Sinematografi Kembar Digital Cerdas Berbasis Layout Pencahayaan Lingkungan Virtual Menggunakan Serious Game

Prasetyo, Didit (2026) Sinematografi Kembar Digital Cerdas Berbasis Layout Pencahayaan Lingkungan Virtual Menggunakan Serious Game. Doctoral thesis, Institut Teknologi Sepuluh Nopember.

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Abstract

Penelitian ini menghadirkan Digital Twin Sinematografi Cerdas berbasis serious game untuk mempermudah pra-visualisasi dan pembelajaran tata cahaya di lingkungan virtual. Nilai kebaruan dari studi ini terletak pada cara memadukan empat elemen utama Digital Twin, pencahayaan emosional, klasifikasi bayangan sinematik berbasis Fuzzy Inference System (FIS) Mamdani, serta serious game ke dalam satu kerangka kerja. Digital Twin pada umumnya digunakan di sektor manufaktur atau konstruksi, pendekatan riset ini berfokus pada dinamika pencahayaan sinematik sebagai komponen utama yang bisa disimulasikan dan dievaluasi secara interaktif. Pengujian melalui tiga tahap eksperimen utama. Pertama, evaluasi lingkungan Digital Twin berbasis kerangka 4Rs berhasil memenuhi aspek Representation, Replication, dan Reality. Aspek Relational belum terpenuhi karena sistem belum tersambung ke sensor fisik real-time maupun kontrol otonom dua arah. Kedua, pengujian efek pencahayaan emosional terhadap 162 responden menunjukkan pengaruh yang signifikan melalui analisis ANOVA dengan variasi warna, intensitas, dan waktu. Model regresi mencatatkan nilai R2 = 0,96 sementara pemodelan FIS Mamdani menghasilkan nilai RMSE = 0,048 serta akurasi konsistensi prediksi sebesar pada validasi subset data. Ketiga, pengujian sudut dan intensitas cahaya dilakukan untuk memetakan karakter bayangan ke dalam tiga kategori: Cinematic, Dark, dan Harsh. Analisis Ordinal Logistic Regression menunjukkan sudut berpengaruh sangat signifikan (p < 0,001), intensitas berpengaruh signifikan (p = 0,031), dan Pseudo R² = 0,78. Uji pembelajaran pada 70 partisipan menunjukkan peningkatan kelompok eksperimen dari 60 menjadi 85, lebih tinggi daripada kelompok kontrol dari 58 menjadi 70. Temuan ini menunjukkan kontribusi konseptual, metodologis, dan pedagogis, dengan klaim performa dibatasi pada skenario eksperimen terkontrol. =================================================================================================================================
This research presents an Intelligent Cinematography Digital Twin based on serious games to facilitate pre-visualization and lighting design learning in a virtual environment. The novelty of this study lies in the way it integrates four main elements: Digital Twin, emotional lighting, cinematic shadow classification based on the Mamdani Fuzzy Inference System (FIS), and serious games into a single framework. Digital Twin is generally used in the manufacturing or construction sector, but this research approach focuses on the dynamics of cinematic lighting as the main component that can be simulated and evaluated interactively. Testing thru three main experimental stages. First, the evaluation of the Digital Twin environment based on the 4Rs framework successfully met the aspects of Representation, Replication, and Reality. The Relational aspect has not been met because the system is not yet connected to real-time physical sensors or two-way autonomous control. Second, the testing of the emotional lighting effects on 162 respondents showed a significant influence thru ANOVA analysis with variations in color, intensity, and time. The regression model recorded an R2 value of 0.96, while the Mamdani FIS modeling produced an RMSE value of 0.048 and a prediction consistency accuracy during the validation of the data subset. Third, the testing of angle and light intensity was conducted to map shadow characteristics into three categories: Cinematic, Dark, and Harsh. Ordinal Logistic Regression analysis showed that angle had a very significant effect (p < 0.001), intensity had a significant effect (p = 0.031), and Pseudo R² = 0.78. The learning test with 70 participants showed an increase in the experimental group from 60 to 85, higher than the control group from 58 to 70. These findings demonstrate conceptual, methodological, and pedagogical contributions, with performance claims limited to controlled experimental scenarios.

Item Type: Thesis (Doctoral)
Uncontrolled Keywords: Pencahayaan sinematik, Kembar digital, Pencahayaan emosional, Sudut pencahayaan, dinamis, serius gim VR, Cinematic Lighting, Digital Twin, Emotional Lighting, Lighting Angle Dynamics, VR Serious Game
Subjects: T Technology > T Technology (General) > T385 Visualization--Technique
Divisions: Faculty of Intelligent Electrical and Informatics Technology (ELECTICS) > Electrical Engineering > 20001-(S3) PhD Thesis
Depositing User: Didit Prasetyo
Date Deposited: 30 Jul 2026 07:02
Last Modified: 31 Jul 2026 09:44
URI: http://repository.its.ac.id/id/eprint/139820

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