<p>Latihan bersepeda berbasis virtual reality (VR-Bicycling) bagi penderita pasca stroke merupakan teknologi yang dikembangkan untuk meningkatkan gerak motorik otot. Penerapan VR-Bicycling umumnya untuk melatih gerak motorik ekstremitas bawah daripada gerak motorik ekstremitas atas. Penggunaan terapi cermin (Mirror Therapy-MT) merupakan bentuk terapi gerak motorik ekstremitas atas dengan mempengaruhi propriosepsi otak yang berfikir bahwa eksterimitas atas yang mengalami hemiparesis dapat bergerak baik. Dalam penelitian ini dikembangan modul VR-Bicycling untuk melatih gerak motorik ekstremitas atas berbasis MT dengan mengkombinasikan umpan balik visual dan audio pada lingkungan virtual (Virtual Environment-VE). Umpan balik visual untuk mengetahui waktu tunda dan perbedaan spasial berupa ketepatan lengan virtual dalam menangkap apel atau menghindari bom sepanjang lintasan bersepeda. Sedangkan umpan balik audio menggunakan metronome untuk melatih operabilitas dan kontrol lengan virtual. Kinect digunakan sebagai motion capture gerakan lengan nyata. Pengujian melibatkan sepuluh penderita pasca stroke untuk melatih gerak motorik ekstremitas atas yang mengalami hemiparesis dalam mengontrol gerakan lengan virtual pada VR-Bicycling. Evaluasi sistem dilakukan dengan meminta penderita pasca stroke menjawab daftar pertanyaan yang mengandung faktor operabilitas, konsentrasi, kontrol gerakan, waktu tunda, dan perbedaan spasial dari terapi ekstremitas atas pada VR-Bicycling menggunakan konsep terapi cermin. Dari hasil evaluasi diketahui bahwa waktu tunda dan perbedaan spasial pada terapi ekstremitas atas menggunakan VR-Bicycling dengan MT merupakan dua variabel penting untuk mengontrol arah dan ketepatan gerakan lengan virtual pada VE.</p><p> </p><p class="Judul2"><strong><em>Abstract</em></strong></p><p class="Abstract"><em>A virtual reality bicycling (VR-Bicycling) was encouraged to address motor control and fitness deficits of person post-stroke. The applied of VR-Bicycling for therapy of person post-stroke has focused primarily on improving movement and use of the lower extremity than upper extremity. Mirror therapy (MT) is an instrument that enables a person with an amputation to view a reflection of an intact limb in the visual plane of the missing limb by tricking the brain into believing the missing limb is actually moving. The use of virtual reality (VR) over MT is that VR allows more complete immersion into the illusion, whereas MT requires tight focus and concentration to truly see the illusion as real. In this research, we had developed a VR-Bicycling module based MT for training upper extremity of person post-stroke while doing simulated bicycling. Person post-stroke cycled with guidance of visual cueing (represented as apples and bombs) and auditory condition (provided by metronome) in the virtual environment (VE). We tested ten person post-stroke as they cycled on a stationary bicycle while moving their virtual limb to hit apples or avoid bombs in VE. A VR-Bicycling module measures the motion data of upper extremity by Kinect and evaluate immersion and motor cognition by using factor analysis with three factors consisting of controllability, concentration, sense of delay, and spatial difference. The evaluation result indicates that temporal delay and spatial fluctuation have strong relationship to control virtual limb movement correctly.</em></p>
Water quality is an important segment in shrimp farming. The main factor of water in ponds is seen from several dimensions, including the amount of dissolved oxygen, pH, and temperature. The implementation of the farmers at the research site uses a waterwheel approach for toot oxygen, KOH/Lime for pH, and circulating water in the pond for temperature. As the main factor, water must meet standards, oxygen levels (3-7ppm), pH (7-9pH), and temperature (24-32°C). This standardization aims to produce optimal shrimp culture considering that shrimp is one of the sensitive and cannibalistic animals. For example, if the temperature or pH suddenly changes, the shrimp will eat each other, but this standardization is challenging for farmers due to limitations. Human Resources. This study aims to develop an Automatic Pond Reservoir. The system built in this study implements fuzzy logic control on the Arduino for the classification process. It triggers the Pond Reservoir to ensure the water remains in optimal conditions for shrimp growth and development. The results of the tests were 282 times, showing an accuracy of 90%.
Individuals post-stroke suffer deficiency of motor function and need more effort to exercise using cycling therapy. Virtual reality augmented cycling (VRAC) that incorporate compensatory strategies such as manipulation of virtual environment (VE) may change motor behaviour and increase exercise intensity while also being engaging and motivating. In this research, we try to examine perception and vision aspects of individuals post-stroke that affect the user interface to a VE when driving a VRAC by manipulating VE features such as gain related with human perception, and width and difficulty of path related with human vision. To examine those aspects, we divided two groups, namely healthy sedentary control (n=3) as reference and individuals post-stroke (n=7). From the examination results, it was obtained that both groups had given a good enough response to manipulation of VE features although there were no significant differences to individuals post-stroke when driving VRAC in wide path conditions. Manipulation of VE features affect cycling behaviours for individuals post-stroke and assist to transfer visual information in real world to virtual world for development of post-stroke rehabilitation using VRAC system.
National mushroom production in 2018, 2017, 2016, and 2015 were: 31052, 3702, 40915 and 33485 tons. Mushroom cultivation, especially oyster mushrooms, has the potential to be developed more widely in Indonesia because it has economic value and is environmentally friendly. However, the cultivation of oyster mushrooms has challenges. The challenge that arises in the cultivation of oyster mushrooms is to grow well at a temperature of 16 – 30 °C and a relative humidity of 80 – 95%. Environmental conditioning carried out by farmers on average through spraying water in mushroom kumbung manually. The use of manual methods requires high human resources, besides that it is not effective and efficient. This study aims to develop an Adaptive Temperature and Humidity Control System on Kumbung using Backpropagation Neural Network, where to determine the temperature and humidity the system will evaluate the readings of several sensors at once. The system developed is an adaptive system with an accuracy of 97%, so it is can be used to increase the precision of mushroom cultivation, so that production efficiency and increase in mushroom production can be achieved.
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