Articles
A Cognitive Skill Classification Based on Multi Objective Optimization Using Learning Vector Quantization for Serious Games
Moh. Aries Syufagi;
Mochamad Hariadi;
Mauridhi Hery Purnomo
Journal of ICT Research and Applications Vol. 5 No. 3 (2011)
Publisher : LPPM ITB
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DOI: 10.5614/itbj.ict.2011.5.3.3
Nowadays, serious games and game technology are poised to transform the way of educating and training students at all levels. However, pedagogical value in games do not help novice students learn, too many memorizing and reduce learning process due to no information of player's ability. To asses the cognitive level of player ability, we 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. CSG is using teacher's data to obtain the neuron vector of cognitive skill pattern supervise. Three clusters multi objective target will be classified as; trial and error, carefully and, expert cognitive skill. In the game play experiments employ 33 respondent players demonstrates that 61% of players have high trial and error, 21% have high carefully, and 18% have high expert cognitive skill. CSG may provide information to game engine when a player needs help or when wanting a formidable challenge. The game engine will provide the appropriate tasks according to players' ability. CSG will help balance the emotions of players, so players do not get bored and frustrated.
Performance of Wavelet-based Multiresolution Motion Estimation for Inbetweeningin Old Animated Films
Dwi Ratna Sulistyaningrum;
Mochamad Hariadi;
Mauridhi Hery Purnomo
Journal of ICT Research and Applications Vol. 6 No. 3 (2012)
Publisher : LPPM ITB
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DOI: 10.5614/itbj.ict.2012.6.3.2
This paper investigates the performance of wavelet-based multiresolution motion estimation (MRME) for inbetweening in old animated films using three different MRME schemes. The three schemes are: coarse-to fine with a wavelet-based MRME, one of Zhang's MRMEs, and an MRME in the spatial domain. In order to make a performance comparison of these MRME schemes, two video sequences were used for a simulation. The experimental results show that the coarse-to-fine method performed better than Zhang's MRME and the MRME in the spatial domain. The evaluation results on block size 9x9 indicate that the coarse-to-fine method had an average peak signal-to-noise ratio (PSNR) of 23.48 dB for the first sequence and 29.84 for the second sequence.
Determining the Standard Value of Acquisition Distortion of Fingerprint Images Based on Image Quality
Rahmat Syam;
Mochamad Hariadi;
Mauridhi Herry Purnomo
Journal of ICT Research and Applications Vol. 4 No. 2 (2010)
Publisher : LPPM ITB
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DOI: 10.5614/itbj.ict.2010.4.2.4
This paper describes a novel procedure for determining the standard value of acquisition distortion of fingerprint images. Knowledge about the standard value of acquisition distortion of the fingerprint images is very important in determining the method for improving image quality. In this paper, we propose a model to determine the standard value that can be used in classifying the type of distortion of the fingerprint images based on the image quality. The results show that the standard value of acquisition distortion of the fingerprint images based on the image quality have values of the local clarity scores (LCS) follows: dry parameter values are in the range of 0.0127-0.0149, neutral parameter values are less than 0.0127, and oily parameter values are greater than 0.0149. Meanwhile, the global clarity scores (GCS) are as follows: dry parameter values are in the range of 0.0117-0.0120, neutral parameter values are less than 0.0117, and oily parameter values are greater than 0.0120; and ridge-valley thickness ratios (RVTR) are as follows: dry parameter values are less than 7.75E-05, neutral parameter values are 7.75E-05-5.94E-05, and oily parameter values are greater than 5.94E-05.
Pembangkitan Cahaya Virtual Dinamis Pada Augmented Reality Menggunakan Canny Edge Detection, Contour Finding Dan Unity Light Renderer
Yoze Rizki;
Mochamad Hariadi
JURNAL FASILKOM (teknologi inFormASi dan ILmu KOMputer) Vol 8 No 1 (2019): Jurnal Ilmu Komputer
Publisher : Fakultas Ilmu Komputer, Unversitas Muhammadiyah Riau
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DOI: 10.37859/jf.v8i1.1198
ABSTRACT In Augmented Reality, the object lighting factor becomes a matter of concern. Lighting of virtual objects that have been manually generated is considered less realistic. Real time dynamic light generation system is needed to make an Augmented Reality application more realistic. With the generation of dynamic virtual light, AR objects lighting can be generated at the position and intensity of light colors that match the light source from the real environment around the AR object. In this study a light generation system was made with reference to the color intensity of light and the direction of light in the real environment. Retrieval of the light source color is done by retrieving the color value of a pixel with the highest intensity of brightness.Retrieval of the position of the light source is done by determining the axis of the pixel on the marker image which has the highest brightness level. From the results of 1st experiment through 4th experiment, the percentage of position equality is 92.10% from the actual position. From the results of the color experiment, it was found that the percentage of the light color of the results compared with the color of the source light was 66.66%. Low percentage of color similarity caused by light reflection on high gray value on marker (> 180), and other light sources that affect the light output generated by the Unity3D game engine in the simulation.
Membangun Sistem Text-to-Audiovisual Bahasa Indonesia Berdasarkan Database Suara Berbasis Suku Kata Untuk Mendukung Pembelajaran Pelafalan Bahasa Indonesia
Arifin Arifin;
Surya Sumpeno;
Mochamad Hariadi;
Arry Maulana Syarif
AITI Vol 15 No 1 (2018)
Publisher : Fakultas Teknologi Informasi Universitas Kristen Satya Wacana
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DOI: 10.24246/aiti.v15i1.14-26
This paper aims to develop a system Text-to-Audio Visual Indonesian to support learning of Indonesian pronunciation based on speech database syllable-based. This system can visualize the pronunciation of the sentences Indonesian synchronized with speech signals. We conduct several research stages, namely forming the Indonesian viseme models, creating the speech database syllable-based, converting the text into syllables dan synchronizing. The synchronization process is a compilation the viseme models and the speech signal based on input text. This system was evaluated by involving 30 respondents who rate the system based on “lip-reading”. Each respondent provides an assessment of the 10 Indonesian sentences about the level of compatibility between the visualization of syllable and speech spoken based on text input. The MOS methode (Mean Opinion Score) is used to calculate the average ratings of respondents. MOS calculation results is 4.24, It shows that the level of conformity visualization syllable pronunciation and spoken voice is good.
Pengembangan Graph Mining untuk Prediksi Jaringan Kerja Sistem Pembayaran dalam Real Time Gross Settlement Berbasis Clearing House
Saiful Bukhori;
Mochamad Hariadi;
I Ketut Eddy Purnama;
Mauridhi Heri Purnomo
Jurnal Teknik Industri: Jurnal Keilmuan dan Aplikasi Teknik Industri Vol. 12 No. 1 (2010): JUNE 2010
Publisher : Institute of Research and Community Outreach - Petra Christian University
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DOI: 10.9744/jti.12.1.33-40
This research develops the settlement mechanism in the Real Time Gross Settlement using so called clearing house through a serious game method. In this approach banks are represented as nodes that do the settlement process according to the simple rules. Moreover, the graph mining approach is used for predicting the activity networks on those banks. As the result, for constant nodes indicate that the more the activity networks among banks are available, the more the activity networks can be identified. Furthermore, the smaller the differences among the bank health’s level are, the greater the network activities can be identified. This behavior is a consequence of chosen fixed point assumption.
Tactical Planning in Space Game using Goal-Oriented Action Planning
Restuadi Studiawan;
Mochamad Hariadi;
Surya Sumpeno
JAREE (Journal on Advanced Research in Electrical Engineering) Vol 2, No 1 (2018): April
Publisher : Department of Electrical Engineering ITS and FORTEI
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DOI: 10.12962/j25796216.v2.i1.32
Along with improvement of modern electronic games, necessity of an intelligent agent that easily build is needed. One of electronic games that need good intelligent agent is real-time tactics. In this game type, good action planning is necessary to provide best experience to the player. On this paper, we try to find out whether if Goal-Oriented Action Planning (GOAP) is robust enough to be used at tactical game. By using GOAP, tactic dynamism still can be provided with reasonable amount of runtime.Keywords: Artificial intelligence, Games, Goal-Oriented Action Planning, Planning, Unity3D
Clustering Data National Examinations based on Social Media Using K-Means Methods
Chandra Eko Wahyudi Utomo;
Mochamad Hariadi;
Surya Sumpeno
JAREE (Journal on Advanced Research in Electrical Engineering) Vol 4, No 2 (2020): October
Publisher : Department of Electrical Engineering ITS and FORTEI
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DOI: 10.12962/j25796216.v4.i2.152
The development of social media as a source of data is now increasingly interesting to study. The social media studied in this research is Twitter. Twitter as one of the top-ranked social media among social media accessed by the people of Indonesia. People's behavior can be learned by collecting and processing data, one of which is people's sentiments or opinions about national examinations in Indonesia. Twitter user behavior in the form of their comments about the national exam in Indonesia. This study aims to analyze the public sentiments of social media users about the National Examination in Indonesia. Data is retrieved by crawling data via the Twitter API. The data needs to be preprocessed first and feature extracted using TF-IDF. However, because the text data on Twitter is unstructured and very diverse data (variety), the grouping stage must be done first. Grouping technique using K-Means Clustering on Spark. Spark clustering techniques are used to overcome the grouping of data on very large and complex amounts of data. From the clustering process using Spark it was found that the grouping process resulted in 3 clusters where elbow detection was found in the third cluster of the number of clusters between 2 and 50. The results of clustering in the form of 3 large groups were further processed (with classification techniques) to get a positive or negative sentiment comparison of social media user comments about the national exam. Furthermore, these results become recommendations and new knowledge about community behavior regarding Social Media-based National Exams.Keywords: clustering, K-Means, national exam, sentiment analysis, social media.
Penerapan Logika Fuzzy untuk Pembentukan Sutradara Otonom dalam hal Pencahayaan pada Machinima
Andreas;
Mauridhi H. Purnomo;
Mochamad Hariadi
Jurnal Nasional Teknik Elektro dan Teknologi Informasi Vol 9 No 1: Februari 2020
Publisher : Departemen Teknik Elektro dan Teknologi Informasi, Fakultas Teknik, Universitas Gadjah Mada
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DOI: 10.22146/jnteti.v9i1.147
Lighting is one of the most important things in the world of cinematography. There are several parameters that must be considered to produce good lighting. There are so many permutations in the lighting arrangement. It causes complexity of the process and there is no simple way to do the calculation. This complexity is compounded by the fact that each director has their own style in lighting arrangements in the film production process. This paper refers to the tabulation of the results of interviews with three movie directors and then the similarities of the three were taken. In this study, a fuzzy logic structure was built with five parameters of lighting arrangement, namely: the situation of the set, the camera's point of view, the installed light intensity, the position and direction of the camera, and the emotions of the character. This research was conducted using 20 animated movie scenes that were built using Unity. The assessment of the output is done manually by several animated film designers. As a result, the designers assess that 80% of the lighting arrangement has been as expected.
Analisis Kinerja LSTM dan GRU sebagai Model Generatif untuk Tari Remo
Lukman Zaman;
Surya Sumpeno;
Mochamad Hariadi
Jurnal Nasional Teknik Elektro dan Teknologi Informasi Vol 8 No 2: Mei 2019
Publisher : Departemen Teknik Elektro dan Teknologi Informasi, Fakultas Teknik, Universitas Gadjah Mada
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Creating dance animations can be done manually or using a motion capture system. An intelligent system that able to generate a variety of dance movements should be helpful for this task. The recurrent neural network such as Long Short-Term Memory (LSTM) or Gated Recurrent Unit (GRU) could be trained as a generative model. This model is able to memorize the training data set and reiterate its memory as the output with arbitrary length. This ability makes the model feasible for generating dance animation. Remo is a dance that comprises several repeating basic moves. A generative model with Remo moves as training data set should make the animation creating process for this dance simpler. Because the generative model for this kind of problem involves a probabilistic function in form of Mixture Density Models (MDN), the random effects of that function also affect the model performance. This paper uses LSTM and GRU as generative models for Remo dance moves and tests their performance. SGD, Adagrad, and Adam are also used as optimization algorithms and drop-out is used as the regulator to find out how these algorithms affect the training process. The experiment results show that LSTM outperforms GRU in term of the number of successful training. The trained models are able to create unlimited dance moves animation. The quality of the animations is assessed by using visual and dynamic time warping (DTW) method. The DTW method shows that on average, GRU results have 116% greater variance than LSTM’s.