Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control
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    424 research outputs found

    Flood Warning and Monitoring System Utilizing Internet of Things Technology

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    Flooding is one of the major disasters occurring in various parts of the world including Malaysia. To reduce the effect of the disaster, a flood warning and monitoring are needed to give an early warning to the victims at certain place with high prone to flood. By implementing Internet of Thing technology into the system, it could help the victim to get an accurate status of flood in real-time condition. This paper is develop a real-time flood monitoring and early warning system using wireless sensor node at a high prone area of flood. This system is based on NodeMCU based technology integrated using Blynk application. The wireless sensor node can help the victims by detecting the water levels and rain intensity while giving an early warning when a flood or heavy rain occurs. Basically, the sensor node consists of ultrasonic sensor and rain sensor controlled by NodeMCU as the microcontroller of the system which placed at the identified flood area. Buzzer and LED started to trigger and alert the victim when the flood had reached certain level of hazard. Data detected from the sensors are sent to the Blynk application via wireless connection. Victim will get to know the current status of flood and rain by viewing the interface and receiving push notification that available in Blynk application via IOS or Android smartphones. The flood level’s data sent to the email could help various organizations for further improvement of the system and flood forecasting purposes. After a test had been conducted, it was found that this prototype can monitor, detect and give warning with notification to the victim earlier before the occurrence of floods

    2D Mapping and boundary detection using 2D LIDAR sensor for prototyping Autonomous PETIS (Programable Vehicle with Integrated Sensor)

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    PETIS (Programable Vehicle with Integrated Sensor) is a research project with goal make a robot that move independently with specific purpose. Due complexity of PETIS, research divide into several important sequence. In this research author focus on sense of sight for PETIS, LIDAR chosen due flexible and comprehensive. There is many LIDAR sensor in marketplace, LDS-01 as one of commercial LIDAR sensor available on market, produced by ROBOTIS as one of low-cost LIDAR sensor. Compare with another sensor that cost more than 1000,LDS01justcostlowerthan1000, LDS-01 just cost lower than 500. On this research study focus with LDS-01 sensor reading, include hardware, software connection, and data handling. Based on this research LDS-01 as LIDAR sensor can read obstacle with minimum 29,9 cm and maximal 290,7 cm. Comparing with datasheet LDS-01 should work from 12 cm through 350 cm.

    Adaptive Non Playable Character in RPG Game Using Logarithmic Learning For Generalized Classifier Neural Network (L-GCNN)

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    Non-playable Character (NPC) is one of the important characters in the game. An autonomous and adaptive NPC can adjust actions with player actions and environmental conditions. To determine the actions of the NPC, the previous researchers used the Neural Network method but there were weaknesses, namely the action produced was not in accordance with the desired so the accuracy was not good. This study overcomes the problem of poor accuracy by using the Logarithmic Learning for Generalized Classifier Neural Network (L-GCNN) method with 6 input parameters, NPC health, distance from players, other NPCs involved, attack power, number of NPCs and NPC levels. While the output is to attack itself, attack in groups and move away. For testing, this study was tested on RPG games. From the results of the experiments conducted, it shows that the L-GCNN method has better accuracy than the 3 methods compared to 7% better than NN and SVM and 8% better than RBFNN because in the L-GCNN method there is an encapsulation process that is data have the same class will. Whereas the L-GCNN training time is 30% longer than the NN method because on L-GCNN one neuron consists of one data where there are fewer NNs in the hidden layer

    Handwritten Arabic Numeral Character Recognition Using Multi Kernel Support Vector Machine

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     Handwritten recognition is how computer can identify a handwritten character or letter from a document, an image or another source. Recently, many devices provide a feature using handwritten as an input such as laptops, smartphones, and others, affecting handwritten recognition abilities become important thing. As the mother tongue of Muslims, and the only language used in holy book Al Qur’an, therefore recognizing in arabic character is a challenging task. The outcome of that recognizing system has to be quite accurate, the results of the process will impact on the entire process of understanding the Qur’an lesson. Basically handwritten recognition problem is part of classification problem and one of the best algorithm to solve it is Support Vector Machine (SVM). By finding a best separate line and two other support lines between input space data in process of training, SVM can provide the better result than other classify algorithm. Although SVM can solve the classify problem well, SVM must be modified with kernel learning method to be able to classify nonlinear data. However, determining the best kernel for every classification problem is quite difficult. Therefore, some technique have been developed, one of them is Multi Kernel Learning (MKL). This technique works by combining some kernel function to be one kernel with an equation. This framework built an application to recognize handwritten arabic numeral character using SVM algorithm that modified with Kernel Learning Method. The result shows that the application can recognize data well with average value of Accuracy is 84,37

    Internet of Things Platform for Manage Multiple Message Queuing Telemetry Transport Broker Server

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    This study proposed the Internet of Things (IoT) monitoring platform model to manage multiple Message Queuing Telemetry Transport (MQTT) broker server. The Broker is a part of the MQTT protocol system to deliver the message from publisher to subscriber. The single MQTT protocol that setup in a server just have one broker system. However, many users used more than one broker to develop their system. One of the problems with the user that use more than one MQTT broker to develop their system is no recording system that helps users to record configurations from multi brokers and connected devices. This can cause to slow the deployment process of the device because the configuration of the device and broker not properly managed. The platform built is expected to solve the problem. This proposed platform can manage multiple MQTT broker server and device configuration from different product or vendor. The platform also can manage the topic that connects to a registered broker on the platform. The other advantages of this platform are open source and can modify to a specific business process. After usability testing and response time testing, the proposed platform can manage multiple MQTT broker server, functional to use, and an average of response time from the platform page is not more than 10 seconds

    Simple Approach to Bandwidth Enhancement Of Compact Pifa For Wireless System Applications

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    Bandwidth is a critical parameter that must be considered in the design of electrically small antennas for compact wireless system. In order to overcome the demerit of narrow bandwidth, a simple method of bandwidth enhancement through parametric study of PIFA is proposed. The PIFA understudied was designed and simulated by the use of theoretical equations based on transmission line model and High Frequency Structural Simulator (HFSS) respectively. It has initial bandwidth of  The study reveals that by reducing the size ratio of the planar element (radiating patch) of PIFA, bandwidth enhancement of  was achieved. Increasing the distance between short plate and feed gave rise to  increment in bandwidth while increasing the length of ground plane while keeping the width of ground plane constant enhanced bandwidth by .  The designed compact PIFA of patch size  can be employed in wireless systems such as cell phone  and implantable medical devices

    QoS Analysis Of Kinematic Effects For Bluetooth HC-05 And NRF24L01 Communication Modules On WBAN System

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    Wireless Body Area Network (WBAN) consists of a number of sensor nodes that are attached to the human body, and intended for monitor the human body condition. The WBAN system has several wireless communication modules that are used for sending or exchanging data between sensor nodes and gateway nodes or gateway nodes. There are some factors that are used to decide which communication modules should be implemented on WBAN system, including communication efficiency, distance range, power consumption, and the effect of mobility on QoS. In this study, we analyze the impact of the kinematic movement of sensor nodes on QoS parameter of HC-05 Bluetooth and NRF25L01 communication modules, during sending and receiving process among nodes. We assume that the sensor node and gateway node are attached on the limbs to catch the movement. We use Quality of Service (QoS) parameters such as delay, jitter, and packet loss, to analyze the impact of movement on communication modules. Based on the experimental result, it was found that the average value of delay and jitter for booth communication modules was slightly influenced by the speed of the sensor node movement. During the sensor node movement and data transmission, we found that the NRF24L01 module have a lower delay and jitter value than Bluetooth HC-05 module. The percentage of packet loss tends to be stable at 0% value, even though the speed value becomes higher

    Front and Back Matter V4i2

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    A Combination of Hill CIPHER-LSB in RGB Image Encryption

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    The progress of the development of digital technology today, many people communicate by sending and receiving messages. However, along with extensive technological developments, many crimes were committed. In avoiding these crimes, data security needs to be done. Form of data security in the form of cryptography and steganography. One of the cryptographic techniques is the hill cipher algorithm. Hill ciphers include classic cryptographic algorithms that are very difficult to solve. While the most popular steganography technique is Least Significant Bit (LSB). Least Significant Bit (LSB) is a spatial domain steganography technique using substitution methods. This study discusses the merging of message security with hill cipher and LSB. The message used is 24-bit color image for steganography and text with 32, 64 and 128 characters for cryptography. The measuring instruments used in this study are MSE, PSNR, Entropy and travel time (CPU time). Test results prove an increase in security without too damaging the image. This is evidenced by the results of the MSE trial which has a value far below the value 1, the PSNR is> 64 db, the entropy value ranges from 5 to 7 and the results of travel time <1 second

    Creating a Circular Tower Defense Game: Development and Game Experience Measurement of Orbital Defense X

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    In this paper, we propose a new style of tower defense game by using the circular placement of the tower. In this game, dubbed Orbital Defense X, the player must protect the earth with a circle of defensive tower circled around it. The game is developed using game development lifecycle from initiation phase through alpha version. To test the quality of the developed game, we measure the game experience using game experience questionnaire. The questionnaire is divided into three: core, social presence, and post-game questionnaire. The results show that male participant gains a significantly higher score than female participants. Overall, the game experience is received better by the male participant in the core and social presence components, with an average score of 2,27 vs 1,92 and 2,15 vs 1,86. However, in post-game experience, the female participant scores higher with 2,15 vs 1,95. The participant that previously played another tower defense game gave score more in the core, social presence, and post-game experience than the participant that haven’t played it before. Their score is 1,93 vs 2,37 in core, 1,67 vs 2,39 in social presence, and 2,07 vs 1,91 in post-game experience. The result also suggests for more attention in the challenge regarding the enemies (variety and difficulty) rather than more complex tower management system. The social ranking also suggested by the participant to improve the overall experience of this game

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    Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control
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