3 research outputs found

    Pengembangan Aplikasi ”MedCap”, Pengukuran Kesesuaian Gerakan Untuk Menerapkan Sistem Self - Physical Rehabilitation Menggunakan Microsoft Kinect

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    Fisioterapi merupakan sebuah program studi yang terbilang baru di Indonesia. Oleh karena itu, tenaga kerja fisioterapi belum begitu mencukupi dari jumlah subject yang ada. Hal ini berakibat pada kurangnya perhatian perawatan yang dilakukan oleh fisioterapis. Self-Physical Rehabilitation merupakan sebuah solusi dimana subject dapat melakukan rehabilitasi secara mandiri. Namun, beberapa subject tidak berhasil dalam Self-Physical Rehabilitation tersebut, dikarenakan gerakan rehabilitasi yang salah. Pembuatan “MedCap” sebagai sistem Self-Rehabilitation System dapat membantu subject untuk melakukan gerakan rehabilitasi dengan benar secara mandiri. “MedCap” menggunakan Microsoft Kinect untuk menentukan gerakan yang akurat dengan metode proses perhitungan kesesuaian gerakan Euclidean Distance. Dengan begitu, kesesuaian gerakan subject dapat dijadikan sebuah feedback untuk mengetahui tingkat kesesuaian gerakan dari program rehabilitasi yang dijalani. Pengujian pertama yang dilakukan ialah mencari jarak optimum dalam melakukan gerakan rehabilitasi, dan hasil yang didapatkan ialah rentang jarak 2.25 meter hingga 3 meter terhadap Kinect. Selain itu, pengujian kedua merupakan pengujian performa perangkat lunak. Hasilnya ialah, sistem dapat merekam dan memberikan nilai kesesuaian gerakan sebesar 41,345 % pada modul gerakan pertama, 58,22 % pada modul gerakan kedua dan 39,48 % pada modul ketiga. Hasil pengujian kedua tersebut mengindikasikan bahwa kamera Kinect tidak bisa merekam beberapa jenis gerakan referensi. ============================================================================ Physiotherapy is a relatively new program study in Indonesia. Therefore, the labor of physiotherapy yet so insufficient number of subjects. This resulted in a lack of attention to maintenance performed by a physiotherapist. Self-Physical Rehabilitation is a solution where the subject can perform rehabilitation independently. However, some subject do not succeed in the Self-Physical Rehabilitation, because wrong rehabilitation moves. Making "MedCap" as a system of Self-Physical Rehabilitation system can help subject to perform rehabilitation movement correctly independently. "MedCap" using the Microsoft Kinect to determine the accurate movement with the Euclidean Distance movement suitability calculation method. Thus, the suitability movement of subject can be used as a feedback to determine the level of conformity of the rehabilitation movement. The first test is to find the optimal distance in the rehabilitation movement, and the results obtained is a range of distance between 2.25 meters until 3 meters distance to Kinect. In addition, the second test is a test performed to determine the performance of software. The result is that the system can record and assign a movement suitability value of 41.345% in the first motion module, 58.22% in the second motion module and 39.48% in the third module. The second test results indicate that Kinect camera’s can not record some type of reference movement

    ‘IMPLICIT CREATION’ – NON-PROGRAMMER CONCEPTUAL MODELS FOR AUTHORING IN INTERACTIVE DIGITAL STORYTELLING

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    Interactive Digital Storytelling (IDS) constitutes a research field that emerged from several areas of art, creation and computer science. It inquires technologies and possible artefacts that allow ‘highly-interactive’ experiences of digital worlds with compelling stories. However, the situation for story creators approaching ‘highly-interactive’ storytelling is complex. There is a gap between the available technology, which requires programming and prior knowledge in Artificial Intelligence, and established models of storytelling, which are too linear to have the potential to be highly interactive. This thesis reports on research that lays the ground for bridging this gap, leading to novel creation philosophies in future work. A design research process has been pursued, which centred on the suggestion of conceptual models, explaining a) process structures of interdisciplinary development, b) interactive story structures including the user of the interactive story system, and c) the positioning of human authors within semi-automated creative processes. By means of ‘implicit creation’, storytelling and modelling of simulated worlds are reconciled. The conceptual models are informed by exhaustive literature review in established neighbouring disciplines. These are a) creative principles in different storytelling domains, such as screenwriting, video game writing, role playing and improvisational theatre, b) narratological studies of story grammars and structures, and c) principles of designing interactive systems, in the areas of basic HCI design and models, discourse analysis in conversational systems, as well as game- and simulation design. In a case study of artefact building, the initial models have been put into practice, evaluated and extended. These artefacts are a) a conceived authoring tool (‘Scenejo’) for the creation of digital conversational stories, and b) the development of a serious game (‘The Killer Phrase Game’) as an application development. The study demonstrates how starting out from linear storytelling, iterative steps of ‘implicit creation’ can lead to more variability and interactivity in the designed interactive story. In the concrete case, the steps included abstraction of dialogues into conditional actions, and creating a dynamic world model of the conversation. This process and artefact can be used as a model illustrating non-programmer approaches to ‘implicit creation’ in a learning process. Research demonstrates that the field of Interactive Digital Storytelling still has to be further advanced until general creative principles can be fully established, which is a long-term endeavour, dependent upon environmental factors. It also requires further technological developments. The gap is not yet closed, but it can be better explained. The research results build groundwork for education of prospective authors. Concluding the thesis, IDS-specific creative principles have been proposed for evaluation in future work

    Performative Authoring: Nurturing Children’s Creativity and Creative Self-Efficacy through Digitally-Augmented Enactment-Based Storytelling

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    Psychological research, especially by Paul Torrance, has shown that the child’s engagement in creative activities tends to drop precipitously at around the 3rd- to 4th-grade period (8 to 11 years old). This phenomenon, called the ‘Fourth-Grade Slump’, occurs possibly because of an increase in social awareness and critical self-evaluation of competence in the child during this period. Increasing awareness of the complexity of the world’s problems, new paradigms of design focusing on the user, and advances in technology has led to rapid developments in the design and development of tools to support children’s creativity. Research in creativity support tools has generally focused on augmenting creative performance within specific tasks, using strategies such as facilitating access to information, or exposing the user to a space of possible combinations. Much less studied however, is how tools may help to develop positive attitudes towards creativity in individuals. This is important, especially in systems designed for children where the focus on the development of the person, during critical periods of growth such as the period of the Fourth-Grade Slump, may be said to be of equivalent or greater importance than the support of process or the generation of product. In the domain of storytelling or narrative construction, work in child development, educational pedagogy, social psychology, and performance studies have looked at how to tap into the power of children’s imagination during pretend play to nurture their storytelling abilities and their sense of self-efficacy or confidence. These interventions typically take the form of drama workshops or classroom roleplaying exercises. While results appear to provide good evidence that drama interventions and theater-based methods have some positive effects on children’s development of narratives, studies have shown mixed results in terms of the effects on children’s self-efficacy. I refer here to self-efficacy in the sense of a child’s perception of her creative abilities, in other words, her belief that she can produce creative outcomes. This creativity-oriented sense of self-efficacy has been called ‘creative self-efficacy’. This dissertation investigates how pretend play can be harnessed into the design of an interface to support children’s creativity in storytelling and their sense of creative self-efficacy. This overarching question was explored through four phases of research: Exploration, Design, Evaluation, and Integration. The Exploration phase consisted of two studies: a) a set of interviews with elementary school teachers, and b) an experimental study of how the interface or medium may affect children’s creative storytelling process; The Design phase consisted of two experimental studies, and design and development: a) the first study investigated how the physicality of props may support children’s enactment-based storytelling, and b) the second study explored the influence of the presentation of digital contextual/environmental cues on children’s enactment-based storytelling, c) design and development consisted of an exercise using the NEVO methodology to embody design knowledge gained from the Design phase into a concrete usable system, called DiME; The Evaluation phase consisted of two studies: a) the first was a pilot study that tested the usability of DiME and protocol of use with children, and b) the second was an experimental study across two school districts with different profiles investigating the effects of digitally-augmented enactment-based storytelling using DiME, on children’s creativity, story writing and creative self-efficacy; The Integration phase of the research consisted of a workshop with elementary school teachers, which initiated an exploration into how such a story authoring approach may be used in an elementary school curriculum and setting. The body of work that this dissertation presents elucidates (i) a physical enactment-based method for the authoring of stories by children, and (ii) how a digitally-augmented space may move beyond simple drama methods to positively influence the child’s creativity and imagination during storytelling, as well as her self-belief and motivation to engage in creation. The digitally-augmented enactment-based storytelling environment, that I term performative authoring, allows the child to collaboratively create a story through pretend play with a partner, while her enactments are reflected in real-time in the form of animated cartoon characters and objects on a large screen display through the use of motion tracking technologies. I have found that performative authoring has positive effects not only on the child’s creative self-efficacy, especially for the less extraverted children, but also on the richness of the child’s retelling or written narrative of her story. The significance of the results of the studies is with respect to the various domains and subareas represented (child-computer interaction, interactive storytelling, education and educational psychology, creativity and cognition). There is great potential to extend the concept of exploiting digitally-augmented enactment to support and scaffold higher-level cognition, beyond physical enactment. Extensions of this work include making use of more epistemic forms of enactment, instead of full-blown enactment, to support children’s creative story brainstorming, or to make use of digitally-augmented enactment to support other forms of higher thought apart from creativity and imagination. In the domain of storytelling or narrative construction, work in child development, educational pedagogy, social psychology, and performance studies have looked at how to tap into the power of children’s imagination during pretend play to nurture their storytelling abilities and their sense of self-efficacy or confidence. These interventions typically take the form of drama workshops or classroom roleplaying exercises. While results appear to provide good evidence that drama interventions and theater-based methods have some positive effects on children’s development of narratives, studies have shown mixed results in terms of the effects on children’s self-efficacy. I refer here to self-efficacy in the sense of a child’s perception of her creative abilities, in other words, her belief that she can produce creative outcomes. This creativity-oriented sense of self-efficacy has been called ‘creative self-efficacy’ (Beghetto, 2006, 2007). This dissertation investigates how pretend play can be harnessed into the design of an interface to support children’s creativity in storytelling and their sense of creative self-efficacy. This overarching question was explored through four phases of research: I. Exploration, II. Design, III. Evaluation, and IV. Integration. Phase 1 Exploration consisted of two studies: 1A) a set of interviews with elementary school teachers, and 1B) an experimental study of how the interface or medium may affect children’s creative storytelling process; Phase 2 Design consisted of two experimental studies, and design and development: 2A) the first study investigates how the physicality of props may support children’s enactment-based storytelling, and 2B) the second study explores the influence of the presentation of digital contextual/environmental cues on children’s enactment-based storytelling, 2C) design and development consisted of an exercise using the NEVO methodology to embody design knowledge gained from Phase 2 into a concrete usable system, called DiME; Phase 3 Evaluation consisted of two studies: 3A) the first was a pilot study that tested the usability of DiME and protocol of use with children, and 3B) the second was an experimental study across two school districts with different profiles investigating the effects of digitally-augmented enactment-based storytelling using DiME, on children’s creativity, story writing and creative self-efficacy; and Phase 4 Integration consisted of a workshop with elementary school teachers, which initiated an exploration into how such a story authoring approach may be used in an elementary school curriculum and setting. The body of work that this dissertation presents elucidates (i) a physical enactment-based method for the authoring of stories by children, and (ii) how a digitally-augmented space may move beyond simple drama methods to positively influence the child’s creativity and imagination during storytelling, as well as her self-belief and motivation to engage in creation. The digitally-augmented enactment-based storytelling environment, termed performative authoring in this document, allows the child to collaboratively create a story through pretend play with a partner, while her enactments are reflected in real-time in the form of animated cartoon characters and objects on a large screen display through the use of motion tracking technologies. I have found that performative authoring has positive effects not only on the child’s creative self- efficacy, especially for the less extraverted children, but also on the richness of the child’s retelling or written narrative of her story. This dissertation concludes by discussing the significance of the results of our studies with respect to the various domains and subareas represented (child-computer interaction, interactive storytelling, education and educational psychology, creativity and cognition) and extends the concept of exploiting digitally-augmented enactment to support and scaffold higher-level cognition, beyond physical enactment. Extensions of this work include making use of more epistemic forms of enactment, instead of full-blown enactment, to support children’s creative story brainstorming, or to make use of digitally-augmented enactment to support other forms of higher thought apart from creativity and imagination
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