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Hasil Pencarian

Ditemukan 28 dokumen yang sesuai dengan query
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Prastiwa Ageng Pratama
"Penelitian ini mengkaji tentang analisis postur pekerja bagian pengelasan pada bengkel kendaraan roda empat di bengkel Deal Workshop. Analisis yang diperhitungkan adalah kondisi posisi kerja pekerja dan ketinggian benda kerja. Objek yang akan diteliti adalah pekerja bagian pengelasan yang melakukan proses pengelasan titik pada bagian rocker panel.
Tujuan dari penelitian ini memperoleh posisi kerja saat ini dan mencari posisi kerja yang ergonomis dengan menggunakan vitual environment modelling.
Hasil penelitian menunjukkan pose yang ergonomis adalah dengan posisi punggung tidak membengkok ke samping dan hanya membungkuk 15°, dan leher tidak membengkok ke samping. Dengan postur seperti ini didapat nilai RULA adalah 4 dan nilai OWAS adalah 1.

This study about the analysis of the posture of worker in the welding section in four-wheel vehicle workshop in the Deal Workshop. Analysis that counts is the condition of working condition and height of the workpiece. Object to be examined are the worker who perform welding process of spot welding on the rocker panel.
The purpose of this study to obtain the position of the current work and looking for an ergonomic working position by using a virtual environment modelling.
The result showed that ergonomic pose with your spine is not bent to the side and bent only 15°, and the neck does not bend to the side. With this posture, RULA obtained values is 4 and OWAS value is 1.
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Depok: Fakultas Teknik Universitas Indonesia, 2012
S1210
UI - Skripsi Open  Universitas Indonesia Library
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Yudi Nugraha Bahar
"The current application of the design process through energy efficiency in virtual reality (VR) systems is limited mostly to building performance predictions, as the issue of the data formats and the workflow used for 3D modeling, thermal calculation and VR visualization. The importance of energy efficiency and integration of advances in building design and VR technology have lead this research to focus on thermal simulation results visualized in a virtual environment to optimize building design, particularly concerning heritage buildings. The emphasis is on the representation of thermal data of a room simulated in a virtual environment (VE) in order to improve the ways in which thermal analysis data are presented to the building stakeholder, with the aim of increasing accuracy and efficiency. The approach is to present more immersive thermal simulation and to project the calculation results in projective displays particularly in Immersion room (CAVE-like). The main idea concerning the experiment is to provide an instrument of visualization and interaction concerning the thermal conditions in a virtual building. Thus the user can immerge, interact, and perceive the impact of the modifications generated by the system, regarding the thermal simulation results. The research has demonstrated it is possible to improve the representation and interpretation of building performance data, particularly for thermal results using visualization techniques."
Depok: Faculty of Engineering, Universitas Indonesia, 2014
UI-IJTECH 5:1 (2014)
Artikel Jurnal  Universitas Indonesia Library
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Evariyani Rizki
"Kegiatan secara repetitif yang dilakukan oleh pengemudi bus serta berada dalam posisi duduk yang berkepanjangan di kabin pengemudi bus yang tidak sesuai dengan antropometri pengemudi merupakan faktor yang menyebabkan pengemudi bus mengalami gangguan musculoskeletal disorder. Penelitian ini membahas tentang perancangan desain kabin pengemudi bus PHL (Patas Hyno Long) AK3HR yang ergonomis dalam lingkungan virtual dengan menggunakan software Jack 6.1. Hasil penelitian ini berupa desain kabin pengemudi bus yang ergonomis berdasarkan nilai (Posture Evaluation Index) PEI dan hasil analisis comfort assessment. Sehingga didapat desain kabin pengemudi yang dapat mengurangi resiko timbulnya gangguan musculoskeletal disorder pada pengemudi.

Repetitive activity, prolonged sitting, and anthropometric mismatch were perceived to be most related to musculoskeletal disorder in bus drivers. This study discusses about design of ergonomic bus driver?s cab PHL (Patas Hyno Long) AK3HR in the virtual environment by using software Jack 6.1. The result of this study is design ergonomic driver?s cab based on Posture Evaluation Index score and comfort assessment analysis. By ergonomic bus driver?s cab, the risk of musculoskeletal disorder among bus driver will decreased."
Depok: Fakultas Teknik Universitas Indonesia, 2011
S68
UI - Skripsi Open  Universitas Indonesia Library
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Muhammad Aldi Witjaksono
"Kegiatan mendorong troli merupakan jenis kegiatan pushing tasks pada ilmu ergonomi. Kegiatan mendorong troli dengan diberikan sejumlah beban dorong menimbulkan resiko gangguan muskuloskeletal dan ketidaknyamanan dalam pada tubuh. Penelitian ini mencoba untuk mempelajari rangkaian gerakan mendorong troli dan aspek ergonomi yang mempengaruhi postur pengguna troli dengan menggunakan metode simulasi pada lingkungan virtual.
Penelitian dilakukan terhadap lima jenis troli dengan dimensi ukuran yang berbeda untuk mendapatkan jenis troli mana yang ideal bagi pekerja. Penilaian postur kerja dilakukan dengan mengevaluasi Postur Evaluation Index (PEI) untuk masingmasing troli. PEI tersebut akan mengintegrasikan hasil penilaian RULA, OWAS, dan LBA dari task analysis toolkit yang terdapat pada sofware Jack 6.1 ke dalam suatu skor penilaian yang dapat memberikan gambaran kondisi aktual seseorang menggunakan troli.
Hasil penelitian ini dapat digunakan sebagai bahan pertimbangan dalam memilih troli dengan dimensi seperti apa yang benar-benar ada di dunia ini yang sesuai dengan aspek ergonomi tubuh orang Indonesia.

On the science of ergonomics, pushing trolley activity is the type of pushing tasks. Pushing the trolley activities with a given number of load on it raises the risk of musculoskeletal disorders and discomfort in the body. This study tried to study a series of movements of pushing trolleys and study the ergonomic aspects that affect the posture of the trolley user using simulation in virtual environments.
The study was conducted on five types of trolleys with the differences on size dimensions. The goal of this study is to get the kind of trolley which is ideal the operators. Valuation of the work posture done by evaluate the Posture Evaluation Index (PEI) for each trolley. PEI will integrate the assessment results of RULA, OWAS, and the LBA from the task analysis toolkits contained in the Jack 6.1 software into a score that can give you the actual condition of a person while using the trolley.
The results of this study can be used as consideration in choosing trolleys with types and dimensions that really exists in this world that according to the ergonomic aspects of the Indonesian human body.
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Depok: Fakultas Teknik Universitas Indonesia, 2010
S51762
UI - Skripsi Open  Universitas Indonesia Library
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Astriana Gita
"Anak sekolah di seluruh dunia membawa barang pribadi serta sekolah mereka di tas sekolah. Penelitian menunjukkan bahwa ada korelasi yang kuat antara cedera muskuloskeletal dengan penggunaan tas sekolah yang kurang tepat. Anak-anak yang mengalami sakit pada punggung akan membawa tas yang lebih berat jika dibandingkan dengan anak-anak yang tidak mengalami sakit pada punggung. Penelitian ini mencoba untuk mencari ukuran tas sekolah yang tepat yaitu dengan melakukan penyesuaian ukuran panjang dan lebar tas untuk anak sekolah dasar, dalam lingkungan virtual dengan menggunakan software simulasi ergonomi, Jack 6.1. Postur yang terbentuk dari seluruh konfigurasi yang diujikan dinilai dengan menggunakan metode Posture Evaluation Index (PEI). Hasil dari penelitian berupa pedoman rancangan tas sekolah yang ergonomis untuk anak sekolah dasar dengan jumlah beban maksimum yang dapat dibawa oleh anak.

School children throughout the world bring their personal items and school in the school bag. Research shows that there is strong correlation between musculoskeletal disorders with the use of school bags that are less precise. Children who experience pain in the back will carry a heavier bag when compared with children who do not experience pain in his back. This study tries to find the right size of school bags by adjusting the length and width of the bag for elementary school children, in a virtual environment using simulation software ergonomics, Jack 6.1. Postures which are composed by the entire tested configurations are assessed by using Posture Evaluation Index (PEI) method. The result of the research is the guidelines for an ergonomic school bag for children of primary school with a total maximum load that can be carried by children. "
Depok: Fakultas Teknik Universitas Indonesia, 2011
S983
UI - Skripsi Open  Universitas Indonesia Library
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Reza Muhammad Alfaiz
"Penelitian ini mengkaji aspek ergonomis pada desain kabin pengemudi panser kanon tipe 90 mm dalam Virtual Environment. Tujuannya adalah untuk menghasilkan rekomendasi desain kabin pengemudi Panser Kanon 90mm yang telah ergonomis, sesuai dengan hasil uji nilai PEI. Dihasilkan 6 buah konfigurasi yang akan dianalisis. Analisa postur menggunakan software Jack 6.1. Pendekatan yang digunakan adalah Posture Evaluation Index (PEI) yang mengintegrasikan analisis dari tiga metode analisis: Low Back Analysis, Ovako Working Posture Analysis, dan Rapid Upper Limb Assessment. Hasil penelitian ini yaitu usulan konfigurasi dengan sudut tuas kemudi 60o, tinggi kursi 20 cm dan sudut kursi 110o.

This research studies the ergonomic aspect from driver's compartment of panser cannon in Virtual Environment. The purpose of this project was to make ergonomic recommendation designs for armored cab of Canon 90mm according to the PEI test result. Jack 6.2.1 was used to analyze posture. Posture Evaluation Index was an approach that integrated the results of these tree methods: Low Back Analysis, Ovako Working Analysis System, and Rapud Upper Limb Analysis. The results are configuration with 60o on steering wheel angle, 20 cm on chair height, and 110o on chair angle.
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Depok: Fakultas Teknik Universitas Indonesia, 2012
S43393
UI - Skripsi Open  Universitas Indonesia Library
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"Gangguan muskuloskeletal merupakan isu global dalam profesi kedokteran gigi. Penelitian ini mengevaluasi postur kerja para mahasiswa/i yang berisiko menimbulkan gangguan muskuloskeletal di masa datang pada tindakan pembersihan karang gigi dengan posisi duduk.
Hasil evaluasi dengan pendekatan virtual environment menunjukkan bahwa kondisi aktual memiliki risiko muskuloskeletal untuk tubuh bagian atas, yaitu leher, bahu dan punggung. Simulasi virtual environment yang mengacu pada postur kerja duduk ideal menunjukkan tindakan pembersihan karang gigi yang ergonomis dapat dilakukan dengan sudut sandaran dental unit 15°. Dalam menangani kuadran 1 dan 4 digunakan posisi kerja jam 9, sedangkan pada kuadran 2 dan 3 digunakan posisi jam 11.

Musculoskeletal disorders (MSDs) are global issues in the dental profession. This research evaluated the MSDs risk caused by the sitting working posture of clinical students performing the task of scaling.
The evaluation using the virtual environment approach shows risk of MSDs in the students upper extremities such as neck, shoulder, and trunk. Further simulation based on the ideal sitting working posture shows that ergonomic scaling could be achieved when the patient sits at a 15° angle. When scaling the 1st and 4th quadrant of the teeth, the 9 o?clock position is used. Hence, the 11 o'clock position is used when scaling the 2nd and 3rd quadrant.
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Depok: Fakultas Teknik Universitas Indonesia, 2012
AJ-Pdf
Artikel Jurnal  Universitas Indonesia Library
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Erlinda Muslim
"The purpose of this paper is to evaluate the ergonomics aspects of the first prototype of a folding bike designed by the Department of Mechanical Engineering, University of Indonesia (DME UI) in a virtual environment. Posture Evaluation Index (PEI) is used as an analysis approach that integrates the results of three methods: Low Back Analysis (LBA), Ovako Working Posture Analysis System (OWAS), and Rapid Upper Limb Assessment (RULA). The objective is to determine the optimal design configuration of a folding bicycle based from an ergonomics perspective. For male and female riders, the optimal configuration is obtained when the height of the handlebar is 32 cm and the height of the saddle is 83 cm. This study proved that a virtual environment could strengthen the ergonomics evaluation, especially in posture condition exploration"
Depok: Faculty of Engineering, Universitas Indonesia, 2011
UI-IJTECH 2:2 (2011)
Artikel Jurnal  Universitas Indonesia Library
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Billy Muhamad Iqbal
"This study was carried out to examine the ergonomic aspects of the design of the Tactical Commander Console (TACCO) in the virtual environment of medium-range twin-engine ? Maritime Patrol Aircraft (MPA). The analysis was conducted using Jack 6.0 software. The evaluation method used in this study is the Posture Evaluation Index (PEI) method that integrates the results of analysis from three methods: Lower Back Analysis (LBA), Ovako Working Posture Analysis (OWAS), and Rapid Upper Limb Assessment (RULA). The purpose of this study is to evaluate the actual design of TACCO and to identify the most ergonomic design configuration, which is reviewed according to the distance and tilt angle of the control panel and the height of the chair. The results of this study show that the optimal ergonomic design for TACCO is as follows: panel at a distance of 10 cm, tilt angle of 60?, and a chair height of 29.5 cm."
Depok: Faculty of Engineering, Universitas Indonesia, 2017
UI-IJTECH 8:6 (2017)
Artikel Jurnal  Universitas Indonesia Library
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Ratu Baina
"Penulisan skripsi ini membahas tentang bagaimana pembentukkan Mediated Space dapat terjadi melalui interaksi secara tidak langsung dengan melibatkan Real Environment dan Virtual Environment. Kedua lingkungan dapat terekstensi karena mediasi teknologi yang memanfaatkan layar. Layar berperan untuk membuka akses menuju Virtual Environment kepada User di Real Environment. Pada penulisan ini, proses pembentukan Mediated Space terjadi melalui dua konsep utama yaitu Framing dan Presence. Framing mempengaruhi pengalaman User dalam menangkap informasi yang sedang dimediasi, sementara Presence adalah bentuk kesadaran diri yang hadir melalui penggunaan Framing tertentu. Penggunaan Framing terbagi menjadi 3 jenis yaitu Miniaturisation, Immersion, dan Mapping. Masing-masing penggunaan Framing menghasilkan pengalaman Presence tertentu yang terbagi menjadi 3 jenis yaitu Spatial, Social, dan Self Presence. Dalam membentuk Mediated Space, penggunaan medium menjadi aspek penting. Medium yang digunakan untuk studi kasus adalah Video Game Persona 5. Studi kasus dilakukan dengan mengklasifikasikan ketiga jenis Framing dan Presence yang tengah terjadi ketika permainanan pada video game sedang berlangsung. Untuk membentuk Mediated Space, diperlukan penggunaan kombinasi Framing guna menghasilkan pengalaman Presence secara berkelanjutan. Hal tersebut bertujuan untuk dapat memediasikan aktivitas dan ruang immersive pada Virtual Environment layaknya hal tersebut terjadi di Real Environment.

This Paper is focused on how the formation of Mediated Space can occur through indirect interactions involving the Real Environment and Virtual Environment. The two Environments can be connected because of technological mediation that utilizes screens. The screen becomes an access to the Virtual Environment for the User in the Real Environment. In this paper, the process of forming the Mediated Space occurs through two main concepts, Framing and Presence. Framing affects the User's experience in capturing the information that is being mediated, while Presence is a form of self-awareness that is present through the use of certain Framing. The use of Framing is divided into 3 types, specifically Miniaturization, Immersion, and Mapping. Each use of Framing produces a certain Presence experience which is divided into 3 types, specifically Spatial, Social, and Self Presence. To form a Mediated Space, the usage of mediums becomes an important aspect. The media that will be used as a study case material in this Thesis is “Persona 5” video game. The case study is carried out by classifying the three types of Framing and Presence experiences that occur when playing a video game. To form a Mediated Space, it is necessary to use a combination of Framing to produce a continuous Presence experience. It aims to be able to mediate activities and immersive spaces in the Virtual Environment as it happens in the Real Environment."
Depok: Fakultas Teknik Universitas Indonesia, 2022
S-pdf
UI - Skripsi Membership  Universitas Indonesia Library
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