Journal of information and communication convergence engineering 2024; 22(4): 336-343
Published online December 31, 2024
https://doi.org/10.56977/jicce.2024.22.4.336
© Korea Institute of Information and Communication Engineering
Correspondence to : Mintae Hwang (E-mail: mthwang@cwnu.ac.kr)
Department of Information and Communication Engineering, Changwon National University, Changwon 51140, Republic of Korea
This is an Open Access article distributed under the terms of the Creative Commons Attribution Non-Commercial License (http://creativecommons.org/licenses/by-nc/3.0/) which permits unrestricted non-commercial use, distribution, and reproduction in any medium, provided the original work is properly cited.
In the digital era, teaching endangered local languages and scripts to children has become challenging owing to the scarcity of learning media and materials. The present study addresses this problem through the development of a mobile application that classifies and automatically converts Sundanese scripts into Latin using computer vision algorithms. The proposed method represents an innovative solution for capturing children's interest using gamification strategies. We discuss the development, implementation, and evaluation of YOLOv8, a deep learning technology for computer vision in mobile applications. A pilot study conducted on children aged 7-12 years revealed significant improvements in their interest and knowledge of Sundanese scripts, as the children were able to memorize, identify, and write 5-8 words in Sundanese characters out of 10 randomly selected words. Furthermore, the model achieved 80% accuracy for almost all Sundanese-scripted words, indicating satisfactory results. This study combines computer vision with gamification to facilitate the learning of Sundanese scripts, thereby paving the way for future innovation.
Keywords Computer Vision, Mobile Application, Sundanese Scripts, Modern Indonesian Language, Gamification Strategy
Journal of information and communication convergence engineering 2024; 22(4): 336-343
Published online December 31, 2024 https://doi.org/10.56977/jicce.2024.22.4.336
Copyright © Korea Institute of Information and Communication Engineering.
Wanda Gusdya Purnama 1, Handoko Supeno 1, Anggoro Ari Nurcahyo 1, Ayi Purbasari 1, Aria Bisma Wahyutama 2, and Mintae Hwang2*
1Department of Informatics Engineering, Pasundan University, Bandung, 40153, Indonesia
2Department of Information and Communication Engineering, Changwon National University, Changwon, 51140, Republic of Korea
Correspondence to:Mintae Hwang (E-mail: mthwang@cwnu.ac.kr)
Department of Information and Communication Engineering, Changwon National University, Changwon 51140, Republic of Korea
This is an Open Access article distributed under the terms of the Creative Commons Attribution Non-Commercial License (http://creativecommons.org/licenses/by-nc/3.0/) which permits unrestricted non-commercial use, distribution, and reproduction in any medium, provided the original work is properly cited.
In the digital era, teaching endangered local languages and scripts to children has become challenging owing to the scarcity of learning media and materials. The present study addresses this problem through the development of a mobile application that classifies and automatically converts Sundanese scripts into Latin using computer vision algorithms. The proposed method represents an innovative solution for capturing children's interest using gamification strategies. We discuss the development, implementation, and evaluation of YOLOv8, a deep learning technology for computer vision in mobile applications. A pilot study conducted on children aged 7-12 years revealed significant improvements in their interest and knowledge of Sundanese scripts, as the children were able to memorize, identify, and write 5-8 words in Sundanese characters out of 10 randomly selected words. Furthermore, the model achieved 80% accuracy for almost all Sundanese-scripted words, indicating satisfactory results. This study combines computer vision with gamification to facilitate the learning of Sundanese scripts, thereby paving the way for future innovation.
Keywords: Computer Vision, Mobile Application, Sundanese Scripts, Modern Indonesian Language, Gamification Strategy