Visualisasi Objek 3D Menggunakan Interactive Holographic Projection

Hasna, Fernanda Daymara (2020) Visualisasi Objek 3D Menggunakan Interactive Holographic Projection. Undergraduate thesis, Institut Teknologi Sepuluh Nopember.

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Abstract

Kemudahan anak-anak dalam mengakses teknologi dapat memberikan dampak negatif seperti kecanduan, pengaksesan konten yang tidak sesuai, hingga masalah kesehatan fisik dan mental. Agar manfaatnya tetap dapat dirasakan maka konten yang diakses diarahkan pada bidang edukasi, salah satunya tentang perkembangan peradaban manusia yang masih dianggap membosankan untuk dipelajari. Museum sebagai sarana dalam mempelajarinya justru tidak layak untuk dikunjungi, dimana 435 dari museum yang tercatat berada dalam kondisi yang memprihatinkan menurut Direktorat Pelestarian Cagar Budaya dan Permuseuman Kemdikbud. Maka dari itu, dibuatlah sistem interactive holographic projection untuk menyampaikan informasi secara efektif dan interaktif sehinggamenarik untuk dipelajari. Metode yang digunakan yaitu objek museum ditampilkan dalam bentuk hologram dan dapat digerakkan oleh pengguna menggunakan sensor pengindera tangan Leap Motion. Hasil pengujian menunjukkan bahwa gestur tangan tangan dapat memberikan respons yang bersesuaian sebesar 90.71%, dengan 72.00% berhasil diaktifkan menggunakan salahsatu tangan dan 97.50% menggunakan kedua tangan. Hal ini didukung dengan percobaan langsung oleh responden dengan success rate sebesar 87.00%. Berdasarkan kuesioner terhadap 61 responden, 47.50% responden sangat setuju bahwa sistem ini dapat membantu pembelajaran perkembangan peradaban manusia dan 68.9% sangat setuju bahwa sistem ini dapat mendukung perkembangan museum dan pendidikan di Indonesia.
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The ease of accessing technology for children may have negative impacts such as addiction, accessing inappropriate content, to physical and mental health problems. In order to make the benefits could still be felt, the content accessed is directed to the field of education, one of which is the development of human civilization which is still considered boring to study. The museum as a means of learning is actually not worth visiting, where 435 of the recorded museums are in poor condition according to the Directorate for the Preservation of Culture and Museum of the Ministry of Education and Culture. Therefore, an interactive holographic projection system was created to convey information effectively and interactively so that it was interesting to learn. The method used is the museum object displayed in the form of a hologram and can be moved and interacted by the user using the Leap Motion hand sensing sensor. The test results show that hand gestures can provide an appropriate response of 90.71%, with 72.00% successfully activated using one hand and 97.50% using both hands. This is supported by direct experiments by respondents with a success rate of 87.00%. Based on a questionnaire of 61 respondents, 47.50% of respondents strongly agreed that this system could help the learning of the development of human civilization and 68.9% agreed strongly that this system could support the development of museums and education in Indonesia.

Item Type: Thesis (Undergraduate)
Uncontrolled Keywords: Perkembangan peradaban manusia, Hologram, Interactive holographic projection.
Subjects: L Education > LB Theory and practice of education > LB1029.S53 Educational games. Simulation methods
Divisions: Faculty of Intelligent Electrical and Informatics Technology (ELECTICS) > Computer Engineering > 90243-(S1) Undergraduate Thesis
Depositing User: Fernanda Daymara Hasna
Date Deposited: 15 Aug 2020 01:15
Last Modified: 18 May 2023 15:07
URI: http://repository.its.ac.id/id/eprint/78320

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