Volume 36, Issue 2 (Full Volume)



Autonomous Tawaf Crowd Simulation
Ahmad Zakwan Azizul Fata, Mohd Shafry Mohd Rahim, Sarudin Kari (p.1)

Fuzzy Soft Shadow in Augmented Reality System
- Hoshang Kolivand, Mohd Shahrizal Sunar, Ismahafezi Ismail & Mahyar Kolivand (p.8)
Primitives Penetration Depth Computation using Dynamic Pivot Point Technique
Hamzah Asyrani Sulaiman & Abdullah Bade (p.19)
Hybrid Federated Data Warehouse Integration Model: Implementation in Mud Crabs Case Study
- Mustafa Man, W. Aezwani W.A. Bakar, Noraida Hj. Ali & Masita Abd. Jalil (p.28)

Part-Body Detection Framework for People Detection using Sliced HOG Descriptors
- Ahmad Sani, Mohd Daud Kasmuni, Mahardhika Candra Prasetyahadi, Mohd Shafry Mohd Rahim & Mohd Shahrizal Sunar (p.39)


Originally Submitted in 2015. Published Online in 2016.

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Ahmad Zakwan Azizul Fata, Mohd Shafry Mohd Rahim, Sarudin Kari

MaGIC-X (Media and Games Innonovation Centre of Excellence
UTM-IRDA Digital Media Centre
Universiti Teknologi Malaysia
Johor, Malaysia
Zakwan.fata@gmail.com, shafryr@utm.my, sarudin@utm.my

ABSTRACT. One of the most famous approaches to simulate a large density crowd is by applying the social force model. This model can be successfully used to simulate agents’ movement in real-world scenarios realistically. Nevertheless, this is very simple and not suitable to simulate a complex pedestrian flow movement. Hence, this research proposes a new novel model for simulating the pilgrims’ movements circling the Kaabah (Tawaf). These rituals are complex yet unique, due to its capacity, density, and various demographics backgrounds of the agents (pilgrims). It also had a certain set of rules and regulations that must be followed by the agents. Due to these rules, the Tawafcan introduce irregularities in the motion flow around the Kaabah. In order to make the simulation realistically, each agent will be assigned with different attributes such as; age, gender and intention outlook. The three parameters mentioned above, are the main problems that need to be solved in this research in order to simulate a better crowd simulation than previous studies. The findings of this research will contribute greatly for Hajj management in term of controlling and optimizing the flow of pilgrims during Tawaf especially in the Hajj season.

KEYWORDS. Autonomous Agents; Crowd Simulation; Hajj.



  • Curtis S., Zafar B., Guy S. J. & Manocha D. 2011. Virtual Tawaf: A Case Study in Simulating the Behavior of Dense, Heterogeneous Crowds. IEEE International Conference on Computer Vision Workshops (ICCV Workshops) 2011.
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  • Sarmady S., Haron F. & Talib A. Z. 2011. A cellular automata model for circular movements of pedestrians during Tawaf. Simulation Modelling Practice and Theory. Elsevier.
  • Zainuddin Z., Thinakaran K. & Abu-Sulyman I. M. 2010. Simulating the Circumambulation of the Ka’aba using SimWalk. European Journal of Scientific Research, 38(3): 454-464.

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Hoshang Kolivand, Mohd Shahrizal Sunar, Ismahafezi Ismail, Mahyar Kolivand

MaGIC-X (Media and Games Innovation Centre of Excellence)
UTM-IRDA Digital Media Centre
Universiti Teknologi Malaysia
81310 Skudai, Johor, Malaysia.

ABSTRACT. Realistic soft shadows in Augmented Reality (AR) is a fascinating topic in computer graphics. Many researchers are involved to have a significant improvement on this demand. In this paper, we have presented a new technique to produce soft shadows using one of the well-known methods in mathematics called Fuzzy Logic. Fuzzy logic is taken into account to generate the realistic soft shadows in AR. The wide light source is split into some parts that each of them plays the rule of a single light source. The desired soft shadow is generated by splitting the wide light source into multiple parts and considering each part as a single light source. The method which we called Fuzzy Soft Shadow is employed in AR to enhance the quality of semi-soft shadows and soft shadows.

KEYWORDS. Soft Shadows, Augmented Reality, Fuzzy logic



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  • Kolivand, H. & Sunar, M. 2013b. Covering photometric properties of outdoor components with the effects of sky color in mixed reality. Multimedia Tools and Applications, pp.1–20.
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Hamzah Asyrani Sulaiman1*, Abdullah Bade2

1Universiti Teknikal Malaysia Melaka,
Durian Tunggal, Melaka, Malaysia
2Faculty of Science and Natural Resources,
Universiti Malaysia Sabah,
Jalan UMS, 88400 Kota Kinabalu, Sabah, Malaysia.
*Email: h.a.sulaiman@ieee.org

ABSTRACT. Computing penetration depth between two or more polygons commonly described by most researchers as one of the high computational cost process. Major implementation required numbers of pre-processing function just to find the minimum penetrating depth between those penetrated objects or polygons. In this paper, we proposed a technique that manipulates the advantages of Dynamic Pivot Point into computing penetration depth between two or more objects. Comparing our proposed technique (DyOP-PD) with the well-known Lin-Canny technique, the conducted experiments proved that our proposed technique has achieved better efficiency. Overall time for DyOP-PD technique to compute penetration depth was significantly faster than the Lin-Canny PD technique (refer Figure 6.9). Our technique was faster than the prominent technique where the computational time significantly reduced, solved a larger fraction of problems, and produced better paths of penetration depth. The lowest results recorded from our simulation was in average at 10.22 milliseconds for DyOP PD and 21.33 milliseconds for Lin-Canny PD technique. The findings proved that DyOP-PD technique is robust to handle efficient, nearly accurate, and fast penetration depth detection compared to Lin-Canny-PD technique.

KEYWORDS. Collision detection, penetration depth, virtual environment



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  • Stephane, R. & Lin, M. C. 2006. A Fast Method for Local Penetration Depth Computation. Journal of Graphics Tools.
  • Sulaiman, H. A., Othman, M. A., Ismail, M. M, Misran, M. H., Said, M. A., B. M., Ramlee, R. A. 2013. Quad Separation Algorithm for Bounding-Volume Hierarchies Construction In Virtual
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Mustafa Man, W. Aezwani W.A. Bakar, Noraida Hj. Ali and Masita Abd. Jalil

Department of Computer Science
School of Informatics and Applied Mathematics
Universiti Malaysia Terengganu
21030 Kuala Terengganu, Terengganu.
mustafaman@umt.edu.my, beny2194@yahoo.com, aida@umt.edu.my, masita@umt.edu.my

ABSTRACT. Data integration is considered as one of the hot issues to be solved especially in integrating unstructured data with multiple types and formats. This paper introduces a new model for integrating multiple types of heterogeneous data applying to mud crabs case study in Setiu Wetland (SW). The Hybrid Federated Data Warehouse (HyFeDWare) model combines two approaches which are Data Warehouse and Federated Database. Simulation result shows that the processing time for integration of unstructured biodiversity data of mud crabs are lesser than 2 seconds for 12 rows of 7 MB data. This model generally could be used to integrate any types and format of data in distributed environment.

KEYWORDS. Data Integration, Data Warehouse, Federated database, Distributed Environment.



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Ahmad Sani, Mohd Daud Kasmuni, Mahardhika Candra Prasetyahadi, Mohd Shafry Mohd Rahim and Mohd Shahrizal Sunar

UTM-IRDA Digital Media Centre
Faculty of Computing
Universiti Teknologi Malaysia,
81310 Skudai, Johor-Malaysia

ABSTRACT. We investigate the possibility for using portions of Histograms of Oriented Gradients (HOG) descriptors in a part- based people detection framework. Instead of extracting descriptors from isolated or pre-cropped human parts, we slice the extracted HOG descriptor from whole windows into four, one slice per one human part. Support Vector Machines (SVMs) are used for classifying the slices and the outcome detections are handled by a finite-state machine where three detected parts means that one assumed person is in the window being scanned. Experiments were conducted for our detection framework and another conventional one that uses whole HOG descriptors using images from the INRIA Person Dataset, in which our framework achieved better; detecting 46/50 of occluded people comparing to 36/50 for the conventional framework. Moreover, we achieved less false positive detections of 80 windows comparing to 289 for the conventional framework.

KEYWORDS. People detection; object detection; histograms of oriented gradients; partbased detection framework



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