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Ditemukan 4479 dokumen yang sesuai dengan query
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Davison, Andrew, 1962-
New York: McGraw-Hill, 2012
794.8 DAV k
Buku Teks SO  Universitas Indonesia Library
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Webb, Jarrett
"Beginning kinect programming with the Microsoft Kinect SDK also provides building blocks and ideas for mashing up the Kinect with other technologies to create art, interactive games, 3D models and enhanced office automation. You'll learn the fundamental code basic to almost all Kinect applications. You'll learn to integrate that code with other tools and manipulate data to create amazing Kinect applications. Beginning Kinect Programming with the Microsoft Kinect SDK is your gateway into the exciting world of three-dimensional, real-time computer interaction. Helps you create a proper development environment for Kinect applications. Covers the basics of three-dimensional vision, skeleton tracking, gesture recognition, and audio. Provides fun examples that keep you engaged and learning."
New York: Springer Science, 2012
e20425500
eBooks  Universitas Indonesia Library
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Kramer, Jeff
"Hacking the Kinect is the technogeek’s guide to developing software and creating projects involving the groundbreaking volumetric sensor known as the Microsoft Kinect. Microsoft’s release of the Kinect in the fall of 2010 startled the technology world by providing a low-cost sensor that can detect and track body movement in three-dimensional space. The Kinect set new records for the fastest-selling gadget of all time. It has been adopted worldwide by hobbyists, robotics enthusiasts, artists, and even some entrepreneurs hoping to build business around the technology.
Hacking the Kinect introduces you to programming for the Kinect. You’ll learn to set up a software environment, stream data from the Kinect, and write code to interpret that data. The progression of hands-on projects in the book leads you even deeper into an understanding of how the device functions and how you can apply it to create fun and educational projects. Who knows? You might even come up with a business idea. Provides an excellent source of fun and educational projects for a tech-savvy parent to pursue with a son or daughter. Leads you progressively from making your very first connection to the Kinect through mastery of its full feature set. Shows how to interpret the Kinect data stream in order to drive your own software and hardware applications, including robotics applications"
New York: Springer, 2012
e20425519
eBooks  Universitas Indonesia Library
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Dal Mutto, Carlo
"Time-of-flight Cameras and microsoft kinect™ closely examines the technology and general characteristics of time-of-flight range cameras, and outlines the best methods for maximizing the data captured by these devices. This book also analyzes the calibration issues that some end-users may face when using these type of cameras for research, and suggests methods for improving the real-time 3D reconstruction of dynamic and static scenes.
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New York: [, Springer], 2012
e20398930
eBooks  Universitas Indonesia Library
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Melgar, Enrique Ramos
"The authors of Arduino and kinect projects will show you how to create 10 amazing, creative projects, from simple to complex. You'll also find out how to incorporate Processing in your project design, a language very similar to the Arduino language. The ten projects are carefully designed to build on your skills at every step. Starting with the Arduino and kinect equivalent of "Hello, World," the authors will take you through a diverse range of projects that showcase the huge range of possibilities that open up when Kinect and arduino are combined.
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New York: Springer, 2012
e20425437
eBooks  Universitas Indonesia Library
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Urwah Syadid Robby Rodiyah
2012
LP-pdf
UI - Laporan Penelitian  Universitas Indonesia Library
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Burhan Izzudin
"
ABSTRAK
Evolusi interaksi manusia dengan mesin sudah dimulai sejak beberapa dekade yang lalu. Antarmuka pengguna User Interface, UI manusia dengan mesin selalu berkembang ke arah yang memudahkan penggunanya. Bermula dari Command Line Interfaces atau CLI Antarmuka Perintah Baris , kemudian berkembang ke arah Graphical User Interfaces atau GUI Antarmuka Grafik, gambar yang saat ini lumrah kita gunakan, hingga UI yang akan mudah dikenali oleh pengguna yang awam, yakni Natural User Interfaces atau NUI Antarmuka Natural . Dua jenis NUI yang banyak digunakan adalah gestur tubuh dan suara. Penelitian ini melaporkan pengembangan sistem kendali gerak quadcopter berbasis gestur tubuh dengan menggunakan sensor gerak Kinect. Kinect yang merupakan perangkat dengan kamera dan proyektor inframerah mampu mendeteksi pergerakan tubuh manusia dan menerjemahkannya ke dalam skeleton, yakni titik-titik sendi tubuh yang dihubungkan oleh garis. Sepuluh titik sendi ini kemudian dijadikan parameter dalam algoritma sistem kendali. Kombinasi dua hingga tiga titik sendi digunakan untuk mengendalikan satu gerakan dasar. Gerakan quadcopter yang dirancang meliputi tujuh gerakan dasar serta serangkaian perintah tugas terbang Task Command quadcopter. Masing-masing perintah terbang memiliki sebuah gestur yang diwakili 2-3 titik sendi yang ditetapkan sebagai input perintah gerak. Setiap gestur yang telah ditetapkan memiliki parameter tertentu. Ketika parameter tersebut terpenuhi, maka perintah terbang akan dikirim kepada quadcopter, dan perintah tersebut dianggap sebagai input kendali. Penelitian ini juga melaporkan tingkat keberhasilan masing-masing perintah gerak dasar, yang mana tingkat keberhasilan dari ketujuh gerak dasar tadi bervariasi antara 80,8 hingga 96,0.

ABSTRAK
Human Machine interaction evolution has started a few decades ago. Human Machine user interface has been developed to be an easy tool to use by the user. Begins from Command Line Interface CLI to Graphical User Interface or GUI, which is very common to use and latest, the User Interface which will be easily recognizable for common user called Natural User Interface NUI . The two most widely used types of NUIs are body gesture and sound. This research reports a developed system of Quadcopter control system based on body gesture using Kinect motion sensor. Kinect is a device with camera and infra red projector that can detect human body movement and translate it to skeleton, i.e. joint points of the body connected by lines. This ten joint points become parameter in control system algorithm. Combination of two or three is used to controlling one basic movement. The designed Quadcopter movement consists of 7 basic movement and series of task commands of Quadcopter. Each flying command has a specified gesture represented by two or three joint point which set as an input of a command movement. Each gesture that has been set has specified parameter. When it fulfilled, the a flying command will be sent to the Quadcopter, and that command is considered as control input. This study also reports success rates of each basic movement, which from the seven basic movement is varied from 80,8 until 96,0 . "
2017
S-Pdf
UI - Skripsi Membership  Universitas Indonesia Library
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Adhelia Irawan
"Seni tari pada umumnya dilakukan oleh manusia dan diturunkan ke generasi muda sebagai bentuk pelestarian tarian tersebut. Sebagai bentuk lain dari pelestarian seni tari digunakanlah Robot Humanoid. Robot akan akan melakukan pembelajaran gerakan manusia (imitation learning) melalui kemera Microsoft Kinect, yang dapat menangkap gerakan manusia (motion capture). Gerakan tersebut juga dikompensasi untuk penyeimbangan robot dengan metode Zero Moment Point (ZMP). Sistem ini dilakukan dengan framework dari Robot Operating System (ROS) dan berhasil melakukan imitation learning dengan rate 5Hz pada pengiriman data ke joint robot serta waktu sampling sekitar 10Hz.

The art of dance is generally performed by humans and handed down to the younger generation as a way to preserve the dance. As another form of preservation is used Humanoid Robot. The Robot will be imitation learning of human movement through the Microsoft Kinect camera, which can capture human motion (motion capture). The movement is also compensated for balancing robot with Zero Moment Point (ZMP) method. This system is done with the framework of the Robot Operating System (ROS) and managed to imitation learning with rate 5Hz for sending data and the sampling time 10Hz."
Depok: Fakultas Teknik Universitas Indonesia, 2016
S65292
UI - Skripsi Membership  Universitas Indonesia Library
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P. Jimmy Wibowo
"Akhir-akhir ini mulai banyak orang yang membuat alat atau program dimana Gait Analysis menjadi subjek perhatian dimana setiap orang diukur cara berjalannya. Gait merupakan cara berjalan seseorang dan dapat diukur melalui percobaan eksperimental. Tetapi tentunya percobaan eksperimental ini mempunyai beberapa kekurangan seperti pengoperasiannya yang mahal serta prosesnya harus dilakukan di lab-lab dimana tidak semua orang mempunyai akses untuk sensor tersebut. Untuk mengatasi masalah ini maka dilakukan pengetesan alat yang mudah dijangkau oleh masyarakat serta dapat digunakan di rumah tangga. Dengan dilakukannya penelitian ini diharapkan Kinect dapat digunakan sebagai alat Gait Analysis. Hasil dari penelitian ini membuktikan bahwa Kinect cukup mampu dalam mendeteksi gait pada tiap subjek.

Lately, many people are beginning to build tools or programs where Gait Analysis is the subject of attention where everyone is measured in the way the subject walks. Gait is a way of walking and can be measured through experimental experiments. But, of course this experimental setup has some drawbacks like its expensive operation and the process should be done in labs where not everyone has access to the sensor. To overcome this problem then there will be the need of the testing tools that are easily accessible by the community and can be used in the household. By doing this research is expected Kinect can be used as Gait Analysis tool. The results of this study prove that Kinect is quite capable in detecting gait on each subject."
Depok: Fakultas Teknik Universitas Indonesia, 2017
S69219
UI - Skripsi Membership  Universitas Indonesia Library
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Purba, Tony
"Animasi merupakan proses memberikan gambaran bergerak kepada sesuatu objek dua atau tiga dimensi yang statik agar terlihat hidup. Proses animasi tiga dimensi sendiri merupakan suatu prosesnya yang umumnya terdiri dari empat tahapan yaitu modeling, animating, texturing, dan rendering. Pada ke empat tahapan tersebut proses animating merupakan proses yang membutuhkan waktu terlama dalam pengerjaan dan pembuatannya. Dalam pembuatan proses animating terdapat dua teknik yang umumnya dipergunakan yaitu Keyframing dan Motion Capture. Masing-masing teknik tersebut mempunyai kelebihan dan kekurangan masing-masing, sehingga pada penelitian ini diusulkan penerapan gabungan kedua metode di dalam proses animating agar menghasilkan kualitas animasi yang lebih baik yang dapat diukur melalui tingkat akurasi error MSE (Mean Square Error). Penerapan teknik motion capture menggunakan sensor kinect, sedangkan pada teknik keyframing menerapkan tiga buah teknik yaitu Sample-and-hold, Linear, dan Beizer
.....Animation is a process giving a motion to a two or three-dimension object that is static in order to animate or mimicing live being. The process of animation itself consist of four stages which are modelling, animating, texturing, and rendering. On those stages the animating stage is the hardest and longest proces on the making. In animating process, there are two commonly techniques used which are Keyframing and Motion Capture. Each of the techniques has it own pros and cons, so in this study a combination of Keyframing and Motion Capture technique is proposed on the animating process in order to achive a better animation quality that can be measured by MSE (Mean Squared Error) accuracy. Implementation of motion capture technique uses kinect senor, meanwhile Keyframing technique uses Sample-and-Hold, Linear, and Beizer technique"
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2016
T-pdf
UI - Tesis Membership  Universitas Indonesia Library
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