Abstract-Child Computer Interaction (CCI) has become a challenge in utilizing the technology as education media. The increasing number of children, who use advanced gadgets in Indonesia such as smartphones and tablet PCs, provides a new space for developing interactive educational game application for kids. Indonesia is a country with the biggest number of Androidbased game application downloaders in the world of service providers. Modeling serious game that has been chosen to deliver the concept is Edutainment and Simulation Games. This paper will analyze and review the application of the two concepts of the game, using data on the ranking from one of the top application service providers in analytic applications. The game application developers are expected to understand CCI and develop applications concepts that suit the needs of children in Indonesia. This will create market opportunities in the Indonesian game industry in the future.
A chatbot is a conventional agent that is able to interact with users in a given subject by using natural language. The conversations in most chatbot are still using a keyboard as the input. Keyboard input is considered ineffective as the conversation is not natural without any saying and a conversation is not just about words. Therefore, this paper propose a design of a chatbot with avatar and voice interaction to make a conversation more alive. This proposed approach method will come from using several API and using its output as another input to next API. It would take speech recognition to take input from user, then proceed it to chatbot API to receive the chatbot reply in a text form. The reply will be processed to text-to-speech recognition and created a spoken, audio version of the reply. Last, the computer will render an avatar whose gesture and lips are sync with the audio reply. This design would make every customer service or any service with human interaction can use it to make interaction more natural. This design can be further explored with additional tool such as web camera to make the agent can analyze the user's emotion and reaction.
Perkembangan dunia pendidikan saat ini sangat sejalan dengan perkembangan teknologi yang mendukung, khususnya perkembangan teknologi ponsel yang sangat cepat. Dalam perkembangan teknologi, salah satu perkembangan tersebut berbasis Virtual Reality. Virtual Reality adalah teknologi yang dibuat agar pengguna dapat berinteraksi dengan suatu lingkungan yang disimulasikan oleh komputer (computer-simulated environment). Virtual Reality dapat diimplementasikan dalam beberapa bidang, salah satunya yaitu dalam bidang pendidikan. Teknologi pembelajaran dengan teknologi Virtual Reality ini dapat menambah minat pengguna dalam mempelajari suatu informasi. Pada mata pelajaran ilmu pengetahuan alam atau sains, terdapat materi yang berisi tentang ginjal sebagai sistem ekskresi manusia. Untuk mempelajari materi sains misalnya, terutama tentang ginjal sebagai sistem ekskresi manusia, alat yang dipergunakan masih sangat terbatas. Namun, dengan adanya teknologi Virtual Reality dapat digunakan untuk melengkapi media pembelajaran dalam dunia pendidikan. Aplikasi ini berbasis Android dan model objek 3D organ ginjal dibuat menggunakan perangkat lunak Blender, dan Unity 3D untuk membuat Virtual Reality sekaligus juga dijadikan sebagai workspace dan menggunakan metode SDLC Waterfall. Berdasarkan hasil uji coba melalui soal dan data analisis kuesioner dari responden, aplikasi ini memberikan manfaat dan kemudahan para pelajar maupun orang awam untuk mempelajari ginjal manusia sebagai alat sistem ekskresi beserta pencegahan penyakitnya.
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