56 research outputs found

    Pembangkitan Animasi Wajah Karakter Life-Like Untuk Ekspresi Emosi

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    A model consists of text classifier and Mamdani Fuzzy Inference System to build a life-like virtual character capable of expressing emotion from a text input has been proposed. In real world application such as animation movie, the life-like virtual character of proposed model needs to be animated. This paper describes animation characteristics of the model using neutral expression as centre of facial expression transition from one emotion to another. Emotion transition can be viewed as gradual decrease or increase of emotion intensity from one emotion toward other emotion. Experimental results show that animations of lifelike character can be generated automatically using proposed model. However, future work is needed in order to maintain animation coherence as workable and possible solutions for drastic change of value in controller signals

    Performance IEEE 802.14.5 and zigbee protocol on realtime monitoring augmented reality based wireless sensor network system

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    The internet of Thing (IoT)technology has much development in this era. It has various wireless media transmission systems such as ESP and XBEE. Some IoT device can monitor website or application. On the other hand, Augmented Reality (AR) is a technology that used more on the entertainment sector. Here, we try to use AR to monitor the xbee based IoT device. As a result, there is the different result between Zigbee Protocol and IEEE 802.14.5 real time monitoring system. The optimum estimation of realtime time tolerance of those monitoring systems is >1500 ms (IEEE 804.14.5) and > 50 ms (Zigbee protocol)

    Physic Simulation Experiments using Augmented Reality

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    Augmented Reality (AR) is a technology which render visual information such as three-dimensional (3-D) virtual objects and allow users to interact with virtual and real object at the same time. This technology can help student to learn intuitively and interactively through simulation which is equipped with AR. This paper discusses the physic simulation such as force, gravity, friction, spring, gears and chain through AR. The system that we built is deployed on mobile platform specifically Android based devices and based on marker-less AR. Instead of a black-and-white square marker, we use image corresponding the context to trigger and visualize the simulation. By simply touch the correspondent image, student can interact and alter the course of the physic simulation

    MultiAgent System Modelling Using JADEX

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    The agent is something that is capable of sensing its environment through sensors and react to that environment through effectors. Multiagent system is a system whereby a number of agents perform a number of tasks to achieve common goals. The agents in multiagent system can interact with each other either directly (direct, through communication and negotiation) or indirectly (indirect, interact through their environment). JADEX is an agent-oriented reasoning engine to write the relationship between agents using XML and Java programming language. So Jadex can display a simple approach to the relationship between the agent for some tasks. By using JADEX to simulate how agents communicate with each other cooperatively and competitively. In this study simulate an example case of the mining process energy sources. With the results of a comparative analysis of the benefits of work and production expenses. Where there are several agents that cooperate with each other and there is an agent that acts as an obstacle (barrier). From the results of this study can be considered for a mining company to simulate those things into consideration when will perform the mining process

    Chemical Bonds Visualization using Particle Effect and Augmented Reality

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    Augmented Reality (AR) is a research area that allow to overlay multimedia contents such as text and visual information onto real world through camera views. AR can be used to as an educational assistance to help student acquire a deep conceptual understanding and spatial intuition. The course material can be enriched by viewing multimedia content, as well as in tabletop AR environment. We present this paper an AR system for teaching chemical problem solving especialy chemical bonds to highschool students.  Our system is built based on inexpensive webcams and open-source library. Chemical bonds are visualize through marker. By combine different markers, student can get different result and visualization.  A survey was conducted after experience the AR chemical bonds, show great acceptance of system and visualization

    Performance IEEE 802.14.5 and zigbee protocol on realtime monitoring augmented reality based wireless sensor network system

    Get PDF
    The internet of Thing (IoT)technology has much development in this era. It has various wireless media transmission systems such as ESP and XBEE. Some IoT device can monitor website or application. On the other hand, Augmented Reality (AR) is a technology that used more on the entertainment sector. Here, we try to use AR to monitor the xbee based IoT device. As a result, there is the different result between Zigbee Protocol and IEEE 802.14.5 real time monitoring system. The optimum estimation of realtime time tolerance of those monitoring systems is >1500 ms (IEEE 804.14.5) and > 50 ms (Zigbee protocol)

    Pengembangan Aplikasi Augmented Reality sebagai Media Pendidikan Sejarah Berbasis Kisah Masa Kecil Bung Karno

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    Dari total 1340 responden kelas 12 SMA, mata pelajaran sejarah berada pada posisi ke empat dari ranking mata pelajaran yang kurang diminati. Dengan keharusan untuk menghafalkan materi pelajaran seperti tahun dari suatu peristiwa di masa lampau, nama-nama yang asing, dan serangkaian peristiwa yang berkelanjutan, pelajaran sejarah memiliki stigma pelajaran yang membosankan dan sulit untuk dilakukan. Hal ini menyebabkan kurangnya minat generasi muda pada sejarah. Oleh karena itu diusulkan solusi pada Tugas Akhir ini akan dikembangkannya sebuah aplikasi augmented reality yang bertema penceritaan kisah masa kecil Ir. Sukarno dari kecil hingga remaja sebagai alternatif media pendidikan sejarah yang memberikan pengalaman yang berbeda dengan metode pengajaran yang konvensional. Adapun studi literatur dan pembuatan sistem membutuhkan data baik secara historical maupun kondisi pada saat ini mengenai bagaimana kehidupan Ir. Sukarno dan tindakannya dalam menjadi pedoman. Hasil yang diharapkan melalui Tugas Akhir ini adalah terciptanya sebuah aplikasi dengan user experience dan user interface yang cukup untuk mempresentasikan sejarah cerita masa kecil hingga remaja Sukarno

    Pengembangan Media Penunjang Praktikum Daring Fisika Dasar Berbasis Multimedia Interaktif

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    Penerapan sistem Pembelajaran Jarak Jauh (PJJ) bagi institusi pendidikan di Indonesia karena merebaknya pandemi Covid-19 memunculkan tantangan baru terkait kesiapan setiap elemen dalam melakukan pembelajaran daring yang mengharuskan semua kegiatan dilakukan secara online. Menanggapi hal ini, Tim Peneliti ITS telah mengembangkan sebuah platform untuk memfasilitasi pelaksanaan Praktikum Fisika Dasar secara daring berbasis web dengan memanfaatkan teknologi live streaming. Akan tetapi, efektivitas praktikum daring itu sendiri masih kurang maksimal karena terbatasnya akses yang dapat dilakukan oleh mahasiswa serta jumlah alat peraga yang terdapat di laboratorium. Menambah jumlah alat peraga tentu bukan solusi yang bijak karena memerlukan ruang dan biaya yang tidak sedikit. Oleh karena itu, dalam penelitian ini dikembangkan suatu aplikasi Multimedia Interaktif dengan menggunakan metode pengembangan Multimedia Development Life Cycle (MDLC) sebagai alternatif untuk menunjang sistem praktikum daring yang sudah ada. Aplikasi ini memberikan akses yang lebih luas dan fleksibel kepada setiap mahasiswa untuk melakukan tahapan-tahapan praktikum kapan saja dimana saja, tanpa mengganggu mekanisme praktikum asli. Berdasarkan pengujian yang dilakukan, semua komponen di dalam aplikasi sudah berjalan 100% sesuai dengan rancangan yang telah dibuat sebelumnya dan dapat dinytakan layak untuk digunakan dengan tingkat efektivitas sebesar 98.75%, efisiensi sebesar 96.68%, kepuasan terhadap UX sebesar 89.6%, dan kepuasan terhadap UI sebesar 88.9%

    Practical Uses of A Semi-automatic Video Object Extraction System

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    Object-based technology is important for computer vision applications including gesture understanding, image recognition, augmented reality, etc. However, extracting the shape information of semantic objects from video sequences is a very difficult task, since this information is not explicitly provided within the video data. Therefore, an application for exttracting the semantic video object is indispensable and important for many advanced applications. An algorithm for semi-automatic video object extraction system has been developed. The performance measures of video object extraction system; including evaluation using ground truth and error metric is shown, followed by some practical uses of our video object extraction system. The principle at the basis of semi-automatic object extraction technique is the interaction of the user during some stages of the segmentation process, whereby the semantic information is provided directly by the user. After the user provides the initial segmentation of the semantic video objects, a tracking mechanism follows its temporal transformation in the subsequent frames, thus propagating the semantic information. Since the tracking tends to introduce boundary errors, the semantic information can be refreshed by the user at certain key frame locations in the video sequence. The tracking mechanism can also operate in forward or backward direction of the video sequence. The performance analysis of the results is described using single and multiple key frames; Mean Error and “Last_Error”, and also forward and backward extraction. To achieve best performance, results from forward and backward extraction can be merged

    Facial Emotional Expressions Of Life-Like Character Based On Text Classifier And Fuzzy Logic

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    A system consists of a text classifier and Fuzzy Inference System FIS to build a life-like virtual character capable of expressing emotion from a text input is proposed. The system classifies emotional content of sentences from text input and expresses corresponding emotion by a facial expression. Text input is classified using the text classifier while facial expression of the life-like character are controlled by FIS utilizing results from the text classifier. A number of text classifier methods are employed and their performances are evaluated using Leave-One-Out Cross Validation. In real world application such as animation movie the lifelike virtual character of proposed system needs to be animated. As a demonstration examples of facial expressions with corresponding text input as results from the implementation of our system are shown. The system is able to show facial expressions with admixture blending emotions. This paper also describes animation characteristics of the system using neutral expression as center of facial expression transition from one emotion to another. Emotion transition can be viewed as gradual decrease or increase of emotion intensity from one emotion toward other emotion. Experimental results show that animation of lifelike character expressing emotion transition can be generated automatically using proposed system
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