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Ditemukan 116507 dokumen yang sesuai dengan query
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Ijang Rohman
Yogyakarta: Andi, 1995
005.45 IJA g
Buku Teks SO  Universitas Indonesia Library
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I Gusti Bagus Hadi Widhinugraha
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Bahasa isyarat merupakan suatu tatanan gerakan yang mewakili suatu kosakata pada bahasa tertentu dan memiliki fungsi untuk membantu penyandang tunarungu dalam mengatasi masalah berkomunikasi. Namun tidak semua masyarakat umum menguasai bahasa isyarat. Dari permasalahan tersebut, sistem penerjemah bahasa isyarat diperlukan dalam membantu proses komunikasi penyandang tunarungu. Sistem penerjemah memerlukan sebuah video gerakan bahasa isyarat untuk kemudian dapat dikenali Dalam sebuah video utuh yang berisi satu sequence gerakan kalimat isyarat terdapat dua jenis gerakan yaitu gerakan isyarat (gesture) yang mengandung arti dan gerakan transisi (non gesture). Pada penelitian ini diusulkan metode untuk menngenali gesture dan non gesture pada kalimat SIBI (Sistem Isyarat Bahasa Indonesia) menggunakan Threshold Conditional Random Field (TCRF). Data yang digunakan adalah 2.255 video rekaman gerakan untuk 28 isyarat kalimat pada SIBI yang di peragakan oleh  tiga orang guru dan dua orang murid dari SLB Santi Rama Jakarta. Untuk merepresentasikan data, pada penelitian ini dibandingkan teknik ekstraksi fitur skeleton, image, gabungan (gabungan antara fitur skeleton dan fitur image) dan MobileNetV2. Untuk klasifikasi digunakan metode TCRF dengan variasi nilai threshold dari 1 sampai 4. Berdasarkan hasil eksperimen, masing-masing teknik ekstraksi fitur menghasilkan akurasi terbaik sebesar 72.5% untuk skeleton dengan threshold 2, 70.3% untuk image dengan threshold 2, 68.5% untuk gabungan dengan threshold 2 dan 93.2% untuk MobileNetV2 dengan threshold 1.5. Berdasarkan akurasi tersebut teknik ekstraksi fitur dengan model MobileNetV2 dapat merepresentasikan data lebih baik dibandingkan dengan ekstraksi skeleton, image, dan gabungan


Sign language is a series of movements that represent the vocabulary of a particular language and is designed to help the hearing-impaired communicate. However, not everyone is familiar with the sign language gestures, so a sign language translation system would aid communication by allowing more people to understand sign language gestures. A video that contains a sequence of sign sentences with two types of movements, namely sign movements (word-gestures) which have represent language constructs, and transitional movements (transitional-gesture). A method to identify both word-gestures and transitional-gestures in a variant of the Indonesian Sign Language System called Sistem Isyarat Bahasa Indonesia (hereafter referred to as SIBI) sentences based on the Threshold Conditional Random Field (TCRF) was implemented. The dataset on which the model is trained, consists of 2,255 videos containing recorded movements for 28 commonly used sentences in SIBI, performed by three teachers and two students of the Santi Rama School (Sekolah Luar Biasa), a school for hearing-impaired students. Several feature extraction techniques were tested, including skeleton, image, skeleton-image combination and MobileNetV2. The classification method uses TCRF with variations in TCRF threshold values between 1 to 4 to recognize word-gestures and transitional-gestures, then deleting frames with transitional-gestures label, and obtaining accuracy from LSTM that recognizes words from the per-frame word-gesture label. The best accuracies achieved by each method were 72.5% for skeleton technique with a TCRF threshold of 2; 70.3% for image technique with a TCRF threshold of 2; 68.5 % for skeleton-image combination, with a TCRF threshold of 2; and 93.2% for MobileNetV2 with threshold 1.5. Using MobileNetV2 as a feature extractor yields significantly better results than previous feature extraction methods.

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Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2020
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UI - Tesis Membership  Universitas Indonesia Library
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Armond Harer
"Desain kontrol layar sentuh masih menjadi tantangan utama dalam pengembangan game mobile. Penelitian ini bertujuan mengevaluasi efektivitas tiga skema kontrol, yaitu Virtual Gamepad, Tap and Swipe, dan Swipe Control, dalam dua genre permainan berbeda: platformer dan roguelike RPG. Dua game prototipe dikembangkan untuk menguji kontrol secara terisolasi, dan pengujian dilakukan secara daring terhadap enam partisipan (dengan lima data lengkap). Data dikumpulkan melalui pre- dan post-questionnaire, serta dokumentasi hasil permainan berupa tangkapan layar. Analisis dilakukan menggunakan Wilcoxon Signed-Rank Test dan ukuran efek berbasis rank-biserial correlation (r), serta didukung temuan kualitatif dari umpan balik pemain. Hasil menunjukkan bahwa skema Virtual Gamepad dan kontrol Joystick memberikan performa objektif dan persepsi subjektif yang lebih baik dibandingkan kontrol berbasis gestur. Efek ukuran terbesar ditemukan pada perbandingan waktu bertahan hidup di roguelike (r = 1.00), serta persepsi intuitivitas di platformer (r = 0.80). Namun, partisipan juga mencatat bahwa kontrol gestural memiliki potensi untuk gameplay cepat — asalkan didukung tutorial eksplisit, kalibrasi input, dan desain senjata yang seimbang. Kesimpulannya, skema kontrol konvensional lebih stabil dan mudah dipahami, namun skema gestural tetap menjanjikan jika diterapkan secara kontekstual dan ergonomis.

Touchscreen controls remain a major challenge in mobile game design, often criticized for imprecision, poor feedback, and steep learning curves. This study evaluates the effectiveness of three control schemes , being Virtual Gamepad, Tap and Swipe, and Swipe Control, across two distinct game genres: 2D platformer and roguelike RPG. Two prototype games were developed to isolate control variables, and remote testing was conducted with six participants (five complete data sets). Data were collected via pre- and post-questionnaires and gameplay screenshots. Quantitative analysis used the Wilcoxon Signed-Rank Test with effect size measured by rank-biserial correlation (r), while qualitative feedback was analyzed thematically. Results indicate that Virtual Gamepad and Joystick controls consistently outperformed gesture-based schemes in both player performance and user perception. The strongest effects were observed in roguelike survival time (r = 1.00) and platformer intuitiveness ratings (r = 0.80). Nonetheless, participants noted that gesture controls may offer advantages for fast-paced gameplay, provided they are supported by clear tutorials, responsive input calibration, and balanced mechanics. In conclusion, while conventional control schemes offer better stability and usability across genres, with proper design considerations, gesture-based schemes remain a viable and promising alternative."
Depok: Fakultas Teknik Universitas Indonesia, 2025
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UI - Skripsi Membership  Universitas Indonesia Library
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D. Affandi
[Place of publication not identified]: [Publisher not identified], [Date of publication not identified]
617.95 AFF b
Buku Teks SO  Universitas Indonesia Library
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Atikah Solihah
Jakarta: Pusat Bahasa Depdiknas, 2007
499.221 ATI s
Buku Teks SO  Universitas Indonesia Library
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