LAPORAN SKRIPSI HALAMAN JUDUL 3D …eprints.umk.ac.id/6639/1/HALAMAN_JUDUL.pdf · 1 laporan skripsi...
Transcript of LAPORAN SKRIPSI HALAMAN JUDUL 3D …eprints.umk.ac.id/6639/1/HALAMAN_JUDUL.pdf · 1 laporan skripsi...
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LAPORAN SKRIPSI
HALAMAN JUDUL
3D HOLOGRAM PENGENALAN HEWAN NUSANTARA
Oleh :
RIZKI AKBAR
2012-51-196
SKRIPSI DIAJUKAN SEBAGAI SALAH SATU SYARAT UNTUK
MEMPEROLEH GELAR SARJANA KOMPUTER
PROGRAM STUDI TEKNIK INFORMATIKA
FAKULTAS TEKNIK
UNIVERSITAS MURIA KUDUS
2016
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LAPORAN SKRIPSI
HALAMAN SAMPUL
3D HOLOGRAM PENGENALAN HEWAN NUSANTARA
Oleh :
RIZKI AKBAR
2012-51-196
SKRIPSI DIAJUKAN SEBAGAI SALAH SATU SYARAT UNTUK
MEMPEROLEH GELAR SARJANA KOMPUTER
PROGRAM STUDI TEKNIK INFORMATIKA
FAKULTAS TEKNIK
UNIVERSITAS MURIA KUDUS
2016
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ABSTRAK
Indonesia merupakan negara yang kaya. Salah satu contohnya adalah
keanekaragaman fauna yang hidup di Indonesia. Keanekaragaman fauna
Indonesia dibuktikan dengan adanya berbagai macam fauna khas dari setiap
daerah atau pulau di Indonesia. Namun kini fauna khas itu mulai langka
akibat banyaknya perburuan dan perdagangan satwa liar yang terjadi. Selain
itu minimnya pengetahuan masyarakat akan fauna khas tersebut menjadikan
kurangnya kesadaran masyarakat untuk ikut menjaga kelestariannya. Oleh
karena itu dibutuhkan sebuah edukasi yang menyenangkan untuk
meningkatkan pengetahuan masyarakat mengenai fauna khas Indonesia. “3D
Hologram Pengenalan Hewan Nusantara” adalah sebuah 3D hologram
tentang edukasi mengenai fauna khas Nusantara berbasis android. Dengan
adanya “3D Hologram Pengenalan Hewan Nusantara”, diharapkan mampu
membuat pengguna lebih mengenali fauna khas Nusantara, serta memberikan
kesadaran bahwa keanekaragaman alam khusunya fauna khas yang ada di
Indonesia sangat beragam dan akan hilang keberadaannya bila tidak
dilestarikan. Dari hasil pengujian didapatkan bahwa “3D Hologram
Pengenalan Hewan Nusantara” mampu memberikan informasi dan
pengetahuan kepada pengguna atau pemain mengenai fauna khas Nusantara.
Kata Kunci : 3D, fauna, hologram, nusantara
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ABSTRACK
Indonesia is a rich country. One example is the diversity of fauna that live in
Indonesia. The diversity of Indonesia fauna evidenced by the wide variety of
fauna typical of each region or island in Indonesia. But now it's fauna is
scarce due to the amount of poaching and illegal wildlife trade happens.
Besides the lack of public awareness of the unique fauna makes the lack of
public awareness to participate in maintaining sustainability. Therefore, it
needs an education that is fun to improve public knowledge about the fauna
typical of Indonesia. " 3D Hologram Pengenalan Hewan Nusantara" is a 3D
hologram of education about the fauna typical of the archipelago based on
Android. With the " 3D Hologram Pengenalan Hewan Nusantara", is
expected to create more users recognize the fauna typical of the Nusantara, as
well as provide awareness that the natural diversity of fauna especially in
Indonesia is very diverse and will be lost to exist if they are not preserved.
From the test results showed that " 3D Hologram Pengenalan Hewan
Nusantara" is able to provide information and knowledge to the user or player
of the unique fauna of the Nusantara
Keywords : 3D, hologram, fauna, nusantara
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DAFTAR ISI
HALAMAN JUDUL ............................................................................................. i
HALAMAN SAMPUL ......................................................................................... ii
PENGESAHAN STATUS SKRIPSI .................................................................... iii
PERNYATAAN PENULIS .................................................................................. iv
PERSETUJUAN SKRIPSI ................................................................................... v
PENGESAHAN SKRIPSI .................................................................................... vi
ABSTRAK ............................................................................................................ vii
ABSTRACK ......................................................................................................... viii
KATA PENGANTAR .......................................................................................... ix
DAFTAR ISI ......................................................................................................... x
DAFTAR TABEL ................................................................................................. xiii
DAFTAR GAMBAR ............................................................................................ xiv
DAFTAR LAMPIRAN ......................................................................................... xvi
BAB I .................................................................................................................... 1
PENDAHULUAN ................................................................................................ 1
1.1 Latar Belakang ................................................................................................ 1
1.1.1 Identifikasi Masalah ..................................................................................... 1
1.2. Batasan Masalah............................................................................................. 1
1.3. Rumusan Masalah .......................................................................................... 2
1.4. Tujuan Penelitian ........................................................................................... 2
1.5. Manfaat Penelitian ......................................................................................... 3
BAB II ................................................................................................................... 5
TINJAUAN PUSTAKA ....................................................................................... 5
2.1.Penelitian Terkait ............................................................................................ 5
2.2. Landasan Teori ............................................................................................... 6
2.2.1 Pengertian Multimedia ................................................................................. 6
2.2.2 Animasi ........................................................................................................ 8
2.2.3 Storyboard .................................................................................................... 10
2.2.4 Holografi ...................................................................................................... 13
2.2.5 Hewan Nusantara ......................................................................................... 13
2.2.6 Flowchart ..................................................................................................... 14
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2.2.7 Tool Yang Digunakan .................................................................................. 16
2.3. Metodologi Pengembangan Multimedia Versi Luther-Sutopo ...................... 17
2.3.1 Konsep (Concept)......................................................................................... 18
2.3.2 Perancangan (Design) .................................................................................. 18
2.3.3 Pengumpulan Bahan ( Material Collecting). ................................................ 19
2.3.4 Pembuatan Animasi (Assembly) .................................................................. 19
2.3.5 Pengujian (Testing) ...................................................................................... 19
2.3.6 Distibusi ( Distribution) ............................................................................... 19
2.4. Kerangka Berpikir .......................................................................................... 21
BAB III ................................................................................................................. 23
METODOLOGI PENELETIAN ........................................................................... 23
3.1 Objek Penelitian .............................................................................................. 23
3.2 Metode Pengumpulan Data ............................................................................. 24
3.3.1 Field Research .............................................................................................. 24
3.3.2 Metode Studi Pustaka ................................................................................... 24
3.3 Metodologi Pengembangan Multimedia ......................................................... 24
3.3.1 Konsep (Concept)......................................................................................... 25
3.3.2 Perancangan (Design) .................................................................................. 25
3.3.3 Pengumpulan Bahan ( Material Collecting). ................................................ 25
3.3.4 Pembuatan Animasi (Assembly) .................................................................. 26
3.3.5 Pengujian (Testing) ...................................................................................... 26
3.3.6 Distibusi (Distribution) ................................................................................ 26
BAB IV ................................................................................................................. 27
ANALISA DAN PERANCANGAN SISTEM ..................................................... 27
4.1 Gambaran Animasi Pengenalan Hewan Nusantara......................................... 27
4.1.1 3D Hologram Dalam Pengenalan Hewan Nusantara. .................................. 27
4.2 Identifikasi Masalah dan Sumber Masalah ..................................................... 28
4.2.1 Identifikasi Masalah ..................................................................................... 28
4.2.2 Analisa Kebutuhan Sistem ........................................................................... 29
4.2.3 Analisis Sistem ............................................................................................. 30
4.3Analisis Kebutuhan Sistem Untuk Perancangan .............................................. 30
4.3.1 Kebutuhan perangkat Keras ......................................................................... 30
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4.3.2 Kebutuhan Perangkat Lunak ........................................................................ 30
4.4 Tahapan Dalam Pengembangan Multimedia .................................................. 31
4.4.1 Konsep (Consept) ......................................................................................... 31
4.4.2 Perancangan (Design) .................................................................................. 32
4.4.3 Pengumpulan Bahan ( Material Collecting ) ................................................ 47
4.4.4 Pembuatan Animasi (Assembly) .................................................................. 47
4.4.5 Pengujian (Testing) ...................................................................................... 47
4.4.6 Distibusi ( Distribution) ............................................................................... 47
BAB V ................................................................................................................... 49
IMPLEMENTASI ................................................................................................. 49
5.1 Penerapan Dalam Tampilan 3D Hologram Reflection ................................... 49
5.1.1 3D Hologram Dengan Piramida Hologragfic Reflection ............................. 49
5.1.2 Membuat Aplikasi Android Webview pada HTML .................................... 49
5.1.3 Menampilkan Tombol Pada Halaman Menu Utama .................................... 50
5.1.4 Tombol Hewan Nusantara, Animasi 3D Hologram, Galery, Profil ............. 50
5.2 Tampilan Pada Aplikasi .................................................................................. 51
5.3 Pengujian Dan Testing .................................................................................... 55
5.3.1 Pengujian Alpha dan Beta ............................................................................ 55
5.3.2 Testing Aplikasi ........................................................................................... 58
5.3.3 Implementasi Program Kepada Masyarakat Luas........................................ 60
5.4 Distibusi ( Distribution) .................................................................................. 60
BAB VI ................................................................................................................. 61
PENUTUP ............................................................................................................. 61
6.1 Kesimpulan ..................................................................................................... 61
6.2 Saran ................................................................................................................ 61
DAFTAR PUSTAKA ........................................................................................... 62
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DAFTAR TABEL
Tabel 2. 1 Tabel Simbol Flowchart ....................................................................... 14
Tabel 4. 1 Deskripsi Konsep ................................................................................. 32
Tabel 4. 2 Gambaran Stroryboard Ringkas ........................................................... 40
Tabel 4. 3 Tabel Diskripsi symbol storyboard menu utama ................................. 40
Tabel 4. 4 Tabel Diskripsi symbol storyboard menu Hewan ................................ 42
Tabel 4. 5 Tabel Diskripsi symbol storyboard menu animasi ............................... 43
Tabel 4. 6 Tabel Diskripsi symbol storyboard menu profil ................................. 45
Tabel 4. 7 Tabel Diskripsi symbol storyboard menu Galery ............................... 46
Tabel 5. 1 Pengujian Alpha .................................................................................. 55
Tabel 5. 2 Pengujian Beta ..................................................................................... 57
Tabel 5. 3 perbandingan spesifikasi smartphone .................................................. 59
Tabel 5. 4 Hasil Pengujian .................................................................................... 59
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DAFTAR GAMBAR
Gambar 2. 1 Bentuk Umum Storyboard ............................................................... 11
Gambar 2. 2 Storyboard yang digambar dengan tangan. ...................................... 11
Gambar 2. 3 Storyboard yang digambar dengan komputer. ................................. 12
Gambar 2. 4Storyboard untuk produk multimedia. [5] ......................................... 12
Gambar 2. 5 Siklus Tahapan Pengembangan Multimedia. ................................... 18
Gambar 2. 6 Tahapan Pengembangan Multimedia ............................................... 20
Gambar 2. 7 Kerangka Pikir.................................................................................. 21
Gambar 3. 1 Diagram Tahapan Metode Penelitian ............................................... 23
Gambar 4. 1 Model 3D Hologram dengan Prinsip Kerja Holografic Reflection
(Piramida Terbalik) ............................................................................................... 28
Gambar 4. 2 Flowchart Menu Utama .................................................................... 33
Gambar 4. 3 Flowchart Menu Utama .................................................................... 34
Gambar 4. 4 Flowchart Menu Hewan Nusantara .................................................. 35
Gambar 4. 5 Flowchart Menu Animasi ................................................................ 36
Gambar 4. 6 Flowchart Menu Galery ................................................................... 37
Gambar 4. 7 Flowchart Menu profil ..................................................................... 38
Gambar 4. 8 Struktur Navigasi ............................................................................. 39
Gambar 4. 9 Storyboard Menu Utama .................................................................. 40
Gambar 4. 10 Storyboard Menu Hewan ............................................................... 42
Gambar 4. 11 Storyboard Menu Animasi ............................................................. 43
Gambar 4. 12 Storyboard Menu Profil .................................................................. 45
Gambar 4. 13 Storyboard Menu Galeri ................................................................. 46
Gambar 5. 1 Menampilkan WebView .................................................................. 50
Gambar 5. 2 Tombol Hewan Nusantara ................................................................ 51
Gambar 5. 3 Tombol Animasi ............................................................................... 51
Gambar 5. 4 Tombol Galery ................................................................................. 51
Gambar 5. 5 Tombol Profil ................................................................................... 51
Gambar 5. 6 Logo Aplikasi ................................................................................... 52
Gambar 5. 7 Menu Utama ..................................................................................... 52
Gambar 5. 8 Halaman Tampilan Hewan Nusantara.............................................. 53
Gambar 5. 9 Daftar Menu Animasi ....................................................................... 53
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Gambar 5. 10 Video 3D Hologram ....................................................................... 54
Gambar 5. 11 Profil Pengembang ......................................................................... 54
Gambar 5. 12 Galery ............................................................................................. 55
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DAFTAR LAMPIRAN
Lampiran 1 Format Kuisioner
Lampiran 2 Surat Permohonan Izin Kegiatan
Lampiran 3 Berita Acara Permohonan Izin Penyelenggaraan Kegiatan
Lampiran 4 Fotokopi Buku Konsultasi Skripsi
Lampiran 5 Lembar ACC Revisi Laporan Skripsi