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Ditemukan 171424 dokumen yang sesuai dengan query
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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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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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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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Grafiaramagda Chairunisa
"Penggunaan teknologi augmented reality saat ini sudah merambah pada mobile application, khususnya untuk perangkat smartphone seperti Android. Salah satu jenis aplikasi augmented reality yang telah diimplementasikan pada perangkat Android adalah aplikasi berbasis lokasi (location-based). Penelitian dilakukan dengan mendesain dan membangun aplikasi augmented reality berbasis lokasi pada perangkat smartphone dengan platform Android. Aplikasi ini menunjukkan informasi lokasi sekitar Fakultas Teknik Universitas Indonesia. Pada skripsi ini digunakan metode Software Design Life Cycle dimana terdapat system requirement, system and software design, implementation dan testing. Rancang bangun dilakukan menggunakan Wikitude SDK 1.1.1. Berdasarkan hasil pengujian didapatkan bahwa aplikasi telah berhasil menampilkan objek di 10 lokasi dan telah dapat melakukan fungsi update lokasi dengan baik. Berdasarkan usability testing didapatkan hasil 4 dalam skala 5 yang berarti aplikasi dianggap baik oleh para responden.

Nowadays, augmented reality technology already extended to mobile applications, especially for smartphone devices such as Android. One type of augmented reality applications that interest many people now is location-based applications. This research designed and builds a location-based augmented reality application on Android platform. This application shows information about Faculty of Engineering. Software Design Life Cycle method is used, that including system requirements, system and software design, implementation and testing. The application is made using Wikitude SDK 1.1.1. Based on system testing, the application was successfully in displaying and updating objects in 10 locations properly. Based on the usability testing, the result is 4 in a scale of 5, which means user perceptions of the application is good."
Depok: Fakultas Teknik Universitas Indonesia, 2013
S45228
UI - Skripsi Membership  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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Buick, Joanna
Cambride: Icon Books, 1995
003.5 BUI c
Buku Teks SO  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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Arya Senna Abdul Rachman
"Seiring meningkatnya penggunaan CAD/CAM dan kemajuan pesat Virtual Reality dalam sistem manufaktur maka proses perencanaan assembly (perakitan) bisa dilakukan dalam Dunia Virtual tanpa memerlukan bentuk fisik dari material maupun proses. Karya tulis ini membahas perancangan dan pengembangan sebuah sistem Data Glove yang membaca perpindahan tangan dan lentingan jari menggunakan sensor Inertial Measurement Unit (IMU) dan sensor flex. Microcontroller dan program komputer antarmuka Application Programming Interface (API) kemudian mentranslasikan bacaan sensor menjadi kontrol rotasi, translasi dan zoom di dalam program CAD 3D (Autodesk Inventor). Pengujian kinerja mendemonstrasikan Motion Glove memungkinkan penggunanya untuk melakukan manipulasi objek dalam proses Virtual Assembly secara optimal dan intuitif.

With the increasing use of CAD/CAM and virtual reality in manufacturing system, the assembling process planning can now be done virtually. This paper discusses the design and development of a data glove system, which capture the hand motion and finger flex (respectively using Inertial Measurement Unit (IMU) and flex sensors) connected to microcontroller (a “Motion Glove”). API program then interprets the sensors readings into object rotation, translation and zoom control in a 3D CAD program (Autodesk Inventor). Performance test demonstrates motion glove allows more immersion into virtual reality and consequently more intuitive experience of manipulating objects in virtual assembling process."
Depok: Fakultas Teknik Universitas Indonesia, 2014
S55359
UI - Skripsi Membership  Universitas Indonesia Library
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"Immersive multimodal interactive presence presents advanced interdisciplinary approaches that connect psychophysical and behavioral haptics research with advances in haptic technology and haptic rendering.
It delivers a summary of the results achieved in the IMMERSENCE European project and includes selected chapters by international researchers. Organized into two parts : I. Psychophysical and behavioral basis and II. Technology and rendering, it is an excellent example of interdisciplinary research directed towards the advancement of multimodal immersive virtual environments with particular focus on haptic interaction.
The twelve chapters of the book are grouped around three different scenarios representing different types of interactions in virtual environments: Person-Object (PO), Person-Object-Person (POP) and Person-Person (PP) interaction. Recent results of psychophysical and behavioral studies are reported along with new technological developments for haptic displays and novel haptic rendering techniques."
London: Springer, 2012
e20407721
eBooks  Universitas Indonesia Library
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