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Utilizing virtual reality for real-time emotion recognition with artificial intelligence: a systematic literature review Aji Purnomo, Fendi; Arifin, Fatchul; Dwi Surjono, Herman
Bulletin of Electrical Engineering and Informatics Vol 14, No 1: February 2025
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/eei.v14i1.8847

Abstract

Efficiency and optimization in virtual reality (VR) technology is an urgent need, especially in the context of optimizing algorithms to recognize user emotions while using VR. Efficient VR technology can improve user experience and enable more immersive and responsive interactions. This study adopts the preferred reporting items for systematic reviews and meta-analyses (PRISMA) (2020) method to identify and analyze gaps in the existing literature, focusing on the optimization of electroencephalogram (EEG) signal classification algorithms to recognize VR users' emotions. The literature search was conducted through the Scopus database, with article selection based on the type of emotion classified, the classification method used, the limitations of the research, and the results obtained. Of the 1478 articles found, 74 articles passed the initial selection stage, and the final stage 13 articles were selected for further analysis. The selected articles provide important insights into the development of EEG classification algorithms for VR users, especially in multi-user settings. The findings identify potential and opportunities in the development of more efficient and accurate EEG signal classification algorithms for VR users. By focusing on emotion classification in a multi-user VR environment, this research contributes to improving the efficiency of VR technology and supporting a better and more responsive user experience.
SISTEM REKOMENDASI PRIORITAS PEMBANGUNAN DESTINASI WISATA DI KABUPATEN MADIUN Yusuf Fadlila Rachman; Darmawan Lahru Riatma; Masbahah, Masbahah; Trisna Ari Roshinta; Fendi Aji Purnomo; Putri Nugrahaningsih
Nawasena: Jurnal Ilmiah Pariwisata Vol. 1 No. 2 (2022): Agustus : Nawasena: Jurnal Ilmiah Pariwisata
Publisher : Pusat Penelitian Dan Pengabdian Masyarakat STIEPARI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (528.819 KB) | DOI: 10.56910/nawasena.v1i2.231

Abstract

Kabupaten Madiun memiliki potensi wisata yang sangat banyak. Sektor pariwisata di Kabupaten Madiun memiliki peranan yang cukup penting dalam meningkatkan pertumbuhan ekonomi, menciptakan lapangan kerja, dan mengurangi kemiskinan di Kabupaten Madiun. Pembangunan berkelanjutan di sektor pariwisata dilakukan oleh Dinas Pariwisata, Pemuda, dan Olahraga (Disparpora) Kabupaten Madiun guna memaksimalkan potensi wisata daerah. Guna meningkatkan efektifitas pembangunan berkelanjutan, perlu adanya prioritas pembangunan sektor pariwisata di Kabupaten Madiun. Adapun tujuan penelitian ini adalah untuk membangun sistem yang memberikan informasi destinasi wisata yang menjadi prioritas pembangunan di Kabupaten Madiun. Metode yang digunakan pada penelitian ini adalah fuzzy-TOPSIS. Kriteria dan sub kriteria yang digunakan bersumber pada Peraturan Menteri Pariwisata Dan Ekonomi Kreatif/Kepala Badan Pariwisata Dan Ekonomi Kreatif Republik Indonesia Nomor 9 Tahun 2021 Tentang Pedoman Destinasi Pariwsata Berkelanjutan. Alternatif yang digunakan adalah destinasi wisata di Kabupaten Madiun. Sedangkan target yang dicari adalah destinasi wisata yang menjadi prioritas pembangunan dilihat berdasarkan skor terendah.
Pengembangan Aplikasi Augmented Reality sebagai Media Edukasi Pertanian Porang untuk Masyarakat Fendi Aji Purnomo; Eko Harry Pratisto; Yudho Yudhanto; Ovide Decroly Wisnu Ardhi; Taufiqurrakhman Nur Hidayat; Achmat Fajri
IJAI (Indonesian Journal of Applied Informatics) Vol 9, No 1 (2024)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijai.v9i1.90711

Abstract

Abstrak:Rendahnya kualitas program dan kurangnya sumber daya manusia ahli, yang dapat diatasi melalui integrasi teknologi AR untuk meningkatkan proses pembelajaran. Penelitian ini berfokus pada pengembangan aplikasi edukasi berbasis Augmented reality (AR) untuk meningkatkan pemahaman masyarakat, khususnya petani pemula, mengenai budidaya tanaman porang, yang merupakan komoditas pertanian berkelanjutan. Metode penelitian yang digunakan adalah Multimedia Development Life Cycle (MDLC), yang terdiri dari enam tahap: konsep, desain, pengumpulan bahan, pembuatan, pengujian, dan distribusi. Hasil penelitian menunjukkan bahwa aplikasi AR yang dikembangkan berhasil diuji dengan metode black box, dan semua fungsinya berjalan dengan baik. Dari kuesioner yang diisi oleh 30 responden, diperoleh rata-rata presentase kepuasan untuk variabel desain sebesar 90%, kemudahan 90,5%, dan manfaat 86%, yang menunjukkan bahwa responden sangat setuju dengan penggunaan aplikasi ini sebagai alat edukasi dalam budidaya tanaman porang, sehingga dapat membantu meningkatkan pengetahuan dan keterampilan petani.================================================Abstract:The low quality of educational programs and the lack of skilled human resources can be addressed through the integration of Augmented reality (AR) technology to enhance the learning process. This study focuses on the development of an AR-based educational application aimed at improving the understanding of the community, particularly novice farmers, regarding the cultivation of porang, a sustainable agricultural commodity. The research methodology employed is the Multimedia Development Life Cycle (MDLC), which consists of six stages: concept, design, material collection, production, testing, and distribution. The results of the study indicate that the developed AR application was successfully tested using the Black Box method, and all functionalities operated effectively. From the questionnaires completed by 30 respondents, the average satisfaction percentages for the design variable were 90%, ease of use 90.5%, and benefits 86%, indicating that respondents strongly agreed with the use of this application as an educational tool in porang cultivation, thereby helping to enhance farmers' knowledge and skills.
Pembuatan Aplikasi Media Pembelajaran Simulasi Alat Berat dengan Menggunakan Teknologi Virtual Reality Taufiqurrakhman Nur Hidayat; Fendi Aji Purnomo; Yudho Yudhanto; Eko Harry Pratisto
IJAI (Indonesian Journal of Applied Informatics) Vol 7, No 2 (2023)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijai.v7i2.69108

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Abstrak Inovasi Media Pembelajaran Simulasi Alat Berat dengan menggunakan teknologi VR, dapat menjadi solusi untuk pemecahan permasalahan tingginya harga unit dan kesempatan penggunaan alat berat sebagai media pembelajaran dan simulasi baik bagi calon operator alat berat maupun Siswa SMK dan Mahasiswa Teknik Mesin dan Teknik Alat Berat. Inovasi ini memungkinkan pengguna memiliki pengalaman menjelajahi dan berinteraksi dengan Alat Berat secara virtual dengan menggunakan headset realitas maya dan alat kemudi. Aplikasi dibangun dengan menggunakan perangkat lunak Unity dan bahasa pemrograman C#.  Berdasarkan Pengujian Aktivitas Pengguna yang dilakukan oleh sebuah perusahaan yang bergerak dibidang jasa konsultasi Teknologi Informatika dan pengembang perangkat lunak didapatkan rerata nilai 7,375 dari skala nilai 10. Sedangkan dari hasil Pengujian Basis Pengalaman Pengguna kepada calon pengguna aplikasi mendapat respon positif terhadap fungsional aplikasi, perlu adanya validitas market lebih komprehensif, dan Aplikasi merupakan solusi teknologi tepat guna.==================================================AbstractInnovation of Heavy Equipment Simulation Learning Media using VR technology can be a solution to solving the problem of high unit prices and the opportunity to use heavy equipment as a learning and simulation medium for both prospective heavy equipment operators and SMK students and students of Mechanical Engineering and Heavy Equipment Engineering. This innovation allows the user to have the experience of exploring and interacting with the Machine virtually by using a virtual reality headset and steering gear. The application is built using Unity software and the C# programming language. Based on User Activity Testing carried out by a company engaged in Information Technology consulting services and software developers, an average value of 7.375 is obtained from a value scale of 10. Meanwhile, from the results of the User Experience Base Test to prospective application users, they receive a positive response to the functional application, validity is needed more comprehensive market, and the Application is an appropriate technology solution.
Optimalisasi Sistem PLTS Berbasis Internet of Things (IoT) untuk Meningkatkan Efisiensi dan Keberlanjutan Instalasi Air Minum dan Sanitasi Berbasis Masyarakat Nanang Maulana Yoeseph; Rudi Hartono; Fiddin Yusfida A’la; Eko Harry Pratisto; Fendi Aji Purnomo
IJAI (Indonesian Journal of Applied Informatics) Vol 9, No 1 (2024)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijai.v9i1.90859

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Abstrak:Akses air minum dan sanitasi yang layak masih menjadi tantangan di daerah terpencil. Penelitian ini mengkaji optimalisasi Pembangkit Listrik Tenaga Surya (PLTS) berbasis Internet of Things (IoT) dalam Program Instalasi Air Minum dan Sanitasi Berbasis Masyarakat (PAMSIMAS) untuk mengatasi masalah tersebut. Penelitian ini berfokus pada peningkatan efisiensi energi, keandalan sistem, dan keberlanjutan operasional PAMSIMAS melalui pemantauan dan pengendalian jarak jauh secara real-time. Metode penelitian mencakup perencanaan sistem, pemilihan komponen optimal, instalasi profesional, dan pemeliharaan rutin. Data kinerja sistem dikumpulkan dan dianalisis menggunakan platform IoT. Hasil penelitian menunjukkan peningkatan efisiensi energi, pengurangan biaya operasional, dan peningkatan keandalan sistem. Pemantauan jarak jauh memungkinkan deteksi dini masalah, sehingga tindakan pencegahan dapat dilakukan sebelum kerusakan terjadi. Optimalisasi PLTS berbasis IoT terbukti efektif dalam meningkatkan kualitas layanan penyediaan air minum dan sanitasi bagi masyarakat. Selain itu, penelitian ini juga menyoroti peran penting teknologi IoT dalam memberdayakan masyarakat untuk mengelola sumber daya energi dan air secara mandiri, sehingga berkontribusi pada pencapaian Tujuan Pembangunan Berkelanjutan=============================================Abstract:Access to clean water and sanitation remains a challenge in remote areas. This research examines the optimization of Solar Power Plants based on the Internet of Things (IoT) in Community-Based Water Supply and Sanitation Installations to address this issue. The research focuses on improving energy efficiency, system reliability, and operational sustainability of Community-Based Water Supply and Sanitation Installations through real-time remote monitoring and control. The research methods include comprehensive system planning, selection of optimal components, professional installation, and routine maintenance. System performance data is collected and analyzed using an IoT platform. The results show improvements in energy efficiency, reduction of operational costs, and increased system reliability. Remote monitoring allows for early detection of problems, enabling preventive action before damage occurs. Optimization of IoT-based Solar Power Plants proves to be effective in improving the quality of water and sanitation services for the community. Furthermore, this research also highlights the important role of IoT technology in empowering communities to manage energy and water resources independently, thus contributing to the achievement of Sustainable Development Goals.
Optimization of 3D rendering algorithms for carbon reduction in virtual reality technology Purnomo, Fendi Aji; Arifin, Fatchul; Surjono, Herman Dwi
Indonesian Journal of Electrical Engineering and Computer Science Vol 39, No 1: July 2025
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v39.i1.pp399-409

Abstract

Virtual reality (VR) systems are widely used across various domains, yet their high computational demands significantly contribute to energy consumption and carbon emissions. Optimizing rendering algorithms is essential to address these environmental challenges, particularly in multiuser VR environments where efficiency is critical. This study aims to evaluate the effectiveness of various rendering techniques in reducing energy consumption and carbon emissions as optimal solutions for multiuser VR applications. The research methodology followed the PRISMA framework, with a literature search conducted using the Scopus database and keywords such as “virtual reality” and “energy efficiency.” The search yielded 1,374 articles published after 2019, which were screened and narrowed down to 24 critical articles. Results demonstrate that Occlusion Culling achieves up to 85% energy savings per frame, translating to a carbon emission reduction of 76.5 g CO₂/hour, while LOD provides a 50% energy efficiency improvement, reducing carbon emissions by 45 g CO₂/hour. These findings highlight the critical role of these techniques in enhancing the sustainability of VR systems, particularly in multi-user environments, and underscore their potential as key strategies in reducing the environmental footprint of VR technology.
A lightweight convolutional neural network for rice leaf disease detection integrated in an Android application Hartono, Rudi; Yoeseph, Nanang Maulana; Purnomo, Fendi Aji; Bawono, Sahirul Alim Tri; Purnomo, Agus
Bulletin of Electrical Engineering and Informatics Vol 14, No 4: August 2025
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/eei.v14i4.9260

Abstract

More than two-thirds of the world's population rely on rice or wheat as staple foods, which are grown in various Asian countries. Diseases affecting rice leaves can disrupt growth, reduce yields, and cause famine in some areas. Therefore, a quick and accurate recognition method is necessary to minimize losses. This article focuses on eight types of rice leaf diseases using data consisting of approximately 110 images for each disease type, with enhanced image quality to achieve better results. The study applies a convolutional neural network (CNN) model integrated into an Android mobile application, achieving a training accuracy of 86.56% and a validation accuracy of 93.75%. Comparative experiments demonstrate that the model can be effectively implemented in mobile applications for accurately detecting rice leaf diseases, providing a reliable solution for field detection. This method not only helps farmers identify diseases more quickly but also has the potential to reduce crop losses caused by leaf diseases.
Optimizing VR-UX: analysis and adaptive recommendations for enhancing immersion and reducing motion sickness Aji Purnomo, Fendi; Arifin, Fatchul; Surjono, Herman Dwi
International Journal of Advances in Applied Sciences Vol 14, No 4: December 2025
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijaas.v14.i4.pp1181-1191

Abstract

This study presents an adaptive recommendation framework to enhance comfort and immersion in virtual reality (VR) by actively reducing motion sickness. Unlike prior research that views VR user experience (UX) as static, this approach integrates statistical analysis with dynamic system design. Using a Kaggle dataset of 1,000 entries, we applied descriptive statistics, Spearman correlation, Kruskal-Wallis tests, and regression to explore relationships among session duration, motion sickness, immersion, headset type, and user demographics. Findings show that session duration alone does not significantly predict motion sickness or immersion (R²=0.00, p>0.05), but certain user profiles, such as individuals over 30 using PlayStation VR, are more prone to discomfort. These insights inform a four-module framework: user profiling, real-time duration monitoring, rule-based adaptation logic (such as slowing navigation speed or adding a virtual nose for visual stability), and personalized in-VR recommendations. The system is compatible with Unity and Unreal Engine and integrates with commercial headset software development kits (SDKs). Future validation will use A/B testing, standardized questionnaires, simulator sickness questionnaire /immersion presence questionnaire (SSQ/IPQ), and physiological metrics. This work shifts VR design toward personalized, responsive systems that prioritize user well-being and immersive engagement.
Pengembangan dan Uji Usability Sistem Informasi Presensi Berbasis Web di Institusi Pendidikan Eko Harry Pratisto; Daffa Mudia Athifah; Fendi Aji Purnomo
IJAI (Indonesian Journal of Applied Informatics) Vol 9, No 1 (2024)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijai.v9i1.94878

Abstract

Abstrak:Penelitian ini bertujuan mengembangkan sistem informasi presensi berbasis website untuk meningkatkan efisiensi dan akurasi pencatatan data kehadiran di sektor pendidikan. Sistem ini mendukung pencatatan kehadiran secara real-time yang dapat diakses dari berbagai perangkat yang terhubung ke internet, memudahkan pengguna seperti guru, siswa, dan pihak administrasi. Melalui pendekatan perancangan sistem berbasis Agile, penelitian ini melibatkan analisis kebutuhan, desain sistem menggunakan Entity-Relationship Diagram (ERD) dan Unified Modeling Language (UML), pengembangan, serta pengujian menggunakan metode usability testing. Hasil uji SUS menunjukkan nilai 82, 5 yang dapat diartikan sistem ini memiliki tingkat kemudahan penggunaan dan efisiensi yang baik, serta meningkatkan transparansi dan akuntabilitas pengelolaan kehadiran. =====================================================Abstract:This study aims to develop a web-based attendance information system to enhance the efficiency and accuracy of attendance data recording in the education sector. The system supports real-time attendance recording accessible from various internet-connected devices, facilitating users such as teachers, students, and administrative staff. Using an Agile system design approach, this study involves requirements analysis, system design utilizing Entity-Relationship Diagram (ERD) and Unified Modeling Language (UML), development, and testing through usability testing methods. The test result show 82,5 for SUS score which demonstrate that the system offers a high level of ease of use and efficiency while improving transparency and accountability in attendance management.The implementation of this system also shows a reduction in data input errors and an increase in the speed of attendance recapitulation compared to manual methods. However, challenges such as data security and technological infrastructure limitations in certain areas require attention. The web-based system is vulnerable to cyber threats, thus necessitating data security enhancements and infrastructure development to ensure its effectiveness. 
Rancang Bangun Aplikasi Pembelajaran berbasis Aughmented Reality (AR) dengan Metode MDLC (Multimedia Development Life Cycle) Yudho Yudhanto; Dito Satrio Putranto; Fendi Aji Purnomo; Taufiqurrakhman Nur Hidayat; Eko Harry Pratisto
IJAI (Indonesian Journal of Applied Informatics) Vol 8, No 1 (2023)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijai.v8i1.73006

Abstract

Abstrak Augmented Reality (AR) adalah jenis teknologi interaktif menggabungkan benda nyata dan virtual yang akan menghasilkan objek 3D yang akan ditampilkan pada layar. Augmented Reality yang telah diaplikasikan memiliki cara kerja berdasarkan deteksi citra atau gambar dan biasa disebut marker, dengan menggunakan kamera smartphone kemudian mendeteksi marker yang telah di dicetak. Augmented reality banyak digunakan diberbagai bidang, salah satunya bidang pendidikan. Pada bidang pendidikan augmented reality digunakan sebagai media pembelajaran agar lebih menarik. Teknologi Augmented Reality ini dapat diterapkan dalam sistem pembelajaran geografi salah satu nya adalah pengenalan pulau - pulau di Indonesia. Penelitian ini dikembangkan dengan metode MDLC (Multimedia Development Life Cycle). Penelitian ini termasuk jenis pengembangan teknologi Augmented Reality yang berisi tentang wawasan mengenai berbagai macam pulau-pulau di Indonesia. Objek yang diambil tentang mengenal pulau yakni: Pulau Morotai, Pulau Madura, Pulau Rote, Pulau Siberut, Pulau Bali, dan menyusun puzzle bergambar pulau tertentu. Teknik pengumpulan data dilakukan dengan angket. Angket ini digunakan untuk menilai kelengkapan serta kelayakan aplikasi. Software engine yang digunakan adalah Unity. Hasil dari penelitian ini berupa aplikasi The Island berbentuk file .apk yang dapat dijalankan pada ponsel pintar. Pengembangan aplikasi ini menggunakan software Unity 3D. Hasil pengujian menggunakan Black box menunjukkan hasil memuaskan dikarenakan terdeteksi 13 skenario pengujian, dan kesemuanya menghasilkan hasil yang sesuai yang diharapkan. Untuk menggunakan aplikasi ini, jarak kamera untuk mendeteksi marker dengan hasil yang ideal adalah 30 cm sampai 35 cm. Sudut ideal untuk mendeteksi marker adalah berkisar antara 45o diatas marker sampai 70o.=============================================AbstractAugmented Reality (AR) is a type of interactive technology combining real and virtual objects that will produce 3D objects that will be displayed on the screen. Augmented Reality that has been applied has a way of working based on image or image detection and is commonly called a marker, using a smartphone camera then detecting the marker that has been printed. Augmented reality is widely used in various fields, one of which is education. In the field of education, augmented reality is used as a learning medium to make it more interesting. This Augmented Reality technology can be applied in geography learning systems, one of which is the introduction of islands in Indonesia. This research was developed using the MDLC (Multimedia Development Life Cycle) method. This research includes the type of development of Augmented Reality technology which contains insights about various kinds of islands in Indonesia. Objects taken about getting to know the island are: Morotai Island, Madura Island, Rote Island, Siberut Island, Bali Island, and assembling puzzles with pictures of certain islands. The data collection technique was carried out by means of a questionnaire. This questionnaire is used to assess the completeness and feasibility of the application.The software engine that we use is the Unity game engine. The results of this study are The Island application in the form of an .apk file that runs on a smartphone. The development of this application uses Unity 3D software. The test results using the Black box showed satisfactory results because 13 test scenarios were detected, and all of them produced the expected results. To use this application, the camera distance to detect markers with ideal results is 30 cm to 35 cm. Ideal angle for detecting marker is ranging from 45o above the marker to 70o.