Semantic Connection : Rancangan Platform Komunikasi pada Smart Object

Iwan Kurnianto Wibowo

Abstract


To provide a better gaming experience, it needs to design a game framework using smart object media as interaction media with various scenarios. In previous researchs have built a game media such as a smart object. Smart objects are physically integrated with the sensor, processor, and network. Smart object able to sense, interpret what is happening with him and their surroundings, reacting, interacting with other objects and exchanging information with the user. Media interaction is closely related to the communication platforms used. This paper presents a communication platform on smart object. The communication platform provides mechanisms of smart object to serve the interaction with other smart object and communicates with server. The smart object functions as universal input and output device based embedded systems that have a communication protocol.  So that many game scenarios can be implemented. Data communication between the smart object and the server is done wirelessly and full duplex, between data receiving and trasmitting lines are separated and worked simultaneously. Point to multipoint data transmission adopts star topology. The server is connected directly to each smart object. Data transmission between a smart object to the server generates an error rate of up to 0.15%. When there are three smart object that communicates with the server, the error rate increased to 2.77%.

Keywords : Gaming Experience, Smart Object, Communication Platform


Abstrak—Untuk memberikan pengalaman bermain lebih mendalam, perlu disusun kerangka permainan yang memanfaatkan media smart object sebagai media interaksi dengan skenario yang bervariasi. Pada penelitian sebelumnya telah dibangun sebuah media permainan berupa smart object. Smart object secara fisik terintegrasi dengan sensor, prosesor, dan jaringan. Smart object mampu merasakan, menafsirkan apa yang terjadi dengan dirinya dan lingkungan sekitar, bereaksi, berinteraksi dengan objek lainnya dan bertukar informasi dengan pengguna. Media interaksi erat kaitannya dengan platform komunikasi yang digunakan. Makalah ini menyajikan platform komunikasi pada smart object yang telah dibangun. Platform komunikasi meliputi mekanisme smart object dalam melayani interaksi dengan smart object lain dan komunikasi dengan server. Smart object berfungsi sebagai perangkat masukan dan keluaran universal berbasis sistem embedded yang ditanamkan sebuah protokol dalam berkomunikasi. Sehingga banyak skenario permainan yang dapat diimplementasikan. Komunikasi data antara smart object dan server dilakukan secara nirkabel dan full duplex, antara jalur penerimaan dan pengiriman data terpisah dan bekerja secara bersamaan. Pengiriman data point to multipoint mengadopsi topologi bintang. Server terhubung langsung ke masing-masing smart object. Pengiriman data antara sebuah smart object ke server menghasilkan tingkat kesalahan hingga 0.15%.  Ketika ada tiga smart object yang berkomunikasi dengan server maka tingkat kesalahan meningkat hingga 2.77%.

Kata Kunci : Pengalaman permainan, Smart object, Platform komunikasi



Full Text:

PDF

References


G. Burdea, T. Blois, E. Ching, J. Halton, B. Lopetinsky, and V. Drysdale, ”Tutorial 1: Nintendo Wii-based rehabilitation”, in Virtual Rehabilitation, 2008.

R.S.Leder, G. Azcarate, R. Savage, S. Savage, L.E. Sucar, D. Reinkensmeyer, C. Toxtli, E. Roth, and A. Molina, ”Nintendo Wii remote for computer simulated arm and wrist therapy in stroke survivors with upper extremity hemipariesis”, in Virtual Rehabilitation, 2008.

P. Orlando R. E, R. Joel J. P. C, dan G. Abel J. P, “Contributions of Sensor Networks to Improve Gaming Experience”, IEEE 24th International Conference on Advanced Information Networking and Applications Workshops, 2010, hal. 1047-1052.

E. Akihiro dan T. Craig, “Towards A Semantic World : Smart Objects In A Virtual World”, University of Arkansas, 2011, Vol 3, hal.905-911.

K. Gerd, K. Fahim, F. Daniel, dan S. Vasughi, “Smart Objects as Building Blocks for the Internet of Things”, Internet of things Track, eds. T. Frederic, dan M. Florian, 2010, hal.30-37.

M. Weiser, “The computer for the 21st century, in Scientific America”,1991, Vol 265, No3, hal.94-104.

I. Michita, H. Yutaka, S. Satoru dan K. Hideyuki, “Semantic Connection between Everyday Objects and a Sensor Network”, Keio University, 2010.

W. Maas, dan U. Varshney,Preface to the Focus Theme Section : ”Smart Products ”, Electronic Markets, 2008, vol. 18, no.3, hal. 211-215.

N. Streitz, “Designing Smart Artifacts for Smart Environments,” Computer, 2005, vol. 38, no. 3, hal. 41–49

W. Iwan Kurnianto, H. Mochamad, dan Christyowidiasmoro, “Implementasi Metode Complementary Filter untuk Estimasi Orientasi Pada Smart Object”, Sentia, 2013, vol. 5~ISSN:2085-2347, hal A138-142.

D. Yun, J. Kang, J. Kim, and D. Kim, "A Body Sensor Network Platform with Two-Level Communications", in IEEE Int. Symposium on Consumer Electronics (ISCE 2007), Irving, TX, USA, 2007, hal. 1-6

Z. R Fathur, “Implementasi Jaringan Sensor Nirkabel Menggunakan Zigbee pada Monitoring Tabung Inkubator Bayi”, JNTE Universitas Andalas Vol: 5 No.2, Juli 2016




DOI: https://doi.org/10.25077/jnte.v5n3.312.2016

Refbacks

  • There are currently no refbacks.


Creative Commons License
This work is licensed under a Creative Commons Attribution 3.0 License.

  

        

 

.
 Statistic and Traffic