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Augmented Reality Applications for Cultural Heritage Using Kinect Sensor Afyenni, Rita; Erianda, Aldo; Wahyuni, Putri; Firosha, Ardian; Gusman, Taufik; Sumema
International Journal of Advanced Science Computing and Engineering Vol. 6 No. 3 (2024)
Publisher : SOTVI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/ijasce.6.3.221

Abstract

There are quite a number of advantages gained from Microsoft Kinect which is a motion sensing device that also includes AR applications to aid in the preservation and promotion of cultural assets. In this work, a batik model was developed with the help of Microsoft Kinect by utilizing its core components consisting of a depth sensor, an RGB camera and a microphone array to allow motion tracking, gesture recognition, and voice command functionalities of the device.The depth sensing features of the device, in particular the structural light employed, transition to Time-of-Flight technology has improved the efficiency and applicability of the device towards AR. Kinect has the ability to create an immersive AR experience by accurately mapping virtual objects to the user’s environment, leveraging body joint tracking to create a 3D skeletal model. It is required to take into consideration the kinnect positioning technique which has importance in allowing 3D objects and models to align. Therefore, the conclusion addresses Kinect as it relates to human-computer interaction, in particular, concerning its potential to change body interaction in real time and how it sets the stage for future systems that require an active interaction across a number of fields including culture and heritage.
Visual Branding of Sikapak Timur Village Pariaman as Media Promotion Based on Visual Complexity Effect on Social Media Firosha, Ardian; Gusman, Taufik; Sumema; Rotama, Hendra
International Journal of Advanced Science Computing and Engineering Vol. 5 No. 3 (2023)
Publisher : SOTVI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/ijasce.5.3.187

Abstract

Visual Complexity Effect is a term used in psychology to describe how people react to complex visual information. Typically, the more complicated or complex the visual information, the more difficult it is for people to process and understand it. The effects of visual complexity can also affect reaction times, cognitive abilities, and decision making. In everyday life, data visualization and complex graphs can be a challenge for many people, especially if they are not used to that type of information. Therefore, graphic designers and application developers try to minimize visual complexity so that it can be understood and used easily by users.
Music Recommendation Based on Facial Expression Using Deep Learning Kurniawan, -; Kurniawan, Tri Basuki; Dewi, Deshinta Arrova; Zakaria, Mohd Zaki; Saringat, Zainuri; Firosha, Ardian
JOIV : International Journal on Informatics Visualization Vol 9, No 1 (2025)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/joiv.9.1.3794

Abstract

Music's profound impact on human emotions is essential for creating personalized experiences in entertainment and therapeutic settings. This study introduces a cutting-edge music recommendation system that utilizes facial expression analysis to tailor music suggestions according to the user's emotional state. Our approach integrates a haar-cascade classifier for real-time face detection with a Convolutional Neural Network (CNN) that classifies emotions into seven distinct categories: happiness, sadness, anger, fear, disgust, surprise, and neutrality. This emotionally aware system recommends music tracks corresponding to the user's current emotional condition to enhance mood regulation and overall listener satisfaction. The effectiveness of our system was evaluated through rigorous testing, where the CNN model demonstrated a high degree of accuracy. Notably, the model achieved an overall accuracy of 84.44% in recognizing facial expressions. Precision, recall, and F1 scores consistently exceeded 84%, indicating robust performance across diverse emotional states. These results underscore the system's capability to accurately interpret and respond to complex emotional cues through tailored music suggestions. Integrating advanced deep learning techniques for face and emotion recognition enables our recommendation system to adapt dynamically to the user's emotional fluctuations. This responsiveness ensures a highly personalized music listening experience that reflects the user's feelings and potentially enhances their emotional well-being. By bridging the gap between static user profiles and the dynamic nature of human emotions, our system sets a new standard for personalized technology in music recommendation, promising significant improvements in user engagement and satisfaction.
PENGEMBANGAN DESAIN INTERAKTIF SEBAGAI EDUKASI MITIGASI BENCANA TSUNAMI BERBASIS KEARIFAN LOKAL PADA KELURAHAN BARINGIN Sumema, Sumema; Rotama, Hendra; Gusman, Taufik; Firosha, Ardian; Nissa, Wirda
Wimba : Jurnal Komunikasi Visual Vol. 16 No. 1 (2025): Wimba: Jurnal Komunikasi Visual
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/jkvw.2024.16.1.2

Abstract

Indonesia is vulnerable to tsunami disasters due to its location on the Ring of Fire. Education on tsunami mitigation is extremely important, especially in high-risk areas like Kelurahan Baringin. Local wisdom can be a valuable source of knowledge for this education. Interactive design can be an effective medium for education. The objective of this research is to develop an interactive design for tsunami mitigation education based on local wisdom in Kelurahan Baringin to increase community knowledge and preparedness. The research method will employ a qualitative approach with a design research method. Data will be collected through observation, interviews, and focus group discussions. The outcome will be an interactive design that integrates local wisdom, providing information on tsunamis, mitigation, and local wisdom. The design will be packaged in an engaging and easy-to-understand animated video.
PERSEPSI VISUAL GESTALT: DAMPAK DARI ELEMEN DESAIN MEDIA INFORMASI MITIGASI TSUNAMI Sumema, Sumema; Asrinaldi, Asrinaldi; Firosha, Ardian; Rotama, Hendra; Gusman, Taufik
Gorga : Jurnal Seni Rupa Vol. 12 No. 2 (2023): Gorga : Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v12i2.45368

Abstract

The condition of Indonesia, which is in a disaster-prone area (ring of fire), often causes disasters, especially earthquakes and tsunamis. Information media is important in providing information and education in increasing public awareness of disaster risks. With the threat of a tsunami disaster, researchers are interested in analyzing and evaluating one of the disaster mitigation programs, especially in a design perspective, which is about tsunami mitigation information media. Researchers want to find out how the influence of information media on public awareness in dealing with the tsunami disaster. The research conducted is descriptive analysis through the theory of design elements. The research was also strengthened by conducting FGDs to determine the process of visual perception through Gestalt Theory. The results of the analysis are the limitations and limitations of the media related to visual information from the design, affecting the public in understanding information.Keywords: media, perception, signage, infographics, tsunamis. AbstrakKondisi Indonesia, yang berada di daerah rawan bencana (ring of fire), sering menimbulkan bencana, terutama gempa bumi dan tsunami. Media informasi penting dalam memberikan informasi dan edukasi dalam meningkatkan kesadaran masyarakat terhadap risiko bencana. Dengan adanya ancaman bencana tsunami, peneliti tertarik untuk menganalisis dan mengevaluasi salah satu program mitigasi bencana, terutama dalam perspektif desain, yaitu tentang media informasi mitigasi tsunami. Peneliti ingin mengetahui bagaimana pengaruh media informasi terhadap kesadaran masyarakat dalam menghadapi bencana tsunami. Penelitian yang dilakukan adalah analisis deskriptif melalui teori elemen-elemen desain. Penelitian tersebut juga diperkuat dengan melakukan FGD untuk mengetahui proses persepsi visual melalui Teori Gestalt. Hasil analisis tersebut adalah kekurangan dan keterbatasan media informasi terkait visual dari desain, mempengaruhi masyarakat dalam memahami informasi.Kata Kunci: media, persepsi, signage, infografis, tsunami. Authors:Sumema : Politeknik Negeri PadangAsrinaldi : Institut Seni Budaya AcehArdian Firosha : Politeknik Negeri PadangHendra Rotama : Politeknik Negeri PadangTaufik Gusman : Politeknik Negeri Padang References:Hennink, M, M. (2014). Focus Group Discussions. United States of Amerika: Oxford University Press. 2.Hergenhahn, B. (2009). An Introduction to the History of Psychology. 6th Edition. Belmont: Cengage Learning.Hughes, K, A. (2019). Graphic Design: Learn it, do it: Boca Raton: CRC Press. 53-67.Koffka, K. (1935). Principles of Gestalt Psychology. New York: Harcourt, Brace & World.Kurzweil, E. (2015). Jaring Kuasa Struktualisme Dari Lèvi-Strauss sampai Foucault. Diterjemahkan oleh Nurhadi. Bantul (ID): Kreasi Wacana.O™Connor, Z. (2015): Colour, contrast and Gestalt theories of perception: The impact in contemporary visual communications design, Color Research and Application 40(1): 85“92. doi:10.1002/col.21858.Rustan, S. (2013). Mendesain Logo. Jakarta: Gramedia Pustaka Utama.Sanyoto, S. (2005). Dasar-Dasar Tata Rupa dan Desain, Yogyakart: Arti Bumi Intaran.Sunaryo, S. (2002). Psikologi untuk Keperawatan. Jakarta: Penerbit Buku Kedokteran EGC.Sari, D. M., Afriwan, H., Purnomo, E., & Kharisma, M. (2021). Perancangan Infografis Shelter Bangunan di Kawasan Universitas Negeri Padang Sebagai Mitigasi Bencana Alam Gempa dan Tsunami. Gorga: Jurnal Seni Rupa, 10(2), 287-294.Sari, D. M., Fitriyona, N., Purnomo, E., & Sandra, Y. (2022). Konsep Kreatif Desain Ikon Bangunan Peta Shelter Mitigasi Universitas Negeri Padang. Gorga: Jurnal Seni Rupa, 11(2), 355-360.Sartain, J.; North, J.; Strange, R.; Chapman, M. (1973). Psychology: Understanding the Human Behavior. New York: McGraw-Hill.Siburian, S. A., Saragi, D., Harahap, S. (2020). Tinjauan Tata Letak (Layout) Poster Anti Narkoba Badan Narkotika Nasional Provinsi Sumatera Utara. Gorga: Jurnal Seni Rupa, 09(1), 01-06.
VISUAL DEFORMASI PAKAIAN ADAT MINANGKABAU DALAM PERANCANGAN DESAIN KARAKTER ANIMASI œPAJACAKO Rotama, Hendra; Firosha, Ardian; Sumema, Sumema; Gusman, Taufik
Gorga : Jurnal Seni Rupa Vol. 13 No. 1 (2024): Gorga : Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v13i01.57727

Abstract

Character design is one of the main elements in producing animated films, because through the design of animated characters can be a bridge of the storyline to the audience. The idea of character design that comes from cultural elements is one of the visual characteristics that must continue to be developed so that it can be used as a creation idea. In order for the potential of these cultural elements to be maximized, a character design is designed whose creation ideas are sourced from cultural elements in minangkabau to enrich character designs originating from indonesia. the design of this character design uses a simplified form of deformation, namely drawing objects that only represent them. The main object that undergoes deformation is Minangkabau traditional clothing, in the embodiment of the character design, Minangkabau traditional clothing, namely baju penghulu, is simplified from shape to color. There are several other visual elements that are considered to represent Minangkabau culture and undergo deformation changes. The purpose of this design is to maximize the potential of cultural elements in order to compete with animated character designs from abroad.Keywords:  Deformation, Character Design, AnimationAbstrakDesain Karakter merupakan salah satu unsur utama dalam memproduksi film animasi, karena lewat desain karakter animasi mampu menjadi jembatan jalan cerita kepada penonton. Ide perancangan desain karakter yang bersumber dari unsur budaya menjadi salah satu karakteristik visual yang mesti terus dikembangkan agar dapat dijadikan sebagai ide penciptaan. Agar potensi unsur budaya tersebut dapat dimaksimalkan maka dirancang sebuah desain karakter yang ide penciptaannya bersumber dari unsur budaya di minangkabau untuk memperkaya desain karakter yang berasal dari indonesia. perancangan desain karakter ini menggunakan penyederhanaan bentuk deformasi yaitu menggambar objek yang hanya mewakilinya saja. Objek utama yang mengalami deformasi bentuk adalah pakaian adat Minangkabau, dalam perwujudan desain karakter tersebut pakaian adat minangkabau yaitu baju penghulu mengalami penyederhanaan dari bentuk hingga warna. Terdapat beberapa unsur visual lain yang dianggap mewakili budaya minangkabau dan mengalami perubahan bentuk deformasi. Tujuan dari perancangan ini adalah untuk memaksimalkan potensi unsur budaya agar dapat bersaing dengan desain karakter animasi dari luar negeri.Kata Kunci:  Deformasi, Desain Karakter, Animasi Authors:Hendra Rotama : Politeknik Negeri PadangArdian Firosha : Politeknik Negeri PadangSumema : Politeknik Negeri PadangTaufik Gusman : Politeknik Negeri PadangReferences:Arsana Yudi I Gede (2023) Visualisasi Karakter Superhero Film Animasi 2d Satria Barong, Gorga, Jurnal Seni Rupa Vol, 12 No 02 (270-275). https://doi.org/10.24114/gr.v12i2.46217 Azizah Si, Weni (2023) Bentuk Dan Makna Busana Penghulu Di Nagari Panyalaian Kecamatan X Koto Kabupaten Tanah Datar, Gorga, Jurnal Seni Rupa Vol, 12 No 02 (550-556). https://doi.org/10.24114/gr.v12i2.50113Barung, Sulastriningsih D, Kembong D. (2022). Dampak Serial Animasi Upin dan Ipin pada Kosakata Percakapan Bahasa Indonesia. Wahana Literasi: Journal of Languange, Literatute, and Linguistics, Vol 2, No 1. https://doi.org/10.59562/wl.v2i1.35597Farida E, Kholidah N, Sarjono. (2020), Penerapan Pembelajaran Psikologi Warna untuk Meningkatkan Kemampuan Mahasiswa Dalam Memilih Warna pada Desain Kemasan Produk Prodi Manajemen FEB UNISMA Jurnal Inovasi Pendidikan Ekonomi, Vol. 10, No. 1. https://doi.org/10.24036/011085220Iklima. (2018). Pengaruh Ketersediaan Informasi Visual (Banner) Qanun Aceh Nomor 6 Tahun 2014 Tentang Hukum Jinayah Terhadap Pengetahuan Siswa/Siswi Sma Kota Banda Aceh (skripsi) Banda Aceh, Universitas Islam Negeri Ar-Raniry.Prayogo Hari Januar, Winarno. (2021) Karakteristik Visual Deformasi Anatomi Pada Lukisan Karya S. Istiyono, Vol 9 No 4 (2021): Volume 9 No.4 Tahun 2021.Qomqriyah N A, Mulyono. (2024). Pengaruh Tayangan Film Animasi Upin Dan Ipin Dalam Dialek Bahasa Melayu Terhadap Bahasa Indonesia Anak Usia Enam Sampai Dua Belas Tahun, Bapala, Volume 11 Nomor 1 Tahun hlm. 9-20.Rotama H. (2014). œFilm Animasi 2D animasi PAJACAKO (tesis) Padangpanjang, Institut Seni Indonesia Padangpanjang.Sitinjak, S. R., Adelina, H., & Yanzi, H. (2017). Pengaruh pilihan film kartun terhadap perilaku anak di pekon luas kabupaten lampung barat. Jurnal Kultur DemokrasiVol 5, No 8.Sumarli, C. O., & Kurnianto, A. (2018). Developing Karakter Animasi Berbasis Kudapan KhasTionghoa. Jurnal Desain, 5(03), 162-173. http://dx.doi.org/10.30998/jurnaldesain.v5i03.2170Winarni R W, Wardani W (2015). Produksi Film Animasi Sebagai Media Kampanye Anti Kejahatan Perdagangan Manusia, Jurnal Desain Vol 3, No 1 (37-48). http://dx.doi.org/10.30998/jurnaldesain.v3i01.590Yangsen, Rara Bulan. (2023). Analisis Semiotika Warna Marawa (Minangkabau) dan Ukiran (Toraja), TEKSTUAL  Volume 21, No 1, https://doi.org/10.33387/tekstual.v21i1.5896
Exploring Current Methods and Trends in Text Summarization: A Systematic Mapping Study Ahmad Raddi, Muhammad Faris Faisal; Hassan, Rohayanti; Zakaria, Noor Hidayah; Sahid, Mohd Zanes; Omar, Nurul Aswa; Firosha, Ardian
JOIV : International Journal on Informatics Visualization Vol 8, No 3-2 (2024): IT for Global Goals: Building a Sustainable Tomorrow
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/joiv.8.3-2.1654

Abstract

This paper presents a systematic mapping study of the current methods and trends in text summarization, a challenging task in natural language processing that aims to condense information from one or multiple documents into a concise and coherent summary. The paper focuses on applying text summarization for the Malay language, which has received less attention than other languages. The paper employs a three-phased quality assessment procedure to filter and analyze 27 peer-reviewed publications from seven prominent digital libraries, covering 2016 to 2024. The paper addresses two research questions: (1) What is the extent of research on text summarization, especially for the Malay language and the education domain? and (2) What are the current methods and approaches employed in text summarization, with a focus on addressing specific problems and language contexts? The paper synthesizes and discusses the findings from the literature review and provides insights and recommendations for future research directions in text summarization. The paper contributes to advancing knowledge and understanding of the state-of-the-art techniques and challenges in text summarization, particularly for the Malay language.