Ridho Rahman Hariadi
Sepuluh Nopember Institute of Technology
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Featured researches published by Ridho Rahman Hariadi.
international conference on information and communication technology | 2015
Wijayanti Nurul Khotimah; Rizka Wakhidatus Sholikah; Ridho Rahman Hariadi
Generally, post-stroke patients suffer physical disorder or paralysis in various level. Common treatment to restore the functionality of the paralyzed limb is by doing motoric therapy. This therapy was done in hospital and was monitored by therapists. However, most of the post-stroke patients choose not to do therapy since their access to hospital is difficult or their motivation to do therapy is low. To overcome the limitations of traditional therapy methods some interactive game-based therapy systems were introduced i.e: AR-therapy and Wii-based movement therapy. Unfortunately, their performance is low due to user ergonomic factor problem. In this study, we proposed a virtual reality system for sitting to standing and walking therapy for post-stroke patients called KOMY. This application is integrated with Kinect technology. Four VR game-based training tasks were adopted from sitting to standing therapy and walking therapy that was done by therapist. These tasks are sitting-standing-sitting, moving leg aside, moving leg freely, and walking. Each task has tree difficulty level. From observation that involving post-stroke patient, elderly healthy people, and therapist, we find that all of them give positive comment to this application. They said that this application not only can be used for therapy of post-stroke patients but also can be used for exercise to elderly. Further, KOMY can be used as alternative for playing therapy and home education therapy.
international conference on information and communication technology | 2016
Ridho Rahman Hariadi; Imam Kuswardayan
Unity Leap Motion SDK is a tool which can be an alternative way to control input and interact with computer without touching. In this research, we use leap motion controller to develop an application to learn Indonesian traditional musical instrument such as: angklung, saron, kenong and kendang. This application is named VIMi (Virtual Indonesian Musical Instrument). Leap Motion Controller itself uses motion capture to help user interact with computer. We implemented VIMi using leap motion, laptop and speaker. Leap motion was used to capture the users motion, laptop for the view of Indonesian traditional musical instrument, and speaker for the output sound. This research aims to develop an interactive learning media and introduce Indonesian traditional musical instrument.
international conference on information and communication technology | 2016
Fiandra Fatharany; Ridho Rahman Hariadi; Darlis Herumurti; Anny Yuniarti
Augmented reality (AR) technology is useful for treating several psychological problems, including phobias such as fear of flying, agoraphobia, claustrophobia, and phobia to insects and small animals. However, the currently existing applications for therapy of cockroach phobia that uses AR technology are still very dependent towards the presence of markers, which might lessen the feeling of being in an actual scenario from everyday lives. In this paper, we created a system that is able to use everyday objects as a replacement for markers. There are five main processes: getting the live streaming feed from camera, preprocessing in which adaptive threshold was used as the image processing method, extracting the center point of the objects, tracking the objects, and lastly, instantiating cockroaches randomly underneath the objects. The evaluation in this paper includes eight participants that are carefully selected based on their Fear of Spiders Questionnaire (FSQ) score that is translated into Indonesian and modified to accommodate cockroaches instead of spiders. The system is able to induce a small to medium level of anxiety on participants that are measured using Standard Unit of Discomfort scale (SUDs). Meanwhile, this application has a high score for the presence and reality judgment that are measured using Slater-Usoh-Steed Questionnaire (SUS).
Jurnal Teknik ITS | 2018
Herdianto Naufal Farras; Darlis Herumurti; Ridho Rahman Hariadi
Perkembangan internet saat ini mengalami kemajuan yang sangat pesat. Tidak bisa kita pungkiri lagi bahwa internet sudah menjadi kebutuhan yang sangat kita perlukan sehari-hari, oleh karena itu perkembangan pasar E-Commerce di Indonesia sudah sangat besar dan semakin banyak. Hal ini menjadi pertimbangan bagi para pemilik E-Commerce untuk mengembangkan teknik pemasaran menjadi lebih menarik dan berbeda dari yang lainnya. Untuk itu, agar terlihat berbeda dari yang lainnya maka digunakan teknologi realitas virtual untuk memberikan pengalaman yang lebih menarik. Realitas Virtual merupakan teknologi yang membuat pengguna dapat berinteraksi dengan lingkungan tiga dimensi yang dibuat menyerupai dunia nyata. Realitas virtual pada tugas akhir ini dibuat dan dikembangkan pada perangkat bergerak menggunakan SDK Google Cardboard agar pengguna dapat merasakan sensasi belanja yang berbeda dari sebelumnya. Realitas virtual juga memberikan rasa seolah-olah pengguna sedang berada di dalam pusat perbelanjaan sesungguhnya. Aplikasi ini memiliki objek-objek tiga dimensi yang dibuat sebaik mungkin agar seperti aslinya dan terlihat nyata. Pengujian aplikasi dilakukan dengan mengoperasikannya pada perangkat bergerak dan juga melalui kuesioner responden yang berminat untuk mencoba merasakan sensasi berbelanja yang berbeda menggunakan aplikasi ini. Berdasarkan hasil kuesioner responden dapat diketahui penilaian kenyamanan antarmuka dan lingkungan aplikasi mencapai 75,83%, kemudahan aplikasi mencapai 77,5%, suasana aplikasi mencapai 71,66%, menariknya aplikasi mencapai 75,83%, dan performa aplikasi mencapai 70,83%. Dengan dikembangkannya aplikasi ini, diharapkan dapat menjadi dasar untuk mengembangkan aplikasi E-Commerce dengan menggunakan teknologi realitas virtual yang lebih baik dan lebih menarik lagi.
international conference on information and communication technology | 2015
Anny Yuniarti; Ardian Atminanto; Anggi Mardasatria; Ridho Rahman Hariadi; Nanik Suciati
Multimedia web experience can be increased using 3D graphics on the web. Proprietary systems need specific plug-ins to download and install. Therefore, open standard methods have been used increasingly. WebGL is one of those that is a cross-platform, web standard for a 3D graphics API based on OpenGL ES 2.0. There are many other Javascript libraries that abstract WebGL and results in higher code level. One of the libraries is Three.js, the most popular library/API for WebGL-based 3D graphics. This paper proposed an implementation of WebGL and Three.js libraries for a 3D ITS Campus information system. The proposed system can be viewed using two modes: ground and free modes. In the ground view mode, users can not move in vertical direction. Whereas the free view mode enables users to move in any direction. A usability testing was performed after development. The participants consist of 12 postgraduate students who are currently studying at the Informatics Department ITS, graduated from both ITS and non-ITS campus in their previous study. Results from the experiment show that the proposed system effectively render the ITS campus (83% of participants successfully view the 3D ITS campus on their own computers) and most participants suggest to add more buildings and natural objects like trees and ponds to the system.
2015 International Conference on Advanced Mechatronics, Intelligent Manufacture, and Industrial Automation (ICAMIMIA) | 2015
Ridho Rahman Hariadi; Wijayanti Nurul Khotimah; Eko Adhi Wiyono
People are constantly looking for ways to improve their health and one approach that could be taken in addition to exercising is managing daily nutrition intake. Even though to get fit and healthy we must manage our daily nutrition intake often we do not know what nutrients are present in food. Therefore, before eating we need to look for nutrition information of the food. The usual process of getting the foods nutrition information is by searching via the google or use some application such as Coach Noom, Calorie Counter, Lose It. In this paper we proposed to make this process smarter, faster, and more efficient by developing an android application that can shows the nutrition information by just taking the picture of the food. We develop an android augmented reality application to help users to get nutritional information in an easy and informative way. The information is displayed in the form of calorie, fat, carbohydrate, and protein per serving. Using this application, users can get the nutritional information simply by taking a picture of the food. From our experiments, the food recognitions accuracy level is 92%, while the average time required to identify the name and the nutrients is 9.295 seconds.
2017 International Seminar on Application for Technology of Information and Communication (iSemantic) | 2017
Anny Yuniarti; Imam Kuswardayan; Ridho Rahman Hariadi; Siska Arifiani; Eva Mursidah
Jurnal Teknik ITS | 2018
Soca Gumilar Ramadhan; Imam Kuswardayan; Ridho Rahman Hariadi
Jurnal Teknik ITS | 2018
Agung Teguh Setyadi; Imam Kuswardayan; Ridho Rahman Hariadi
international conference on information and communication technology | 2017
Darlis Herumurti; Anny Yuniarti; Imam Kuswardayan; Wijayanti Nurul; Ridho Rahman Hariadi; Nanik Suciati; Muhammad Ghozie Manggala