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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.
Learning number game with interactive projection for students of Sepuluh Nopember Surabaya Kindergarten Sudaryanto, Aris; Basuki, Achmad; Nurindiyani, Artiarini Kusuma; Muhammad, Farhan; Sa’dyah, Halimatus; Akbar, Zulhaydar Fairozal; Revindasari, Fony; Suhardiman, Marvel Natanael; Lazuardy, Ryan Ramadhan; Ash Shidiq, Ahmad Fauzan
KACANEGARA Jurnal Pengabdian pada Masyarakat Vol 6, No 4 (2023): November
Publisher : Institut Teknologi Dirgantara Adisutjipto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28989/kacanegara.v6i4.1681

Abstract

Based on a survey by the Association of Indonesian Internet Service Providers (APJII) in 2017, 143.26 million Indonesians used the internet. This condition is exacerbated by the “online learning” during the pandemic which forces children to be exposed to gadgets more than they should, which is more than 2 hours a day. Even though gadgets can affect children's behavior. It is proven that 66 out of 100 children have a high level of gadget addiction. The negative impact of gadgets on children is caused by the one-way communication between children and gadgets. This means that the instructions only come from the gadget while the child absorbs them without any significant response. Based on these problems, we makes a two-way interactive game that can be an alternative game for children. Game Numberpedia is played with a projector, then children can play interactively by touching the image. The Numberpedia game was then donated and played at Sepuluh Nopember Surabaya kindergarten as part of community service activities. The response from the children after playing the Numberpedia game shows that this game has clear and interesting audio visuals, and arouses the enthusiasm of children to play it.