The search for safe evacuation routes is an important issue to save flood victims so they can reach the evacuation centre. This research is a simulation of searching for safe and fast travel evacuation route that have 24 alternative routes. Every road that will be transverse has a limit with certain criteria. Calculate of the weight of the constraints using the Multi-Criteria Decision Making (MCDM) method, namely the Analytical Hierarchy Process (AHP) andWeight Aggregated Sum Product Assessment (WASPAS) based on Fuzzy logic. The criteria of obstacle that qualitative for obscurity so that it makes sense fuzzy will provide supportive input for the MCDM problem. The Fuzzy AHP method is applied to calculate the weight of an application while the Fuzzy WASPAS (WASPAS-F)method is used to determine the safest alternative route. By using the Fuzzy AHP and WASPAS-F methods, a safe and fast pathway weights 0.662
A flood is an event of an increase in water volume above the standard limit due to increased rainfall, rising sea levels, storms, and others that result in submerging an area. Floods are disasters that can cause damage and loss of property, disrupt community activities and even cause loss of life. The central defiance to rescue flood victims is choosing a safe route for flood victims to reach the evacuation site. To be able to choose a safe route for flood victims, a flood evacuation simulation is made. Flood evacuation simulation is part of the game that has been created and aims to provide education about the weight of the obstacle that needs to be considered in selecting routes for flood victims. In this flood evacuation simulation, each road has obstacles. The method proposed for choosing safe routes for flood victims is the Fuzzy-based Analytical Hierarchy Process (Fuzzy AHP). The calculation of road route weight using the Fuzzy AHP method will produce the weight for each route. The smallest weight route shows the priority route and the safe route for flood victims to pass. In this case, the Fuzzy AHP method's calculation produces the lowest weight of 0.02347, which is achieved by route 5, the route passing through S-a-b-d-D. This route is a priority route that is safe for flood victims to pass through.
Montessori method is a learning method using props. One of the developments props is to use the game as a medium of learning. The examples Game media as learning is the use of Virtual Reality or VR Technology. By using the VR, players will be brought into the virtual world as if the player is in the real world. The weakness of the VR game is the limited interaction with the outside world. Interaction uses only buttons and joysticks. In this paper we use Flex sensor and accelerometer sensor to detect hand movements for VR mathematic game. The result is VR games are more interactive and interesting with hand motion.
Abstract-Game is one of the e-learning that is quite popular with children because by playing our educational games children do not only play games but also learn something new. Knowledge of oral health education is packaged in an educational game in the visual depiction which is good to make children understand the purpose of delivering education that can be applied for everyday life. This paper will discuss game design visualization in dental and oral health education so that children can be in demand in the form of a game gadget or smartphone.
Children from elementary school like to eat snacks or food which are sold by snack sellers around school. Children who like to buy and eat rarely watch the hygiene and healthy of the snacks and the snack sellers which they will buy.Because that habit, the plan of designing education game to educate children is being made. So children can take more attention to choose snack that they will buy. Video games that have theme of hygiene and healthy snacks are rarely can be found.In this paper will be discussed about the habit of children consuming snacks and the design of education game which can be used to educate children based on children habit.
Products of popular culture are many. One of those is educative language game software. Not only is a game useful in combating boredom, but a game can increase someone’s education capability. The PC (personal computer) a TOEFL-like game software created by the researchers applies the American TOEFL (Test of English as a Foreign Language) as a basis of the game. It has transnational qualities because it integrates some local Indonesian culture into an American based English competence test. Being a transnational product, the game induces creativity for a number of Indonesian-English students to have a global imagination. The popular culture product named Tommy & Pokina language game software is an educative game produced for 8th grade students studying at Junior High School. In designing the game, the method of symbolic analogy with the use of simple objects becomes the main characteristics of the game. In its visualization, the design process makes use of not only particular graphics, visualization effects, typography and interface; but also a number of other aspects. The aspects include the object’s illustrations, viewpoint, composition, and layout in developing the game’s visualization. These aspects are found to be valuable in designing the game.
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