scholarly journals Inspeksi Usabilitas pada Locomotion Tiga Aplikasi Realitas Virtual Berbasis Cardboard

2020 ◽  
Vol 7 (2) ◽  
pp. 135-144
Author(s):  
Auzi Asfarian ◽  
Hengky Rachmadhani ◽  
Firman Ardiansyah

Realitas virtual memerlukan mekanisme interaksi yang menggerakkan pengguna di dunia (locomotion). Hingga saat ini sudah banyak aplikasi realitas virtual yang dikembangkan, seperti pada bidang permainan, kesehatan, dan navigasi. Penelitian ini berfokus menemukan masalah usabilitas locomotion pada aplikasi realitas virtual. Aspek tersebut dievaluasi dengan beberapa locomotion yang berbeda terhadap tiga aplikasi permainan. Analisis ini dilakukan untuk mendapatkan ringkasan informasi berupa locomotion yang menjadi masalah pada ketiga aplikasi realitas virtual. Hasil penelitian menyatakan bahwa masing-masing responden memiliki perbedaan kriteria pergerakan sistem yang efektif. Locomotion dengan tingkat kesulitan pergerakan yang berbeda akan berpengaruh pada masalah usabilitas dan memiliki efek samping yang berbeda. Locomotion movement 1:1 memiliki nilai modus tingkat ketidaknyamanan yang tinggi dengan skor 3, pengguna merasa sakit dan mengalami efek samping. Locomotion rail movement dan head-tracking movement memiliki tingkat kenyamanan yang tinggi sehingga pengguna tidak merasa sakit dan tidak mengalami efek samping. Kata Kunci: cardboard, interaksi, locomotion, realitas virtual, usabilitas

2012 ◽  
Vol 21 (1) ◽  
pp. 11-16 ◽  
Author(s):  
Susan Fager ◽  
Tom Jakobs ◽  
David Beukelman ◽  
Tricia Ternus ◽  
Haylee Schley

Abstract This article summarizes the design and evaluation of a new augmentative and alternative communication (AAC) interface strategy for people with complex communication needs and severe physical limitations. This strategy combines typing, gesture recognition, and word prediction to input text into AAC software using touchscreen or head movement tracking access methods. Eight individuals with movement limitations due to spinal cord injury, amyotrophic lateral sclerosis, polio, and Guillain Barre syndrome participated in the evaluation of the prototype technology using a head-tracking device. Fourteen typical individuals participated in the evaluation of the prototype using a touchscreen.


Author(s):  
Bernard D. Adelstein ◽  
Thomas G. Lee ◽  
Stephen R. Ellis

2020 ◽  
Vol 13 (2) ◽  
Author(s):  
Saket Kumar ◽  
Rajesh Mehra

Author(s):  
Jaeyoon Park

AbstractThis paper traces the emergence of a new figure of the desiring subject in contemporary addiction science and in three other recent cultural developments: the rise of cognitive-behavior therapy, the self-tracking movement, and the dissemination of ratings. In each, the subject’s desire becomes newly figured as a response to objects rather than a manifestation of the soul, measured numerically rather than expressed in language and rendered impersonal rather than individualizing. Together, these developments suggest a shift in the dominant form of the desiring subject in contemporary U.S. culture, one that breaks with the subject-form that Foucault theorized five decades ago.


2021 ◽  
Vol 11 (12) ◽  
pp. 5503
Author(s):  
Munkhjargal Gochoo ◽  
Syeda Amna Rizwan ◽  
Yazeed Yasin Ghadi ◽  
Ahmad Jalal ◽  
Kibum Kim

Automatic head tracking and counting using depth imagery has various practical applications in security, logistics, queue management, space utilization and visitor counting. However, no currently available system can clearly distinguish between a human head and other objects in order to track and count people accurately. For this reason, we propose a novel system that can track people by monitoring their heads and shoulders in complex environments and also count the number of people entering and exiting the scene. Our system is split into six phases; at first, preprocessing is done by converting videos of a scene into frames and removing the background from the video frames. Second, heads are detected using Hough Circular Gradient Transform, and shoulders are detected by HOG based symmetry methods. Third, three robust features, namely, fused joint HOG-LBP, Energy based Point clouds and Fused intra-inter trajectories are extracted. Fourth, the Apriori-Association is implemented to select the best features. Fifth, deep learning is used for accurate people tracking. Finally, heads are counted using Cross-line judgment. The system was tested on three benchmark datasets: the PCDS dataset, the MICC people counting dataset and the GOTPD dataset and counting accuracy of 98.40%, 98%, and 99% respectively was achieved. Our system obtained remarkable results.


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