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Integrating Microsoft Kinect with Arduino: Real- Time Skeleton Human Tracking on Android Puppet Lesmana, I Putu Dody; Widiawan, Beni
Proceeding of the Electrical Engineering Computer Science and Informatics Vol 2: EECSI 2015
Publisher : IAES Indonesia Section

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/eecsi.2.600

Abstract

This paper describes the use of capabilities of the Microsoft Kinect as skeleton human tracking. With the Kinect and Arduino will build a gesture-based puppeteering system that we will utilize to control a simple, servo-driven puppet. We use Processing and Simple-OpenNI to develop Kinect for Windows application to detect the user’s joints and limbs movements in space by skeleton human tracking. In response to the user’s skeleton movement, the user data will be mapped to servo angles and transmitted via serial and network communication to a remote receiver program, which will in turn send them to the Arduino board controlling the servos of the robotic puppet.
ROBOT PENGETIK UNTUK ALAT BANTU PENGOPERASIAN KOMPUTER BAGI PENYANDANG CACAT Kautsar, Syamsiar; Etikasari, Bety; Widiawan, Beni; Agustianto, Khafid
Jurnal Informatika Polinema Vol 4 No 4 (2018)
Publisher : Jurnal Informatika Polinema

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (582.334 KB)

Abstract

Pada tahun 2005, UNICEF memperkirakan jumlah anak-anak penyandang cacat di bawah usia 18 tahun dari 150 juta anak. Indonesia mempunyai 11 juta pekerja penyandang cacat. Jumlah ini kurang dari 50% jumlah penderita cacat (data tahun 2010). Berbagai upaya telah dilakukan untuk membantu penyandang cacat agar dapat bekerja secara normal. Ada banyak penelitian tentang kaki palsu, tangan buatan, dan kursi roda bermotor. Dalam penelitian ini akan membangun sebuah robot pengetik. Ini dirancang untuk penyandang cacat fisik. Fungsi robot ini dapat membantu orang cacat untuk mengoperasikan computer secara normal. Robot pengetik terdiri dari 2 robot lengan. Setiap lengan mempunyai 4 derajat kebebasan (DOF). Sensor kompas dengan kompensasi kemiringan dipasang pada kaki pengguna. Ini digunakan untuk mengukur pergerakan kaki pengguna. Keyboard USB ukuran mini digunakan sebagai objek kerja robot. Sebuah rule-based dibuat untuk mengkonversi gerakan kaki pengguna menjadi gerakan robot pengetik. Pembuatan rule-based mempunyai tingkat keberhasilan 100% (untuk keseluruhan akses tombol) dan kesalahan posisi maksimum 3 mm.
Pengembangan Terapi Cermin Pada Latihan Bersepeda Berbasis Virtual Reality Untuk Meningkatkan Gerak Motorik Ekstremitas Atas Pasca Stroke Lesmana, I Putu Dody; Widiawan, Beni; Hartadi, Didit Rahmat; Haris, Muhammad Fuad Al
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 5, No 4: Agustus 2018
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.201854914

Abstract

Latihan bersepeda berbasis virtual reality (VR-Bicycling) bagi penderita pasca stroke merupakan teknologi yang dikembangkan untuk meningkatkan gerak motorik otot. Penerapan VR-Bicycling umumnya untuk melatih gerak motorik ekstremitas bawah daripada gerak motorik ekstremitas atas. Penggunaan terapi cermin (Mirror Therapy-MT) merupakan bentuk terapi gerak motorik ekstremitas atas dengan mempengaruhi propriosepsi otak yang berfikir bahwa eksterimitas atas yang mengalami hemiparesis dapat bergerak baik. Dalam penelitian ini dikembangan modul VR-Bicycling untuk melatih gerak motorik ekstremitas atas berbasis MT dengan mengkombinasikan umpan balik visual dan audio pada lingkungan virtual (Virtual Environment-VE). Umpan balik visual untuk mengetahui waktu tunda dan perbedaan spasial berupa ketepatan lengan virtual dalam menangkap apel atau menghindari bom sepanjang lintasan bersepeda. Sedangkan umpan balik audio menggunakan metronome untuk melatih operabilitas dan kontrol lengan virtual. Kinect digunakan sebagai motion capture gerakan lengan nyata. Pengujian melibatkan sepuluh penderita pasca stroke untuk melatih gerak motorik ekstremitas atas yang mengalami hemiparesis dalam mengontrol gerakan lengan virtual pada VR-Bicycling. Evaluasi sistem dilakukan dengan meminta penderita pasca stroke menjawab daftar pertanyaan yang mengandung faktor operabilitas, konsentrasi, kontrol gerakan, waktu tunda, dan perbedaan spasial dari terapi ekstremitas atas pada VR-Bicycling menggunakan konsep terapi cermin. Dari hasil evaluasi diketahui bahwa waktu tunda dan perbedaan spasial pada terapi ekstremitas atas menggunakan VR-Bicycling dengan MT merupakan dua variabel penting untuk mengontrol arah dan ketepatan gerakan lengan virtual pada VE. AbstractA virtual reality bicycling (VR-Bicycling) was encouraged to address motor control and fitness deficits of person post-stroke. The applied of VR-Bicycling for therapy of person post-stroke has focused primarily on improving movement and use of the lower extremity than upper extremity. Mirror therapy (MT) is an instrument that enables a person with an amputation to view a reflection of an intact limb in the visual plane of the missing limb by tricking the brain into believing the missing limb is actually moving. The use of virtual reality (VR) over MT is that VR allows more complete immersion into the illusion, whereas MT requires tight focus and concentration to truly see the illusion as real. In this research, we had developed a VR-Bicycling module based MT for training upper extremity of person post-stroke while doing simulated bicycling. Person post-stroke cycled with guidance of visual cueing (represented as apples and bombs) and auditory condition (provided by metronome) in the virtual environment (VE). We tested ten person post-stroke as they cycled on a stationary bicycle while moving their virtual limb to hit apples or avoid bombs in VE. A VR-Bicycling module measures the motion data of upper extremity by Kinect and evaluate immersion and motor cognition by using factor analysis with three factors consisting of controllability, concentration, sense of delay, and spatial difference. The evaluation result indicates that temporal delay and spatial fluctuation have strong relationship to control virtual limb movement correctly.
PENERAPAN LOGIKA FUZZY UNTUK SISTEM REKOMENDASI BERBASIS M-COMMERCE Widiawan, Beni; Lesmana, I Putu Dody; Fernando, Ronny
Jurnal Teknologi Informasi dan Terapan Vol 1 No 2 (2014)
Publisher : Jurusan Teknologi Informasi Politeknik Negeri Jember

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Abstract

Smartphones and tablets at this time became a popular gadgets and much liked by the community. Two of these gadgets have a wide range of brands and specifications. Many people who choose and buy two of these gadgets from the gadget specification and not a few of them who do not understand about the specifications owned two of these gadgets. Recommendation system is a system that can allow shoppers to assist in selecting a gadget based on the specifications of the gadgets owned. This system also can help buyers who do not understand about the gadget specification for the system made using the model Tahani Fuzzy Logic, Fuzzy Logic is a method that mimics human thinking by using the concept of vagueness nature of a value, so with the method of this system is expected to facilitate and can  well  understood  by  the  buyer.  This  recommendation  is  made  in  the  system  in  M - Commerce websites in order to facilitate buyers to access the system anywhere, anytime.
SISTEM INFORMASI GEOGRAFIS PENCEGAHAN DINI PENYEBARAN DEMAM BERDARAH DI KABUPATEN JEMBER MENGGUNAKAN METODE FUZZY Lesmana, I Putu Dody; Hikmah, Faiqatul; Widiawan, Beni
Jurnal Teknologi Informasi dan Terapan Vol 2 No 1 (2015)
Publisher : Jurusan Teknologi Informasi Politeknik Negeri Jember

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Abstract

Dengue Hemorrhagic Fever (DHF) is a contagious disease that is still a public health problem. Based on the data on the number of dengue cases from 2012 to 2014, almost evenly spread of dengue fever in the district of Jember with dengue incidence rate tends to increase during the period of observation. Therefore we need a way to predict the potential spread of dengue fever in the district of Jember so it can be done early prevention. Factors - factors that affect the spread of dengue disease is rainfall (CH), the number of days of rain (HH), larva free number (ABJ), and the house index (HI) that influence vector breeding dengue disease. In this study developed a Geographic Information System using Fuzzy method to predict the spread of dengue fever by using parameters rainfall, number of rainy days, larva-free numbers, and house index in Jember. From the results of testing the potential for the spread of dengue in 31 districts of Jember district during the  month  of  February  2014  produced  24  districts  have  the  same  comparison  between  the potential spread and the number of dengue cases, while 7 other districts do not correspond to the potential spread of dengue obtained accuracy of 77%.