Musculoskeletal disorders (MSDs) can significantly impact individuals’ quality of life (QoL), often requiring effective rehabilitation strategies to promote recovery. However, traditional rehabilitation methods can be expensive and may lack engagement, leading to poor adherence to therapy exercise routines. An exergame system can be a solution to this problem. In this paper, we investigate appropriate hand gestures for controlling video games in a rehabilitation exergame system. The Mediapipe Python library is adopted for the real-time recognition of gestures. We choose 10 easy gestures among 32 possible simple gestures. Then, we specify and compare the best and the second-best groups used to control the game. Comprehensive experiments are conducted with 16 students at Andalas University, Indonesia, to find appropriate gestures and evaluate user experiences of the system using the System Usability Scale (SUS) and User Experience Questionnaire (UEQ). The results show that the hand gestures in the best group are more accessible than in the second-best group. The results suggest appropriate hand gestures for game controls and confirm the proposal’s validity. In future work, we plan to enhance the exergame system by integrating a diverse set of video games, while expanding its application to a broader and more diverse sample. We will also study other practical applications of the hand gesture control function.
Nowadays, the Internet of Things (IoT) has become widely used at various places and for various applications. To facilitate this trend, we have developed the IoT application server platform called SEMAR (Smart Environmental Monitoring and Analytical in Real-Time), which offers standard features for collecting, displaying, and analyzing sensor data. An edge device is usually installed to connect sensors with the server, where the interface configuration, the data processing, the communication protocol, and the transmission interval need to be defined by the user. In this paper, we proposed an edge device framework for SEMAR to remotely optimize the edge device utilization with three phases. In the initialization phase, it automatically downloads the configuration file to the device through HTTP communications. In the service phase, it converts data from various sensors into the standard data format and sends it to the server periodically. In the update phase, it remotely updates the configuration through MQTT communications. For evaluations, we applied the proposal to the fingerprint-based indoor localization system (FILS15.4) and the data logging system. The results confirm the effectiveness in utilizing SEMAR to develop IoT application systems.
Recently, artificial intelligence (AI) has been adopted in a number of Internet of Things (IoT) application systems to enhance intelligence. We have developed a ready-made server with rich built-in functions to collect, process, display, analyze, and store data from various IoT devices, the SEMAR (Smart Environmental Monitoring and Analytics in Real-Time) IoT application server platform, in which various AI techniques have been implemented to enhance its capabilities. In this paper, we present an application of SEMAR to a drone-based wall inspection system using an object detection AI model called You Only Look Once (YOLO). This system aims to detect wall cracks at high places using images taken via a camera on a flying drone. An edge computing device is installed to control the drone, sending the taken images through the Kafka system, storing them with the drone flight data, and sending the data to SEMAR. The images are analyzed via YOLO through SEMAR. For evaluations, we implemented the system using Ryze Tello for the drone and Raspberry Pi for the edge, and we evaluated the detection accuracy. The preliminary experiment results confirmed the effectiveness of the proposal.