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Image of IMPLEMENTASI FUZZY TSUKAMOTO UNTUK MENENTUKAN SKOR PEMAIN DALAM PERMAINAN KUIS TEBAK GAMBAR
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Skripsi

IMPLEMENTASI FUZZY TSUKAMOTO UNTUK MENENTUKAN SKOR PEMAIN DALAM PERMAINAN KUIS TEBAK GAMBAR "GUEZZME"

Wijaya, Gunawan Rio - Personal Name;

This study aims to develop a scoring system in an educational image based quiz game called “GuezzMe” by implementing the Fuzzy Tsukamoto algorithm. The system is designed to provide a fair and representative evaluation based on several parameters, including completion time, number of hints used, and remaining lives. The development method used is the Rational Unified Process (RUP), which includes inception, elaboration, construction, and transition phases. Implementation was carried out using Unity, and the scoring process utilized a fuzzy inference system with IF-THEN rules and the center average defuzzification method. The testing results showed that the system could dynamically calculate player scores and provide a positive gaming experience. Additionally, based on user feedback through questionnaires, the game was considered enjoyable, easy to use, and featured a fair scoring system that accurately reflected player performance.


Availability
#
Central Library (References) T1821772025
T182177
Available but not for loan - Not for Loan
Detail Information
Series Title
-
Call Number
T1821772025
Publisher
Indralaya : Prodi Teknik Informatika, Fakultas Ilmu Komputer Universitas Sriwijaya., 2025
Collation
xxi, 358 hlm.; ilus.; tab.; 29 cm.
Language
Indonesia
ISBN/ISSN
-
Classification
004.07
Content Type
Text
Media Type
unmediated
Carrier Type
-
Edition
-
Subject(s)
Fuzzy Tsukamoto
Prodi Teknik Informatika
Specific Detail Info
-
Statement of Responsibility
KA
Other version/related
TitleEditionLanguage
PENERAPAN TEKNOLOGI RADIO FREQUENCY IDENTIFICATION (RFID) PADA SISTEM PERGUDANGAN MENGGUNAKAN METODE FUZZY TSUKAMOTOid
OPTIMASI DERAJAT KEANGGOTAAN FUZZY TSUKAMOTO MENGGUNAKAN GENETIC ALGORITHM UNTUK MENENTUKAN KECUKUPAN GIZI PADA POLA MAKANAN BALITAid
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS GIM EDUKASI WORDWALL PADA MENULIS TEKS EKSPLANASI PESERTA DIDIK KELAS VIII SMP NEGERI 1 INDRALAYAid
File Attachment
  • IMPLEMENTASI FUZZY TSUKAMOTO UNTUK MENENTUKAN SKOR PEMAIN DALAM PERMAINAN KUIS TEBAK GAMBAR "GUEZZME"
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