasilitas publik yaitu dengan sistem antrian. Metode pengembangan sistem ini adalah model prototyping. Metode ini menekankan pada pencarian model yang sesuai bagi sistem yang akan dikembangkan. Sistem antrian ini menggunakan Arduino Uno (Arduino), NodeMCU ESP8266 (modul WiFi) dan Raspberry Pi 3 (Raspberry). Raspberry berfungsi sebagai server yang dapat menerima request data dari NodeMCU ESP8266 yang terdapat pada konsol atau display melalui jaringan wifi. Untuk menampilkan antrian pada loket display LED P10, digunakan Arduino Uno sebagai mikrokontroler yang menerima data dari NodeMCU ESP8266. Penelitian ini menghasilkan sebuah mesin antrian yang praktis, mudah digunakan dan bersifat portable.</em><em> </em><em></em></p>
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