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BAB IV PEMBAHASAN

4.3 Pertimbangan Desain

4.3.2 Tipe Informasi

Tipe informasi yang digunakan pada aplikasi ini adalah file-file dengan jenis animasi, gambar,

adobe shockwave movie player dan video yang dibuat sendiri oleh peneliti.

4.3.3 Struktur Navigasi

Perancangan aplikasi pencarian lokasi ujian interaktif ini diawali dengan perancangan struktur navigasi aplikasi frontend dan backend.

4.3.4 Persiapan dan Integrasi Media

Merupakan tahap perancangan di mana media-media yang diperlukan dan digunakan pada aplikasi dideskripsikan secara jelas, dipersiapkan dan diintegrasikan menjadi satu kesatuan. Tahap ini dibagi menjadi dua bagian, yaitu:

A. Persiapan Media

Mendownload gambar-gambar yang diperlukan untuk melengkapi pembuatan interface berupa kontrol navigasi pada website.

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B. Integrasi Media

Pada tahap ini adalah tahap di mana file-file

gambar yang telah dipersiapkan dipadukan atau digabungkan ke dalam satu perancangan layar yang berfungsi sebagai control content.

1. Kontrol Content

File-file gambar yang telah dipadukan berfungsi menjadi kontrol content berupa kontrol navigasi. Hasil dari perpaduan kontrol navigasi menghasilkan perancangan layar aplikasi frontend dan backend yang dapat dilihat pada tahap perancangan layar.

4.4 Implementasi

Tahap implementasi merupakan tahap yang terdiri dari

prototyping dan beta testing. Prototyping dijelaskan melalui implementasi sistem yang berupa pembangunan aplikasi frontend dan backend. Berikut ini adalah pembahasan dalam tahap implementasi.

4.4.1 Prototyping

Pada tahap prototyping menjelaskan tentang implementasi sistem yang dibuat berupa penjelasan dari pembangunan aplikasi frontend dan backend.

A. Implementasi sistem

Pada tahap implementasi sistem, peneliti menampilkan hasil akhir pembuatan dari tahap-tahap sebelumnya. Pada tahap ini, semua elemen-elemen dibangun dan disatukan sehingga menjadi sebuah aplikasi multimedia berbasis web.

1. Pembangunan Aplikasi FrontEnd

Pembangunan aplikasi frontend terdiri dari membuat

background pada adobe photoshop, membuat animasi pada halaman website, membuat dan memberi animasi peta lokasi, membuat denah ruang ujian pada Fakultas Dakwah dan Ushuluddin dan penunjuk letak gedung ujian pada Kampus I UIN Jakarta, pengkodean aplikasi dengan menggunakan dreamweaver, membuat

interface virtual reality, pembuatan pemodelan 3 dimensi pencarian letak ruang ujian secara Virtual Reality dan pembuatan video pengenalan gedung lokasi ujian pada Gedung Fakultas Dakwah dan Ushuluddin.

Gambar 4.1 Halaman Utama

Gambar 4.1 merupakan tampilan dari halaman utama aplikasi frontend yang telah dibuat, terdiri dari fitur pencarian lokasi ujian dan menu-menu infromasi tentang ujian masuk.

Gambar 4.2 Tampilan Awal Halaman Virtual Reality

Gambar 4.2 adalah tampilan dari halaman awal virtual reality terdapat sembilan tombol pilihan menu yang terdiri dari tujuh tombol lantai dapat digunakan user

dalam memilih lantai untuk menjelajah ruang pada Gedung Fakultas Dakwah dan Ushuluddin dan tombol awal untuk kembali ke halaman awal serta tombol video untuk memutar video.

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Gambar 4.3 Halaman Telusuri Lokasi Secara 3

Dimensi

Gambar 4.3 merupakan tampilan dari penelusuran lokasi ujian secara 3 dimensi yang dapat dijelajah secara virtual reality dengan kontrol navigasi pada

keyboard.

2. Pembangunan Aplikasi BackEnd

Gambar 4.4 Halaman Utama Admin

Gambar 4.4 merupakan hasil akhir dari pembangunan aplikasi backend berupa halaman utama admin. Pada halaman utama admin terdapat menu data master, transaksi yang dapat digunakan admin dalam mengolah database yang berkaitan dengan informasi lokasi ujian.

4.4.2 Beta Testing

Pada tahap ini dilakukan pengujian (testing) terhadap aplikasi yang telah dibuat. Pada beta testing,

pengujian yang diterapkan adalah variasi input yang diberikan kepada aplikasi dengan penilaian hasil uji adalah kesesuaian output aplikasi dengan input yang diterima aplikasi. Berikut ini adalah hasil beta testing

terhadap aplikasi yang dibangun.

V. PENUTUP

5.1 Kesimpulan

Dari penelitian pembuatan aplikasi multimedia interaktif pencarian lokasi ujian masuk UIN berbasis web dapat diambil kesimpulan sebagai berikut:

Melalui database letak lokasi ujian berbasis multimedia peserta dapat mengetahui keberadaan letak ruang ujian secara virtual reality menggunakan tombol navigasi pada

keyboard. Dengan adanya animasi dua dimensi dan virtual reality tiga dimensi pada aplikasi, peserta ujian dapat mencari informasi yang berkaitan dengan ujian masuk dengan menarik dan interaktif serta mudah digunakan atau user friendly.

5.2 Saran

1. Pengembangan pembuatan pencarian letak ruang ujian secara 3 dimensi pada Gedung Fakultas lain karena sebagian besar tempat ujian pada UIN Jakarta menggunakan ruang kelas pada Gedung Fakultas.

2. Terintegrasi dengan website pendaftaran SPMB Mandiri sehingga tidak perlu menginput data-data peserta ujian karena pada website SPMB Mandiri sudah ada fasilitas pendaftaran secara online.

3. Pertimbangan keamanan data diperlukan untuk menghindari perubahan data oleh pihak yang tidak berwenang.

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DAFTAR PUSTAKA

[1] Encarta, Microsoft® 2009 [DVD]. 2008. Application Program Interface. Redmond, WA: Microsoft Corporation.

[2] Suyanto, M. 1988. Multimedia Alat untuk Meningkatkan Keunggulan Bersaing. Yogyakarta: Andi. [3] Maryani, Sri. 2009. Pengembangan Bahan Ajar Berbasis Multimedia Interaktif Mata Kuliah Komputerisasi

Akuntansi (Studi Kasus: Myob Accounting 17 pada Modul Banking). [Online] Tersedia: www.gunadarma.ac.id/library/articles/graduate/.../Artikel_21205188.pdf.

[ 17 Juli 2010, 14: 28 WIB].

[4] Departemen Pendidikan Nasional. 2007. Kamus Besar Bahasa Indonesia. Jakarta: Balai pustaka.

[5] Ramadhan,A. M, Taufik dan Panji B.Y.2005. 36 Jam Belajar Komputer 3D studio Max 7, Elex media Komputindo: Jakarta.

[6] Ihsan, Arisyi. 3D Modelling. [Online] Tersedia:

http://qazdec27.blogspot.com/search/label/DESAIN%20PEMODELAN%20GRAFIK [ 2 Oktober 2010, 09.12 WIB].

[7] Wexelblat, Allan. 2003. Virtual Reality Applications and Explorations. United States of America: Academic Press Inc.

[8] Departemen Pendidikan Nasional. 2007. Kamus Besar Bahasa Indonesia. Jakarta: Balai pustaka. [9] Encarta, Microsoft® 2009 [DVD]. 2008. Application Program Interface. Redmond, WA: Microsoft

Corporation.

[10] Hendratman, Hendri. 2006. The Magic of Macromedia Director. Bandung: Informatika Bandung. [11] Youngjin. 2005. Photoshop CS Accelerate. Jakarta : PT. Elex Media Komputindo Kelompok Gramedia. [12] Chandra, Handi. 2007. 7 jam belajar Interaktif ArchiCAD 10 Untuk Orang Awam. Palembang: Maxikom.

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INTERACTIVE MULTIMEDIA APPLICATIONS ENTRANCE EXAMINATION SITE SEARCH ON UIN JAKARTA A WEB BASED 3 DIMENSION

Ariyanti Saputri

Jurusan Teknik Informatika, Universitas Islam Negeri, Jakarta e-mail: [email protected]

ABSTRACT

Every year UIN Syarif Hidayatullah Jakarta provides a test for the examinees who take the test UMB, SNMPTN and SPMB Mandiri. For those examinees who had never visited the UIN Syarif Hidayatullah Jakarta or located far from UIN Jakarta is certainly very difficult in finding the location of the exam that has been determined. Candidates must come directly to the UIN Syarif Hidayatullah Jakarta (UIN Jakarta) to know the location of the exam prior to conducting the test. Party Central Academic UIN Jakarta wants the existence of a application that can convey information about the location of the exam. The purpose of making this application is to create virtual reality applications where the space location of the entrance examination in 3-dimensional UIN contained in the Faculty of Da'wah and Ushuluddin building, and facilitate the examinees in seeking information about the location of the exam. For the development of this application is used four data collection methods are: literature study, observation, interviews and questionnaires. Multimedia application development method used is IMSDD (Interactive Multimedia System Design and Development), which consists of four stages, system requirements, design considerations, implementation and evaluation. Based on the evaluation by distributing questionnaires to 40 participants UIN Jakarta Mandiri SPMB exam can be concluded that the application is attractive, easy to use (user friendly), the information presented by this application is quite obvious and can easily locate the examinees in the test location on the campus environment I UIN Jakarta. The evaluation results interview with Mr. Marzuki Mahmud, MA as the Head of the Academic Center is concluded that this application can help candidates in finding information about the test location because there visualization of the site plan to test and locate classrooms in 3 dimensions.

Keywords: Virtual reality, 2D, 3D, pencarian lokasi ujian.

I. INTRODUCTION 1.1 Background

Based on the interview with Mr. Marzuki, MA as the head of the Academic (center) UIN Jakarta, every year UIN Syarif Hidayatullah Jakarta provides a test for the examinees who take the test UMB, SNMPTN and SPMB Mandiri. For those examinees who had never visited the UIN Syarif Hidayatullah Jakarta or located far from UIN Jakarta is certainly very difficult in finding the location of the exam that has been determined. Candidates must come directly to the UIN Syarif Hidayatullah Jakarta (UIN Jakarta) to find out the location of the exam before conducting the test. Once the researchers conducted observations, showed that not all examinees can perform initial survey by visiting directly UIN Jakarta. On the day of the exam, examinees are still looking for the exam room that

causes the participants late into the exam room so that no concentration in the exam.

Party central Academic UIN Syarif Hidayatullah Jakarta experiencing difficulties in submitting information to the examinees test locations, amounting to thousands. Therefore the central Academic UIN Syarif Hidayatullah Jakarta and the examinees in desperate need of information service that can be used to facilitate the search for a location test, exam schedule information, the site plan buildings Faculty in the Campus I UIN Jakarta without having to visit the Academic Building to ask information to the academic. One of the alternatives offered by current technology that is using web-based multimedia tools to convey information. The information to be conveyed by the UIN Jakarta to become more attractive through interactive multimedia and fast in disseminating information using web media. Multimedia capabilities to convey

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information not only limited to pictures and text only, but can offer more value, such as animation, audio, and video.

From this thought then the search application built test location by name or number of examinees to exam site plan the location of the space is 2 dimensional and 3 dimensional. This application serves as information about organizing examinations in the form of numbers and names of candidates, the location of the exam, exam schedules and exam room layout visualization either 2 dimensional or 3 dimensional virtual reality technology incorporated in the media websites. With this application, examinees do not need to do preliminary survey to find out where the location of the exam. The title raised was "Interactive Multimedia Applications Entrance Exam Location Search UIN Jakarta On The Web-based 3-dimensional.

1.2 Problem Formulation

Based on the background described above, it can be taken formulation of the problem as follows:

1. How to develop search applications UIN location entrance exam in 3-dimensional web-based? 2. How to make applications look attractive, user friendly, the information presented is clear and easy examinees in

the search for the entrance examination location UIN Syarif Hidayatullah Jakarta?

1.3 Objectives Research

The purpose of this study was to test the location search application based on the number and names of candidates, making 2-dimensional plan of the exam room and create 3-dimensional modeling of search location of the exam room in virtual reality contained in the Building Faculty of Da'wah and Ushuluddin.

1 .4 Research Methods

The method of research used in writing this essay is as follows:

1.4.1 Data Collection Method

Collection or data collection is a stage in the research process is important, because only by getting the right data then the research process will last until the writers get answers from the formulation of a problem that has been determined. Data collection methods used by researchers in making thesis is:

1. Observation

Collecting data and information by reviewing and observing directly the activities that occur in the field. 2. Interview

Interviews were conducted with the Head of the Academic center, on February 10, 2010 to obtain information

used in making the application. 3. Questionnaire

Distributing a questionnaire conducted on examinees to get the information required in making application.

4. Library Studies

Done by reading and studying books that support the topics covered in the preparation of this thesis, except that the data obtained by searching for and collecting data from the Internet.

1.4.2 Method Development of Multimedia

Applications

In a search application making the location of the entrance examination is conducted through a multimedia development IMSDD (Interactive Multimedia System Design and Development) by Dastbaz which is based on four stages, namely the System Requirement, Consideration of Design Consideration, Implementation and Evaluation.

2. BASIC THEORY 2.1 Definition of Terms

Applications, in computer science, is a computer program designed to help people who do certain jobs. A different application of an operating system (which runs a computer), a utility (which perform maintenance or for the purpose of general duties) and programming language (which makes a computer program) [1].

Multimedia by Hofstetter, 2001 multimedia is the use of computers to create and combine text, graphics, audio, moving images (video and animation) by combining links and tools that enable users to navigate, interact, create, and communicate [2].

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Interactive means are interrelated. This means that between the user (users) and media (programs) there is a reciprocal relationship, the user provides a response to the demand / media display (program), then proceed with the presentation of information / next concept presented by the media (programs) are [3].

Entrance exam is a test to determine whether or not a person acceptable candidates wishing to enter the school, offices, companies and so on [4].

In the 3-dimensional design space we will know the three axis coordinates of the axis x, axis y, and z-axis [5].

2.2 3D Modeling

In 3D computer graphics, 3D modeling is the process of developing a mathematical representation of each of the three-dimensional object (either inanimate or living) via specialized software. This product is referred to as 3D models. See objects in three dimensions (3D) means seeing the object in true form. 3D depiction would be helpful to clarify the intent of actually visualized. 3D depiction is a further

development of 2D drawing.

Figure 2.1 Comparison of 2D and 3D object

appearance

3D modeling process requires the design of which is shared by several stages to its formation. As the object what you want to set up a basic object, method of 3D object modeling, lighting and animation object motion in the order process to be performed.

Figure 2.2 3D Modeling Process

The purpose and function of each part is a process that will be explained as follows:

a. Motion Capture / Model 2D, which is the first step to determine the shape of the object model to be built in 3D. In this stage of the process of determining the 2D object has a sense that the 2D object that will be formed is the basis for 3D modeling.

b. Basic 3D Modelling Method, There are several

methods used for 3D modeling. There are types of object modeling method tailored to his needs like with NURBS and polygons. Modeling polygon is a triangle and square shapes that determine the surface area of a character. Each polygon determines a flat field by putting a line of polygons so that we can create the surface forms. To obtain a smooth surface, it takes a lot of polygons. When only using a few polygons, the object will be divided into several fractions obtained polygon. While modeling with NURBS (Non-Uniform Rational Bezier Spline) is the most popular method to construct an organic model. On the NURBS curve can be formed with only three points only. Compared with polygon curve which requires a lot of points (vertices), this method makes it easier to control. One point of CV (control vertices) to control one area to the texture.

c. Process Rendering, Rendering is the final process

of the whole process modeling or computer animation. In rendering, all the data already entered in the process of modeling, animation, texturing, lighting with certain parameters will be translated in a form of output. Rendering part that is often used: Field Rendering, Field rendering is often used to reduce the strobing effect caused by rapid movement of an object in the video rendering.

• Shader, Shader is an addition that is used in 3D specific software in the process of rendering special. Usually shaders needed to meet the specific needs of

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special effects such as lighting effects, atmosphere, fog and so forth.

d. Texturing, this texturing process to determine the

characteristic of a material object in terms of texture. Texture can then be used to create many variations of color pattern, the level of smoothness / roughness of an object layer in more detail.

e. Image and Display, is the end result of the entire

process of modeling. Usually the object model which will be output is an image for correction needs coloring, lighting, or a visual effect which is inserted at the stage teksturing modeling [6].

2.3 Definition of Virtual Reality

According Wexelblat 1993, virtual reality is a display and control technologies that can cover a person in a virtual environment generated interactively by computer [7]. Meanwhile, according Jounghyoun Kim 2005, virtual reality is a field of study that aims to create a system that provides artificial experience to users. There is no standard definition of virtual reality. The most common definition of virtual reality is the artificial environment created with computer hardware and computer software and presented to the user so the user is to feel like in a real environment.

2.4 Software Application Development 2.4.1 Macromedia Flash 8

Macromedia Flash 8 is a vector-based animation programs are very popular and most widely used today to create animated and professional web applications dynamic and interactive. Also flash can also be used to create animated logos, cartoons, games, interactive menus, e-cards, screen savers, a form of interactive, multimedia applications, to mobile applications [8].

2.4.2 3ds Max

For the current 3ds Max 3D software is one of the most popular and best selling in the market. This is understandable because 3ds Max has advantages over other 3D software. One of the advantages that exist in the completeness of its features. This software supports almost all existing aspects of 3D graphics technology at this time [9].

2.4.3 Adobe Director

Adobe Director is a software made by Adobe which is used for the production of interactive CDs, presentations, product catalogs, games and others.

Director is able to import many formats such as movie, bitmap, vector, 3-dimensional and audio. Adobe Program Director to make an animation or interactive multimedia because it has the facility to make arrangements per-frame animation. So also with three-dimensional animation that can be created with this software [10].

2.4.4 Adobe Photoshop CS 2

Photosop CS 2 is part of Adobe creative tools, a package design program for people who work, either by printing a picture or graphic network [11].

Macromedia Dreamweaver 2.4.5

Macromedia Dreamweaver is all web design software that offers a way to design a website with two steps at once in a while, which is designing and programming. Dreamweaver has a mini window called the HTML source, where HTML codes written [2].

2.4.6 ArchiCAD

ArchiCAD is one berbantu computer drawing program (CAD / Computer Aided Design) are quite popular. ArchiCAD is designed specifically for architects to design the building appropriately. ArchiCAD offers a different approach than the existing CAD programs. Depictions in ArchiCAD dilakkukan is oriented to the building is not in the picture [12].

2.5 Multimedia Application Development Methods

Figure 1.0 Multimedia Application Development

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1. System Requirements

At this stage a general definition of IMS (Interactive Multimedia System) and its environment is determined.

This stage has the key functions as follows:

a. To provide a definition of a system like making an outline of goals and objectives of the system being designed.

b. To verify who the user of the system that will be created and if there are other specific requirements that need to be considered. For example, if we design a learning package to teach the user about the hard of hearing then use the audio as a media conduit of information is not very suitable.

c. Evaluation of hardware, software, and authoring tools needed and select appropriately. d. Consider the exact delivery platforms required by the system. If the interactive multimedia system running on a network (WAN, LAN), then we need a different approach in designing and building the system than if we use the system type CD-ROM.

2. Design Considerations

The purpose of this step is to clearly describe the detailed design guidelines. These steps include: a. Metaphor Design

Choosing a real model to be used as a key solution

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