Journal of Innovation Information Technology and Application (JINITA)
Vol 8 No 1 (2026): JINITA, June 2026

Integrating Real-Time Facial Ethnicity Classification with a Godot Game Client for Personalized Cultural Interactive Exhibition

Trisna Gelar (Politeknik Negeri Bandung)
Muhammad Rizqi Sholahuddin (Department of Computer Engineering and Informatics, Politeknik Negeri Bandung, Bandung, Indonesia)
Aprianti Nanda Sari (Department of Computer Engineering and Informatics, Politeknik Negeri Bandung, Bandung, Indonesia)
Ais Laksana (Department of Computer Engineering and Informatics, Politeknik Negeri Bandung, Bandung, Indonesia)
Satryo Haryo (Department of Computer Engineering and Informatics, Politeknik Negeri Bandung, Bandung, Indonesia)
Rafli Fadhilah (Department of Computer Engineering and Informatics, Politeknik Negeri Bandung, Bandung, Indonesia)
Gianluigi Julian (Department of Computer Engineering and Informatics, Politeknik Negeri Bandung, Bandung, Indonesia)
Daffa Muzhaffar (Department of Computer Engineering and Informatics, Politeknik Negeri Bandung, Bandung, Indonesia)



Article Info

Publish Date
30 Jun 2026

Abstract

Addressing the recognized limitation of non-adaptive "one-size-fits-all" experiences in cultural and technical exhibitions, a novel, real-time system is introduced that integrates facial ethnicity classification with the Godot game engine to provide a personalized cultural interactive learning. The core objective was to design and quantitatively assess a performant artifact capable of dynamically classifying users into one of three major Indonesian regional categories (Barat, Tengah, or Timur) and instantly loading the appropriate personalized cultural gaming scenario. The study presents three significant contributions. First, an advanced machine learning model for Indonesian ethnicity categorization was created by utilizing an optimized feature combination of Gray Level Co-occurrence Matrix (GLCM) and Histogram of Oriented Gradients (HOG). The optimal feature set (GLCM+HOG) attained a high Cross-Validation Accuracy 95.82%±1.11%, significantly advancing the technical performance baseline for this domain. Second, a robust, real-time pipeline was successfully demonstrated, connecting the Python-based machine learning backend with the Godot gaming client via an API for immediate content customization. While the backend demonstrates high theoretical efficiency, achieving a throughput of approximately 46 FPS 21.51 ms classification latency), the final integrated system operates at a stable 12.0 FPS interface rate. This performance disparity highlights that integration overhead and feature dimensionality are the primary bottlenecks affecting the responsiveness of the on-demand classification event. Future endeavors will concentrate on enhancing real-time performance by lowering classification latency via feature dimensionality reduction (e.g., Local Binary Pattern variants) and conducting qualitative assessments to gauge user involvement and the transfer of cultural information.

Copyrights © 2026






Journal Info

Abbrev

jinita

Publisher

Subject

Computer Science & IT Decision Sciences, Operations Research & Management Engineering

Description

Software Engineering, Mobile Technology and Applications, Robotics, Database System, Information Engineering, Interactive Multimedia, Computer Networking, Information System, Computer Architecture, Embedded System, Computer Security, Digital Forensic Human-Computer Interaction, Virtual/Augmented ...