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Lang Jagat
"Karakter virtual merupakan simulasi grafik yang bisa berupa objek manusia riil maupun imaginer yang memungkinkan objek berinteraksi dengan pengguna baik melalui suara, ekspresi wajah, isyarat, dan pandangan. Banyak penelitian telah dilakukan dalam pengembangan karakter animasi 3D yang tidak hanya pada platform PC melainkan juga pada platform mobile. Pada thesis ini membahas mengenai implementasi dari karakter anamasi virtual 3D dan 3D engine di iPad dengan menggunakan library graphics OpenGL ES dan bahasa pemrograman Objective-C dan C++. Tujuan dari projek ini adalah porting library SMR yang telah dikembangkan oleh tim SAMSARA dari laboratorium SAMSARA di Universtité de Bretagne Sud (UBS). Library ini digunakan untuk mengembangkan applikasi 3D real time untuk visualisasi dan animasi karakter manusia yang menggunakan bahasa isyarat Perancis (Sign Language on French). Animation real time dari karakter virtual di iPad harus memperhitungkan beberapa keterbatasan yang dimiliki oleh oeh iPad seperti kemampuan grafik, ruang disk, dan ukuran memori. Source Code library SMR harus dilakukan beberapa modifikasi sehingga memungkinkan untuk berjalan dengan baik di platform iPad.

A virtual character is graphics simulation of real or imaginary persons that enable natural can be interact with the user by means of voice, facial expression, gesture, and gaze direction. Many research has developed 3D virtual character animation not only in PC platform but also in Mobile device. This Theses present an implementation of a 3D virtual character animation and rendering engine running on iPad using OpenGL-ES with Objective-C and C++. The Objective of this project is a port of the library SMR that has developed by the team SAMSARA from Valoria laboratory at Université du Bretagne Sud (UBS). This library used for developing applications that make use of real time 3D graphicsm for visualization and animation of 3D virtual human character use sign language in French. Real time animation of virtual character on iPad represent a challenging task since many limitation must be taken into account with respect the processing power like graphics capabilities, disk spaces, and memory size. The original source code has been modified to make SMR library work on the iPad platform, and further optimizations have been done to increase the runtime performance as well."
Depok: Fakultas Teknik Universitas Indonesia, 2011
T30084
UI - Tesis Open  Universitas Indonesia Library
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Anna Gianty RA
"Saat ini teknologi komputer 3D berkembang begitu pesat sehingga memungkinkan pecinta aplikasi 3D dapat memilih berbagai tool software yang ada untuk mewujudkan kreasi yang diinginkannya. Unsur real dalam suatu simulasi akan diwujudkan dengan adanya grafik yang tampak seperti dunia nyata misalnya pergerakan pada suatu obyek, perspektif kamera, kemampuan tool yang digunakan yang mendukung fakta real lain seperti adanya batasan objek yang bergerak menembus sebuah obyek yang lain misalnya pada saat sebuah obyek bergerak bertabrakan dengan dinding, pohon, bangunan dan sebagainya. Selain itu, hal penting lain yang juga perlu dilengkapi adalah kemampuan user untuk berinteraksi dengan aplikasi dan mengontrol obyek dalam dunia maya tersebut dengan mudah. Tool pembantu yang digunakan dalam tugas akhir ini adalah 3D Gamestudio, yang merupakan authoring system dan digunakan untuk membuat aplikasi 3D seperti game 3D dan dapat juga digunakan untuk membuat aplikasi virtual reality.
Tujuan utama dari tugas akhir ini adalah membuat obyek 3D sepeda yang memiliki perilaku tertentu yang nantinya akan ditempatkan di jalur sepeda baru di lingkungan UI yang dibuat terpisah dengan tugas akhir ini. Secara terpisah juga nantinya akan digunakan kacamata 3D nirkabel E-Dimensional untuk PC sebagai alat streoskopik untuk membantu melihat aplikasinya secara lebih nyata 3D. Dalam proses ini, sepeda akan bergerak dan berinteraksi dengan lingkungan sekitarnya seperti pada jalur jalannya, pohon-pohon disekelilingnya, dan sebagainya. Aplikasi ini kemudian diuji coba oleh pemakai yang menjadi penguji penelitian.
Hal-hal yang menjadi topik pengujian adalah pengetahuan penguji tentang bahasa pemograman yang digunakan dan didapatkan nilai rata-rata 2,07 dari skala 1-4 yang artinya level pengenalan terhadap aplikasi yang digunakan masih rendah. Hasil kondisi obyek secara umum bernilai rata-rata 3,49 dari skala 1-4, yang diartikan kondisi obyek sudah baik. Tanggapan penguji bahwa virtual reality dapat meniru dunia nyata juga baik dengan rata-rata 3,2 dari skala 1-4. Pengembangan proyek ini di masa mendatang mendapat dukungan positif dari semua penguji dengan nilai rata-rata 4 dari skala 1-4.

Nowadays, 3D computer technology grows rapidly and provides alternatives for 3D application lovers with various 3D software to support their imaginations come true. The real elements in a simulation will be actualized with the graphics that imitate the real world such as the object movement, camera perceptions, and object collision handling to other things like wall, tree, or buildings. In addition, it support user to interact with the application and easily control object in this virtual world. The software used in this final project is 3D GameStudio, one of the authoring systems that will not only support the creation of 3D game but also to make a virtual reality.
The main purpose in this project is to create 3D bicycle object that have some behaviors. This object will be placed in the new UI bicycle virtual track which has been prepared separately out of this project. Finally, as a separated process too, the application will be viewed using E-Dimensional 3D wireless glasses for PC, in order to see it more real 3D. In this process, the bike will move and interact with the environment. Subsequently, this application will be tested by the project testers.
The focus evaluation consist of the software used in this project, general object condition, user's respond to virtual reality and the development for the future. The average result is 2.07 from the range 1-4 for the first category, it means the level of language knowledge is still low. The general object condition is having good response and the average is about 3.49 from the range 1-4. The virtual reality category is about 3.2 and it means the testers agree that virtual reality can simulate the real world. The last point about future works is about 4 from the range 1-4, it means all testers support the future development for this project.
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Depok: Fakultas Teknik Universitas Indonesia, 2008
S48408
UI - Skripsi Open  Universitas Indonesia Library
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Muhammad Oktoluqman Fakhrianto
"Era globalisasi dapat ditandai dengan perkembangan teknologi yang bergerak sangat cepat. Salah satu bidang yang perlu dikembangkan adalah teknologi informasi kesehatan. Klinik Gigi 3D merupakan klinik gigi yang berada di Depok dan melayani pemeriksaan, perawatan, dan pengobatan gigi. Saat penulisan penelitian ini, Klinik Gigi 3D masih menggunakan manajemen sistem informasi manual dalam pelayanannya. Penelitian ini bertujuan untuk menghasilkan desain prototipe aplikasi Klinik Gigi 3D dengan menggunakan metode User-Centered Design agar memenuhi kebutuhan penggunanya. Masalah-masalah yang ditemukan di Klinik Gigi 3D antara lain kesalahan penjadwalan antrian pasien, kehilangan rekam medis, lambat mencari rekam medis, kesulitan membaca tulisan tangan, dan kesalahan penulisan laporan. Untuk mengatasi masalah-masalah tersebut, penelitian ini mengembangkan fitur pendaftaran pasien, fitur rekam medis elektronik, fitur pembayaran, dan fitur pembuatan laporan. Penelitian ini menghasilkan desain prototipe aplikasi mobile yang menerapkan Shneiderman's Eight Golden Rules. Hasil desain prototipe dievaluasi menggunakan usability testing dan System Usability Scale (SUS). Rata-rata nilai SUS yang didapat adalah 83,68 dan tergolong Grade A serta Acceptable. Diharapkan penelitian ini dapat meningkatkan wawasan dan pengetahuan pembaca terkait kebutuhan sistem informasi manajemen klinik gigi serta memberikan acuan dalam perancangan aplikasi sistem informasi manajemen klinik gigi yang lebih efektif.

The globalization era can be characterized by technological developments that advances quickly. One of the areas that needs to be developed is health information technology. Klinik Gigi 3D is a dental clinic located in Depok and serves dental examinations, treatments, and dental care. At the time of writing, Klinik Gigi 3D uses manual information system management in its service. This research aims to produce a design prototype for Klinik Gigi 3D application by using User-Centered Design method to accommodate the needs of its users. The problems found in Klinik Gigi 3D included patient queue scheduling errors, losing medical records, slow lookup for medical records, hard to read handwriting, and writing report errors. To overcome these problems, this research develops a patient registration feature, an electronic medical record feature, a payment feature, and a reporting feature. This research produced a mobile application design prototype based on Shneiderman's Eight Golden Rules. The design prototype is then evaluated using usability testing and the System Usability Scale (SUS). The average SUS score obtained is 83.68 which is classified as Grade A and Acceptable. This research hoped to increase the reader's insight and knowledge regarding the requirements of a dental clinic management system and provide a reference for designing more effective dental clinic management system applications."
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2023
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UI - Skripsi Membership  Universitas Indonesia Library
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Alberta Dwisari Widya P.
"Tesis ini membahas mengenai perbandingan ekuitas merek iPad dan Galaxy Tab berdasarkan sumber-sumer ekuitas merek, yaitu kesadaran merek dan asosiasi merek yang berhubungan dengan produk dan non-produk, serta tingkat loyalitas konsumen terhadap merek yang digunakan. Penelitian eksploratori ini menggunakan metode kualitatif dengan mengadopsi langkah-langkah wawancara ZMET (Zaltman Metaphor Elicitation Technique) dianalisa dengan menggunakan metode charting context dan menggunakan program ATLAS.ti.6.2. Hasil dari penelitian ini menyarakankan agar iPad dan Galaxy Tab meningkatkan kegiatan pemasaran masing-masing merek untuk membangun ekuitas merek masing-masing produk tersebut.

The focus of this thesis research is to analyze the comparison of brand equity iPad and Galaxy Tab based on the sources of brand equity, brand awareness and brand associations that consist of product related and non-product related, and level of their brand loyalty. The objectives of this research are to explore the sources of brand equity two different tablet PC brands, iPad and Galaxy Tab, and to compare the strengths of each brand?s sources of brand equity. This exploratory study uses qualitative method that refers to the adoption of ZMET (Zaltman Metaphor Elicitation Technique) interview and analyzed by applying context charting as qualitative data analysis method and using qualitative analysis software (ATLAS.ti.6.2). The result of this study suggests each brand to increase their marketing activities in order to build their brand equity."
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2012
T29942
UI - Tesis Open  Universitas Indonesia Library
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Alwina Aurelia
"Tujuan penelitian ini adalah untuk mengetahui faktor-faktor yang mempengaruhi persepsi harga terhadap produk iPad oleh mahasiswa Universitas Indonesia dan faktor mana yang paling berpengaruh. Penelitian ini menggunakan pendekatan kuantitatif. Sampel penelitian ini adalah 100 mahasiswa Universitas Indonesia dengan menggunakan metode non-probability sampling serta teknik purposive. Instrumen penelitian ini menggunakan kuesioner dan di analisis menggunakan uji mean. Hasil penelitian ini menunjukkan bahwa terdapat enam faktor yang membentuk persepsi harga iPad pada mahasiswa Universitas Indonesia.

The objective of this research is to analyze factors which construct consumer price perception to iPad product by University of Indonesia students and want to know the factors the most influence. This research applied quantitative approach. The sample of this research is 100 customers of University of Indonesia students, collected using non probability sampling and purposive sampling This research used questionnaire as research instrument and analyzed using mean test. The result of this research shows there six factors construct iPad product by University of Indonesia Student."
Depok: Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia, 2012
S-Pdf
UI - Skripsi Open  Universitas Indonesia Library
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Gultom, Dicky Atsmar Fuady
"Penelitian ini bertujuan untuk mengetahui variabel yang berpengaruh signifikan dalam kerangka model Brand Engagement Attractiveness dan Status Consumption terhadap Market Mavenism Tendency Penelitian menggunakan desain penelitian eksploratif dan deskriptif yang dilakukan dalam satu kali periode cross sectional design Peneliti menggunakan sampel 150 responden melalui metode nonprobability sampling yakni convenience sampling Metode analisis data yang digunakan adalah uji reliabilitas validitas dan analisis model struktural Lisrel 8 5 digunakan sebagai alat bantu penelitian Hasil penelitian ini menunjukkan bahwa Brand engagement attractiveness memiliki pengaruh positif terhadap Market mavenism Terdapat pula hubungan yang positif antara market mavenism terhadap Mobile phone involvement dan clothing involvement.

The purpose of this research is understanding the variables that are significantly influencing The Market Mavenism Tendency This research use exploratory and descriptive design research conducted one time in one period cross sectional design Researcher uses sample of 150 respondents using non probability sampling method focus on convenience sampling Data Analysis methods used are reliability test validity and this research show that Brand Engagement and Attractiveness significantly influencing Market Mavenism Tendency but not Status Consumption The Market Mavenism Tendency significantly influencing product category involvement such as mobile phone involvement and clothing involvement."
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2013
S45846
UI - Skripsi Membership  Universitas Indonesia Library
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Hafizh Salam
"PRICES-IDE digunakan dalam pengembangan perangkat lunak berbasis SPLE (Software Product Line Engineering), dengan WinVMJ Composer sebagai plugin untuk menghasilkan backend dan Payment Gateway sebagai salah satu product line yang mengimplementasikan multilevel delta. Pembentukan produk yang mengimplementasikan multilevel delta masih dilakukan secara manual. WinVMJ Composer juga belum dapat berjalan pada sistem operasi MacOS yang merupakan sistem operasi terbanyak kedua yang digunakan oleh pengembang. Penelitian ini bertujuan sebagai solusi atas permasalahan tersebut. Implementasi multilevel delta dilakukan dengan melakukan refaktor pada struktur folder produk Payment Gateway dan modifikasi penerapan code generation pada WinVMJ Composer. Porting plugin WinVMJ Composer ke MacOS dilakukan dengan mengubah template scripts yang digunakan untuk menjalankan dan melakukan deploy program agar sesuai dengan sintaks Shell Script. Penelitian ini berhasil mengimplementasikan multilevel delta pada produk Payment Gateway dan WinVMJ Composer, dengan kekurangan berupa belum dapat dilakukan pengecualian model pada endpoints binding dalam product class. Porting WinVMJ Composer ke MacOS juga berhasil dilakukan, ditemukan bahwa aplikasi juga dapat berjalan pada platform Linux. Proses pembentukan serta deploy produk dapat berjalan dengan baik pada platform Windows, Linux, dan MacOS.

PRICES-IDE is used in the development of software based on SPLE (Software Product Line Engineering), with WinVMJ Composer as a plugin to generate the backend and Payment Gateway as one of the product lines that implements multilevel delta. The formation of products that implement multilevel delta is still done manually by the developer. WinVMJ Composer also cannot run on MacOS, which is the second most widely used operating system by developers. This research aims to provide solutions to these problems. The implementation of multilevel delta is done by refactoring the folder structure of the Payment Gateway product and modifying the implementation of code generation in WinVMJ Composer. Porting the WinVMJ Composer plugin to MacOS is done by changing the template scripts used to run and deploy the program to match the Shell Script syntax. This research successfully implements multilevel delta in the Payment Gateway product and WinVMJ Composer, with the drawback that exceptions cannot be made for models in endpoints binding in the product class. Porting WinVMJ Composer to MacOS has also been successfully done and it is also found that the application can run on Linux. The product generation and deployment process can run smoothly on Windows, Linux, and MacOS."
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2024
S-Pdf
UI - Skripsi Membership  Universitas Indonesia Library
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Hugeng
"3D sound is a new trend in various media, such as movies, video games, and musicals. Interpolated head-related transfer functions (HRTFs) are a key factor in its production, due to real-time system limitations in storing measured HRTFs. In addition, the interpolation of HRTFs can reduce the need to measure a large amount of HRTFs and the associated effort. In this research, we used the PKU-IOA HRTF Database and covered three interpolation techniques, namely bilinear rectangular, bilinear triangular, and tetrahedral. Bilinear interpolations can be used to compute weights in interpolating measured HRTFs in a linear fashion, with respect to azimuth and elevation angles. Such interpolations have been proposed for three measurement points that form a triangle or for four measurement points that form a rectangle, surrounding the HRTF at a desired point. These geometrical approaches compute weights from a distance of the desired point from each measurement point. Tetrahedral interpolation, meanwhile, is a technique for HRTF measurements in 3D (i.e. azimuth, elevation, and distance) using barycentric weights. Based on our experiments, 3D tetrahedral interpolation results in the best average mean square error (MSE) of 3.72% for minimum phase head related impulse responses (HRIRs) and best average spectral distortion (SD) of 2.79 dB for magnitude HRTFs, compared to 2D bilinear interpolations (i.e. rectangular and triangular interpolation). Regarding the latter, bilinear rectangular interpolation generally performs better than the triangular variety. Additionally, the use of minimum phase HRIRs as input data results in more optimal interpolated data than magnitude HRTFs. We therefore propose an optimal framework for obtaining estimated HRIRs by interpolating minimum phase HRIRs using tetrahedral interpolation. Such HRIRs have been simulated to produce virtual 3D moving sound in a horizontal plane with a difference of 2.5o of azimuth angle. The simulated moving sound that is heard moves naturally in a clockwise direction from an azimuth angle of 0o to 360o."
Depok: Faculty of Engineering, Universitas Indonesia, 2017
UI-IJTECH 8:1 (2017)
Artikel Jurnal  Universitas Indonesia Library
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Hugeng
"3D sound is a new trend in various media, such as movies, video games, and musicals. Interpolated head-related transfer functions (HRTFs) are a key factor in its production, due
to real-time system limitations in storing measured HRTFs. In addition, the
interpolation of HRTFs can reduce the need to measure a large amount of HRTFs and
the associated effort. In this research, we used the PKU-IOA HRTF Database and
covered three interpolation techniques, namely bilinear rectangular, bilinear
triangular, and tetrahedral. Bilinear interpolations can be used to compute
weights in interpolating measured HRTFs in a linear fashion, with respect to
azimuth and elevation angles. Such interpolations have been proposed for three
measurement points that form a triangle or for four measurement points that
form a rectangle, surrounding the HRTF at a desired point. These geometrical
approaches compute weights from a distance of the desired point from each
measurement point. Tetrahedral interpolation, meanwhile, is a technique for
HRTF measurements in 3D (i.e. azimuth, elevation, and distance) using barycentric weights. Based on our experiments, 3D tetrahedral
interpolation results in the best average mean square error (MSE) of 3.72% for minimum phase head related impulse responses (HRIRs) and best average spectral distortion (SD) of
2.79 dB for magnitude HRTFs, compared to 2D bilinear interpolations (i.e.
rectangular and triangular interpolation). Regarding the latter, bilinear
rectangular interpolation generally performs better than the triangular
variety. Additionally, the use of minimum phase HRIRs as input data results in
more optimal interpolated data than magnitude HRTFs. We therefore propose an
optimal framework for obtaining estimated HRIRs by interpolating minimum phase
HRIRs using tetrahedral interpolation. Such HRIRs have been simulated to
produce virtual 3D moving sound in a horizontal plane with a difference of 2.5o
of azimuth angle. The simulated moving sound that is heard moves naturally in a
clockwise direction from an azimuth angle of 0o to 360o."
2017
J-Pdf
Artikel Jurnal  Universitas Indonesia Library
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Andy Triwinarko
"DoDWAN (Document Dissemination in Wireless Ad hoc Networks) is the middle ware platform created by CASA group of the VALORIA laboratory, that support the model of communication known as "opportunistic content based" in a discontinuous mobile ad hoc networks. This platform was developed using JAVA, known for its portability features, and runs in the Linux system. The first objective of this internship is for studying and implementing the possibilities of porting DoDWAN in the Windows environment. And the second objective is for adding the feature of cryptography which can later be used to add security features to DoDWAN.

DoDWAN (Document Dissémination in Wireless Ad hoc Network) est une plateforme intergicielle qui a été créé par l?équipe CASA du laboratoire VALORIA, qui permet de supporter le modèle de communication dit "opportuniste basé contenus" dans un réseau mobile ad hoc discontinu. Cette plate forme a été développée en JAVA pour sa caractéristique de portabilité, et fonctionne sur le système Linux. Le premier objectif de ce stage est d'étudier et de mettre en oeuvre les possibilités de portage de la plate-forme intergicielle DoDWAN sur le système Windows. Le deuxième objectif est d'ajouter la fonctionnalité de chiffrement qui peut ensuite être utilisé pour ajouter des fonctionnalités de sécurité sur cette plate-forme."
Depok: Fakultas Teknik Universitas Indonesia, 2011
T29582
UI - Tesis Open  Universitas Indonesia Library
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