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Vehicles Speed Estimation Model from Video Streams for Automatic Traffic Flow Analysis Systems Arriffin, Maizatul Najihah; Mostafa, Salama A.; Khattak, Umar Farooq; Jaber, Mustafa Musa; Baharum, Zirawani; Defni, -; Gusman, Taufik
JOIV : International Journal on Informatics Visualization Vol 7, No 2 (2023)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30630/joiv.7.2.1820

Abstract

Image and video processing have been widely used to provide traffic parameters, which will be used to improve certain areas of traffic operations. This research aims to develop a model for estimating vehicle speed from video streams to support traffic flow analysis (TFA) systems. Subsequently, this paper proposes a vehicle speed estimation model with three main stages of achieving speed estimation: (1) pre-processing, (2) segmentation, and (3) speed detection. The model uses a bilateral filter in the pre-processing strategy to provide free-shadow image quality and sharpen the image. Gaussian filter and active contour are used to detect and track objects of interest in the image. The Pinhole model is used to assess the real distance of the item within the image sequence for speed estimation. Kalman filter and optical flow are used to flatten vehicle speed and acceleration uncertainties. This model is evaluated with a dataset that consists of video recordings of moving vehicles at traffic light junctions on the urban roadway. The average percentage for speed estimation error is 20.86%. The average percentage for accuracy obtained is 79.14%, and the overall average precision of 0.08.
Intervention Strategies through Interactive Gamification E-Learning Web-Based Application to Increase Computing Course Achievement Mohd Safar, Noor Zuraidin; Kamaludin, Hazalila; Ahmad, Masitah; Jofri, Muhammad Hanif; Wahid, Norfaradilla; Gusman, Taufik
JOIV : International Journal on Informatics Visualization Vol 6, No 2 (2022)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30630/joiv.6.2.1001

Abstract

This study aims to help students improve their knowledge capability based on their active participation through gamification. Gamification is one of the newer methods of education that has the potential to improve student learning. This research looked into gamification's efficacy in student engagement and learning retention during teaching and learning sessions for computer science or information technology courses. The assessment involved in this study is through Pre-Test and Post-Test through instructional intervention by adapting interactive Quizizz gamification e-learning web-based application. The flow of research works begins with a survey of the problem, pre-intervention analysis, and action was taken during the intervention, ending with the implementation and observation phase. The pre and post-analysis of test results and questionnaires were accomplished and discussed. Fifty-six respondents participate in this study. Results show that 87% of the respondents have increased their percentage of marks. In the pre-test result, 56% of the respondents achieved below the 55 marks, while in the post-test, it reduced to 14%. Adoption of other gamification applications, a larger target demographic, and the addition of computer science or information technology courses will help improve the study in the future.
Study the Field of View Influence on the Monchromatic and Polychromatic Image Quality of a Human Eye Qasim, Adeeb Mansoor; Aljanabi, Mohammad; Kasim, Shahreen; Ismail, Mohd Arfian; Gusman, Taufik
JOIV : International Journal on Informatics Visualization Vol 6, No 1-2 (2022): Data Visualization, Modeling, and Representation
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30630/joiv.6.1-2.931

Abstract

In this paper, the effect of the eye field of view (known as F.O.V.) on the performance and quality of the image of the human eye is studied, analyzed, and presented in detail. The image quality of the retinal is numerically analyzed using the eye model of Liou and Brennan with this polymer contact lens. The image, which is in digital form were collected from various sources such as from photos, text structure, manuscripts, and graphics. These images were obtained from scanned documents or from a scene. The color fringing which is chromatic aberration addition to polychromatic effect was studied and analyzed. The Point Spreads Function or (known as PSF) as well as The Modulation Transfers Function (known as MTF) were measured as the most appropriate measure of image quality. The calculations of the image quality were made by using Zemax software. Then, the result of the calculation demonstrates the value of correcting the chromatic aberration. The results presented in this paper had shown that the form of image is so precise to the eye (F.O.V.). The image quality is degraded as (F.O.V.) increase due to the increment in spherical aberration and distortion aberration respectively. In conclusion, then Zemax software that was used in this study assist the researcher potential to design human eye and correct the aberration by using external optics.
Acceptance and Implications of Holography Technology for Presenting Minangkabau Traditional Clothing in Museums: A Technology Acceptance Model (TAM) Afyenni, Rita; Erianda, Aldo; Firosha, Ardian; Hidayat, Rahmat; Gusman, Taufik
International Journal of Advanced Science Computing and Engineering Vol. 7 No. 3 (2025)
Publisher : SOTVI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/ijasce.7.3.267

Abstract

This study investigates the use of holography technology to present Minangkabau traditional clothing in museums, applying the Technology Acceptance Model (TAM) to assess public response. Survey results show high acceptance, with strong ratings for cultural authenticity and educational value. Perceived ease of use and usefulness significantly influence positive attitudes and behavioral intention, with higher acceptance among females, younger age groups, and those with higher education. Despite these positive outcomes, technical challenges remain, including high implementation costs, limitations in visual clarity, and concerns about digital authenticity. The findings imply that holography can effectively bridge traditional heritage with modern, interactive experiences, making museums more engaging and accessible. The study recommends further research to address technical improvements, cost efficiency, and broader implementation, supporting holography as a strategic tool for cultural preservation and educational innovation.
Penerapan Teknologi Spark AR dalam Pengenalan Suntiang Minangkabau Fanny Laila Safitri; Taufik Gusman; Fazrol Rozi
JITSI : Jurnal Ilmiah Teknologi Sistem Informasi Vol 6 No 4 (2025)
Publisher : SOTVI - Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/jitsi.6.4.527

Abstract

Penelitian ini menjelaskan penerapan teknologi Spark AR dalam pengenalan Suntiang Minangkabau. Suntiang Minangkabau adalah simbol budaya dan identitas Minangkabau yang biasanya selalu dipakai oleh pengantin wanita atau anak daro di daerah tersebut. Namun pengetahuan dan pemahaman mengenai suntiang ini masih terbatas, terutama pada kalangan generasi muda termasuk masyarakat Minangkabau itu sendiri. Oleh karena itu, penelitian ini memanfaatkan teknologi Augmented Reality(AR) menggunakan Spark AR untuk menghadirkan pengalaman digital interaktif yang memungkinkan pengguna untuk secara virtual mengenakan dan mengenal Suntiang Minangkabau melalui suatu platform seperti instagram. Metode perancangan filter ini melibatkan tahap pengumpulan data, perancangan, implementasi dan pengujian. Rancangan filternya juga dibuat dengan metode prototype dengan menampilkan gambar suntiang dalam bentuk 2D serta informasi tentang Suntiang Minangkabau tersebut. Hasil penelitian ini tentunya bertujuan bahwa penerapan teknologi Spark AR dapat menjadi alat yang efektif dalam menambah pengetahuan dan pembelajaran tentang budaya Minangkabau salah satunya tentang Suntiang Minangkabau. Selain itu juga bisa berpotensi untuk mempromosikan warisan budaya dan edukasi melalui media digital
Penerapan Metode UCD (User Centered Design) dalam Pengembangan dan Implementasi Pengelolaan Sistem Magang Online Mia Nurhaliza; Ardian Firosha; Deddy Prayama; Taufik Gusman
JITSI : Jurnal Ilmiah Teknologi Sistem Informasi Vol 7 No 1 (2026)
Publisher : SOTVI - Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/jitsi.7.1.553

Abstract

Internships are a mandatory activity for students at several universities, especially vocational colleges and vocational high school students, as a graduation requirement. They aim to apply the knowledge gained during their studies in the workplace. However, the management of prospective intern registration and management services is still done manually, resulting in inefficiency and the potential for administrative errors. Therefore, digitizing the internship registration and management process is necessary to improve the efficiency of the registration process and data management of prospective interns. This study aims to design a website-based online internship management system that can simplify administration, minimize errors, and all needs and activities through this website such as registration, attendance, daily logbooks, uploading final internship reports and awarding certificates upon completion of the internship. For the Agency, this system will simplify data management and increase transparency in internship management. Related research shows that the online internship management system is effective in accelerating the online registration and monitoring process for interns. The User-Centered Design method was chosen as the approach in designing this system, focusing on user needs through the stages of analysis, design, development, and evaluation of the system in an iterative manner. The developed system will be tested using usability testing to assess the level of ease of use and user satisfaction. By implementing this method, it is hoped that the online internship management system will be more efficient and transparent, as well as improve the internship registration and management process, making it more organized and modern