6 research outputs found

    Konsep Smart Building Pada Kenyamanan Termal di Laboratorium Teknik

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    Engineering Laboratory is a place where students can learn the theory and then practicing of machines operate. Teaching room should be made as comfortabel as possible so can improve students. Room condition whereas there are practicum machines makes the room hotter.. Inadequate room capacity makes students uncomfortabel with the conditions of the practicum. The focus in this study is to examine the thermal comfort obtained by students, measurements of temperature and humidity. The method used to calculate the temperature index by calculating the Predicted Mean Vote Index (PMV), Predicted Dissatisfied (PPD), and Heat Stress Index (HSI). Result for This calculation is then used as a reference in the improvement analysis. The results obtained from the PMV calculation are 2.11 PPD 81.67%. This calculation used as a reference in the improvement analysis

    Calculation of mental load from e-learning student with NASA TLX and SOFI method

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    The learning process between students and lecturers usually occurs face-to-face in class. Technological developments and a continuous pandemic change the learning process to be a face-to-face e-learning process. The mental load during face-to-face learning is very different from learning in e-learning. This study was built using ergonomic thinking that is integrated with the use of e-learning. Cognitive ergonomics see from the point of view of students' comfort in cognitive thinking processes when doing e-learning. Data processing and testing will use a questionnaire derived from the NASA-TLX method. The results obtained from this study are the mental load calculations of each NASA TLX calculation. NASA TLX calculations show that efforts with a value of 267.29 dominate students. It could indicate that in e-learning lectures, students need more effort in conducting lectures. In addition, students experience fatigue while participating in online learning. It can be seen from the average SOFI measurement, which is only 1.26

    Evaluating Direct Pointing and Indirect Cursor Interactions with Fitts' Law in Stereoscopic Environments

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    The development of virtual environment research has reached the stage of human interaction with three-dimensional (3D) objects. In this study, Fitts' method was used to such interaction techniques in virtual environment, and the Fitts' law applicability in 3D virtual environment was also considered. The experiment included two modes of interaction: direct interaction and indirect interaction that utilize different techniques depending on how users interact with 3D objects. Both interaction techniques were conducted in three indexes of difficulties and three egocentric target distances (a distance from participant to target). Movement time and throughput were measured for each interaction technique. The results show that the direct pointing technique is more efficient for interaction with the targets close to the participant, while the indirect cursor technique may be a viable option for targets further away from participant. Throughputs were found to be significantly higher for the direct pointing technique compared to the indirect cursor technique. The results of the mean movement time were highly correlated with the targets' index of difficulty for all interaction techniques, supporting evidence that Fitts' law can be applied to the interactions in 3D virtual environment. Based on the results, developers of VE application may relate to these findings in designing proper users' interactions

    Evaluating Direct Pointing and Indirect Cursor Interactions with Fitts' Law in Stereoscopic Environments

    Get PDF
    The development of virtual environment research has reached the stage of human interaction with three-dimensional (3D) objects. In this study, Fitts' method was used to such interaction techniques in virtual environment, and the Fitts' law applicability in 3D virtual environment was also considered. The experiment included two modes of interaction: direct interaction and indirect interaction that utilize different techniques depending on how users interact with 3D objects. Both interaction techniques were conducted in three indexes of difficulties and three egocentric target distances (a distance from participant to target). Movement time and throughput were measured for each interaction technique. The results show that the direct pointing technique is more efficient for interaction with the targets close to the participant, while the indirect cursor technique may be a viable option for targets further away from participant. Throughputs were found to be significantly higher for the direct pointing technique compared to the indirect cursor technique. The results of the mean movement time were highly correlated with the targets' index of difficulty for all interaction techniques, supporting evidence that Fitts' law can be applied to the interactions in 3D virtual environment. Based on the results, developers of VE application may relate to these findings in designing proper users' interactions

    Waterwheel performance parameters and influencing factors

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    Renewable energy is the cleanest source available on the planet. Water energy is one of the renewable energy sources that are widely available around us. Hydropower is energy obtained from flowing water or falling water. One of the utilization of hydropower by using a waterwheel. Since the 18th century waterwheels have been widely used both for grain milling, textile industry, and other uses. In the 20th century waterwheels began to be used for power generation. However, due to its low efficiency, the waterwheel began to be abandoned as a power plant. There have been many studies conducted to improve the performance of waterwheels, but the information is widely spread, so this article was made with the aim of collecting this information so that it can be known what parameters affect the performance of a waterwheel. The design of the right overshot waterwheel can achieve an efficiency of about 85%, the undershot waterwheel can reach 25% making these two wheels suitable for exploiting from varied and most frequently used flows. The performance of the waterwheel is made based on water discharge data, head differences, and how to use it so that it can be said that the waterwheel has different performance characteristics so that certain parameters are needed. Parameters that affect the performance of the waterwheel include the design of the blades, the amount of water collected on the overshot mill blades, the ratio of the sinking blades on the undershot waterwheel, and the angle used on the breastshot mill blades so that the waterwheel can work optimally to release the potential of water power with a low head

    PERANCANGAN MESIN PEMISAH BERAS ORGANIK SEBAGAI UPAYA MENINGKATKAN PRODUKSI PETANI DI DESA SAWANGAN KABUPATEN MAGELANG

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    Proses pemisahan beras organik yang ada di kelompok petani Paguyuban Petani Lestari (P2L) desa Sawangan kabupaten Magelang saat ini masih menggunakan mesin sederhana berupa kipas angin sebagai penghembus kulit ari dan magnet untuk menarik batu yang terdapat di beras organik turun giling. Kapasitas produksi setiap hari hanya 50 kg dengan menggunakan dua pekerja. Pemisahan beras organik turun giling dengan mesin tersebut dapat menghasilkan 60% beras kepala utuh dan 40% kulit ari, menir, dan batu. Metode kreatif digunakan untuk mendapatkan satu unit mesin pemisah beras organik sesuai dengan keinginan kelompok P2L. Konstruksi dan prinsip kerja yang diperoleh menggunakan teori gravitasi, yang kemudian dihembus oleh angin horizontal dengan blower dan penggerak yang menggunakan motor listrik ¼ Hp dengan pegas. Hasil pengujian menunjukkan kapasitas mesin pemisah beras organic bisa mencapai 250 kg / hari yang menghasilkan 90% beras kepala dan 10 % menir
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