Claim Missing Document
Check
Articles

Found 5 Documents
Search

Semi Automatic Retargeting for Facial Expressions of 3D Characters with Fuzzy logicBased on BlendshapeInterpolation Zikky, Moh.; Hariadi, Mochamad; ., Muhtadin
EMITTER International Journal of Engineering Technology Vol 1, No 1 (2013)
Publisher : Politeknik Elektronika Negeri Surabaya (PENS)

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

Abstract

To produce a 3D virtual characters face expression of human’s natural face expressions, facial motion capture is the technique considered to be the most effective one, especially in terms of production speed. However, there are still some results showing that the expression is not so expressive, especially on the side of the 3D character which has a different facial features than the real models regarding to the application of it. In this research, the correction of the basic expressions of faces in the process of facial motion retargeting was done by using blendshape interpolation method that was based on fuzzy logic. Blendshape interpolation method is the method used to combine multiple shapes into one blend with the concept of interpolation. In this research, the process of blendshape meets the concept of linear interpolation which the movement of a point of vertexon blendshape used straight lines . Blendshape method will be run as a proofreader on the results of retargeting process. Theweighting of blendshape will be assigned automatically from the results of the calculation of fuzzy logic, which refers to the input of the marker position of the facial motion retargeting. This weight is then used to provide improvements to create more expressive expressions. This process will be easier and faster to do than doing customize one by one at the vertex point manually. To avoid the appearance of irregular motion (haphazard movement), it is necessary to give the limitation of the weight (weight constraint) with range of [0,1].Keywords : Blendshape, retargeting, fuzzy logic, facial motion capture.
Review of A* (A Star) Navigation Mesh Pathfinding as the Alternative of Artificial Intelligent for Ghosts Agent on the Pacman Game Zikky, Moh.
EMITTER International Journal of Engineering Technology Vol 4, No 1 (2016)
Publisher : Politeknik Elektronika Negeri Surabaya (PENS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2002.685 KB) | DOI: 10.24003/emitter.v4i1.117

Abstract

Shortest pathfinding problem has become a populer issue in Game’s Artificial Intelligent (AI). This paper discussed the effective way to optimize the shortest pathfinding problem, namely Navigation Mesh (NavMesh). This method is very interesting because it has a large area of implementation, especially in games world. In this paper, NavMesh was implemented by using A* (A star) algorithm and examined in Unity 3D game engine. A* was an effective algorithm in shortest pathfinding problem because its optimization was made with effective tracing using segmentation line. Pac-Man game was chosen as the example of the shortest pathfinding by using NavMesh in Unity 3D. A* algorithm was implemented on the enemies of Pac-Man (three ghosts),  which path was designed by using NavMesh concept. Thus, the movement of ghosts in catching Pac-Man was the result of this review of the effectiveness of this concept. In further research, this method could be implemented on several optimization programmes, such as Geographic Information System (GIS), robotics, and statistics.
Semi Automatic Retargeting for Facial Expressions of 3D Characters with Fuzzy logicBased on Blendshape Interpolation Zikky, Moh.; Hariadi, Mochamad; ., Muhtadin
EMITTER International Journal of Engineering Technology Vol 1, No 1 (2013)
Publisher : Politeknik Elektronika Negeri Surabaya (PENS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1487.883 KB) | DOI: 10.24003/emitter.v1i1.12

Abstract

To produce a 3D virtual characters face expression of human’s natural face expressions, facial motion capture is the technique considered to be the most effective one, especially in terms of production speed. However, there are still some results showing that the expression is not so expressive, especially on the side of the 3D character which has a different facial features than the real models regarding to the application of it. In this research, the correction of the basic expressions of faces in the process of facial motion retargeting was done by using blendshape interpolation method that was based on fuzzy logic. Blendshape interpolation method is the method used to combine multiple shapes into one blend with the concept of interpolation. In this research, the process of blendshape meets the concept of linear interpolation which the movement of a point of vertexon blendshape used straight lines . Blendshape method will be run as a proofreader on the results of retargeting process. Theweighting of blendshape will be assigned automatically from the results of the calculation of fuzzy logic, which refers to the input of the marker position of the facial motion retargeting. This weight is then used to provide improvements to create more expressive expressions. This process will be easier and faster to do than doing customize one by one at the vertex point manually. To avoid the appearance of irregular motion (haphazard movement), it is necessary to give the limitation of the weight (weight constraint) with range of [0,1].Keywords : Blendshape, retargeting, fuzzy logic, facial motion capture.
Performance Analysis of Specification Computer and Mobile with Implementation Tawaf Virtual Reality using A* Algorithm and RVO System Zikky, Moh.; Arifin, M. Jainal; Fathoni, Kholid; Arifin, Agus Zainal
EMITTER International Journal of Engineering Technology Vol 7, No 1 (2019)
Publisher : Politeknik Elektronika Negeri Surabaya (PENS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (587.902 KB) | DOI: 10.24003/emitter.v7i1.321

Abstract

High-Performance Computer (HPC) is computer systems that are built to be able to solve computational loads. HPC can provide a high-performance technology and short the computing processes timing. This technology was often used in large-scale industries and several activities that require high-level computing, such as rendering virtual reality technology. In this research, we provide Tawaf’s Virtual Reality with 1000 of Pilgrims and realistic surroundings of Masjidil-Haram as the interactive and immersive simulation technology by imitating them with 3D models. Thus, the main purpose of this study is to calculate and to understand the processing time of its Virtual Reality with the implementation of tawaf activities using various platforms; such as computer and Android smartphone. The results showed that the outer-line or outer rotation of Kaa’bah mostly consumes minimum times although he must pass the longer distance than the closer one.  It happened because the agent with the closer area to Kaabah is facing the crowded peoples. It means an obstacle has the more impact than the distances in this case.
Utilizing Virtual Humans as Campus Virtual Receptionists Zikky, Moh.; Suhardiman, Marvel Natanael; Fathoni, Kholid
International Journal of Artificial Intelligence & Robotics (IJAIR) Vol. 5 No. 1 (2023): May 2023
Publisher : Informatics Department-Universitas Dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25139/ijair.v5i1.6175

Abstract

To imitate human-like behavior is one of the greatest feats a computer software could achieve. Computers can produce close-to-realism avatars with similar looks and behaviors in this modern era. One of the works that computer software could achieve now is conveying information in a place that a receptionist usually does. Therefore a computer software capable of that is called a Virtual Receptionist. This paper aims to explore the use of virtual humans as virtual receptionists and compare it to human receptionists to find both advantages and disadvantages. This research utilizes a virtual human model that imitates the behavior of a human receptionist. Its movements are based on real-life movements recorded with motion capture. It could also communicate with users by processing the voice input using speech-to-text technology recorded by a microphone. The recorded input will then be analyzed to determine whether it contains information stored in a database. The virtual human will then show the user the answer to their question accordingly. Utilizing virtual humans can make the process more interactive and exciting because of its futuristic feel. This way, campuses can have appealing introductory media and support campuses to be more open to the public in the future. However, the agent can only respond with prepared answers and not generate its own when necessary. Transcribed text will be analyzed for words that indicate the user's required information. In this case, the information would be the information of research laboratories in the post-graduate building of the EEPIS campus.