Jurnal Dinamika Informatika
https://jdi.upy.ac.id/index.php/jdi
<div class="one-half"> <div id="sc_bullets_3" class="bullets"> <ul> <li class="show">Biomedical Engineering and Bioinformatics</li> <li class="show">Computer Science and Applications</li> <li class="show">Electrical Power Engineering</li> <li class="show">Electronics and Instrumentation</li> <li class="show">Information Systems and Technologies</li> <li class="show">Networks and Telecommunication Systems</li> </ul> </div> </div> <div class="one-half last"> <div id="sc_bullets_4" class="bullets"> <ul> <li class="show">Robotics, Control and Automation</li> <li class="show">Signal, Image and Video Processing</li> <li class="show">Soft Computing and Intelligent System</li> <li class="show">Game Technology</li> </ul> </div> </div>Universitas PGRI Yogyakartaen-USJurnal Dinamika Informatika1978-1660Implementation of Finite State Machine in Role Playing Game Fighting System
https://jdi.upy.ac.id/index.php/jdi/article/view/346
<p><em>The gaming industry has experienced rapid development, particularly in the evolution of combat mechanics within </em><em>Role-Playing Games</em><em> (RPGs). One of the main challenges in combat system development is creating enemies that adapt and respond to player strategies. The </em><em>Finite State Machine</em><em> (FSM) is widely used to dynamically manage enemy behavior. This study aims to compare combat systems with and without FSM to analyze their impact on gameplay quality.</em></p> <p><em>The research employs the </em><em>Game Development Life Cycle</em><em> (GDLC) method with the </em><em>Doppler Interactive</em><em> approach, covering planning, design, development, testing, and evaluation stages. To assess the effectiveness of the developed combat system, an evaluation is conducted using </em><em>Heuristic Evaluation for Educational Games</em><em> (HEEG), which measures gameplay aspects and player enjoyment based on </em><em>severity rating</em><em>.</em></p> <p><em>The results indicate that the FSM-based combat system achieved a <strong>41%</strong> score in gameplay aspects, while the </em><em>enjoyment</em><em> aspect received a <strong>71%</strong> score. Additionally, <strong>78%</strong> of respondents agreed that FSM improved enemy AI adaptability, creating a more dynamic and engaging gameplay experience. This study is expected to serve as a reference for game developers, particularly </em><em>RPG Maker MV</em><em> users, in optimizing combat mechanisms to enhance overall game quality.</em></p>Fauzi Anggi Ariesta
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2025-03-012025-03-01141114IMPROVING SALES CLASSIFICATION OF FASHION PRODUCTS AT SABHIRA OFFICIAL WITH RANDOM FORES
https://jdi.upy.ac.id/index.php/jdi/article/view/348
<p><strong><em>Abstract</em></strong></p> <p><em>This research focuses on improving the accuracy of the fashion product sales classification model at Sabhira Official Store by applying the Random Forest algorithm. The approach used follows the stages of Knowledge Discovery in Database (KDD), which includes data selection, preprocessing, transformation, data mining, and evaluation. The research data consisted of 1,559 transactions in the period August to October 2023, with attributes such as product category, number of items sold, price, and sales category (low, medium, high). The model was developed using RapidMiner software, with a data split of 70% for training and 30% for testing. The analysis results show that the Random Forest algorithm is able to achieve an accuracy rate of 99.81%, with precision for the “High” category reaching 100%, while other categories have values above 99%. Evaluation using confusion matrix shows a very low prediction error rate, so this model can classify sales levels more accurately. The results of this study provide useful insights for Sabhira Official Store in stock management and data-driven promotion strategies.</em></p> <p><strong><em>Keywords</em></strong>— <em>Random Forest, sales classification, fashion products, KDD.</em></p>Nazwa Arraudhah
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2025-03-012025-03-011411627Analysis of Hotspot Network Quality Using the Quality of Service (QoS) Method to Support Teaching and Learning Activities at State Vocational High School 1 Gebang
https://jdi.upy.ac.id/index.php/jdi/article/view/338
<p>A hotspot is a wireless network that provides internet access to users via Wi-Fi devices. The quality of a hotspot network is crucial in supporting various activities, including teaching and learning. To evaluate network performance, the Quality of Service (QoS) method is used as a standard approach to measure key network parameters such as throughput, packet loss, delay, and jitter. This study aims to analyze the quality of the hotspot network at SMK Negeri 1 Gebang using the QoS method. The results show that throughput values fall into the "Poor" to "Very Poor" categories during peak traffic hours (12:00-15:00), ranging from 150 to 318 kbps, indicating a need for network optimization. On the other hand, packet loss was recorded at 0%, placing it in the "Excellent" category. Delay values ranged from 10.12 ms to 30.01 ms, reflecting good network responsiveness within the "Excellent" category. Meanwhile, jitter values were in the "Good" category, despite slight fluctuations during busy hours. Overall, although the network performs well in terms of packet loss, delay, and jitter, improving throughput quality is essential to ensure a stable and high-quality connection, especially during peak traffic hours. These findings provide a foundation for developing network optimization strategies to better support educational activities.</p>Mochammad Fatha Mudzhaffar
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2025-03-012025-03-011412847