DANCE LEARNING GAME DEVELOPMENT WITH MYO ARMBAND AS GAME CONTROLLER

These days, there are many technological developments in the field of human and computer interaction. One of them is interaction by detecting the movements of humans with the help of these technologies. One of the motion detection devices is Myo Armband. With the help of this tool, it is expected th...

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Bibliographic Details
Main Author: DUMADI - NIM : 13512047, FAHMI
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/27078
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Institution: Institut Teknologi Bandung
Language: Indonesia
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Summary:These days, there are many technological developments in the field of human and computer interaction. One of them is interaction by detecting the movements of humans with the help of these technologies. One of the motion detection devices is Myo Armband. With the help of this tool, it is expected that someone can learn dance and practice independently. In this final project, a dance learning game with Myo Armband as game controller was created. <br /> <br /> <br /> <br /> To make this game, suitable studied dance using Myo Armband is searched. After that, a dance learning game was built that can assess the player’s movement using Myo Armband. To assess the player’s movements, five dance movements were recorded five times each movement using Myo Armband. After recording, a collection of potential points of movement elements is created by generating spheres that are considered as potential movement elements from the three records of the same movement. The center of the spheres is stored and searched the average of the center of the spheres to get a position that is considered as the point of the movement element. This collection of points is used in dance learning game to assess the movements of the players. <br /> <br /> <br /> <br /> The collection of movement element points is tested using test record data. The test value is the value of the movement score between 0 to 100 that obtained if the recorded movement passes through the collection of points. Tests conducted resulted in scores by an average of 70,7. After that, an assessment experiment is carried out by delaying 40 frames of the test record data and producing a better average score of 100. Afterwards, dance learning games that have been made are evaluated by criteria UX that is understanding, engagement, enjoyment, and educational effectiveness. <br /> <br /> <br /> <br /> The results of the evaluation are that games built for enjoyment criteria have been achieved and for engagement criteria sufficiently achieved. However, for understanding and educational effectiveness are not achieved because the players find it difficult to understand the game mechanics and won the game with a high score. The suggestion that these criteria be achieved is to make the game difficulty level from easy movements with slow tempo to difficult movements with the appropriate tempo. <br />