Herman Tolle

Dr. Herman Tolle

orcid

Research Focus & Metrics

Academic Career Length

17Years (2010-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 January 2010
Verified
Conference Paper
Closed access
KAKohei Arai
Kohei Arai
HTHerman Tolle
Herman Tolle
A method for automatic e-comic scene frame extraction is proposed for displaying large scale of comic scenes onto relatively small size of display screen such as mobile devices. In line with the rapid development of mobile devices, reading comic in small screen mobile devices is also demanded and required. The challenge in providing e-comics for small screen is how to separate comic scene frames and display it in the right order to read. We propose Automatic E-Comic Frame Extraction (ACFE) for extraction of scene frames from a digital comic page automatically. ACFE is based on the blob extraction method using connected component labeling algorithm, together with a filter combination pre-processing and efficient method for detection of line between frames. Experimental results show that 91.483 percent of 634 pages in 5 digital comics are successfully extracted into scene frames by the proposed method.

15 October 2023 in International Review for Spatial Planning and Sustainable Development
Verified
Journal Article
Open access
PDF file
HSHerry Santosa
Herry Santosa
AYAdipandang Yudono
Adipandang Yudono
FSFauzul Rizal Sutikno
Fauzul Rizal Sutikno
MAMuhammad Satya Adhitama
Muhammad Satya Adhitama
HTHerman Tolle
Herman Tolle
EZEni Zuliana
Eni Zuliana
One of the fundamental indicators for evaluating visual continuity in the preservation of historical landscapes is the visual experience gained through sequential views in urban space. Controlling the valuable visual qualities is essential to maintain the precious sequential view of the historical landscape. The visual perspective of pedestrians and the wayfinding roles of urban landmarks are central issues in the visual experience of historical cities. The evaluation of visibility analysis is performed using the scene-capturing method via photographic survey. This method is combined with 2D isovist and 3D viewshed analysis as a computational approach applied to five historical landmarks in Malang, Indonesia. The scene-capturing methodology examines the sequential view series of each landmark from various approaching paths by extracting the landmark's silhouette and segmenting the visibly distinct areas of the scene. Subsequently, 2D isovist and 3D viewshed analyses investigate the pattern of the visual field spectrum along each route. As a result, the best visibility rate at the closest observation distance is achieved by the Frateran School Building at 9.58%, while the best visibility at the farthest observation distance is observed at the Kayutangan Church Building at 0.97%. The range of observation distances with a significant percentage of visual sightings is from 75m - 100m, with the closest observation distance ranging from 50 - 75 meters. Combining sequential photo mapping and isovist analysis provides a powerful tool for managing and enhancing the visual experience, which can inform decisions on urban planning, architectural design, and historical preservation.

1 November 2018
Verified
Conference Paper
Closed access
ASAulia Akhrian Syahidi
Aulia Akhrian Syahidi
HTHerman Tolle
Herman Tolle
ASAhmad Afif Supianto
Ahmad Afif Supianto
KAKohei Arai
Kohei Arai
Language is one of the fundamental factors that distinguish humans from animals. Language allows individuals to live together, help solve problems and position themselves as cultured beings. Language is a communication medium that aims to understand each particular ethnicity and nation. Language comprehension allows increased awareness and value of closeness between individuals in an area. However, a large number of languages seem to be the cause of difficulties and misunderstandings about the meaning of certain words. This research provides alternative solutions for solving these problems. This solution can provide convenience in the process of understanding the meaning of language words, especially Banjar Language, by recommending an application called “BandoAR”. BandoAR is a translator application from Banjar Language to Indonesian. This application can work as a real-time application without requiring input media such as text that must be typed using a good camera quality and has autofocus characteristics on the camera. This study emphasizes the process of detecting and tracer texts that exist in the Banjar community. This research is intended to see how Augmented Reality technology can be applied in the text without markers and has different font sizes, backgrounds, and distances. The results show that software for Android smartphones, as a media translator in real time, can be used in almost every type of smartphone. Based on internal trials and the results of 160 respondents, this application can attract users' interest, can be applied in real life, and as an effort to preserve Banjar Language culture.

18 December 2019 in International Journal of Interactive Mobile Technologies (iJIM)
Verified
Journal Article
Open access
PDF file
FPFrihandhika Permana
Frihandhika Permana
HTHerman Tolle
Herman Tolle
FUFitri Utaminingrum
Fitri Utaminingrum
RDRizdania Dermawi
Rizdania Dermawi
One of the traditional musical instrument from Indonesia is gamelan, that is now less desirable because people nowadays prefer to play modern musical instruments, or because of its expensive price. This study combines the modern technology of AR and Leap Motion and also utilizes the sophisticated smartphone to develop a gamelan simulation that is presentable to the user. There are two kinds of an experiment performed in this research. The first is Augmented Reality (AR) experiment which authenticates that the distance and the height parameters are the keys to get a 100% success in running the gamelan simulation. The distance is ranged from 45 cm to 65 cm and the height is ranged from 25 cm to 30 cm. And the second one is the usability evaluation to five users, who resolves the completion task very well, acquires the result of 86.48%.

1 August 2015
Verified
Conference Paper
Closed access
HAHanifah Muslimah Az-Zahra
Hanifah Muslimah Az-Zahra
APAryo Pinandito
Aryo Pinandito
HTHerman Tolle
Herman Tolle
User interface usability testing highlights the three concepts of usability, i.e. effectiveness, learnability, and satisfaction. User performance in using mobile device application is measured through usability testing. This research conducts an evaluation of usability performance of the mobile device application, which is part of a culinary recommendation system, through usability testing. The application is used in a culinary recommendation that requires several kinds of user input. For every kind of user input, there are two different interaction methods implemented by different use of widgets inside the application. The usability performance between two different interaction methods for each input was measured in terms of their overall effectiveness, learnability, and satisfaction performance. However, improper use of widgets and the use of uncommon widgets in obtaining user input are considered to be afflicting usability performance.

29 March 2018 in International Journal of Interactive Mobile Technologies (iJIM)
Verified
Journal Article
Open access
PDF file
RDRizdania Dermawi
Rizdania Dermawi
HTHerman Tolle
Herman Tolle
IAIsmiarta Aknuranda
Ismiarta Aknuranda
People interact their environment by communicating, but some limitation may exist such as hearing disability that occurs to deaf people. Usually, they communicate by using sign language. Unfortunately, there is various sign language in the world. This research is evaluating the usability of smartphone for communication board that can be used by deaf people to communicate to others, especially the people who don’t understand the sign language. Usability testing is to measure the user performance for mobile applications. The five criteria for the usability, according to Nielsen are learnability, efficiency, memorability, errors, and satisfaction. The study obtained the result of 88.36% of usability testing.