Komang Candra Brata

Mr. Komang Candra Brata

Informatics Engineering, University of Brawijaya, Malang, Jawa Timur, Indonesia
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Research Focus & Metrics

Academic Career Length

12Years (2015-Present)

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

Representative Publications

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1 April 2020 in International Journal of Electrical and Computer Engineering (IJECE)
Verified
Journal Article
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Komang Candra BrataKomang Candra Brata
Komang Candra Brata
DLDeron Liang
Deron Liang
Fast-paced mobile technology development has permitted augmented reality experiences to be delivered on mobile pedestrian navigation context. The fact that the more prevalent of this technology commonly will substituting the digital map visualization to present the geo-location information is still debatable. This paper comprises a report on a field study comparing about user experience when interacting with different modes of mobile electronic assistance in the context of pedestrian navigation interfaces which utilize location-based augmented reality (AR) and two-dimensional digital map to visualize the points of interest (POIs) location in the vicinity of the user. The study was conducted with two subsequent experiments in the Zhongli District, Taoyuan City, Taiwan. The study involved 10 participants aged between 22 and 28 years with different experiences in using smartphones and navigation systems. Navigation performance was measured based on a usability approach on pragmatic quality and hedonic quality like effectiveness (success rate of task completion), efficiency (task completion time) and satisfaction in real outdoor conditions. The evaluation findings have been cross-checked with the user’s personal comments. We aim at eliciting knowledge about user requirements related to mobile pedestrian interfaces and evaluating user experience from pragmatic and hedonic viewpoints. Results show that in the context of pedestrian navigation, digital map interfaces lead to significantly better navigation performance in pragmatic attributes in comparison to AR interfaces. Nevertheless, the study also reveals that location-based AR is more valued by participants in hedonic qualities and overall performance.

1 August 2019 in International Journal of Electrical and Computer Engineering (IJECE)
Verified
Journal Article
Open access
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Komang Candra BrataKomang Candra Brata
Komang Candra Brata
DLDeron Liang
Deron Liang
Using location-based augmented reality (AR) for pedestrian navigation can greatly improve user action to reduce the travel time. Pedestrian navigation differs in many ways from the conventional navigation system used in a car or other vehicles. A major issue with using location-based AR for navigation to a specific landmark is their quality of usability, especially if the active screen is overcrowded with the augmented POI markers which were overlap each other at the same time. This paper describes the user journey map approach that led to new insights about how users were using location-based AR for navigation. These insights led to a deep understanding of challenges that user must face when using location-based AR application for pedestrian navigation purpose, and more generally, they helped the development team to appreciate the variety of user experience in software requirement specification phase. To prove our concept, a prototype of intuitive location-based AR was built to be compared with existing standard-location based AR. The user evaluation results reveal that the overall functional requirements which are gathered from user journey have same level of success rate criteria when compared with standard location-based AR. Nevertheless, the field study participants highlighted the extended features in our prototype could significantly enhance the user action on locating the right object in particular place when compared with standard location-based AR application (proved with the required time).

10 August 2018 in Jurnal Teknologi Informasi dan Ilmu Komputer
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Komang Candra BrataKomang Candra Brata
Komang Candra Brata
ABAdam Hendra Brata
Adam Hendra Brata
Museum merupakan tempat yang didalamnya terdapat benda-benda warisan budaya yang dapat digunakan untuk menambah wawasan dan pengetahuan terkait sejarah di masa lalu. Namun pada kenyataannya, banyak benda bersejarah di museum yang rusak akibat dari kelalaian pengunjung dan pihak pengelola museum. Augmented Reality (AR) merupakan teknologi yang berkembang dan sangat diminati saat ini sehingga menawarkan peluang baru sebagai media alternative pengenalan benda-benda di museum. Penelitian ini bertujuan untuk mengimplementasikan teknologi AR untuk mengenalkan benda-benda museum sehingga terlihat interaktif bagi pengunjung serta dapat mengurangi resiko kerusakan benda di museum. Dengan dikembangkannya aplikasi ini, diharapkan mampu meminmalisir jumlah benda-benda yang rusak karena kelalaian pengunjung serta dengan adanya sistem yang interaktif dapat meningkatkan minat masyarakat untuk mengunjungi musium sebagai salah satu tempat untuk mengenal dan menambah informasi terkait warisan budaya dan sejarah. Aplikasi ini dikembangkan dengan mengadopsi Agile proses untuk lebih mudah mengakomodasi perubahan. Hasil pengujian fungsionalitas setelah aplikasi diimplementasikan menunjukan bahwa semua kebutuhan fungsional telah terpenuhi oleh sistem dan dapat digunakan sesuai dengan kebutuhan. Hasil pengujian juga menunjukkan bahwa semua fitur aplikasi dapat dijalankan dengan baik di berbagai versi platform Android. Hasil dari pengujian usabilitas aplikasi dengan memberikan kuesioner System Usability Scale (SUS) kepada pengunjung museum dan staf museum, menunjukkan angka kepuasan pengunjung sebesar 86%. Dari nilai tersebut dapat disimpulkan bahwa aplikasi ini dapat dengan mudah digunakan untuk membantu pengenalan benda koleksi museum. AbstractMuseum is a place that contain various objects of cultural heritage that can lead to gain new insight and knowledge for young generations. However, there are many cases that many museum’s objects are damaged by museum visitors. Augmented Reality (AR) is an emerging technology that offer new possibilities as an alternative media to display museum collections to visitors. This work aim to develop an augmented reality application to introduce museum collections in more interesting ways for visitors and also to mitigate the risk about damaged museum collections by careless visitors. This application was developed using Agile software development process. Functional testing of proposed application shows that all functional requirements have been met by the system. Additionally, testing results indicate that all application features can be well executed in various version of Android. The result of usability testing by giving questionnaires of System Usability Scale (SUS) to the respondents of museum visitors and museum staf, obtaining visitor satisfaction result gets 86% of museum staf satisfaction toward application. From these values can be concluded that this application can help the introduction of museum objects to museum visitors. Compatibility testing indicates that the work validity of these features can be well executed.

1 February 2015 in International Journal of Electrical and Computer Engineering (IJECE)
Verified
Journal Article
Open access
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Komang Candra BrataKomang Candra Brata
Komang Candra Brata
DLDeron Liang
Deron Liang
SPSholeh Hadi Pramono
Sholeh Hadi Pramono
Bus Route Planner applications will unfold their full potential when bus passengers are enabled to get information about the shortest path route, make a travel plan and get the correct buses in order to reduce the travel time. However, all these information are provided in text based and map view. It is difficult to understand them for the person who does not know place in the map. This paper describes the android base application of Augmented Reality (AR) that has feature to support the action of a bus user in an innovative and dynamic ways by putting additional information layer on smart phone camera screen and give the instruction assistant that leading the user way to the nearest bus stop. The experimental results show that, the overall functional of proposed application can be run well in various type of Android smart phone. When compared with similar bus traveling applications, the proposed application works more efficient.

9 February 2024 in Sensors
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Journal Article
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Komang Candra BrataKomang Candra Brata
Komang Candra Brata
Nobuo FunabikiNobuo Funabiki
Nobuo Funabiki
YPYohanes Yohanie Fridelin Panduman
Yohanes Yohanie Fridelin Panduman
Evianita Dewi FajriantiEvianita Dewi Fajrianti
Evianita Dewi Fajrianti
Outdoor Location-Based Augmented Reality (LAR) applications require precise positioning for seamless integrations of virtual content into immersive experiences. However, common solutions in outdoor LAR applications rely on traditional smartphone sensor fusion methods, such as the Global Positioning System (GPS) and compasses, which often lack the accuracy needed for precise AR content alignments. In this paper, we introduce an innovative approach to enhance LAR anchor precision in outdoor environments. We leveraged Visual Simultaneous Localization and Mapping (VSLAM) technology, in combination with innovative cloud-based methodologies, and harnessed the extensive visual reference database of Google Street View (GSV), to address the accuracy limitation problems. For the evaluation, 10 Point of Interest (POI) locations were used as anchor point coordinates in the experiments. We compared the accuracies between our approach and the common sensor fusion LAR solution comprehensively involving accuracy benchmarking and running load performance testing. The results demonstrate substantial enhancements in overall positioning accuracies compared to conventional GPS-based approaches for aligning AR anchor content in the real world.

1 June 2020 in International Journal of Electrical and Computer Engineering (IJECE)
Verified
Journal Article
Open access
PDF file
Komang Candra BrataKomang Candra Brata
Komang Candra Brata
ABAdam Hendra Brata
Adam Hendra Brata
Advances in smartphone technology have led to the strong emergence of mobile learning (m-learning) on the market to support foreign language learning purposes, especially for the Japanese language. No matter what kind of m-learning application, their goal should help learners to learn the Japanese language independently. However, popular Japanese m-learning applications only accommodate on enhancing reading, vocabulary and writing ability so that user experience issues are still prevalent and may affect the learning outcome. In the context of user experience, usability is one of the essential factors in mobile application development to determine the level of the application’s user experience. In this paper, we advocate for a user experience improvement by using the mental model and A/B testing. The mental model is used to reflect the user’s inner thinking mode. A comparative approach was used to investigate the performance of 20 high-grade students with homogenous backgrounds and coursework. User experience level was measured based on the usability approach on pragmatic quality and hedonic quality like effectiveness (success rate of task completion), efficiency (task completion time) and satisfaction. The results then compared with an existing Japanese m-learning to gather the insight of improvement of our proposed method. Experimental results show that both m-learning versions proved can enhance learner performance in pragmatic attributes. Nevertheless, the study also reveals that an m-learning that employs the conversational mental model in the learning process is more valued by participants in hedonic qualities. Mean that the proposed m-learning which is developed with the mental model consideration and designed using A/B testing is able to provide conversational learning experience intuitively.