A quadriplegic is a paralysis that affects limitations in some physical movements and psychological disorders. They have limited media to interact with computers so a suitable solution is needed in the form of a media that can recognize other body parts movements which in this research uses eye movement. one of the solutions to this problem is to propose alternative technologies to interact and play games. We propose a simple technique by using a camera mounted on the glasses that will take the eye area. This technique will help reduce unnecessary parts of eye detection so that performance increases. The eyes will be processed using basic image processing and then determined the center position of the pupil using the Mean method. This system consists of pupil movements for pointer motion control and blinking of eyes for shooting. The performance test of this method toward the system, which has used 10 people with 7 experiments, shows an accuracy of 84.86 percent, the speed of movement with a duration of 2.22 seconds and the speed of response blinking with a duration of 0.026 seconds. In addition, we can distinguish between intentional blink and unintentional blink in which intentional blink has a duration of 0.30 seconds and unintentional 0.12 seconds. It can be concluded that by using this method and this technique is able to achieve good accuracy and also able to use intentional blink as shoot trigger.
Social media can be understood that media is a tool used in communication activities. The dissemination of learning information is something that must be considered so that learning activities become more optimal and the objectives of learning can be achieved. The dissemination of information has so far experienced obstacles due to limited communication space. Various social media features used by the community, especially student students, to get learning materials in online learning activities. Fake news or hoaxes are now widely encountered on a daily basis and often even use provocative sensational titles. Based on that description, the problem is what efforts must be made in order to prevent the spread of hoax information with the knowledge and understanding of high school students in filtering information through social media. This service activity provides education to high school students about the importance of knowledge and understanding in preventing the spread of hoax information through social media for everyone. The service location will be carried out at SMA Negeri 1 Palu with the target of school students. The method of implementation is by lectures and discussions.
The COVID-19 pandemic impacted collaborative activities, travel, and physical contact, increasing the demand for real-time interactions with remote environments. However, the existing remote communication solutions provide limited interactions and do not convey a high sense of presence within a remote environment. Therefore, we propose a snake-shaped wearable telexistence robot, called Piton, that can be remotely used for a variety of collaborative applications. To the best of our knowledge, Piton is the first snake-shaped wearable telexistence robot. We explain the implementation of Piton, its control architecture, and discuss how Piton can be deployed in a variety of contexts. We implemented three control methods to control Piton: HM—using a head-mounted display (HMD), HH—using an HMD and hand-held tracker, and FM—using an HMD and a foot-mounted tracker. We conducted a user study to investigate the applicability of the proposed control methods for telexistence, focusing on body ownership (Alpha IVBO), mental and physical load (NASA-TLX), motion sickness (VRSQ), and a questionnaire to measure user impressions. The results show that both the HM and HH provide relevantly high levels of body ownership, had high perceived accuracy, and were highly favored, whereas the FM control method yielded the lowest body ownership effect and was least favored. We discuss the results and highlight the advantages and shortcomings of the control methods with respect to various potential application contexts. Based on our design and evaluation of Piton, we extracted a number of insights and future research directions to deepen our investigation and realization of wearable telexistence robots.
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