Figure-11 - uploaded by Eriq Muhammad Adams Jonemaro
Content may be subject to copyright.
Screen orientation adaptation.  

Screen orientation adaptation.  

Source publication
Article
Full-text available
This paper proposes methods for detecting user's body and head movement using accelerometer and gyroscope to control the natural visualization of the 3D game object in smartphone platforms. A virtual reality (VR) game has implemented on smartphone to demonstrate the new controlling system. The user can control the visualization of the 3D VR display...

Similar publications

Chapter
Full-text available
CorreliSTC is a software dedicated to the computation, analysis and visualization of the 3D surface, its 3D displacement fields between two states and its strains field. It combines the principle of building a 3D surface by stereo vision, with a new multi scale and iterative algorithm of digital images correlation based on rectangular finite elemen...
Conference Paper
Over the last three decades, manual manipulation as a design tool has largely been overshadowed by computerized command driven methods of form finding. Coding of sequenced operations allows for an ever-enlarged set of choices in design variability, yet demands the designer to make more decisions a priori, dictating a more predetermined than generat...
Conference Paper
Full-text available
Building three-dimensional (3D) models and photorealistic visualizations of environment is important in many applications ranging from virtual representation of landscape to analysis and monitoring of land cover/use, as well as landscape management and planning. The aim of 3D modelling of landscape is to produce according to the user needs sufficie...
Article
Full-text available
Automated image-based 3D reconstruction methods are more and more flooding our 3D modeling applications. Fully automated solutions give the impression that from a sample of randomly acquired images we can derive quite impressive visual 3D models. Although the level of automation is reaching very high standards, image quality is a fundamental pre-re...
Conference Paper
Full-text available
Dimensionality reduction by feature extraction is commonly used to project high-dimensional data into a low-dimensional space. With the aim to create a visualization of data, only projections onto two dimensions are considered here. Self-organizing maps were chosen as the projection method, which enabled the use of the U*-Matrix as an established m...

Citations

... Seiring dengan pesatnya perkembangan teknologi informasi dan komunikasi, dunia telah menyaksi-kan transformasi besar dalam cara manusia berinter-aksi dengan informasi dan lingkungan sekitar (Tolle et al., 2015). Salah satu terobosan yang signifikan dalam dunia teknologi 1606 Jurnal Teknologi Informasi dan Ilmu Komputer (JTIIK), Vol. 10, No. 7, Desember 2023, hlm. ...
Article
Full-text available
Di era digital ini, teknologi mengalami kemajuan pesat, termasuk penggunaan augmented reality yang semakin populer. Perpaduan elemen virtual dan dunia nyata oleh augmented reality menciptakan interaksi pengguna yang berkesan dan dinamis. Munculnya alat-alat ini mempermudah pengintegrasian augmented reality ke dalam aplikasi web. Dengan memanfaatkan mentahan shader mentah dari WebGL dan GLSL, tujuan penelitian ini adalah untuk menyelidiki dan membangun lingkungan augmented reality berbasis web melalui library Three.js. WebGL berfungsi sebagai standar otoritatif untuk rendering grafis 3D dalam antarmuka berbasis web, sedangkan GLSL berfungsi sebagai bahasa skrip yang bertanggung jawab untuk mengatur presentasi visual yang dihasilkan oleh WebGL. Three.js berfungsi sebagai perangkat JavaScript yang dirancang untuk membuat grafik 3D interaktif berbasis web. Dalam studi ini, eksplorasi shader mentah dari WebGL dan GLSL dilakukan untuk menganalisis pengalaman web augmented reality. Shader yang diimplementasikan digabungkan dengan Three.js dan AR.js untuk membangun atmosfer augmented reality yang menawan. Selanjutnya dilakukan perbandingan antara hasil penggunaan GLSL dan WebGL dalam konteks augmented reality di web. Analisis menunjukkan bahwa GLSL mengungguli WebGL dalam skenario augmented reality berbasis web. Shader GLSL memberikan kinerja yang lebih baik untuk menampilkan objek virtual di augmented reality.
... Augmented Reality (AR) is a technology that allows users to see virtual objects placed in the real environment through devices such as cameras or smart glasses. AR technology has diverse possible uses across various sectors, such as education, gaming, commerce, and beyond [13,19,28]. AR development confronts issues with adapting to various platform environments. ...
... Virtual Reality (VR) and Augmented Reality (AR) are technologies that are both used in the real-world modeling of computer systems to assist and support human activities. In the use of AR technology, the user is in a virtual space while still having the feel of real-life [5]. ...
Article
The time of the COVID-19 pandemic is still ongoing and it is uncertain when it will end, so contributions from universities are needed in terms of innovation to anticipate the spread of COVID-19. This paper reports on the development of a temperature measurement application for early detection of COVID-19 based on Interactive Augmented Reality (IAR) technology and the MLX90614 sensor by knowing the framework and application prototyping. The application development method used is Extreme Programming (XP) which is a type of Agile Process and implements testing of application features with black-box and the precision of the application. The result of this research is that an application framework is produced, namely, the user opens the IAR camera application then directs the MLX90614 sensor to the target, the target immediately directs his face to the IAR camera, so that the results of body temperature detection can be tracked and visualized the results on the IAR user interface. The IAR camera function is to generate visualization in the form of detection result information into a user interface modeling. Furthermore, for the black-box test results, it was found that all the features of the application were functioning properly and the precision testing results were 94.44% with a very good category. In the future, the features and performance of the application will be improved as well as the efficiency of the form of the device used so that it can be used by the general public.
... In our previous research work, we propose head movement detection and tracking as a controller for 3D object scene view [9] and the combination of user's head and body movement as a controller for virtual reality labyrinth game [10]. One of the problems of the previous method for head pose angle estimation is week accuracy. ...
... The statement from [8] AR considers three characteristics, namely the real world and the combined virtual world, can provide interactions, and three-dimensional (3D) objects are presented. AR can help, support human activities [9], have rich communication channels, and are rich in interaction power [10]. Especially, the appearance of 3D objects in the real world creates a magical feeling [11]. ...
Conference Paper
The use of technology to improve the experience and teaching and learning process in the classroom has been promoted now. One of these technologies is Augmented Reality (AR). Users are in a virtual space while still having nuances in real life called AR. AR has been proven to offer several solutions in the context of education, namely increasing learning involvement and increasing understanding of some materials. This study proposes AR-assisted learning media with the method of 3D Based Tracking and audio Marker, which is used by preschool children to recognize animals and fruits in English alphabetically, then analyze, evaluate, and know the effects on their use. The Extreme Programming (XP) method is used as an application development method. Application testing is done by black box testing, testing variations between distance, angle, lighting, background, and font size of the marker, and AR-Child response time to the detection of markers by the camera for the appearance of virtual objects. Thirty preschool children aged 4-6 years were involved in using the AR-Child application and analyzing application testing on the attractiveness and fun elements of students with fun testing. The effect of using ARChild is seen from the learning outcomes at the end of the second meeting.
... Tolle et al. [3] state that the presence of AR can enrich the real world by adding digital information and media such as 3D objects and videos in real-time both on Smartphone cameras, tablets, and others. Syahidi et al. [4] mentioned that AR technology is very rich in interaction and magical elements so that it makes the users feel something extraordinary and interesting to use. ...
Article
Full-text available
The development of Augmented Reality (AR) technology until now continues to increase. Utilization of AR has been used in various aspects of life, including aspects of education, is no exception for automotive engineering education. In recent years, a variety of ideas and the latest innovations about automotive by utilizing AR technology began to boom, especially in the area of car design aimed at car production companies. At the car production stage, human resources skilled in understanding the design and specifications of car features are required. The seeds of educated human resources start from vocational students in automotive engineering expertise programs. This study aims to develop and implement an application called AUTOC-AR that functions to help and facilitate students in learning automotive engineering skills in vocational schools and supporting safety in the workplace. The research methodology consisted of a literature review and excavation of problems and needs, solution recommendations, application development, testing, results and discussion, conclusions and future work. The Extreme Programming (XP) model was used as a development method. Marker-based tracking was used as a detection approach. As many as 25 students as end-users were involved to use AUTOC-AR. The result is that all features in the AUTOC-AR application function properly based on the expected specifications. Non-functional testing has been carried out by adopting a user experience approach with a final average value of 4.83 with a percentage of 96.6%.
... Their walk algorithm was more precise (ie, 98.87%) compared with existing walk algorithms such as multiclass hardware-friendly support vector machine (MC-HF-SVM) with accuracy 95.6% 93 and Labyrinth 3D VR game with 88.65%. 94 They have described the effectiveness of VR in physical training. In training VR, there is a need of streaming videos along with the simulation for games for better training. ...
Article
Full-text available
Over the last few years, communication latency has been a major hurdle for most of the applications deployed in different network domains. During this era, a number of communication protocols and standards were developed and used by the community. However, still the problem of latency persists keeping in view of the Quality of Service (QoS) and Quality of Experience (QoE) for different applications. To mitigate the aforementioned issues, in this paper, we present an in-depth survey of state-of-the art proposals having Tactile Internet as a backbone for delay mitigation using 5G networks for future ultra reliable low latency applications such as-Healthcare 4.0, Industry 4.0, Virtual Reality and Augmented Reality and smart Education. From the existing proposals, it has been observed that Tactile Internet can provide interactions between virtual objects to givea feel of real environment with maximum latency of 1ms. Also, this paper highlights the key differences between the Tactile Internet and Internet of Things in context with 5G revolution. Then, open issues and challenges of Tactile Internet for smart applications are analyzed. Finally, a comparison of existing proposals with respect to various parameters is presented which allows the end users to select one of the proposals in comparison to its merits over the others.
... In the use of AR technology, users are in a virtual space while still having nuances in real life. VR and AR technology can be combined with 3D display [15]. ...
Conference Paper
Full-text available
Language is one of the fundamental factors that distinguish humans from animals. Language allows individuals to live together, help solve problems and position themselves as cultured beings. Language is a communication medium that aims to understand each particular ethnicity and nation. Language comprehension allows increased awareness and value of closeness between individuals in an area. However, a large number of languages seem to be the cause of difficulties and misunderstandings about the meaning of certain words. This research provides alternative solutions for solving these problems. This solution can provide convenience in the process of understanding the meaning of language words, especially Banjar Language, by recommending an application called “BandoAR”. BandoAR is a translator application from Banjar Language to Indonesian. This application can work as a real-time application without requiring input media such as text that must be typed using a good camera quality and has autofocus characteristics on the camera. This study emphasizes the process of detecting and tracer texts that exist in the Banjar community. This research is intended to see how Augmented Reality technology can be applied in the text without markers and has different font sizes, backgrounds, and distances. The results show that software for Android smartphones, as a media translator in real time, can be used in almost every type of smartphone. Based on internal trials and the results of 160 respondents, this application can attract users’ interest, can be applied in real life, and as an effort to preserve Banjar Language culture.
... The next challenge is the head movement recognition using gyroscope sensors that built-in to the Android-based devices. As described in [6] and [8] that the recognition of a movement using a sensor on the Android yield results is not better than sensors on iOS. Based on this discourse, we propose a new recognition method at preprocessing and feature extraction stage. ...
... The research [12], has discussed the use of head movement as a mouse replacement using the standalone sensor. However, research [6] proposed the combination of the user's head and body movement as a controller for virtual reality labyrinth game. Control Mobile Application through Head Pose Movement Detection with CoreMotion feature in the iOS has been conducted on [7]. ...
Article
Full-text available
This research proposes a head movement recognition method based on Android internal Gyroscope sensor. The contribution of this research is to proposes head movement as a new way of Human-Computer Interaction approach on Android smartphone. The head movement which has been used was an advanced movement from the single movement to the combination movement. Another challenge was head identification process based on built-in Android gyroscope sensor, which the sensor in the Android produced data noisier than the sensor in the iOS. Based on that, a preprocessing method has been proposed to enhance the head movement recognition. After the preprocessing phase, the head movement recognition phase conducted by the Nearest-Neighbour Classification Algorithm. Based on the proposed method, a controller application prototype has been made and deployed into the smartphone which combined with the dummy HMD to be used on the head. The experiment has been conducted on different hardware environments to understand the robustness of the proposed method. Based on the accuracy experiment, the success rate of our proposed method was about 95%. Based on the performance experiment, the average of the time amounts to execute the identification process was about 2.5 ms, which less than 100ms. Based on the experiment result, our proposed method is appropriate for a new experience of real-time human-computer interaction with head movement control only, although in a different hardware environment.
... m/s 2 ) Those values are converted into resultan value which represents device direction at current time. The formula to calculate resultan can be found in Figure 1 [7]. ...
Article
Full-text available
Virtual reality has been implemented in many fields recently escpecially in education because its capability to produce a virtual world and take users to experience in different level with lower cost. The users will interact with the virtual world using their body or some parts of body such us head, hand, or voice. The problem of recognition accuracy level is still a challenging problem. This research is focused on comparing head movement recognition algorithms in a simple educative mobile application. Accelerometer sensor and RGB camera in Kinect are used to capture five basic head movements; nodding, shaking, looking up, looking down, tilting. Three different algorithms are used to recognize the movement; backpropagation neural network, dynamic time wrapping and convolutional neural network. The result reveals that accelerometer-based dynamic time wrapping method is the best method in recognizing the head movement with 80% accuracy level, followed by backpropagation neural network and convolutional neural network.