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Oddy Virgantara Putra
Department of Informatics, Faculty of Science and Technology, Universitas Darussalam Gontor, Ponorogo, East Java, Indonesia

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Voice Command Recognition for 3D Endless Games Using Hybrid Transformer LSTM Oddy Virgantara Putra; Adrik Fikhtiyaril Amro; Adimas Arya Alief Riarta; Alvin Arya Pangestu
Teknika Vol. 15 No. 1 (2026): March 2026
Publisher : Center for Research and Community Service, Institut Informatika Indonesia (IKADO) Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34148/teknika.v15i1.1414

Abstract

Voice command recognition has become increasingly important for enabling natural human–computer interaction in gaming and embedded systems. However, achieving accurate and noise-robust recognition on small-scale datasets remains challenging due to the limited availability of data and computational resources. To address this, this paper presents a systematic study on architectural choices for small-scale speech command recognition. We compare three neural architectures, BiLSTM, Transformer, and a sequential hybrid, in a controlled framework using identical MFCC front-ends and standardized noise augmentation. Experiments include various configurations, varying sampling rates, and noise types, rigorously evaluated using repeated cross-validation to ensure reliability. The results show that the hybrid architecture achieves superior accuracy, clearly outperforming the standalone BiLSTM and standalone Transformer baseline architectures. The hybrid model exhibits lower variance across cross-validation folds and initialization processes, and demonstrates significantly higher training throughput compared to the BiLSTM model. The model demonstrates excellent robustness to acoustic noise; variants trained with pink and white noise augmentation show comparable accuracy, confirming robust feature learning under diverse data augmentation conditions. These findings support the hypothesis that BiLSTM's local temporal modeling complements Transformer's global self-attention, enabling more effective capture of multi-scale temporal patterns in short utterances. Real-time deployment feasibility was confirmed through integration with a 3D game engine, achieving an average total response time of 5.23 ms, demonstrating the model's suitability for low-latency interactive applications.
Learning Temporal Graph Representations for Intelligent Control in 3D Endless Runner Games Oddy Virgantara Putra; Daffa Sesa Rabbani; Alvin Fredericco; Arsyapradana Fadlanabil Bahri
Teknika Vol. 15 No. 1 (2026): March 2026
Publisher : Center for Research and Community Service, Institut Informatika Indonesia (IKADO) Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34148/teknika.v15i1.1416

Abstract

Recent advancements in deep learning have significantly enhanced body gesture recognition, enabling real-time interaction between humans and machines through the modeling of spatial–temporal features. However, many existing approaches primarily rely on frame-based or visual feature representations and are often evaluated in offline settings, which limits their stability and responsiveness when applied to real-time 3D game environments that require continuous and dynamic player movement. In this paper, we develop a gesture-controlled endless runner game using a skeleton-based Graph Neural Network–Long Short-Term Memory (GNN–LSTM) model. The proposed system enables real-time interaction without the need for conventional input devices and is directly integrated into a Unity-based game environment. A dataset of 1,000 gesture videos across five classes (Jump In Place, Jump Left, Jump Right, Looking Down, and Still Pose) is processed using MediaPipe Pose to extract 33 body keypoints per frame, which are then normalized and represented as graph structures to capture spatial and temporal motion patterns. Experimental results show that the GNN–LSTM model achieves a validation accuracy of up to 97.5% and a test accuracy of 96%. Although CNN–LSTM attains slightly higher test accuracy, the GNN–LSTM model demonstrates more stable validation performance and robustness by leveraging skeleton-based representations, making it more suitable for real-time gesture control in interactive gameplay. Integrated with Unity, the proposed system allows intuitive and responsive control of character movements during gameplay. These findings highlight the effectiveness of temporal graph-based representations for stable and natural gesture-based human–computer interaction in real-time 3D games.