Kartika Kusuma Wardani
Institut Teknologi Sepuluh Nopember Surabaya

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Optimization of Retargeting Motion Capture for Remo Dance Using Fuzzy Logic Didit Prasetyo; Nugrahardi Ramadhani; Kartika Kusuma Wardani; Indriana Dwi Andiany
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol. 11, No. 3, August 2026
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/kinetik.v11i3.2663

Abstract

Retargeting motion capture for traditional dance animation faces challenges in maintaining biomechanical accuracy while preserving cultural expressiveness, especially when human motion data are transferred to character models with different skeletal structures. This research aims to optimize the retargeting of East Java Remo dance through an adaptive artificial intelligence-based evaluation approach. The Remo dance movement was recorded using a multi-camera optical motion capture system and retargeted to two types of 3D characters: realistic and stylized. The evaluation was conducted using quantitative metrics (Mean Squared Error, Structural Similarity Index, Dynamic Time Warping, and Kalman Filtering), as well as a qualitative approach through Laban Movement Analysis. Subsequently, Mamdani fuzzy logic was integrated to synthesize all these parameters into the Fuzzy Retargeting Quality Score (FRQS). The results showed that the realistic character had higher movement accuracy (MSE = 0.0032; SSI = 0.89; DTW = 0.92) and obtained an FRQS value of 86.4 (very optimal category), whereas the stylized character obtained an FRQS of 71.2 (moderately optimal), reflecting a compromise between movement precision and visual appeal. The integration of fuzzy logic allows for more contextual and human-centric retargeting evaluation, as well as strengthening the dual-model approach to preserving and educating about traditional dance through digital animation.
QUANTITATIVE ANALYSIS OF EMOTIONAL PERCEPTION IN 3D INTERIOR ANIMATION USING CINEMATIC LIGHTING AND FUZZY LOGIC Didit Prasetyo; Nugrahardi Ramadhani; Kartika Kusuma Wardani; Nurina Orta Darmawati
JITK (Jurnal Ilmu Pengetahuan dan Teknologi Komputer) Vol. 12 No. 1 (2026): JITK Issue August 2026
Publisher : LPPM Nusa Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33480/jitk.v12i1.8022

Abstract

Cinematic visual aspects such as lighting, color, and camera framing play an important role in shaping emotional and narrative experiences in 3D animation. However, their translation into measurable computational emotional outputs remains limited. This study proposes a computational framework for modeling audience emotional perception in a static 3D animated environment by integrating visual hermeneutics, quantitative analysis, and fuzzy logic inference. A total of 450 animation frames from a single 3D interior setting were analyzed across three narrative phases: beginning, climax, and resolution. Qualitative shot-by-shot analysis was used to interpret the symbolic function of visual elements, while quantitative data were obtained from light intensity and color temperature measurements and an emotional perception questionnaire analyzed using repeated measures ANOVA. The results show significant differences in depression, tension, and hope across narrative phases (p < 0.001), corresponding to systematic changes in lighting, color, and framing. The study formalizes cinematic visual parameters as fuzzy input variables and produces a measurable emotional index through defuzzification, consistent with the ANOVA findings. The novelty of this study lies in integrating visual hermeneutics and fuzzy logic to model emotion in a static 3D environment and validate it statistically. Practically, the model can support animators and multimedia designers in planning emotion-oriented lighting strategies and evaluating visual scenes more systematically.