My Research

Alongside my work in game development, I’ve also explored the intersection of technology, education, and user experience through academic research. 


Comparison of Xbox One and Steam Joystick-based Operating System User Interface using KLM- GOMS

Journal of Games, Game Art and Gamification 2018

Despite having many advances in video game control such as voice or gesture control, most video game console manufacturers still use a joystick as the main control for their console. Currently, the problem with video game manufacturers is that instead of using the joystick as the point of user interface design, they instead used a design from another device such as a computer or tv. The research will compare Xbox One and Steam OS user interface by using KLM-GOMS Model. Based on the calculation it is concluded that the overall Xbox One has a more efficient design compared to Steam.



A Preliminary Survey of Game Developer’s Perception on Game Clone (CaseStudy:GameDevID) 

Journal of Games, Game Art and Gamification 2018

If a developer uses trademarked content from other game such as images and music, it will be illegal. But it is fine for the developer to copy the gameplay and make innovative changes to improve the game. This is a good practice that boosts innovation in the video game industry that relies on creativity. The problem is when a developer decided to use the legality to simply copy other works with no spirit of innovation. This act of legal plagiarism is called video game clone. We need to have a more understanding of Indonesia game developer’s perception toward game cloning and plagiarism. Based on the survey, it can be concluded that Indonesia game developer, in general, has no problem with the act of game cloning. Although, more effort and focus could be given to protecting both creators and consumers from the negative intent of using game clone legality. 



Preliminary Study of Wii Remote-Based Interactive Desk Screen Usage in Universitas Multimedia Nusantara

International Journal of e-Education, e-Business, e-Management and e-Learning 2013

Mellon University introduced a technology that uses Wii Remote called Low-cost Interactive Whiteboard (LCIW). During its study of usage in Universitas Multimedia Nusantara (UMN), it is found that one of LCIW weakness is the stability of the technology when it is moved from one place to another. SN Cheong has developed a variation of Wii Remote implementation by designing it as a desk. Study designed and developed a table as a teaching station that can be used to assist teaching in the class in the hope to increase teaching experience. Combining the design of the teaching station with previous developed software and hardware used for the implementation of LCIW, UMN starts to develop Interactive Desk Screen (IDS) and study its usage. The study shows that IDS have a positive responds from teachers and students based on the parameter of Student Engagement, Student Behavior, Student Learning, Responding on Teacher/Student Use and Student/Teacher Satisfaction.



Labsware: Implementation of Gamification Approach in Computer Lab Activities

International Conference of Information System Business Competitiveness 2013

Most of computer sciences students of Universitas Multimedia Nusantara require to take a course that come with lab practicum. Despite the importance of lab practicum activity, there are indication that some student is not motivated enough to complete it. Gamification is a method of implementing game design elements in non-game contexts. This research shows how gamification can be implemented in the classroom, and the survey result of application usage. Despite its successful implementation, increased motivation due to the application of game elements are not perceived significantly.