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Ditemukan 191147 dokumen yang sesuai dengan query
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Radita Tanaya Vidya Hapsari
"Postur kerja yang ergonomis akan mempengaruhi keselamatan, kesehatan dan produktivitas pekerja. Karakteristik pekerjaan membatik tulis berkaitan dengan postur kerja duduk selama lebih dari tujuh jam. Kondisi ini mengakibatkan pekerja berada pada postur kerja yang tidak alamiah dan bersifat statis sehingga beresiko menimbulkan gangguan muskuloskeletal. Penelitian ini mencoba mempelajari rangkaian kerja dan aspek ergonomi yang mempengaruhi postur kerja dalam membatik menggunakan metode simulasi pada virtual environrnment. Penyesuaian dilakukan dengan mendesain kursi dan gawangan yang ergonomis. Penilaian postur kerja dilakukan dengan mengevaluasi Posture Evaluation Index (PEI) yang terdiri dari penilaian LBA, OWAS dan RULA dari pada task analysis toolkit software Jack 6.1.

Ergonomic working posture influence safety, health and productivity for workers. The characteristics of handmade batik work related to sitting posture for more than seven hours. This condition impact the awkward and static posture for workers which cause musculoskeletal disorders. This research tries to study the ergonomic aspect of work sequence which impact the working posture in batik work by using simulation method in virtual environment. The adjusment is created by designing ergonomic chair and gawangan. The evaluation of work posture is conducted by using Posture Evaluation Index (PEI) which integrates the score of LBA, RULA and OWAS by task analysis toolkit function from software Jack 6.1."
Depok: Fakultas Teknik Universitas Indonesia, 2011
S1160
UI - Skripsi Open  Universitas Indonesia Library
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Stefanus Andriano
"Tesis ini membahas proses komunikasi online menuju offline komunitas virtual di Indonesia. Selain proses komunikasi, tesis ini juga membahas konsep 'from cyber to brother' yang terjadi dalam komunitas virtual di Indonesia. Untuk dapat mengetahui proses komunikasi online ke offline dan konsep 'from cyber to brother' yang terjadi dalam komunitas virtual di Indonesia maka digunakan studi etnometodologis dengan pendekatan interpretatif. Hasil penelitian menunjukkan bahwa terdapat dua skema dalam proses komunikasi online menuju offline yaitu skema sirkular (loop) dan spontanitas (linier). Untuk dapat menemukan konsep 'from cyber to brother' dalam komunitas virtual di Indonesia, peneliti menggunakan observasi dan wawancara mendalam terhadap anggota komunitas virtual. Hasil penelitian menunjukkan bahwa terjadi konsep 'from cyber to brother' dalam komunitas virtual di Indonesia.

This thesis discussed the process on online to offline communication virtual community in Indonesia. Other than the process of the communication itself, this thesis also discussed the concept of ?from cyber to brother? which occured on virtual community in Indonesia. In order to found out whether the process of online to offline communication and ?from cyber to brother? concept occured on virtual community in Indonesia, therefore the author used ethnomethodology method with interpretative approach. The result showed that there were two schemes on the process of offline to online community, which were circular scheme (loop) and spontaneous (linear). Other ways to found out the concept of ?from cyber to brother? on virtual community in Indonesia, the author engaged with the members of virtual community in terms of observation and interview. The finding showed that the concept of ?from cyber to brother? was indeed occurred on virtual community in Indonesia."
Depok: Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia, 2015
T44508
UI - Tesis Membership  Universitas Indonesia Library
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Mihelj, Matjaz
"This book covers all topics relevant for the design of haptic interfaces and teleoperation systems. The book provides the basic knowledge required for understanding more complex approaches and more importantly it introduces all issues that must be considered for designing efficient and safe haptic interfaces. Topics covered in this book provide insight into all relevant components of a haptic system.
The reader is guided from understanding the virtual reality concept to the final goal of being able to design haptic interfaces for specific tasks such as nanomanipulation."
Dordrecht: Springer, 2012
e20410780
eBooks  Universitas Indonesia Library
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London: Routledge, 1998
128 VIR
Buku Teks SO  Universitas Indonesia Library
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Kuksa, Iryna
"The use of Virtual worlds (VWs) has increased in the last decade. VWs are used for communication, education, community building, creative arts, and more. A good deal of research has been conducted into learning and VWs, but other areas remain ripe for investigation. Factors from technological platforms to the nature and conventions of the communities that use VWs must be considered, in order to achieve the best possible interaction between virtual spaces and their users. Making sense of space focuses on the background to these issues, describing a range of case studies conducted by the authors. The book investigates the innovative and creative ways designers employ VWs for research, performance-making, and audience engagement. Secondly, it looks into how educators use these spaces to support their teaching practice. Lastly, the book examines the potential of VWs as new methods of communication, and the ways they are changing our perception of reality. This book is structured into four chapters. An introduction provides a history and outline of important themes for VWs, and subsequent chapters consider the design of virtual spaces, experience of virtual spaces, and communication in virtual spaces."
Oxford, UK: Chandos , 2014
e20427179
eBooks  Universitas Indonesia Library
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Khaled, Nassim
"Gives the reader hands on example-base experience for simulating dynamical models in MATLAB®/simulink® and animating them in VRML. More than 150 images describe each step in the model realizations helping readers to understand them visually. Diverse examples and profound problem treatment enable the reader to animate complex dynamical problems m-files, Simulink models, VRML files and jpegs available for download provide full solutions for the end-of-chapter problems Virtual Reality and Animation for MATLAB® and simulink® Users demonstrates the simulation and animation of physical systems using the MATLAB® virtual reality toolbox (virtual models are created in V-realm builder). The book is divided into two parts; the first addresses MATLAB® and the second Simulink®. The presentation is problem-based with each chapter teaching the reader a group of essential principles in the context of a step-by-step solution to a particular issue. Examples of the systems covered include mass-spring-dampers, a crank-slider mechanism and a moving vehicle. "
London: Springer, 2012
e20406439
eBooks  Universitas Indonesia Library
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Luthfi Saiful Arif
"Pendahuluan: Virtual reality (VR) merupakan sebuah teknologi imersif yang dapat dimanfaatkan sebagai media pembelajaran dan evaluasi kemampuan mahasiswa di pendidikan dokter. Penggunaan VR sebagai media pembelajaran juga sesuai dengan berbagai teori pembelajaran seperti teori konstruktivisme dan self-directed learning. Persepsi staf pengajar dan mahasiswa terhadap pemanfaatan VR pada kegiatan belajar mengajar di pendidikan dokter menunjukan hasil yang positif. Namun saat ini masih terdapat keterbatasan jumlah literatur yang membahas konsep pedagogik dan teori pembelajaran terkait pemanfaatan VR. Selain itu belum terdapat kuesioner dan panduan yang dapat mengarahkan institusi pendidikan dokter di Indonesia untuk dapat mengembangkan produk VR. Penelitian ini bertujuan untuk menganalisis kebutuhan penerapan VR pada kurikulum pembelajaran pendidikan dokter di Indonesia
Metode: Penelitian ini menggunakan metode penelitian kualitatif deskriptif. Responden direkrut melalui teknik non-discriminative snowball sampling. Pengumpulan data dilakukan dengan metode semi-structured in-depth interview. Analisis data dilakukan dengan analisis tematik.
Hasil Penelitian: Proses implementasi VR harus terdiri dari beberapa tahap yaitu eksplorasi kebutuhan, pembuatan cetak biru atau blueprint, kolaborasi multidisiplin atau multi center, pemberian pelatihan, menyediakan cerita sukses dan bukti ilmiah, pemberian apresiasi dan diakhiri dengan evaluasi. Aspek kesiapan yang dapat dinilai pada saat eksplorasi kebutuhan berupa sumber daya manusia, kurikulum, sarana dan prasarana, sumber dana, serta regulasi yang berlaku pada institusi pendidikan dokter.
Kesimpulan: Penelitian ini menunjukan bahwa implementasi VR harus melalui tahapan tahapan dimulai dari eksplorasi kebutuhan hingga bevaluasi. Tahap eksplorasi kebutuhan akan memberikan gambaran kesiapan institusi untuk mengimplementasikan VR pada kurikulum pendidikan kedokterannya.

Introduction: Virtual reality (VR) is an immersive technology which can be used as a learning tool for medical students. VR as learning tools include learning theory such as constructivism and self-directed learning theory. Medical teachers and students’ perceptions toward VR implementation in medical curricula were positive. However, limited literature on VR pedagogical and learning theory was available. Questionnaires and guidelines on the ways to implement VR in medical curricula in Indonesia are still not available. This study aimed to analyze the need for VR implementation in medical curricula in Indonesia.
Methods: This was a descriptive qualitative study. Respondents were recruited by a non-discriminative snowball sampling technique. Data collection was done using semi-structured in-depth interviews. Data analysis was done by thematic analysis.
Results: The VR implementation process must consist of several stages, i.e. needs analysis, blueprints formation, multidisciplinary or multi-centre collaboration, training provision, success stories and scientific evidence gathering, appreciation and evaluation. Aspects of readiness that can be assessed during the needs analysis are human resources, curriculum, infrastructure, sources of funds, and regulations. The features needed in VR are three-dimensional view, artificial intelligence, recording, network connection, feedback, and assessment. VR can have both positive (increased interest and concentration, increased clinical knowledge and skills, and shortened learning curve) and negative (high cost and side effects for users) impacts on its users.
Conclusion: This study shows that the implementation of VR must go through stages starting from needs analysis until evaluation. The needs analysis stage will provide an overview of the institutional readiness aspect to implement VR in the medical curriculum.
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Jakarta: Fakultas Kedokteran Universitas Indonesia, 2023
T-pdf
UI - Tesis Membership  Universitas Indonesia Library
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Youngsun CHO
Jakarta: Elex Media Komputindo, 2019
776 YOU w
Buku Teks  Universitas Indonesia Library
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Mecca Yumna Ning Prisie
"Iklan tidak dapat lepas dari hiperrealitas, karena iklan merupakan penggambaran dari realitas sosial dengan simbol dan makna yang sudah diubah sedemikian rupa agar sesuai dengan kebutuhan korporasi. Dengan mengetahui realitas sosial masyarakat, pengiklan seringkali mengeksploitasi masyarakat lewat persuasinya melalui celah berupa kurangnya literasi media masyarakat. Misinterpretasi sering terjadi karena kurangnya kemampuan literasi media. Untuk mengatasi hal ini diperlukan adanya kemampuan literasi media oleh kedua belah pihak. Pengiklan dapat menyampaikan pesan yang dapat membujuk konsumen tanpa harus mengorbankan etika periklanan, dan masyarakat dapat memahami pesan iklan tersebut dengan konteks yang sesuai.

Advertisement is always tied to hyperreality, since advertisement mirrors the social reality within a society, but with its symbols and meanings altered to fit the corporation's needs. By acknowledging the social reality, advertisers often exploit the society through its persuasion, through the gap which is their target's lack of media literacy. Misinterpretation is a common case because of the absence of this skill. As a solution to this, it is important to possess media literacy, be it the advertisers or the people. Advertisers can convey messages without sacrificing the ethics, while the people can comprehend the advertisement's message with the proper context. "
Depok: Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia, 2018
MK-Pdf
UI - Makalah dan Kertas Kerja  Universitas Indonesia Library
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