Professional Documents
Culture Documents
ISITIA 2019
ISBN 978-1-5386-7652-3
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TABLE OF CONTENTS
ORGANIZING COMMITTEE iv
KEYNOTE LECTURES
TECHNICAL PAPERS
C irc u la r P o la r iz a tio n 5 .5 G H z D o u b le S q u a re M a rg in A n te n n a in th e 1
M e ta l F r a m e d S m a r tp h o n e fo r S IL W ir e le s s S e n s o r
C a p a c ity Im p r o v e m e n t F a c to r o f H F M u lti-M o d e S k y w a v e M IM O 7
C h a n n e ls
P a r a m e te r s tu d y o f c o p la n a r v iv a ld i a n te n n a fe e d in g s tru c tu re 13
IB R -D T N T o S o lv e C o m m u n ic a tio n P ro b le m O n P o s t -D is a s te r R e s c u e 25
M is s io n
P e r fo rm a n c e A n a ly s is o f A d - H o c O n - D e m a n d D is ta n c e V e c to r ( A O D V ) 31
a n d D y n a m ic S o u rc e R o u tin g ( D S R ) R o u tin g P r o to c o ls D u r in g D a ta
B ro a d c a s t S to rm P r o b le m in W ir e le s s A d H o c N e tw o r k
A s p h a lt P a v e m e n t P o th o le D e te c tio n u s in g D e e p le a r n in g m e th o d b a s e d 37
o n Y O L O N e u r a l N e tw o r k
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Firdaus
D e e p L e a r n in g a n d L a te F u s io n T e c h n iq u e in M e d ic a l Im a g e 338
C la s s ific a tio n
aw a
Id e n tify in g E E G P a r a m e te r s to M o n ito r S tro k e R e h a b ilita tio n u s in g 356
In d iv id u a l A n a ly s is
C lu s te r in g o f fe m a le a v a ta r F a c e fe a tu r e s c o n s u m e r s c h o ic e u s in g 386
K M e a n s a n d S O M a lg o r ith m
Setiaw an
C o m b in in g S e n tiS tre n g th a n d M u ltila y e r P e rc e p tr o n in T w itte r 404
S e n tim e n t C la s s ific a tio n
F o r e c a s tin g S u n s p o t N u m b e rs U s in g F u z z y T im e S e r ie s M a r k o v C h a in 410
M o d e l A s F la r e Id e n tific a tio n
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2019 International Seminar on Intelligent Technology and Its Applications (ISITIA)
Feature Extraction
(Standard Deviation)
Visualization Data
(Graph Information and Topographic
Mapping)
Fig. 3. Four red circular locations (F3, F4, O1 and O2) are considered for
further data analysis.
EEG Pattern Analysis
B. Experimental
The procedure for collecting data is explained in Fig. 4.
New Insight and Brain States Modeled As for the steps are as follows:
Fig. 1. The proposed block diagram. • Each subject was asked to fill out a questionnaire form
using the Simulator Sickness Questionnaire (SSQ)
A. Dataset Acquisition developed by Kennedy et al. in 1993 [13].
The dataset used in the study was obtained from the study • EEG recording during initial conditions (not playing
of Khoirunnisaa et al [14]. EEG signal recording is done for 3D video game) as a baseline for 4 minutes.
20 minutes when the subject before and during the playing 3D • Then, still in the EEG signal recording, each subject
video game “Mirror Edge” developed by EA Digital Illusion was asked to play 3D video game for 16 minutes to get
CE (DICE). Mirror Edge is an action-adventure video game symptoms of cybersickness, and
that runs freely from one location to another while jumping • At the last stage, refilling the SSQ form after playing
over multi-storey buildings and passing various obstacles to 3D video game.
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EEG signal data into each sub-band consisting of delta, theta,
Subject 01 Subject 02 Subject … Subject 09 alpha, beta and gamma bands based on the value of the
frequency range of each sub-band. In this study, we separated
the data using the Butterworth bandpass filter by describing
the low and high limit frequencies for gamma bands (30-45
Pre SSQ (Before Playing 3D Video Games)
Hz).
D. Feature extraction
EEG Baseline Data Recording Feature extraction aims to obtain relevant information
(Subject not Playing 3D Video Game for 4 minutes) from the EEG data collection. The feature extraction process
is performed using the statistical feature method, namely the
standard deviation as shown in equation 1. Time domain
EEG Stimulus Data Recording analysis was used to test changes in EEG signals during the
(Subject Playing 3D Video Game for 16 minutes) experiment. Time series of continuous standard deviation
values to determine trends in changes in EEG signal patterns
related to cybersickness.
1
Standard Deviation Std ̅ 1
1
C. Pre Processing
EEG preprocessing is done in four steps, namely Bandpass
FIR Filter, cleaning the artifacts, data cutting, and sub-band Baseline Playing 3D Video Games (16 minute)
decomposition. The first step, EEG data is filtered using an (4 minute)
FIR Bandpass Filter with a frequency range of 1 Hz - 45 Hz.
Secondly, removing artifacts, this is an essential job to get Fig. 5. Illustration of visualization before and during playing 3D video
clean EEG (only reflects brain activity), considering that EEG game.
data has sensors that are very sensitive to any environmental
change. Artifacts that often appear on EEG data are muscle Data visualization is done using the following techniques:
activity, blinking, and eye movements. Next step is, using 1) Graph Information
Independent Component Analysis (ICA) to eliminate noise Graph visualization is used to explore data in identifying
signals. This works best when an EEG signal is recorded on a trends in EEG signal to find out the process of cybersickness
multichannel electrode. The third step is the data cutting occurrence in subjects while playing 3D game. The interval
process. This process uses 2-seconds window for cutting the data scale is used to show the distance between one data and
20 minutes data. So in total, we have 600 data of each 20 other data that has the same weight as the color indication,
minutes data with the length of each segment is 2 second. which can produce different meaningful information. Color
Since the sampling frequency is 256 Hz, for each 2-second indications is used for conveying rank of standard deviation
segment data consists of 512 data frames. Then, the last step value (dark red for the highest value). In this study, we provide
is to decompose the band, namely the process of separating a scale of 1 at each level of sickness.
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2) Topographic Mapping In Fig. 7, we can see that the overall subjects experienced
Topographic mapping method is used to display cybersickness marked by an increase in the value of SSQ
information about the voltage distribution measured on all average score after playing 3D video games.
electrodes or several electrodes based on a certain time
B. Visualization Results
window. Information for each value obtained is represented
by color (dark red for the highest value and dark blue for the The visualization results of the standard deviation value of
lowest value) and mapped to the appropriate electrode EEG signal data on S01 in the gamma band for each channel
position on the scalp to obtain 2D brain mapping model when can be seen in Fig. 8a-d.
experiencing cybersickness in subjects playing 3D video
games.
III. RESULT AND DISCUSSION
In this sub-section explain the results of the analysis and
discussion. The purpose is to determine the trend of changes
in EEG signal based on the duration of time and state of the
brain during the cybersickness process.
A. Results of SSQ Measurement (a)
Before discussing the results of EEG data visualization,
we explained previously the results of SSQ measurements that
have been done by [14]. The purpose of SSQ measurement is
to identify cybersickness subjectively, but to get more
objective results, EEG signals need to be implemented.
According to the SSQ score ranges above 10-15 is defines as
cybersickness [3]. In the measurement of the average SSQ
score the subject can be determined to experience
cybersickness when the value of the Disorientation > Nausea
> Oculomotor (D>N>O) because cybersickness symptoms (b)
tend to be characterized by Disorientation (D), as shown in
Fig. 6.
80
Pre Post
60
Score
40
20 (c)
0
NAUSEA OCULOMOTOR DISORIENTASI TOTAL
Fig. 6. The average SSQ Score from all subjects in each categories
symptoms of cybersickness.
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Fig. 8d. Shows that the cybersickness onset to appear at 140th TABLE II. CYBERSICKNEES ONSET CALCULATED FROM START
seconds for channel O2 when the subject starts playing 3D video PLAYING 3D VIDEO GAMES
games, then the highest level of cybersickness is at 238th seconds and Channel (Seconds)
reach level 4. Subjects
F3 F4 O1 O2
In Fig. 8a-d can be concluded that in the 16 minutes period S01 126 16 44 140
S02 2 2 2 2
playing 3D Mirror Edge video games, the results showed an
S03 28 22 4 4
increase of standard deviation value in gamma band at the S04 12 54 2 4
early 2.5 minutes of the subject playing video game compared S05 2 44 2 70
to the baseline condition. This indicates that the cybersickness S06 132 138 74 72
was initiated, which is at the 126th seconds for channel F3, at S07 26 8 26 42
the 16th seconds for channel F4, at the 44th seconds for S08 16 16 16 16
channel O1 and at the 140th seconds for channel O2. On S09 526 526 - -
average, channel O1 is the fastest initiation of cybersickness Mean 97 92 21 44
than other channels. The increase in gamma band indicates
that the subject experience higher levels of cybersickness. From Table 2, it can be inferred that from 9 subjects, the
average time of the onset of cybersickness for channels F3 and
From the graph shown, we can see the trend of changes in F4 are at 97th seconds and 92nd seconds, while for channels
EEG signal patterns during playing 3D video games, the O1 and O2 are at the 21st seconds and 44th seconds.
subjects felt the cybersickness until the end of the playing 3D
video game. In this case, we confirm that the parameter S02 experiences cybersickness onset at the fastest when
objectively detection the cybersickness is a compatibility of playing 3D video games, i.e., at the 2nd seconds in channels
the data with the results of SSQ measurements where there F3, F4, O1, and O2. Overall the increase in the gamma band
was a significant increase in the total SSQ average score on occurs when it starts until finished playing 3D video games.
S01 after playing 3D video games compared to before playing One of the reasons for this because S02 is a woman and she is
3D video games (can see Fig. 6). not get used to playing 3D video games. In the study [19],
reported that women appear to be more susceptible to
cybersickness than men. While on S09 is the most extensive
experience of the onset of cybersickness when playing 3D
video games, i.e., at the 526th seconds and only in channels
F3 and F4. Increasing the gamma band only occurs in those
seconds, this happens because S09 is accustomed to playing
3D video games in everyday life. From these results, we
conclude that S02 is experiencing the most potential of
cybersickness than the other subjects and S09 only
experienced a few symptoms of cybersickness. This matched
(a) (b) with the results of the total score SSQ (can see Fig. 7).
Changes in the EEG signal pattern were observed by
calculating the standard deviation value as input in the
visualization process. The results obtained from standard
deviation parameters indicate an increase in EEG signals on
gamma band during playing 3D video games. Furthermore,
we have also tried using the mean parameter, but it does not
show significant changes to the EEG signal pattern.
IV. CONCLUSIONS
Observation of the cybersickness process through
(c) (d) visualization techniques on the subject during playing 3D
Fig. 9. Results of topographic mapping visualization for one subject at
140th seconds (a), at 238th seconds (b), at 606th seconds (c), and at 932nd
video games “Mirror Edge” is discussed in the previous
seconds (d). section. We focus on analyzing gamma band from human
brain waves. Furthermore, other sub-bands need to be tested
In Fig. 9a-d, the results of the visualization show a and compared for scale-up studies to find the trend of changes
comparison of brain state modeling when experiencing EEG signal patterns in the process of cybersickness activation
cybersickness on subjects playing 3D video games from time so we can get a clearer understanding. The results obtained,
to time using the topographic mapping method for 2-seconds we conclude that the 3D game “Mirror Edge” can increasing
windows. We use samples for a few seconds when the subject the gamma band so that it provides discomfort that makes the
experiences cybersickness, namely at 140th seconds (9a), at subject feel nauseous and very panic during playing these
238th seconds (9b), at 606th seconds (9c), and 932nd seconds video games. Increase in the gamma band shows that the
(9d). From the results of the four images, we can be observed subject experiences a high level of cybersickness. Besides
in more detail that the brain region that is most active when that, this event can also be caused the subject does not get used
the subject is experiencing cybersickness is in channel F3 to playing 3D game “Mirror Edge”. From 9 subjects, channel
which is indicated by the color of dark red. O1 is the fastest initiation of cybersickness than other
channels, i.e. at the 21st seconds when the subject start to play
Cybersickness onset on all subjects for each channels a video games. Increasing gamma band is very dangerous for
calculated from start playing 3D video games can be seen in the health of the human brain. Therefore, our research can be
Table 2. the initial information for users about the negative impact of a
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