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Penjejakan Fitur Berbasis Koherensi Temporal dalam Sistem Animasi Ekspresi Wajah Samuel Gandang Gunanto; Mochamad Hariadi; Eko Mulyanto Yuniarno
Rekam : Jurnal Fotografi, Televisi, Animasi Vol 12, No 2 (2016): Oktober 2016
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/rekam.v12i2.1425

Abstract

AbstrakTingginya permintaan produktivitas industri animasi di Indonesia menuntut adanya perubahandi sektor produksi. Teknologi motion capture merupakan penerapan prinsip visi komputeryang mengadaptasi indera mata manusia untuk mengenali fenomena gerakan yang tertangkapkamera dan memetakannya dalam pola gerak virtual. Tulisan ilmiah ini akan membahas metodepenjejakan fitur penanda di wajah manusia untuk mendapatkan informasi mengenai ekspresiwajah. Teknik penjejakan menggunakan penerapan prinsip koherensi temporal. Asumsi yangdigunakan pada penelitian ini berargumentasi bahwa dengan menggunakan pendekatankoherensi temporal, maka proses penjejakan fitur di citra sekuensial dapat disederhanakandengan perhitungan nilai kedekatan pada penanda di setiap frame-nya. Hasil yang didapatmenunjukkan bahwa proses penjejakan fitur yang diusulkan memiliki hasil yang handal untukmenangani banyak frame. Komputasi yang digunakan juga sangat efisien dan hemat karenaprosesnya tidak memerlukan tahap pembelajaran terlebih dahulu. Kumpulan hasil penjejakanparameter fitur penanda secara sekuensial akan membentuk sebuah basis data ekspresi visualdari wajah manusia. AbstractTemporal Coherence Based Feature Tracking in the Animation System of Facial Expression.High demand on the productivity of the animation industry in Indonesia requires a changein the existing production process. Motion capture technology is the implementation of acomputer vision principle to adopt the human eye senses to understand the phenomenon ofmotion results from a camera and to map the virtual movement patterns. This paper willdiscuss a method for tracking marker features in the human face to obtain information aboutfacial expressions. The tracking technique is using implementation of temporal coherenceprinciple. This research assumes that by using temporal coherence approach, the trackingprocess in sequential images can be simplified by calculating similarity on markers in eachframe. The result shows that this feature-tracking process have reliable result to handle alot of frames. The computation used is very efficient and cheap because it does not requirea learning process in advance. The precision accuracy of tracking parameters generated adatabase of good visual expression.
TENDENCY OF PLAYERS IS TRIAL AND ERROR: CASE STUDY OF COGNITIVE CLASSIFICATION IN THE COGNITIVE SKILL GAMES Moh. Aries Syufagi; Mauridhi Hery Purnomo; Mochamad Hariadi
Jurnal Ilmu Komputer dan Informasi Vol 5, No 1 (2012): Jurnal Ilmu Komputer dan Informasi (Journal of Computer Science and Information)
Publisher : Faculty of Computer Science - Universitas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (975.744 KB) | DOI: 10.21609/jiki.v5i1.184

Abstract

To assess the cognitive level of player ability is difficult; many instruments are potentially biased, unreliable, and invalid test. Whereas, in serious game is important to know the cognitive level. If the cognitive level can be measured well, the mastery learning can be achieved. Mastery learning is the core of the learning process in serious game. To classify the cognitive level of players, researchers propose a Cognitive Skill Game (CSG). CSG improves this cognitive concept to monitor how players interact with the game. This game employs Learning Vector Quantization (LVQ) for optimizing the cognitive skill input classification of the player. Training data in LVQ use data observation from the teacher. Populations of cognitive skill classification in this research are pupils when playing the game. Mostly players cognitive skill game have cognitive skill category are Trial and Error. Some of them have Expert category, and a few included in the group carefully. Thus, the general level of skill of the player is still low. Untuk menilai tingkat kognitif dari kemampuan pemain sangatlah sulit; banyak instrumen yang berpotensi bias, tidak dapat diandalkan, dan merupakan tes yang tidak valid. Padahal, dalam serious game penting untuk mengetahui tingkat kognitif. Jika tingkat kognitif dapat diukur dengan baik, penguasaan pembelajaran dapat dicapai. Penguasaan belajar adalah inti dari proses belajar dalam serious game. Untuk mengklasifikasikan tingkat kognitif pemain, kami mengusulkan Cognitive Skill Game (CSG). CSG meningkatkan konsep kognitif untuk memantau bagaimana pemain berinteraksi dengan permainan. Permainan ini menggunakan Learning Vector Quantization (LVQ) untuk mengoptimalkan input klasifikasi keterampilan kognitif pemain. Data trining dalam observasi LVQ menggunakan data dari guru. Populasi klasifikasi keterampilan kognitif dalam penelitian ini adalah siswa saat memainkan permainan. Sebagian besar pemain CSG berkategori keterampilan kognitif adalah coba-coba. Beberapa dari mereka memiliki kategori Ahli, dan sedikit yang termasuk dalam kelompok hati-hati. Dengan demikian, secara umum kemampuan pemain masih rendah.
Deformasi Wajah Karakter Kartun Berbasis Klaster Titik Fitur Gerak Samuel Gandang Gunanto; Matahari Bhakti Nendya; Mochamad Hariadi; Eko Mulyanto Yuniarno
Journal of Urban Society's Arts Vol 2, No 1 (2015): April 2015
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jousa.v2i1.1269

Abstract

Pendekatan tradisional animasi ekspresi wajah sangat tergantung pada animatordalam pembuatan gerakan kunci dan rangkaian gerakan ekspresi wajah.Problematika yang sering dijumpai adalah penggunaan kerangka dan gerakan wajahyang sama untuk model yang berbeda membutuhkan waktu yang lama dikarenakankompleksitas ekspresi wajah manusia. Pendekatan simulasi kulit wajah dan ototpada praktiknya masih memerlukan intervensi animator untuk pengaturan kulitwajah terhadap tulang/tengkorak kepala dan konfigurasi sambungan otot gerakdi wajah. Hal ini menyebabkan produksi animasi wajah untuk satu wajah tidakdapat digunakan ulang secara langsung untuk wajah lainnya karena kekhususannyatersebut. Oleh karena itu, proses pengamatan perubahan bentuk ekspresi wajahdengan adanya area bobot pada model wajah 3D menggunakan pendekatanklaster di titik fitur gerak mempunyai peran penting untuk mengidentifikasi prosespenyesuaian bentuk wajah yang berlainan dan variasi pengaruh gerakan pada wajahkarakter kartun.Cartoon Character Face Deformation Based on Motion Feature-Point Cluster.The traditional approach animated facial expression is highly dependent on animatorto create key of movement and continuity the motion of facial expressions. The problemsfrequently encountered is the use of the skeleton and the same facial movements fordifferent models takes a long time because of the complexity on human facial expressions.Simulation approach to facial skin and muscles in practice still requires interventionanimators to control the facial skin to bone/skull and connection configuration in facialmuscle movement. This leads to the production of facial animation for one face can’tbe reused directly to the other face model because of their specialization. Therefore, theobservation of deformation facial expressions with weights area on a 3D face model usingmotion feature-point cluster approach have an important role to identify the adjustmentprocess on different facial shapes, and variations of movement on cartoon character face.
Akuisisi Foreground dan Background Berbasis Fitur DTC pada Matting Citra secara Otomatis Meidya Koeshardianto; Eko Mulyanto Yuniarno; Mochamad Hariadi
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 7 No 3: Juni 2020
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.2020732195

Abstract

Teknik pemisahan foreground dari background pada citra statis merupakan penelitian yang sangat diperlukan dalam computer vision. Teknik yang sering digunakan adalah image segmentation, namun hasil ekstraksinya masih kurang akurat. Image matting menjadi salah satu solusi untuk memperbaiki hasil dari image segmentation. Pada metode supervised, image matting membutuhkan scribbles atau trimap sebagai constraint yang berfungsi untuk melabeli daerah tersebut adalah foreground atau background. Pada makalah ini dibangun metode unsupervised dengan mengakuisisi foreground dan background sebagai constraint secara otomatis. Akuisisi background ditentukan dari varian nilai fitur DCT (Discrete Cosinus Transform) yang dikelompokkan menggunakan algoritme k-means. Untuk mengakuisisi foreground ditentukan dari subset hasil klaster fitur DCT dengan fitur edge detection. Hasil dari proses akuisisi foreground dan background tersebut dijadikan sebagai constraint. Perbedaan hasil dari penelitian diukur menggunakan MAE (Mean Absolute Error) dibandingkan dengan metode supervised matting maupun dengan metode unsupervised matting lainnya. Skor MAE dari hasil eksperimen menunjukkan bahwa nilai alpha matte yang dihasilkan mempunyai perbedaan 0,0336 serta selisih waktu proses 0,4 detik dibandingkan metode supervised matting. Seluruh data citra berasal dari citra yang telah digunakan para peneliti sebelumnyaAbstractThe technique of separating the foreground and the background from a still image is widely used in computer vision. Current research in this technique is image segmentation. However, the result of its extraction is considered inaccurate. Furthermore, image matting is one solution to improve the effect of image segmentation. Mostly, the matting process used scribbles or trimap as a constraint, which is done manually as called a supervised method. The contribution offered in this paper lies in the acquisition of foreground and background that will be used to build constraints automatically. Background acquisition is determined from the variant value of the DCT feature that is clustered using the k-means algorithm. Foreground acquisition is determined by a subset resulting from clustering DCT values with edge detection features. The results of the two stages will be used as an automatic constraint method. The success of the proposed method, the constraint will be used in the supervised matting method. The difference in results from In the research experiment was measured using MAE (Mean Absolute Error) compared with the supervised matting method and with other unsupervised matting methods. The MAE score from the experimental results shows that the alpha matte value produced has a difference of 0.336, and the difference in processing time is 0.4 seconds compared to the supervised matting method. All image data comes from images that have been used by previous researchers.
Soil porosity modelling for immersive serious game based on vertical angle, depth, and speed of tillage Anang Kukuh Adisusilo; Mochamad Hariadi; Eko Mulyanto Yuniarno; Bambang Purwantana; Radi Radi
International Journal of Advances in Intelligent Informatics Vol 4, No 2 (2018): July 2018
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26555/ijain.v4i2.215

Abstract

The real data support the “seriousness” of the serious game and give more authentic situations, which can make players feel immersed in scenarios, and gain a real experience. Therefore, the modeler must be able to recognize whether a model reflects reality to identify and deal with divergences between theory and data. In this paper, we present a model for design a basis of immersive in serious games. The studied case is the tillage using a moldboard plow, by taking real data through an experiment use a device called soil bin. It aims to determine the effect of angle, depth, and speed on the soil porosity; by comparing the value of the smallest error using the polynomial function of the use of different orders. The result of an average smallest error with the polynomial approach is 1.10E-07 in the 3rd order, closer to the experimental value. Therefore, the model can be used for designing immersive serious game.
Identifikasi Pertumbuhan Tanaman Kedelai (Glycine max L) dengan Pengaruh Pemberian Komposisi Pupuk Menggunakan Metoda Artificial Neural Network Atris Suyantohadi; Mochamad Hariadi; Mauridhi Hery Purnomo
agriTECH Vol 29, No 4 (2009)
Publisher : Faculty of Agricultural Technology, Universitas Gadjah Mada, Yogyakarta, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (481.287 KB) | DOI: 10.22146/agritech.9699

Abstract

Artificial neural network modeling has been applied to identify soybean plant growth with fertilizer composition as a goal on this research. The architecture of artificial neural network modeling for the identification of soybean plant growth consists of three layer include on input layer with 36 cells of neuron, 7 hidden layer with 600, 500 cells of neurons to in the last hidden layer with 100 cells of neurons, and the output layer with 108 cells of neurons. Training function has been used on architecture model with 0.5 learning rate and 0.9 constant of momentum. Model has been able to provide a good level of identification with correlation coefficient 0.9996 in the analysis of testing result. Based on the results of the implementation, identification of plant growth rate on soybean consist of periodic plant growth on high tress, stem diameter, number of leaves and branches, plant growth analysis and result of plant growth component based on a combination of treatment into fertilizer plant.ABSTRAKModel artificial neural network (jaringan saraf tiruan) diterapkan untuk identifikasi pertumbuhan varietas kedelai dengan pengaruh pemberian komposisi pupuk yang diberikan selama pertumbuhan sebagai tujuan penelitian ini di­ lakukan. Susunan arsitektur model jaringan saraf tiruan untuk identifikasi tingkat pertumbuhan tanaman kedelai yang dihasilkan terdiri atas tiga lapisan, yaitu lapisan masukan dengan jumlah sel neuron 36, 7 lapisan tersembunyi dengan sel neuron masing­masing 600 sel neuron, 500 sel neuron hingga pada lapisan tersembunyi terakhir dengan 100 sel neuron dan lapisan keluaran dengan jumlah sel neuron 108. Fungsi pelatihan diterapkan dengan tingkat laju belajar sebesar 0,5 dan konstanta momentum sebesar 0,9. Model telah mampu memberikan tingkat deteksi yang baik dengan koefisien korelasi 0,9996 pada analisa pengujian.  Berdasarkan hasil implementasi program yang dijalankan, pada output identifikasi tingkat pertumbuhan tanaman kedelai yang terdiri atas pertumbuhan periodik tanaman atas tinggi tanaman, diameter batang, jumlah daun dan jumlah cabang, analisa pertumbuhan dan kompononen hasil tanaman akan dapat diinformasikan berdasarkan perlakuan parameter kombinasi pemberian pupuk kedalam tanaman.
Implementation of Playout Algorithm to Streaming Media File for Reducing Packet Loss Over Internet Protocol Kasman Kasman; Shung Ping Chen; Johannes Gerdes; Mochamad Hariadi
Jurnal Fisika dan Aplikasinya Vol 6, No 1 (2010)
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat, LPPM-ITS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (265.679 KB) | DOI: 10.12962/j24604682.v6i1.911

Abstract

PlayOut Algorithm has considerable contributed to the interactive communication over Internet like voice communication and VoIP. Some papers have, including playout adaptive Algorithm, investigated how to reduce and minimize the effect of Jitter which are much constitute to the packet loss. In streaming media file using H.323 format for video has been investigated in this paper. By using Network Analyzer for various network condition has represented network behaviour over the network VLAN. The use of playout Algorithm to estimate the buffering delay time for scheduling each packet arrived in receiver has remained the reduction of packet loss under 5% for traffic load utilization generator up to 21% using Network Analyzer.
SUPERRESOLUTION USING PAPOULIS-GERCHBERG ALGORITHM BASED PHASE BASED IMAGE MATCHING Budi Setiyono; Mochamad Hariadi; Mauridhi Hery Purnomo
Jurnal Ilmiah Kursor Vol 6 No 3 (2012)
Publisher : Universitas Trunojoyo Madura

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

Abstract

Citra resolusi tinggi (High Resolution Image) akan memberikan informasi yang lebih detail, sehingga analisis terhadap citra tersebut menjadi lebih akurat. Banyak bidang memerlukan citra resolusi tinggi antara lain adalah medical, penginderaan satelite, citra dari teleskop serta pengenalan pola.Pada penelitian ini dilakukan proses untuk mendapatkan citra resolusi tinggi, yang dikenal dengan superresolution. Sebagai citra referensi, digunakan lebih dari satu citra, namun demikian, citra-citra tersebut berada pada scene yang sama. Dua tahap utama dalam superresolution adalah registrasi dan rekonstruksi. Registrasi yang akurat diperlukan untuk mendapatkan hasil rekonstruksi yang baik. Phase-Based Image Matching (PBIM) digunakan untuk estimasi translasi pada tahap registrasi. Hanya translasi sampai ketelitian sub pixel yang berkontribusi dalam rekonstruksi. Untuk mendapatkan translasi sampai level sub pixel, dilakukan fitting disekitar puncak. Sedangkan untuk rekonstruksi ke dalam Grid Resolusi tinggi digunakan algoritma Papoulis-Gerchberg. Penulis melakukan kolaborasi antara registrasi dengan PBIM dan rekonstruksi menggunakan algoritma PapoulisGerchberg. Uji coba dilakukan penulis dengan obyek serangkaian citra dengan banyak tekstur dan sedikit tekstur. Dari hasil uji coba, citra dengan banyak tekstur akan menghasilkan Peak Signal to Noise Ratio (PSNR) rata-rata 21,62. Sedangkan untuk citra yang kurang mengandung tekstur 19,54. Kata kunci: Superresolution, Registrasi, Rekonstruksi, Phased Based Image Matching. Abstract High Resolution Image provide more detail information, so that it obtain more accurate image analysis. Many areas require high resolution image, such as medical, sensing satellite, image of the telescope and pattern recognition. This research make a process to obtain high resolution images, known as superresolution. This superresolution using a series of images in the same scene as the reference image. Two main stages in the super resolution are the registration and reconstruction. An accurate registration is required to obtain a great reconstruction results. Phase-Based Image Matching (PBIM) will be used to estimate pixels translation at the registration stage. Only sub-pixels translation which contribute to the reconstruction phase. We used the function fitting around the peak point, to obtain sub pixel accurate shift. While reconstruct a high-resolution image use Papoulis-Gerchberg algorithm. The author collaborate registration and reconstruction. Registration using PBIM and reconstruction using Papoulis-Gerchberg algorithm. Experiments have been done with a series of images that contain much texture and less texture. The experimental results with images contain much texture produces an average Peak Signal to Noise Ratio (PSNR) 21.62. While image contain less texture produces PSNR 19.54.
OPTIMIZING OF BOXING AGENT BEHAVIOR USING ELITISM BASED GENETIC ALGORITHM Anang Kukuh Adisusilo; Mochamad Hariadi; Ahmad Zaini; Supeno Mardi Susiki Nugroho
Jurnal Ilmiah Kursor Vol 7 No 2 (2013)
Publisher : Universitas Trunojoyo Madura

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Abstract

OPTIMIZING OF BOXING AGENT BEHAVIOR USING ELITISM BASED GENETIC ALGORITHM aAnang Kukuh Adisusilo, bMochamad Hariadi, cAhmad Zaini, d Supeno Mardi Susiki Nugroho aDepartment of Information Engineering, Faculty of Engineering, University of Wijaya Kusuma Surabaya b,c,dIntelligent Network Expertise Multimedia Department of Electrical Engineering, Faculty of Industrial Technology, Sepuluh Nopember Institute of Technology Surabaya Email: anang@anang65.web.id Abstrak Pola perilaku agen tinju pada permainan tinju dipengaruhi oleh beberapa faktor antara lain teknik gerakan bertinju, jenis pukulan tinju, stamina, dan energi pukulan. Pola perilaku agen tinju secara umum menggunakan variabel random dengan distribusi event dari setiap state secara acak. Penelitian dengan menggunakan FSM (Finite State Machine) berbasis algoritma genetika, menghasilkan nilai fitness 0.96, untuk pola perilaku agen cenderung maju kearah lawan, energi pukulan cenderung sedikit, dan menggunakan jenis pukulan dengan objektivitas tinggi. Penelitian ini menggunakan fungsi elitism pada algoritma genetika untuk dapat menghasilkan nilai fitness yang stabil dan pola perilaku agen tinju yang lebih baik dibandingkan tanpa menggunakan fungsi elitism. Nilai fitness yang dihasilkan dari penelitian ini diantara 3.101748 sampai 3.14738 dan nilai fitness optimal diantara 2.78083 sampai 3.167174, dengan siklus algoritma genetika lebih besar sama dengan generasi ke-25. Pola perilaku agen tinju yang dihasilkan berdasarkan nilai fitness adalah menyerang menggunakan satu jenis pukulan uppercut right dan tiga pukulan jab, dengan energi pukulan diantara 48 sampai 52 dan pola permaianan cenderung maju sambil melindungi wajah (covered). Pola perilaku agen tinju dari nilai fitness adalah menyerang menggunakan satu jenis pukulan uppercut right dan tiga pukulan jab dengan energi pukulan diantara 48 sampai 52 dengan pola permaianan cenderung maju dan melindungi wajah (covered). Kata kunci: Perilaku agen, Algoritma Genetika, Optimasi, Permainan Tinju, FSM. Abstract Boxing agent behavior patterns in the game of boxing is affected by several factors, i.e. the technique of boxing movements, type of punch, stamina, and energy of the punch. Boxing agent behavior patterns in general use variable random event where is state distribution randomly. A study using FSM (Finite State Machine) based on genetic algorithms, resulting fitness value 0.96 for boxing agent behavior patterns that tend to move towards the opponent , used energy to blow is likely small, and it uses the kind of blow that has high objectivity. This study will utilize elitism function in genetic algorithms to produce a stable fitness and better boxing agent behavior patterns than the one use genetic algorithms without elitism function. Fitness value result from this study between 3.14738 and 3.101748 and the optimal fitness value between 2.78083 to 3.167174, with a genetic algorithm cycle equal or more than the 25th. The boxing agen behavior patterns generated from fitness value is to attack using single type of blow, right uppercut punch and jab with a three-punch blow energy between 48 to 52 and patterns game that tend to move foward with covered the face. Key words: Agent behavior, Genetic Algorithm, Optimation, Boxing game, FSM
POINT CORRESPONDENCE CORRECTION BASED ON SURFACE CURVATURE FEATURES Eko Mulyanto Yuniarno; Mochamad Hariadi; Mauridhi Hery Purnomo
Jurnal Ilmiah Kursor Vol 6 No 4 (2012)
Publisher : Universitas Trunojoyo Madura

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

Abstract

3D computer model of a real object has been widely used in various applications such as motion capture, computer vision and computer graphics. To build a 3D computer model, multiview data point cloud of real object from different view point that obtained from a 3D scanner must be registered to placing the multiview data point cloud into a common coordinate system. Correspondence to find pair point matching is an important step in registration. False correspondence will affected to the registration quality.A novel technique of point correspondence correction between two point clouds is presented in this paper. The correspondence technique is started by selecting pair point matching candidate base on two reference point constraint then followed by correspondence correction using surface curvature feature. We tested the technique by applying thecorrespondence correction technique into three registration algorithm registration which is ICP, ICP-AIF and ICP-SCF then compare it with the original registration algorithm The result shows that registration algorithm using correspondence correction 63% faster, 23% more accurate and to find 530% more correct pair matching point than the original registration algorithm.
Co-Authors Abd Kadir Mahamad Achmad Teguh Wibowo Aditiya, Fajar Adlan Hakim Ahmad Agung Dewa Bagus Soetiono Ahmad Fathur Muhtadin Ahmad Zaini Ahmad Zainul Fanani Aji Prasetya Wibawa Alfiyan Alfiyan, Alfiyan Anang Kukuh Adisusilo Andreas Andrianingsih Arifin Arifin Arry Maulana Syarif Astrid Novita Putri, Astrid Atris Suyantohadi Atris Suyantohadi Atris Suyantohadi Bambang Purwantana Bandung Arry Sanjoyo Beny Yulkurniawan Victorio Nasution Beny Yulkurniawan Victorio Nasution Bernaridho Hutabarat, Bernaridho Budi Setiyono Cahyo Darujati Cahyo Darujati Catur Supriyanto Catur Supriyanto Chandra Eko Wahyudi Utomo Christyowidiasmoro Christyowidiasmoro Damastuti, Fardani Annisa Deny Kurniawan Djunaidi, Fariz DWI CAHYONO Dwi Ratna Sulistyaningrum Eko Mulyanto Yuniarno Eko Mulyanto Yuniarno Endah Tri Esti Handayani Endang Setyati Evi Rokhayati Fachri, Moch Fachrul Kurniawan Fresy Nugroho Fresy Nugroho Fresy Nugroho Gunawan Gunawan Gunawan Guruh Fajar Shidik H. Hammad, Jehad A. Harfianti, Nadya Putri Hartarto Junaedi Hindarto, Djarot I Ketut Eddy Purnama I Ketut Purnama, I Ketut I.G.P. Asto Buditjahjanto Ingrid Nurtanio Jarot Dwiprasetyo Jehad A. H. Hammad Joan Santoso Johannes Gerdes Kasman Kasman Ketut Tirtayasa Khothibul Umam Koeshardianto, Meidya Kurniawan, Fachrul Latius Hermawan Lukman Zaman mardi, Supeno Masy Ari Ulinuha Matahari Bhakti Nendya, Matahari Bhakti Mauridhi H Purnomo Mauridhi H. Purnomo Mauridhi H. Purnomo Mauridhi Heri Purnomo Mauridhi Heri Purnomo Mauridhi Heri Purnomo Mauridhi Herry Purnomo Mauridhi Hery Mauridhi Hery Purnomo Mauridhi Hery Purnomo Mauridhi Hery Purnomo Mauridhi Hery Purnomo Mauridhi Purnomo, Mauridhi Mauridhy Hery Purnomo Moch Fachri Moh. Aries Syufagi Moh. Aries Syufagi Moh. Zikky Moh. Zikky, Moh. Muhammad Rivai Muhammad Shodiq Muharman Lubis Muhtadin ., Muhtadin Muhtadin Muhtadin Munir Munir Nugrahardi Ramadhani Padmasari, Ayung Candra Prasetyo, Didit Pulung Nurtantio Andono Radi Radi Rahmat Fauzi Rahmat Syam Ratih Titi Komalasari Restuadi Studiawan Ricardus Anggi Pramunendar Ruri Suko Basuki Saiful Bukhori Saiful Bukhori Saiful Yahya Samuel Gandang Gunanto Sharifah Saon Shung Ping Chen Soetiono, Agung Dewa Bagus Sri Wiwoho Mudjanarko, Sri Wiwoho Suhartono Sukirman Sukirman Supeno Mardi S. N, Supeno Mardi Supeno Mardi Susiki Nugroho, Supeno Mardi Surya Sumpeno Susi Juniastuti Tri Arief Sardjono Tri Daryatni Wahyuddin, Mohammad Iwan Wisnu Widiarto Yoyon K Suprapto Yoze Rizki Yuhefizar Yuhefizar Yulianto Tejo Putranto Yunifa Miftachul Arif Zaini, Ahmad Zaman, Lukman