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Hugeng
"3D sound is a new trend in various media, such as movies, video games, and musicals. Interpolated head-related transfer functions (HRTFs) are a key factor in its production, due to real-time system limitations in storing measured HRTFs. In addition, the interpolation of HRTFs can reduce the need to measure a large amount of HRTFs and the associated effort. In this research, we used the PKU-IOA HRTF Database and covered three interpolation techniques, namely bilinear rectangular, bilinear triangular, and tetrahedral. Bilinear interpolations can be used to compute weights in interpolating measured HRTFs in a linear fashion, with respect to azimuth and elevation angles. Such interpolations have been proposed for three measurement points that form a triangle or for four measurement points that form a rectangle, surrounding the HRTF at a desired point. These geometrical approaches compute weights from a distance of the desired point from each measurement point. Tetrahedral interpolation, meanwhile, is a technique for HRTF measurements in 3D (i.e. azimuth, elevation, and distance) using barycentric weights. Based on our experiments, 3D tetrahedral interpolation results in the best average mean square error (MSE) of 3.72% for minimum phase head related impulse responses (HRIRs) and best average spectral distortion (SD) of 2.79 dB for magnitude HRTFs, compared to 2D bilinear interpolations (i.e. rectangular and triangular interpolation). Regarding the latter, bilinear rectangular interpolation generally performs better than the triangular variety. Additionally, the use of minimum phase HRIRs as input data results in more optimal interpolated data than magnitude HRTFs. We therefore propose an optimal framework for obtaining estimated HRIRs by interpolating minimum phase HRIRs using tetrahedral interpolation. Such HRIRs have been simulated to produce virtual 3D moving sound in a horizontal plane with a difference of 2.5o of azimuth angle. The simulated moving sound that is heard moves naturally in a clockwise direction from an azimuth angle of 0o to 360o."
Depok: Faculty of Engineering, Universitas Indonesia, 2017
UI-IJTECH 8:1 (2017)
Artikel Jurnal  Universitas Indonesia Library
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Hugeng
"3D sound is a new trend in various media, such as movies, video games, and musicals. Interpolated head-related transfer functions (HRTFs) are a key factor in its production, due
to real-time system limitations in storing measured HRTFs. In addition, the
interpolation of HRTFs can reduce the need to measure a large amount of HRTFs and
the associated effort. In this research, we used the PKU-IOA HRTF Database and
covered three interpolation techniques, namely bilinear rectangular, bilinear
triangular, and tetrahedral. Bilinear interpolations can be used to compute
weights in interpolating measured HRTFs in a linear fashion, with respect to
azimuth and elevation angles. Such interpolations have been proposed for three
measurement points that form a triangle or for four measurement points that
form a rectangle, surrounding the HRTF at a desired point. These geometrical
approaches compute weights from a distance of the desired point from each
measurement point. Tetrahedral interpolation, meanwhile, is a technique for
HRTF measurements in 3D (i.e. azimuth, elevation, and distance) using barycentric weights. Based on our experiments, 3D tetrahedral
interpolation results in the best average mean square error (MSE) of 3.72% for minimum phase head related impulse responses (HRIRs) and best average spectral distortion (SD) of
2.79 dB for magnitude HRTFs, compared to 2D bilinear interpolations (i.e.
rectangular and triangular interpolation). Regarding the latter, bilinear
rectangular interpolation generally performs better than the triangular
variety. Additionally, the use of minimum phase HRIRs as input data results in
more optimal interpolated data than magnitude HRTFs. We therefore propose an
optimal framework for obtaining estimated HRIRs by interpolating minimum phase
HRIRs using tetrahedral interpolation. Such HRIRs have been simulated to
produce virtual 3D moving sound in a horizontal plane with a difference of 2.5o
of azimuth angle. The simulated moving sound that is heard moves naturally in a
clockwise direction from an azimuth angle of 0o to 360o."
2017
J-Pdf
Artikel Jurnal  Universitas Indonesia Library
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Bintang Satrya Leksono
"

Penelitian ini berfokus kepada bagaimana video game genre RPG dapat menghasilkan sebuah kesadaran dalam diri pemain bahwa mereka ‘ada’ dalam dunia virtual game RPG tersebut dan bagaimana keberadaan kesadaran ini dapat berdampak secara eksistensial kepada pemain. Penelitian ini dilakukan dengan menggunakan pemikiran tokoh eksistensialisme virtual Stefano Gualeni, yang menamakan kesadaran atas keberadaan dalam dunia virtual ini dengan subjektivitas virtual. Dengan menggunakan metode penelitian kajian kualitatif, yaitu metode kajian literatur, penulis mengumpulkan berbagai karya literasi sebagai sumber data. Hasil dari penelitian terhadap subjektivitas virtual dalam video game genre RPG melalui pemikiran eksistensial virtual Stefano Gualeni ini menunjukkan bahwa video game RPG dapat menghasilkan dampak eksistensialis pada pemainnya melalui subjektivitas virtual. Melalui subjektivitas virtual ini, pemain dapat merefleksikan nilai dan keyakinan yang dia miliki, merasakan subjektivitas baru, dan mengambil sikap reflektif terhadap keberadaan dan subjektivitas aktual mereka. Namun, kendati dampak yang dihasilkan dapat bermakna positif bagi pemain, terdapat pula kemungkinan dimana mereka menjadi terlalu terikat dengan subjektivitas virtual mereka, sehingga menyebabkan pemain untuk meninggalkan subjektivitas aktual mereka. Aspek positif dan negatif dari subjektivitas virtual ini merupakan dua hal yang saling terikat, sehingga interaksi dengan subjektivitas virtual ini perlu dilakukan dengan hati-hati.


This research focuses on how Role-Playing video games can produce an awareness in the players that they 'exist' in the virtual world of the game and how the presence of this awareness can have an existential impact on players. This research is conducted using the thoughts of virtual existentialism thinker Stefano Gualeni, who refers to the awareness of existence in this virtual world as virtual subjectivity. By using a qualitative study research method, namely the literature review method, the author collects various literary works as data sources. The results of this research on virtual subjectivity in RPG genre video games through Stefano Gualeni’s virtual existential thinking show that RPG video games can produce an existential impact on players through virtual subjectivity. Through this virtual subjectivity, the player can reflect on the values and beliefs he or she holds, experience new subjectivities, and take a reflective stance toward their actual existence and subjectivity. However, although the resulting impact can be positive for players, there is also the possibility that they become too attached to their virtual subjectivity, causing players to abandon their actual subjectivity. The positive and negative aspects of virtual subjectivity are two things that are interrelated, so interactions with virtual subjectivity need to be done carefully.

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Depok: Fakultas Ilmu Pengetahuan Budaya Universitas Indonesia, 2024
TA-pdf
UI - Tugas Akhir  Universitas Indonesia Library
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Aldi Putra Laksana
"ABSTRAK
Tesis ini mengembangkan konsep customer brand co-creation behaviour sebagai bagian dari service dominant logic era yang dilakukan melalui media virtual brand community pada industri video game serta memberikan analisis mengenai fenomena tersebut terkait bagaimana customer brand co-creation behaviour dapat terjadi dan apa dampak dari adanya customer brand co-creation behaviour. Hasil menunjukkan bahwa customer brand co-creation behaviour dapat terjadi melalui brand engagement, brand self-congruity dan category involvement yang mana masing-masing hal tersebut adalah unik, memiliki peran dan cara tersendiri dalam mendorong seseorang untuk melakukan co-creation. Selain itu, virtual brand community dapat dimanfaatkan untuk mendorong seseorang melakukan co-creation yang pada akhirnya akan berpengaruh terhadap pengetahuan seseorang mengenai brand dan persepsi value dari brand.

ABSTRACT
This thesis develops the concept of customer brand co creation behaviour as part of service dominant logic era which take place through virtual brand community within video game industry and provide the analysis about how customer brand co creation behaviour occur and what is the consequences. The result implies that customer brand co creation behaviour take place through brand engagement, brand self congruity and category involvement which have unique trait and distinct role and different mechanism to encourage people to co create. Furthermore, virtual brand community could be exploited to encourage people to co create. In return, this behaviour would increase customer brand knowledge and perceived brand value."
Depok: Fakultas Eknonomi dan Bisnis Universitas Indonesia, 2018
T50412
UI - Tesis Membership  Universitas Indonesia Library
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Sugihartono
"Pertumbuhan industri game di Indonesia juga diiringi oleh peningkatan daya beli masyarakat untuk kebutuhan game. Dalam hal ini, MLBB berada pada posisi puncak alam aspek pengeluaran pengguna bulanan. Selain itu, MLBB juga melakukan dengan Jujutsu Kaisen untuk meningkatkan performa permainannya. Penelitian ini bertujuan untuk menyelidiki bagaimana atribut dalam produk kolaborasi antara MLBB dan Jujutsu Kaisen dapat membentuk citra merek milik MLBB. Penelitian ini dilakukan dengan mengobservasi dan menganalisis reaksi pengguna melalui beberapa konten di platform Youtube dan Tiktok. Hasil penelitian ini menemukan bahwa atribut pada produk kolaborasi MLBB dan Jujutsu Kaisen memiliki peran penting dalam pembentukan brand image milik MLBB. Meskipun terdapat beberapa reaksi negatif terhadap produk kolaborasi, kolaborasi ini tetap berhasil meningkatkan brand image yang positif secara keseluruhan.

The growth of the gaming industry in Indonesia is also accompanied by an increase in people's purchasing power for gaming needs. In this case, MLBB tops the list in terms of monthly user spending. In addition, MLBB also collaborates with Jujutsu Kaisen to improve its game performance. This study aims to investigate how the attributes in the collaboration product between MLBB and Jujutsu Kaisen can shape MLBB's brand image. This research was conducted by observing and analyzing user reactions through several contents on the Youtube and Tiktok platforms. The results of this study found that the attributes of MLBB and Jujutsu Kaisen collaboration products have an important role in shaping MLBB's brand image. Although there were some negative reactions to the collaboration product, this collaboration still managed to increase the overall positive brand image.
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Depok: Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia, 2023
MK-pdf
UI - Makalah dan Kertas Kerja  Universitas Indonesia Library
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Aphrodita Christie
"Bermain adalah aktivitas yang bersifat universal, instingtif, dan dapat dilihat dalam semua jenis budaya dan masyarakat. Dengan bermain, seseorang bisa menjelajahi kemungkinan-kemungkinan eksistensialnya yang hilang dengan mengambil sebuah peran serta mengasimilasi fenomena-fenomena yang bisa ditemukan di dunia aktual kedalam sebuah dunia irreal yang bernama playworld. Seiring berjalannya waktu dan perkembangan teknologi yang semakin pesat, cara kita bermain juga berubah. Selain permainan analog, pemain juga bisa menikmati permainan digital. Melalui metode fenomenologi eksistensial dan pendekatan existential ludology, artikel ini akan mengkaji perubahan play dalam game digital melalui implementasi teknologi persuasif dan interaksi para-sosial serta bagaimana ia mempengaruhi eksistensi virtual seseorang. Implementasi kedua hal ini mengubah playworld virtual dengan menegasi playfulness, dan berakhir pada hiperrealitas. Dalam kepalsuan absolut ini, seorang pemain yang tidak menemukan playfulness menampik eksistensinya di dunia aktual. Tulisan ini membuktikan bahwa teknologi persuasif dan interaksi para-sosial mempengaruhi pengalaman dan eksistensi seseorang di dunia virtual dan di dunia aktual.
Play is an activity that’s universal, instinctive, and can be seen in all types of cultures and societies. Through play, a person can explore lost possibilities of their existence by taking on a role and assimilating various phenomena found in the actual world into an irreal realm called a playworld. As technology advances rapidly, the way we play also changes. Instead of analog games, players can enjoy themselves by playing digital games. Through the use of existential phenomenology and existential ludology, this article will examine the change of play in video games due to the implementation of persuasive technology and para-sosicial interaction within virtual playworlds and how it impacts a person’s virtual existence. The implementation of these two things changes virtual playworlds by negating playfulness, which ends in hyperreality. Within this absolute fake, a player that cannot find playfulness renounces their existence within the actual world. This paper proves that persuasive technology and para-social interaction changes play in virtual playworlds, which influences a person’s experience and existence within the virtual world and in the actual world."
Depok: Fakultas Ilmu Pengetahuan Budaya Universitas Indonesia, 2022
TA-pdf
UI - Tugas Akhir  Universitas Indonesia Library
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Ferika Hafshah Zahira
"Perkembangan kecepatan internet yang memadai meningkatkan lonjakan langganan platform over-the-top (OTT) di Indonesia. Vidio merupakan layanan OTT milik PT Vidio Dot Com yang menyediakan layanan vidio streaming nomor satu di Indonesia. Vidio Games merupakan fitur gamifikasi pada Vidio, yang dikembangkan untuk memenangkan kompetisi OTT di Indonesia. Suatu kecenderungan ditemukan pada event Piala Dunia 2022 yang ditayangkan secara eksklusif di Vidio, terjadi lonjakan pengguna aktif Vidio dan Vidio Games, namun terjadi penurunan setelah berakhirnya event tersebut. Untuk mengetahui faktor-faktor yang memengaruhi pengguna untuk lanjut bermain Vidio Games serta hubungannya dengan keberlanjutan bermain, keberlanjutan menonton, dan berlangganan, penelitian ini menggunakan uses and gratification theory (U&G), flow theory, dan continuance intention. Analisis penelitian ini menggunakan metode partial least squares SEM (PLS-SEM) dengan jumlah sampel sebanyak 423 responden. Hasil analisis penelitian ini membuktikan bahwa keterpikatan (flow experience) dalam bermain Vidio Games dipengaruhi oleh faktor enjoyment, escapism, reward, challenge, achievement. Sedangkan, kepuasan (satisfaction) dalam bermain Vidio Games dipengaruhi oleh faktor enjoyment, reward, dan challenge. Flow experience dan satisfaction terbukti memengaruhi game continuance intention. Kemudian, game continuance intention memengaruhi watch continuance intention. Selain itu, platform subscribe intention dipengaruhi oleh game continuance intention dan watch continuance intention. Harapannya, hasil penelitian ini dapat memperkaya pengetahuan di bidang game khususnya gamifikasi pada platform over-the-top (OTT), serta dapat menjadi acuan bagi pengembang Vidio Games dalam membuat strategi pengembangan.

The development of adequate internet speed has contributed to a surge in over-the-top (OTT) platform subscriptions in Indonesia. Vidio, owned by PT Vidio Dot Com, is the leading OTT service that provides the number one video streaming service in Indonesia. Vidio Games, a gamification feature on Vidio, was developed to excel in the OTT competition in Indonesia. A trend was observed during the exclusive broadcasting of the 2022 World Cup on Vidio, resulting in an increase in active users of Vidio and Vidio Games, but there was a decline after the end of the event. To investigate the factors influencing users to continue playing Vidio Games and their relationship with continued playing, continued watching, and subscribing, this study employs the uses and gratification theory (U&G), flow theory, and continuance intention. The research analysis utilizes the partial least squares structural equation modeling (PLS-SEM) method with a sample size of 423 respondents. The results of this study demonstrate that engagement (flow experience) in playing Vidio Games is influenced by factors such as enjoyment, escapism, reward, challenge, and achievement. Furthermore, satisfaction in playing Vidio Games is influenced by enjoyment, reward, and challenge. Flow experience and satisfaction are proven to affect game continuance intention. Moreover, game continuance intention impacts watch continuance intention. Additionally, platform subscribe intention is influenced by game continuance intention and watch continuance intention. It is expected that the findings of this research will contribute to knowledge in the field of gaming, specifically gamification on over-the-top (OTT) platforms, and serve as a reference for Vidio Games developers in making development strategies."
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2023
S-pdf
UI - Skripsi Membership  Universitas Indonesia Library
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Winograd, Shmuel
"Focuses on finding the minimum number of arithmetic operations needed to perform the computation and on finding a better algorithm when improvement is possible. The author concentrates on that class of problems concerned with computing a system of bilinear forms.
Results that lead to applications in the area of signal processing are emphasized, since (1) even a modest reduction in the execution time of signal processing problems could have practical significance; (2) results in this area are relatively new and are scattered in journal articles; and (3) this emphasis indicates the flavor of complexity of computation."
Philadelphia : Society for Industrial and Applied Mathematics, 1980
e20442851
eBooks  Universitas Indonesia Library
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Chin, Robert
"Beginning iOS 3D unreal games development covers using the unreal UDK game creation system to create 3D games for the iOS platform, which includes the iPhone, iPod touch and iPad. Specifically, this book covers, unrealScript programming language, going beyond the limitations of the visual Kismet scripting language, the Unreal UDK code framework, basic UDK tools and other UDK items needed to build a game, and various author-created game frameworks are presented and are used to illustrate the UnrealScript programming language and user input methods specific to the iOS mobile platform."
New York: Springer, 2012
e20425497
eBooks  Universitas Indonesia Library
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"This research was aimed to know the difference inachievement motivation between students who were video game player and those were not video game player...."
Artikel Jurnal  Universitas Indonesia Library
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