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Aplikasi Virtual Zoo berbasis Virtual Reality Menggunakan Google
Cardboard
Tugas Akhir
Diajukan Untuk Memenuhi
Persyaratan Guna Meraih Gelar Sarjana Strata 1
Teknik Informatika Universitas Muhammadiyah Malang
Reza Pahlevi Aditia Saputra
201110370311020
JURUSAN TEKNIK INFORMATIKA
FAKULTAS TEKNIK
UNIVERSITAS MUHAMMADIYAH MALANG
2014/2015
KATA PENGANTAR
Bismillahirrahmanirrahim
Assalamualaikum warahmatullah wabarakatuh
Segala puji syukur kehadirat allah SWT atas limpahan rahmat yang telah diberikan sehingga
penulis dapat menyelesaikan Tugas Akhir yang berjudul “Aplikasi Virtual Zoo berbasis
Virtual Reality Menggunakan Google Cardboard”.
Penulis menyadari sepenuhnya bahwa Tugas Akhir ini masih banyak kekurangan. Oleh
karena itu, penulis mengharapkan kritik dan saran yang membangun agar Tugas Akhir ini
bermanfaat bagi semua pihak.
Akhir kata penulis mengucapkan banyak terima kasih kepada semua pihak yang membantu
sehingga Tugas Akhir ini dapat terselesaikan.
Wassalamu’alaikum warahmatullah wabarakatuh
Malang, Januari 2017
Penulis,
DAFTAR ISI
LEMBAR PERSETUJUAN .......................................................................... ii
LEMBAR PENGESAHAN .......................................................................... iii
LEMBAR PERNYATAAN .......................................................................... iv
LEMBAR PERSEMBAHAN ........................................................................ v
ABSTRAK ..................................................................................................... vi
KATA PENGANTAR .................................................................................. vii
DAFTAR ISI................................................................................................ viii
DAFTAR GAMBAR ..................................................................................... xi
DAFTAR TABEL ....................................................................................... xiii
BAB I PENDAHULUAN ............................................................................... 1
1.1. Latar Belakang ..................................................................................... 1
1.2. Rumusan Masalah ................................................................................ 2
1.3. Tujuan Penelitian ................................................................................. 2
1.4. Batasan Masalah .................................................................................. 2
1.5. Metodologi ........................................................................................... 2
a. Metode Studi Pustaka ....................................................................... 2
b.Metode Pengembangan Perangkat Lunak ......................................... 2
1. Analisa Kebutuhan Sistem ........................................................... 3
2. Perancangan Sistem ...................................................................... 3
3. Implementasi Sistem .................................................................... 3
4. Pengujian Sistem .......................................................................... 3
1.6. Sistematika Penulisan .......................................................................... 3
BAB II LANDASAN TEORI ........................................................................ 5
2.1.Virtual Reality ...................................................................................... 5
2.1.1. Virtual Tour ............................................................................... 6
2.2. Google Cardboard ............................................................................... 8
2.2.1.Sensor Gyroscope ....................................................................... 9
2.2.2.Cardboard SDK ........................................................................... 9
2.3. Joystick Controller ............................................................................ 10
2.4. Kebun Binatang ................................................................................ 10
2.5. Android ............................................................................................. 10
2.6. Software Grafis Komputer ................................................................ 11
2.6.1. Unity 3D ................................................................................... 11
2.6.2. Blender ..................................................................................... 12
2.7.Perilaku Hewan .................................................................................. 13
2.8.1. Perilaku Gajah .......................................................................... 13
2.8.2. Perilaku Badak ......................................................................... 14
2.8.3. Perilaku Rusa ........................................................................... 14
2.9. Finite State Machine ......................................................................... 15
2.9.1. Naïve Approach ....................................................................... 16
2.9.2. State Transition Table .............................................................. 16
2.9.3 Embedded Rules ....................................................................... 17
BAB III ANALISA DAN PERANCANGAN SISTEM............................. 19
3.1.Analisa Sistem ................................................................................... 19
3.1.1. Analisa Masalah ....................................................................... 19
3.1.2. Analisa Hardware ..................................................................... 19
3.1.3. AnalisaKebutuhan Software..................................................... 19
3.1.4. Kebutuhan Fungsional ............................................................. 20
3.1.5. Kebutuhan Non-Fungsional ..................................................... 20
3.1.6. Deskripsi Sistem ....................................................................... 20
3.2. Perancangan Sistem .......................................................................... 21
3.2.1. Embedded Rules FSM ............................................................. 21
3.2.2. Desain Interface Program ........................................................ 22
3.2.3. Perancangan Model Objek ....................................................... 23
1. Badak ..................................................................................... 24
2. Gajah ...................................................................................... 24
3. Rusa ....................................................................................... 24
BAB IV IMPLEMENTASI DAN PENGUJIAN APLIKASI ................... 25
4.1. Implementasi ..................................................................................... 25
4.1.1. Implementasi Cardboard SDK ................................................ 26
4.1.2. Implementasi Script C# ........................................................... 26
4.1.3. Implementasi Pencahayaan dan Deteksi Tumbukan ............... 28
4.1.4. Implementasi Tampilan Antarmuka ........................................ 28
4.2. Pengujian Sistem ............................................................................... 31
4.2.1. Skenario Pengujian ................................................................... 31
4.2.2. Proses Black Box Testing ........................................................ 31
4.2.3. Kesimpulan Pengujian Blackbox ............................................. 33
4.2.4. Data Hasil Kuisioner ................................................................ 33
BAB V KESIMPULAN DAN SARAN ....................................................... 36
5.1.Kesimpulan ........................................................................................ 36
5.2.Saran .................................................................................................. 36
DAFTAR PUSTAKA ................................................................................... 37
BIOGRAFI PENULIS ................................................................................. 39
DAFTAR GAMBAR
Gambar 2.1 Contoh Dari Google Expeditions ................................................. 6
Gambar 2.2 Gambar VR Forest Animal Adventure ........................................ 7
Gambar 2.3 Contoh Dari Aplikasi Forest Animal Adventure ......................... 7
Gambar 2.4 Tampilan Apabila Menggunakan Google Cardboard .................. 7
Gambar 2.5 Google Cardboard ........................................................................ 8
Gambar 2.6 Joystick Controller ....................................................................... 9
Gambar 2.7 Interface Unity3D ...................................................................... 11
Gambar 2.8 Interface Blender ........................................................................ 12
Gambar 2.9 Gambaran Finite State Machine ................................................. 16
Gambar 210 Gambar Transition Table .......................................................... 16
Gambar 2.11 Monolithic Conditional Statements ......................................... 17
Gambar 2.12 Embedded Rules ...................................................................... 17
Gambar 2.13 Diagram Finite State Machine ................................................. 18
Gambar 3.1 FSM Aplikasi ............................................................................. 21
Gambar 3.2 Map Virtual Zoo......................................................................... 22
Gambar 3.3 Tampilan Menu Utama .............................................................. 22
Gambar 3.4 Tampilan Menu Tutorial ............................................................ 23
Gambar 3.5 Gambar Objek Badak ................................................................. 23
Gambar 3.6 Gambar Objek Gajah ................................................................. 24
Gambar 3.7 Gambar Objek Rusa ................................................................... 24
Gambar 4.1 Proses Import Package cardboard SDK ..................................... 24
Gambar 4.2 change_scene.cs ......................................................................... 26
Gambar 4.3 FPSInput.cs ................................................................................ 27
Gambar 4.4 PlaySound.cs .............................................................................. 27
Gambar 4.5 Main Menu ................................................................................. 28
Gambar 4.6 Menu Tutorial ............................................................................ 29
Gambar 4.7 Tampilan Objek Gajah ............................................................... 29
Gambar 4.8 Tampilan Objek Badak .............................................................. 29
Gambar 4.9 Tampilan Objek Rusa................................................................. 30
Gambar 4.10 Tampilan Objek Pohon ............................................................ 30
Gambar 4.11 Tampilan Objek Papan Nama .................................................. 30
DAFTAR TABEL
Tabel 4.1 Spesifikasi Perangkat .................................................................... 25
Tabel 4.2 Rencana Pengujian ........................................................................ 31
Tabel 4.3 Pengujian Menu Utama ................................................................ 32
Tabel 4.4 Pengujian Mulai VR ..................................................................... 32
Tabel 4.5 Pengujian Menu Tutorial .............................................................. 33
Tabel 4.6 Pengujian Menu Exit ..................................................................... 33
Tabel 4.7 Tabel Responden ............................................................................ 34
Table 4.8 Hasil Kuisioner Tentang Aplikasi Virtual Zoo .............................. 35
Table 5.1 Hasil Nilai Pengujian ..................................................................... 36
Daftar Pustaka
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Unnes Semarang
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