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Aplikasi Virtual Zoo berbasis Virtual Reality Menggunakan Google Cardboard Tugas Akhir Diajukan Untuk Memenuhi Persyaratan Guna Meraih Gelar Sarjana Strata 1 Teknik Informatika Universitas Muhammadiyah Malang Reza Pahlevi Aditia Saputra 201110370311020 JURUSAN TEKNIK INFORMATIKA FAKULTAS TEKNIK UNIVERSITAS MUHAMMADIYAH MALANG 2014/2015

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Page 1: Tugas Akhir - eprints.umm.ac.ideprints.umm.ac.id/36120/1/jiptummpp-gdl-rezapahlev-48548-1-pendahul-n.pdf · Aplikasi Virtual Zoo berbasis Virtual Reality Menggunakan Google Cardboard

Aplikasi Virtual Zoo berbasis Virtual Reality Menggunakan Google

Cardboard

Tugas Akhir

Diajukan Untuk Memenuhi

Persyaratan Guna Meraih Gelar Sarjana Strata 1

Teknik Informatika Universitas Muhammadiyah Malang

Reza Pahlevi Aditia Saputra

201110370311020

JURUSAN TEKNIK INFORMATIKA

FAKULTAS TEKNIK

UNIVERSITAS MUHAMMADIYAH MALANG

2014/2015

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Page 3: Tugas Akhir - eprints.umm.ac.ideprints.umm.ac.id/36120/1/jiptummpp-gdl-rezapahlev-48548-1-pendahul-n.pdf · Aplikasi Virtual Zoo berbasis Virtual Reality Menggunakan Google Cardboard

KATA PENGANTAR

Bismillahirrahmanirrahim

Assalamualaikum warahmatullah wabarakatuh

Segala puji syukur kehadirat allah SWT atas limpahan rahmat yang telah diberikan sehingga

penulis dapat menyelesaikan Tugas Akhir yang berjudul “Aplikasi Virtual Zoo berbasis

Virtual Reality Menggunakan Google Cardboard”.

Penulis menyadari sepenuhnya bahwa Tugas Akhir ini masih banyak kekurangan. Oleh

karena itu, penulis mengharapkan kritik dan saran yang membangun agar Tugas Akhir ini

bermanfaat bagi semua pihak.

Akhir kata penulis mengucapkan banyak terima kasih kepada semua pihak yang membantu

sehingga Tugas Akhir ini dapat terselesaikan.

Wassalamu’alaikum warahmatullah wabarakatuh

Malang, Januari 2017

Penulis,

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DAFTAR ISI

LEMBAR PERSETUJUAN .......................................................................... ii

LEMBAR PENGESAHAN .......................................................................... iii

LEMBAR PERNYATAAN .......................................................................... iv

LEMBAR PERSEMBAHAN ........................................................................ v

ABSTRAK ..................................................................................................... vi

KATA PENGANTAR .................................................................................. vii

DAFTAR ISI................................................................................................ viii

DAFTAR GAMBAR ..................................................................................... xi

DAFTAR TABEL ....................................................................................... xiii

BAB I PENDAHULUAN ............................................................................... 1

1.1. Latar Belakang ..................................................................................... 1

1.2. Rumusan Masalah ................................................................................ 2

1.3. Tujuan Penelitian ................................................................................. 2

1.4. Batasan Masalah .................................................................................. 2

1.5. Metodologi ........................................................................................... 2

a. Metode Studi Pustaka ....................................................................... 2

b.Metode Pengembangan Perangkat Lunak ......................................... 2

1. Analisa Kebutuhan Sistem ........................................................... 3

2. Perancangan Sistem ...................................................................... 3

3. Implementasi Sistem .................................................................... 3

4. Pengujian Sistem .......................................................................... 3

1.6. Sistematika Penulisan .......................................................................... 3

BAB II LANDASAN TEORI ........................................................................ 5

2.1.Virtual Reality ...................................................................................... 5

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2.1.1. Virtual Tour ............................................................................... 6

2.2. Google Cardboard ............................................................................... 8

2.2.1.Sensor Gyroscope ....................................................................... 9

2.2.2.Cardboard SDK ........................................................................... 9

2.3. Joystick Controller ............................................................................ 10

2.4. Kebun Binatang ................................................................................ 10

2.5. Android ............................................................................................. 10

2.6. Software Grafis Komputer ................................................................ 11

2.6.1. Unity 3D ................................................................................... 11

2.6.2. Blender ..................................................................................... 12

2.7.Perilaku Hewan .................................................................................. 13

2.8.1. Perilaku Gajah .......................................................................... 13

2.8.2. Perilaku Badak ......................................................................... 14

2.8.3. Perilaku Rusa ........................................................................... 14

2.9. Finite State Machine ......................................................................... 15

2.9.1. Naïve Approach ....................................................................... 16

2.9.2. State Transition Table .............................................................. 16

2.9.3 Embedded Rules ....................................................................... 17

BAB III ANALISA DAN PERANCANGAN SISTEM............................. 19

3.1.Analisa Sistem ................................................................................... 19

3.1.1. Analisa Masalah ....................................................................... 19

3.1.2. Analisa Hardware ..................................................................... 19

3.1.3. AnalisaKebutuhan Software..................................................... 19

3.1.4. Kebutuhan Fungsional ............................................................. 20

3.1.5. Kebutuhan Non-Fungsional ..................................................... 20

3.1.6. Deskripsi Sistem ....................................................................... 20

3.2. Perancangan Sistem .......................................................................... 21

3.2.1. Embedded Rules FSM ............................................................. 21

3.2.2. Desain Interface Program ........................................................ 22

3.2.3. Perancangan Model Objek ....................................................... 23

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1. Badak ..................................................................................... 24

2. Gajah ...................................................................................... 24

3. Rusa ....................................................................................... 24

BAB IV IMPLEMENTASI DAN PENGUJIAN APLIKASI ................... 25

4.1. Implementasi ..................................................................................... 25

4.1.1. Implementasi Cardboard SDK ................................................ 26

4.1.2. Implementasi Script C# ........................................................... 26

4.1.3. Implementasi Pencahayaan dan Deteksi Tumbukan ............... 28

4.1.4. Implementasi Tampilan Antarmuka ........................................ 28

4.2. Pengujian Sistem ............................................................................... 31

4.2.1. Skenario Pengujian ................................................................... 31

4.2.2. Proses Black Box Testing ........................................................ 31

4.2.3. Kesimpulan Pengujian Blackbox ............................................. 33

4.2.4. Data Hasil Kuisioner ................................................................ 33

BAB V KESIMPULAN DAN SARAN ....................................................... 36

5.1.Kesimpulan ........................................................................................ 36

5.2.Saran .................................................................................................. 36

DAFTAR PUSTAKA ................................................................................... 37

BIOGRAFI PENULIS ................................................................................. 39

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DAFTAR GAMBAR

Gambar 2.1 Contoh Dari Google Expeditions ................................................. 6

Gambar 2.2 Gambar VR Forest Animal Adventure ........................................ 7

Gambar 2.3 Contoh Dari Aplikasi Forest Animal Adventure ......................... 7

Gambar 2.4 Tampilan Apabila Menggunakan Google Cardboard .................. 7

Gambar 2.5 Google Cardboard ........................................................................ 8

Gambar 2.6 Joystick Controller ....................................................................... 9

Gambar 2.7 Interface Unity3D ...................................................................... 11

Gambar 2.8 Interface Blender ........................................................................ 12

Gambar 2.9 Gambaran Finite State Machine ................................................. 16

Gambar 210 Gambar Transition Table .......................................................... 16

Gambar 2.11 Monolithic Conditional Statements ......................................... 17

Gambar 2.12 Embedded Rules ...................................................................... 17

Gambar 2.13 Diagram Finite State Machine ................................................. 18

Gambar 3.1 FSM Aplikasi ............................................................................. 21

Gambar 3.2 Map Virtual Zoo......................................................................... 22

Gambar 3.3 Tampilan Menu Utama .............................................................. 22

Gambar 3.4 Tampilan Menu Tutorial ............................................................ 23

Gambar 3.5 Gambar Objek Badak ................................................................. 23

Gambar 3.6 Gambar Objek Gajah ................................................................. 24

Gambar 3.7 Gambar Objek Rusa ................................................................... 24

Gambar 4.1 Proses Import Package cardboard SDK ..................................... 24

Gambar 4.2 change_scene.cs ......................................................................... 26

Gambar 4.3 FPSInput.cs ................................................................................ 27

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Gambar 4.4 PlaySound.cs .............................................................................. 27

Gambar 4.5 Main Menu ................................................................................. 28

Gambar 4.6 Menu Tutorial ............................................................................ 29

Gambar 4.7 Tampilan Objek Gajah ............................................................... 29

Gambar 4.8 Tampilan Objek Badak .............................................................. 29

Gambar 4.9 Tampilan Objek Rusa................................................................. 30

Gambar 4.10 Tampilan Objek Pohon ............................................................ 30

Gambar 4.11 Tampilan Objek Papan Nama .................................................. 30

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DAFTAR TABEL

Tabel 4.1 Spesifikasi Perangkat .................................................................... 25

Tabel 4.2 Rencana Pengujian ........................................................................ 31

Tabel 4.3 Pengujian Menu Utama ................................................................ 32

Tabel 4.4 Pengujian Mulai VR ..................................................................... 32

Tabel 4.5 Pengujian Menu Tutorial .............................................................. 33

Tabel 4.6 Pengujian Menu Exit ..................................................................... 33

Tabel 4.7 Tabel Responden ............................................................................ 34

Table 4.8 Hasil Kuisioner Tentang Aplikasi Virtual Zoo .............................. 35

Table 5.1 Hasil Nilai Pengujian ..................................................................... 36

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[2]. Aldi Nurzahputra. (2015). Expedition program edukasi dengan teknologi google cardboard.

Unnes Semarang

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perpustakaan Universitas Brawijaya. Program studi teknik informatika, program teknologi

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