21262
21262
JUDUL
Design of Serious Game Intelligent Transportation System (SGITS) Based on
Internet of Thing
Oleh:
Dr. Fresy Nugroho, M.T. 19710722 201101 1001 UIN Maulana Malik Ibrahim Malang
Prof. Dr. I G P Asto Buditjahjanto, M.T. 19710706 199903 1001 Universitas Negeri Surabaya
Dwi Pebrianti, M.Eng., Ph.D., SMIEEE, International Islamic University
EPE (IPU) Malaysia
Dr. Jehad Hammad Al Quds Open University Palestine
Moch Fachri, S.T., M.T. Universitas Krisnadwipayana
Tri Mukti Lestari, M.Kom 19911108 202012 2005 UIN Maulana Malik Ibrahim Malang
Dian Maharani, M.Si 19940217 202012 2001 UIN Maulana Malik Ibrahim Malang
Aji Bagas Prakasa NIM: 200605110012 UIN Maulana Malik Ibrahim Malang
Alfina Nurrahman NIM: 200605110069 UIN Maulana Malik Ibrahim Malang
KEMENTERIAN AGAMA
LEMBAGA PENELITIAN DAN PENGABDIAN KEPADA MASYARAKAT (LP2M)
UNIVERSITAS ISLAM NEGERI MAULANA MALIK IBRAHIM MALANG
2024
KEMENTERIAN AGAMA REPUBLIK INDONESIA
UNIVERSITAS ISLAM NEGERI MAULANA MALIK IBRAHIM MALANG
LEMBAGA PENELITIAN DAN PENGABDIAN KEPADA MASYARAKAT
Kampus I: Jalan Gajayana 50 Malang 65144, Telp. (0341) 551354, Fax. (0341) 572533
Website: www.lp2m.uin-malang.ac.id E-mail: [email protected]
HALAMAN PERSETUJUAN
Laporan penelitian dengan judul “Design of Serious Game Intelligent Transportation System
(SGITS) Based on Internet of Thing”
Oleh:
Nama Peneliti dan Anggota (NIP)
Dr. Fresy Nugroho, M.T. 19710722 201101 1001 UIN Maulana Malik Ibrahim Malang
Prof. Dr. I G P Asto Buditjahjanto, M.T. 19710706 199903 1001 Universitas Negeri Surabaya
Dwi Pebrianti, M.Eng., Ph.D., SMIEEE, International Islamic University
EPE (IPU) Malaysia
Dr. Jehad Hammad Al Quds Open University Palestine
Moch Fachri, S.T., M.T. Universitas Krisnadwipayana
Tri Mukti Lestari, M.Kom 19911108 202012 2005 UIN Maulana Malik Ibrahim Malang
Dian Maharani, M.Si 19940217 202012 2001 UIN Maulana Malik Ibrahim Malang
Aji Bagas Prakasa NIM: 200605110012 UIN Maulana Malik Ibrahim Malang
Alfina Nurrahman NIM: 200605110069 UIN Maulana Malik Ibrahim Malang
Telah diperiksa dan disetujui reviewer dan komite penilai pada tanggal 20 November 2024
Reviewer 1, Reviewer 2,
Komite Penilai,
HALAMAN PENGESAHAN
Laporan Penelitian ini disahkan oleh Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas
Islam Negeri Maulana Malik Ibrahim Malang
Pada tanggal 20 November 2024
Peneliti
Ketua LP2M
UIN Maulana Malik Ibrahim Malang
3. Problem Formulation
While training on ITS is still done classically, namely with classroom training,
simulations in the format of serious games have never been applied. Therefore, this
research focuses on the design of attributes derived from the review of ITS theory, and
the 1st investigation issue is to analyze the feature of SGITS. The game plan to answer
this issue was to scrutiny the ITS theory and prepare several scenarios for study.
Research Question 1:
What ITS attributes are admissible in supporting SGITS?
The proposed theoretical groundwork will be generated from the existing game
exemplary, SG approach, ITS theory, and CCTV imagery. The construction of this
prospective groundwork is a theoretical groundwork for SG. The second observation
query is to determine this theoritical groundwork by reviewing all current models of
the Endless Runner genre and publication on analytical exemplary of SG.
Research Question 2:
What general groundwork can be used as a visionary guide in designing SG?
After defining the visionary groundwork for SG, an approach was needed to resolve
how this groundwork could be tried-and-true on trainer with SGITS. The trial
verification involves prototyping SGITS based on the visionary groundwork and then
using these SGITS in measurements to test training behaviors and outcomes.
4. Research Objectives
The strictly businees of this investigation are:
• To present observation into the concepts of Intelligent Transportation Systems in
serious game format based on IoT.
• To review probable advantages and disadvantages of providing knowledge in
traffic systems in serious game format based on IoT.
• To investigate and asses the versatility of serious game for modelling
transportation system based on IoT.
5. Relevant Previous Studies
Paper SG IoT ITS Sim Opt
Pokrić et al., 2015 √ √
Garcia-Garcia et al., 2017 √ √
Nima et al., 2018 √ √
Kosmides et al., 2018 √ √
Oliveri et al., 2019 √ √
Tangworakitthaworn et al., 2020 √ √
Alj et al., 2022 √ √
Srinivas et al., 2021 √ √
Kavitha et al., 2022 √ √
Sumit & Chhillar, 2022 √ √
Y. Chen, 2023 √ √
Cui & Lei, 2023 √ √
Cui & Lei, 2023 √ √ √
He et al., 2023 √ √
Zamani & Kalbasi, 2024 √ √
Gupta et al., 2023 √ √
Hassan et al., 2023 √ √
G. Chen et al., 2023 √ √
Alsbou et al., 2023 √ √
Hiroi et al., 2023 √ √
Rajput & Jain, 2020 √ √
G. Yan & Qin, 2020 √ √
Z. Wang et al., 2023 √ √
Proposed √ √ √ √ √
Description:
SG = Serious Game
IoT = Internet of Things
ITS = Intelligent Transportation System
Sim = Simulation
Opt = Optimization
The literature study shows that the mixture of SG with IoT has been carried
out since 2015. This area attracts much interest from researchers because it is still
being developed until 2022. Furthermore, the combination of ITS and IoT has
been very intensively researched and deepened until 2024, considering the
accelerated advancement of the IoT world and the expanding complexity of ITS.
In 2023, research also began to penetrate the world of ITS optimization.
Throughout 2023, research on IoT-based simulation increased rapidly. This
phenomenon is related to the increasing application of IoT to handle increasingly
complex problems. Optimization is becoming an increasingly popular research
trend, especially when ITS is expected to provide optimal solutions. Our proposed
research provides some combinations to overcome some of the problems in ITS
by proposing a combination of serious games with simulation and optimization
based on IoT for ITS problems.
In order to design SGITS, we started with the design of the Finite State
Machine (FSM) of SGITS, as shown in Figure 2. In the FSM, the game shows
alternatives that will be displayed following the player's achievements. A1 denotes
these alternatives to A5. The alternative selection process is done by applying the
Promethee method, where Promethee calculates based on the achievement value
of each criterion. The criteria used consist of 10 criteria. The player must meet
these criteria during the game.
Figure 2. FSM design of the proposed SGITS
In Figure 3, the SGITS menu design is shown. The menu consists of 4 main
menus: Start, High Score, Developer Team, and Quit. The Start menu has a menu
selection page and a recommendation page. On the High Score menu, there is a
high score page. For the developer team menu, there is a developer team page.
Finally, the Quit menu means exiting the game area.
Figure 4 shows the initial menu interface design, and Figure 5 shows the
design of the developer team page.
Figure 3. SGITS menu design.
The algorithm used to count the number of vehicles in the SBC and the graphics
processor is shown in Figure 3. The first digital image processing process, namely
background image reconstruction and subtraction, processes the input data from
the traffic video stream. Each frame fragment of the input video is reconstructed
by subtracting the background image. Background image subtraction is performed
using the accumulated weighted method. In each frame, the pixel weights of the
input digital image are accumulated, and then a stepwise average is performed on
the image. The background image is obtained by comparing the average value of
the weights between input frames. The resulting output is an image with objects
other than the background.
After the image is subtracted, ROI (Region of Interest) segmentation is performed,
followed by rain removal and vehicle passing detection. This segmentation aims
to divide objects in the image so that the number of objects in a frame can be
calculated. Otsu threshold is used for segmentation, where the threshold value is
determined automatically based on the intensity histogram of the input image.
Fidelity Super Resolution (FSR) will perform a super sampling process on the
segmented image.
Further processing of the image is vehicle detection. Vehicle detection is
performed in the ROI area. The first process calculates the area of white pixels in
the ROI from the Otsu threshold result, representing the object in the image. Next,
the number of pixels is compared with the vehicle threshold value.
If the threshold value is exceeded, it indicates the presence of a passing vehicle.
This method uses multi-ROIs to detect vehicles in different lanes, allowing for
better detection accuracy than a single ROI.
The results of vehicle detection, the processed image after the FSR process, and
the calculation of the number of vehicles in a lane are stored in a database. This
step allows a comparison of the results with previous methods, as the raw data
from the traffic controller is also recorded in the same database. Thus, the next
stage is evaluation. At this stage, the method is evaluated by at least comparing
the results before and after applying the rain noise removal process using FSR.
8. Discussion Plan
Evaluation is the stage of testing the feasibility of the serious game created. The
system testing process uses the ISO 9126 software standard which includes
functionality, reliability, and usability (Ratna, 2021; Yulianti, 2021) and the
System Usability Scale (SUS). The number of respondents used in this study is
approximately 100 game players. After playing, each player will be given a
questionnaire. This questionnaire is SUS.
9. Research Achievements
The research achievements we have made are as follows:
In this research, the findings we obtained are:
We applied the PROMETHEE method, to determine the selection of characters to
be played by players. This will make it easier for players to achieve the highest
scores and achievements. So it is expected to increase player engagement with the
game being played. This game has an endless runner genre, with the aim that
players are easy to adapt and easy to achieve the requested mission, because this
type of game has been played very often. And the results of our research by
loading PROMETHEE, we have published in the national journal JUTIF, Sinta 3.
Here we describe some of our research results, including:
Finite state machine game:
Example of our design in game:
Our next finding is:
We designed an in-game virtual assistant, which is able to apply the ORESTE
method for character selection that matches the player's achievements. The game
we used still uses the endless runner genre, with the following main scenarios:
The finite state machine design is as follows:
And the finite state machine for each scenario:
With the survey results:
THE PERFORMANCE OF USABILITY SURVEY
Respondent
no Question (in number) average
1 2 3 4
Learnability
1. Can players quickly understand how to use 0 1 4 5 3.4
the recommendation feature in the game
2. Do players feel that the time needed to learn 0 1 5 6 3.5
how to handling the recommendation
feature is short enough?
average 3.45
Efficiency
3. How does the second it used a users to 1 2 4 3 2.9
choose a character compare when using the
recommendation feature and when not using
the feature?
4. Do players feel that using the 0 1 4 5 3.4
recommendation feature helps them reduce
the time and effort required in selecting a
character?
average 3.15
Memorability
5. After a certain period, can players still 0 1 2 7 3.6
smoothly use the recommendation feature
again?
6. Can players easily understand and use these 0 0 6 4 3.4
features without needing the help of a
tutorial or special guide?
average 3.5
Error
7. Do players routinely experience errors or 1 2 2 5 3.1
confusion when utilizing the
recommendation feature?
8. Do players feel that any part of the 2 3 3 2 2.5
recommendation feature is confusing for
them?
average 3.3
Satisfaction
9. How satisfied are players with the character 0 2 2 6 3.4
recommendations provided by this feature?
10. Do players feel that the recommendation 0 1 2 7 3.6
feature helps them make better decisions
when choosing a character?
average 3.5
Furthermore, we added the theme of intelligent transportation system, and the
application of iot in our game. Our goal is to give players more experience. It is
as if we are playing in a real situation on a highway that has a different density of
passing vehicles, based on CCTV camera monitoring. Our game genre still uses
endless runner. So it is a development of our two previous studies.
With the following finite state machine:
14% 14%
Level 1
Level 2
29% Level 3
43% Level 4
12%
25% Level 4
Level 5
25%
Level 6
Level 7
38%
80%
60%
40%
20%
REAL 0% SP
INV
We also conducted research on air quality prediction based on air pollutants, utilizing
satellite data. We applied a linear regression method to predict air quality. It is expected
that intelligent transportation systems will also take into account air quality, which is
caused by several pollutants from vehicle fumes, as well as fumes produced by
factories. Our research flow as follows:
With the following test scenario:
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Pembuatan terrain dan lingkungan game Traffict Runner: Serious Game Intelligent Transportation
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