12 research outputs found
Pemodelan 3 Dimensi Notasi Laban dengan Direct Kinematic dan Matrik Transformasi
In the field of dance specially education of dance art, so far, the use of Laban notation as a writing media of work is still not many. This because there are variety of kinds and forms of Laban notation. This research aims to create a system that is capable to represent Laban notation in 3 dimension model based on human being ergonomics movement angle. Although the documentation of dance work is available, but during reimplementation, the result obtained is not the same as the actual dance. This because, the writing of dance work is still in manual, so it is unknown whether the notation that had been made is in conformity with the actual dance work. Based on the mentioned above, in the end many choreography either in Indonesia or in the world are not documented by using Laban notation, but with video media or picture. This Research is done by, in the input system, is in the form of data conversion of Laban notation. The next process is the process of code transfer transformation. This process is done by joining each part of conversion data based on key frame animation parameter. After that, is the movement data transfer process, this is done by transferring transformation code to get movement data that is contain of rotation or movement data. The next is matrix movement process based on 3 dimension dot matrix movement data with direct kinematics and key frame animation parameter with reference to the amount of formed frame based on knocking time that is transferred to become the amount of frame at the forming model of dance animation movement for 3 dimension model
Pengenalan Karakter Plat Kendaraan Bermotor Berbasis Citra dengan Menggunakan Metode Canny dan Algoritma Backpropagation
Transportation is important needs in daily life. However, there are so many problems in transportation system in our country. The one is public transportation. To overcome it, the government implement KIR. But this KIR has several weakness. One of them is manual data. As cosequnces, human error in listing can came out as the process goes on. Pattern recognition can be used to implement automatic number plate identification in this system. One of the method is canny filter. Canny filter is uses to obtain a good image in the character image acquisition. Characters based with 12X7 pixels are be converted into binary as input for Multi Layer Perceptron with 3 layers node number of each node 84, 50, 36. Artificial neural network is trained with back propagation algorithm with a learning rate parameter 0.3 and momentum 0.9. The training process will be terminated when the iteration reaches a maximum value of 10,000 or MSE (Mean Square Error) 0.0001. Recognition rate for numeral character is 100%, however recognition rate for letter character is little bit worser, 86,87%. So overall performance is 94,29% for the whole characters
Perancangan Arca 3D sebagai Karakter Augmented Reality (AR) dalam Meningkatkan Minat Sejarah Masyarakat
Desain arca 3D sebagai augmented reality di inovasikan sebagai media pengenalan arca daerah kabupaten Tulungagung. Banyak arca yang ditemukan di daerah Tulungagung namun masyarakat sekitar belum bisa tahu tentang arca yang ada di Tulungagung sehingga dengantujuan adanya augmented reality masyarakat dapat mengetahui dari media sosial dan dengan teknologi yang dapat memunculkan 3D arca. Dari hasil penelitian menjelaskan bahwa survei yang telah dilakukan sebagian besar kuisioner menyatakan bahwa model dan informasi telah sesuai sebagaimana dari arca aslinya.berdasarkan dari survei kesesuaian dan akurasi model dan visual ar didapatkan keakurasian sebesar 89% serta pada survei aplikasi ar arca informatif dan pengenalan sejarah didapatkan nilai sebesar 83% dari kurang lebih 60 kuesioner dapat disimpulkan bahwa augmented reality merupakan media yang cocok untuk mengenalkan situs sejarah dan memberi edukasi kepada masyarakat
Developing Digital Storytelling of Wayang Topeng Malang as Platform for Cultural Literacy for Students
Digital storytelling has been a popular part of education used as a medium for telling stories. A digital storytelling platform can facilitate the development of collaborative stories. If the storytelling process is facilitated properly, it will lead to the creation of stories that enhance the relationship between the players. Wayang Topeng is one of the traditional performing arts in Indonesia that needs to be told digitally so that students become more interested in and understand the stories about Wayang Topeng Malang. This is an R&D research that has used the modified Borg and Gall concept. Data were collected through observation, interviews and documents. The result of this study was the development of a digital introduction of the characters of Wayang Topeng Malang in the form of 2D animation. The digital storytelling application was uploaded on YouTube, making the content accessible to everyone.
Keywords: digital storytelling, Wayang Topen