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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.
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.
Perancangan Aplikasi Manajemen Perangkat Mikrotik Dengan Memanfaatkan Application Programming Interface RouterOS Menggunakan Metode Waterfall Hartono, Rudi; Rafid Adhitya Pratama, Dzulfiqar; Purnomo, Fendi Aji
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.v7i2.73048

Abstract

Abstrak Penelitian ini mengembangkan aplikasi manajemen perangkat MikroTik menggunakan Application Programming Interface (API) RouterOS dengan metode waterfall. Aplikasi ini bertujuan untuk memudahkan pengelolaan dan konfigurasi perangkat jaringan MikroTik, dengan fitur-fitur utama seperti konfigurasi perangkat, pemantauan perangkat, dan manajemen pengguna, serta fitur tambahan seperti pengelolaan log, manajemen firewall, dan manajemen hotspot. Proses pengembangan dimulai dengan analisis kebutuhan yang melibatkan identifikasi kebutuhan pengguna dan fitur yang diperlukan. Desain sistem mencakup perancangan arsitektur sistem, database, dan antarmuka pengguna. Implementasi melibatkan pengembangan kode program, integrasi dengan API RouterOS, dan pengujian menyeluruh menggunakan metode black box untuk memastikan semua fungsi berjalan sesuai kebutuhan fungsional. Hasil pengujian menunjukkan bahwa aplikasi ini berfungsi dengan baik dan dapat memenuhi kebutuhan pengguna. Dengan demikian, aplikasi ini diharapkan dapat membantu organisasi dan bisnis dalam mengelola perangkat MikroTik secara lebih efisien dan efektif.=================================================AbstractThis study presents the development of a MikroTik device management application using the RouterOS Application Programming Interface (API) and the waterfall methodology. The primary goal of the application is to facilitate the management and configuration of MikroTik network devices. It features essential functionalities such as device configuration, device monitoring, and user management, along with additional features like log management, firewall management, and hotspot management. The development process commenced with a needs analysis, identifying user requirements and necessary features. The system design phase included the architectural design, database design, and user interface design. Implementation involved coding, integration with the RouterOS API, and comprehensive testing using the black box method to ensure all functions met the specified requirements. The testing results demonstrated that the application functions effectively and meets user needs. Consequently, this application is expected to assist organizations and businesses in managing MikroTik devices more efficiently and effectively.
Virtual Reality Exposure Therapy for Acrophobia: Designing a Game Application Ardhi, Ovide Decroly Wisnu; Hidayat, Taufiqurrakhman Nur; Purnomo, Fendi Aji; Yudhanto, Yudho; Masbahah, Masbahah; Riatma, Darmawan Lahru; Hakimi, Nur Azizul; Hutabarat, Josua Arnatal
IJAI (Indonesian Journal of Applied Informatics) Vol 6, No 2 (2022)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijai.v6i2.56268

Abstract

Abstract Anxiety disorders are the most common type of mental disorder Almost 18.1% of adults experience anxiety disorders, with the specific phobia subcategory being understudied. Studies indicate that the prevalence of specific phobias ranges from 3% to 15% worldwide, with phobias of heights and animals being the most common. While exposure therapy for anxiety disorders has strong evidence, not many therapists use this method. In this study, we employed an exposure therapy method that involved gradual and repeated exposure to a feared stimulus, resulting in changes in cognition, behavior, and emotional and physical responses. The study developed the exposure therapy method as Virtual Reality Exposure Therapy (VRET), utilizing an interactive and engaging 3D environment to facilitate new learning and provide an immersive experience for users. The research also leveraged VRET technology to assist in training, evaluating, delivering, and supervising psychotherapy skills. Our study resulted in a prototype of VRET that offers a more specific and detailed therapeutic tool for acrophobia in the form of game. The compatibility test results show that the iPhone XR 2021 and Poco X3 Pro 2021 can build applications 5 minutes faster than the Poco M3 2021 and 15 minutes from the Realme 3 2021. The Poco X3 Pro 2021 application installation process is 1 to 2 seconds faster than the iPhone XR 2021 and Poco M3 2021. Realme 3 2021 is 9 seconds slower than Poco X3 Pro 2021.Abstrak Gangguan kecemasan adalah jenis gangguan mental yang paling umum. Hampir 18,1% orang dewasa mengalami gangguan kecemasan, dengan subkategori fobia spesifik sedang dipelajari. Studi menunjukkan bahwa prevalensi fobia spesifik berkisar antara 3% hingga 15% di seluruh dunia, dengan fobia ketinggian dan hewan adalah yang paling umum. Sementara terapi pemaparan untuk gangguan kecemasan memiliki bukti kuat, tidak banyak terapis yang menggunakan metode ini. Dalam penelitian ini, kami menggunakan metode terapi pemaparan yang melibatkan pemaparan bertahap dan berulang terhadap stimulus yang ditakuti, menghasilkan perubahan dalam kognisi, perilaku, dan respons emosional dan fisik. Studi ini mengembangkan metode terapi pemaparan sebagai Virtual Reality Exposure Therapy (VRET), menggabungkan lingkungan 3D yang interaktif dan menarik untuk memfasilitasi pembelajaran baru dan memberikan pengalaman mendalam bagi pengguna. Penelitian ini juga memanfaatkan teknologi VRET untuk membantu melatih, mengevaluasi, menyampaikan, dan mengawasi keterampilan psikoterapi. Studi kami menghasilkan prototipe VRET yang menawarkan alat terapi yang lebih spesifik dan terperinci untuk akrofobia dalam bentuk permainan. Hasil uji kompatibilitas menunjukkan bahwa iPhone XR 2021 dan Poco X3 Pro 2021 dapat membangun aplikasi 5 menit lebih cepat dari Poco M3 2021 dan 15 menit dari Realme 3 2021. Proses instalasi aplikasi Poco X3 Pro 2021 lebih cepat 1 hingga 2 detik dibandingkan iPhone XR 2021 dan Poco M3 2021. Realme 3 2021 lebih lambat 9 detik dari Poco X3 Pro 2021.
Implementation of the Lokananta Records Surakarta Virtual Museum as a Promotional and Educational Media Hidayat, Taufiqurrakhman Nur; Purnomo, Fendi Aji; Sulistyono, Aoron; Ardhi, Ovide Decroly Wisnu; Yudhanto, Yudho
IJAI (Indonesian Journal of Applied Informatics) Vol 6, No 1 (2021)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijai.v6i1.57963

Abstract

Abstract : A museum is a non-profit institution tin the service of society and its development, open to the public, which acquires, conserves, researches, communicates and exhibits both tangible and intangible heritage of humanity and its environment for the purposes of education, study and enjoyment. A virtual museum is a digital entity that refers to the characteristics of a museum, in order to enhance or add to the experience of a museum through interactivity, richness of content and personalization. The creation of a virtual museum from the Lokananta Records Surakarta museum is needed as an effort to improve and add to the experience of the Lokananta Records Surakarta museum. The Lokananta Records Surakarta virtual museum application has been successfully developed as a virtual museum with the feature of being able to explore the virtual museum, interact with 3-dimensional objects in it such as vinyl record, cassette tape, videotape, compact disc and the Lokananta Records Surakarta Production Process Tool Collection.Abstrak : Museum adalah lembaga nirlaba yang melayani masyarakat dan perkembangannya, terbuka untuk umum, yang memperoleh, melestarikan, meneliti, mengkomunikasikan, dan memamerkan warisan manusia dan lingkungannya baik yang berwujud maupun yang tidak berwujud untuk tujuan pendidikan, studi, pendidikan dan hiburan. Museum virtual adalah entitas digital yang mengacu pada karakteristik museum, untuk meningkatkan atau menambah pengalaman museum melalui interaktivitas, kekayaan konten, dan personalisasi. Pembuatan virtual museum dari museum Lokananta Records Surakarta diperlukan sebagai upaya untuk meningkatkan dan menambah pengalaman museum Lokananta Records Surakarta.Penelitian ini berfokus pada pengembangan museum virtual untuk merepresentasikan Lokananta Records Surakarta. Desain aplikasi mengikuti siklus hidup pengembangan multimedia.Aplikasi museum virtual Lokananta Records Surakarta telah berhasil dikembangkan sebagai museum virtual dengan fitur dapat menjelajahi museum virtual, berinteraksi dengan objek 3 dimensi di dalamnya seperti piringan hitam, kaset, kaset video, compact disc dan Lokananta Mencatat Koleksi Alat Proses Produksi Surakarta.
Pengembangan dan Uji Usability Sistem Informasi Presensi Berbasis Web di Institusi Pendidikan Pratisto, Eko Harry; Athifah, Daffa Mudia; Purnomo, Fendi Aji
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 GoHRD Online untuk Start-Up Yudhanto, Yudho; Sulandari, Winita; Hidayat, Taufiqurrakhman Nur; Purnomo, Fendi Aji
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.v7i2.68072

Abstract

Abstrak Startup adalah perusahaan rintisan yang belum lama beroperasi. Dengan kata lain, startup artinya perusahaan yang baru masuk atau masih berada pada fase pengembangan atau penelitian untuk terus menemukan pasar meupun mengembangkan produknya. Problem klasik dalam Startup adalah perihal pengelolaan SDM (Sumber Daya Manusia), ini adalah penting sebagai elemen perusahaan dalam mencapai kesuksesan visi misinya. Sering terjadi tumpang tindih tugas dan kewenangan dikarenakan penghematan perusahaan. Selain itu juga proses manajemen SDM dari tugas dan penggajian belum menjadi prioritas karena mengejar pertumbuhan produk yang harus segera diselesaikan. HR (Human Resources) dalam StartUp sangat membutuhkan otomatisasi sehingga bisa berjalan dengan baik tanpa harus memberikan effort yang banyak dikarenakan semua dipusatkan untuk menyelesaikan produk. Aplikasi GoHRD dibuat sebagai solusi mudah dalam mengelola SDM Startup, dibangun dengan menggunakan PHP, MySQL dan Framework PHP. Metode pengembangan yang digunakan adalah Agile Scrum dengan tujuan penyelesaian yang cepat dan singkat. Model pengujian dilakukan dengan teknik Black box, hasilnya adalah dari 30 skenario pengujian mendapatkan 95% berjalan dengan baik sedangkan sisanya memerlukan kustomisasi agar lebih mudah untuk digunakan dan dikenali oleh user dengan baik.====================================================AbstractStartup is a start-up company that has not been operating for a long time. In other words, a startup means a company that has just entered or is still in the development or research phase to continue to find markets and develop its products. The classic problem in startups is the management of HR (Human Resources), this is important as an element of the company in achieving the success of its vision and mission. Overlapping duties and authorities often occur due to company savings. Apart from that, the HR management process of assignments and payroll has not been a priority due to the pursuit of product growth which must be completed immediately. HR (Human Resources) in StartUp really needs automation so that it can run well without having to put in a lot of effort because everything is focused on completing the product. The GoHRD application was created as an easy solution for managing Startup HR, built using PHP, MySQL and the PHP Framework. The development method used is Agile Scrum with the goal of fast and short completion. The testing model was carried out using the Black box technique, the result is that 95% of the 30 test scenarios run well while the rest require customization to make it easier to use and well recognized by the user.