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3D Room Visualization on Android Based Mobile Device (with Philips™’ Surround Sound Music Player) Durio Etgar; Wahyul Amien Syafei; Jack Zijlmans; Zhaorui Yuan
International Journal of Science and Engineering Vol 4, No 1 (2013)
Publisher : Chemical Engineering Diponegoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (542.352 KB) | DOI: 10.12777/ijse.4.1.24-29

Abstract

This project’s specifically purposed as a demo application, so anyone can get the experience of a surround audio room without having to physically involved to it, with a main idea of generating a 3D surround sound room scenery coupled with surround sound in a handier package, namely, a “Virtual Listen Room”. Virtual Listen Room set a foundation of an innovative visualization that later will be developed and released as one of way of portable advertisement. This application was built inside of Android environment. Android device had been chosen as the implementation target, since it leaves massive development spaces and mostly contains essential components needed on this project, including graphic processor unit (GPU).  Graphic manipulation can be done using an embedded programming interface called OpenGL ES, which is planted in all Android devices generally. Further, Android has a Accelerometer Sensor that is needed to be coupled with scene to produce a dynamic movement of the camera. Surround sound effect can be reached with a decoder from Phillips called MPEG Surround Sound Decoder. To sum the whole project, we got an application with sensor-dynamic 3D room visualization coupled with Philips’ Surround Sound Music Player. We can manipulate several room’s properties; Subwoofer location, Room light, and how many speakers inside it, the application itself works well despite facing several performance problems before, later to be solved. [Keywords : Android,Visualization,Open GL; ES; 3D; Surround Sensor]
DESIGN OF STREAMING EDUCATION CONTENT ON ANDROID BASED MOBILE DEVICE FOR LONG LIFE E-LEARNING Wahyul Amien Syafei
Jurnal Sistem Informasi Vol. 9 No. 1 (2013): Jurnal Sistem Informasi (Journal of Information System)
Publisher : Faculty of Computer Science Universitas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (488.847 KB) | DOI: 10.21609/jsi.v9i1.343

Abstract

This paper presents design of education content streaming applications on Android based mobile devices. It is kind of a learning media that utilizes Internet data services and mobile telecommunications device. The test results prove that the developed system can provide a visual and interactive learning media spontaneously over time (long life learning) and is not limited by space and time. The main component of the education system (task and teaching materials) has also been successfully applied.
Memperkenalkan Teknologi serta Tokoh Teknologi Indonesai dan Dunia pada SD Negeri 1 Karimunjawa Nuraini, Rini; Wahyul Amien Syafei; Uky Yudatama
Dedikasi Nusantara: Jurnal Pengabdian Masyarakat Vol. 1 No. 1 (2025): Pemberdayaan Masyarakat dalam UMKM, Digital Marketing, Pelatihan Keterampilan d
Publisher : IndoCompt Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Pengabdian masyarakat ini bertujuan untuk memperkenalkan teknologi dan tokoh teknologi Indonesia dan dunia kepada siswa SD Negeri 1 Karimunjawa, dengan tujuan meningkatkan kesadaran dan minat siswa terhadap teknologi dan inovasi. Melalui kegiatan ini, siswa diharapkan dapat memperoleh pengetahuan tentang tokoh-tokoh teknologi yang telah berkontribusi dalam perkembangan teknologi di Indonesia dan dunia. Metode yang digunakan dalam kegiatan ini meliputi penyampaian materi, diskusi, dan demonstrasi teknologi. Hasil yang diharapkan adalah meningkatnya kesadaran dan minat siswa terhadap teknologi dan inovasi, serta meningkatnya pengetahuan tentang tokoh-tokoh teknologi Indonesia dan dunia. Dengan demikian, SD Negeri 1 Karimunjawa dapat memahami dan mengaplikasikan teknologi yang sedang berkembang, serta mengenal tokoh-tokoh teknologi yang berpengaruh di Indonesia dan dunia. Kegiatan ini diharapkan dapat memberikan kontribusi positif dalam meningkatkan kualitas pendidikan dan kesadaran teknologi di SD Negeri 1 Karimunjawa, sehingga dapat mempersiapkan siswa untuk menghadapi tantangan di era digital.