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ITS » Paper and Presentation » Jaringan Cerdas Multimedia S2
Posted by tondoindra@gmail.com at 23/12/2014 22:04:33  •  1089 Views


SMART OBJECT BERBASIS SEMANTIC CONNECTION

SMART OBJECT BASED ON SEMANTIC CONNECTION

Author :
WIBOWO, IWAN KURNIANTO ( 2211205008 )




ABSTRAK

User interface berperan penting dalam membangun interaksi antara pengguna dengan komputer di dalam suatu permainan. Antarmuka grafis menjadikan perangkat input seperti mouse joystick dan keyboard sebagai kontrol dan perangkat output grafis seperti monitor digunakan untuk merepresentasikan sesuatu secara visual. Mouse joystick dan keyboard adalah sebuah obyek fisik untuk mengontrol obyek digital mengubah informasi fisik ke informasi digital. Tidak ada tindakan intuitif secara fisik yang merepresentasikan aktivitas sesungguhnya. Aktivitas di dalam permainan seperti menusuk terjatuh mendorong atau berdiri tegak hanya dilakukan dengan cara menekan tombol drag atau drop. Pada penelitian ini semantic connection dibangun pada smart object dengan harapan akan memberikan suatu pengalaman permainan baru yang berarti dan mengasah ketrampilan pengguna dengan obyek-obyek yang digunakan melalui suatu permainan. Smart object adalah perangkat dengan sensor display grafik dan komunikasi wirelles. Smart object mampu menafsirkan apa yang terjadi padanya berinteraksi bertukar informasi dan melakukan reaksi. Skenario dalam semantic connection menjadikan obyek dapat saling terhubung sehingga memberikan suatu makna tertentu. Semantic connection yang dibangun pada smart object mempunyai akurasi komunikasi diatas 93 dan tingkat latency maksimal 620 ms. Sejumlah 62 responden mengindikasikan permainan yang didesain menggunakan smart object dapat digunakan sebagai media pembelajaran.


ABSTRACT

The user interface have important role in establishing the interaction between user and computer in a game. The graphical interface makes input devices such as mouse joystick and keyboard as a control and graphical output devices such as monitors to represent something visually. Mouse joystick and keyboard is a physical object to control the digital object change the physical information into digital information. There is no intuitive action represent real activity. Activity in the game such as stabbing falling pushing or standing just done by pressing the button drag or drop. In this study the semantic connection is built on a smart object in hopes of providing a new meaningful game experience and increase skills of user about objects used by a game. Smart objects are devices with sensors displays graphics and communication wirelles. Smart objects are able to interpret what is happening to it interact exchange information and carry out the reaction. Scenario makes the semantic connection object can be interconnected so as to give a particular meaning. Semantic connection that built in smart object have communication accuracy rate above 93 and a maximum latency of 620 ms. Total of 62 of respondents indicated that the game was designed using smart object can be used as a medium of learning.



Keywordssemantic connection; smart object; tangiable user interface
 
Subject:  Internet; websites
Contributor
  1. Mochamad Hariadi, S.T., M.Sc.,PhD.
  2. Christyowidiasmoro, S.T., M.T.
Date Create: 21/12/2013
Type: Text
Format: PDF
Language: Indonesian
Identifier: ITS-paper-22121140006669
Collection ID: 22121140006669
Call Number: RTE 006.678 4 Wib s


Source
Paper And Presentation of Electrical Engineeing RTE 006.678 4 Wib s, 2014

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Copyright @2013 by ITS Library. This publication is protected by copyright and per obtained from the ITS Library prior to any prohibited reproduction, storage in a re transmission in any form or by any means, electronic, mechanical, photocopying, reco For information regarding permission(s), write to ITS Library




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ITS-paper-22121140006669-35042.pdf




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