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Journal : Fountain of Informatics Journal

Variasi Animasi Gerakan Menggunakan Edit Data BVH Aidil Primasetya Armin; Fridy Mandita
Fountain of Informatics Journal Vol 3, No 1 (2018): Mei
Publisher : Universitas Darussalam Gontor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21111/fij.v3i1.1349

Abstract

The BVH data is composed of two parts, the first part detailing the hierarchy and the initial pose of the framework while the second part describes the data for each frame. This data contains the translation and rotation of each joint in the form of coordinates based on X, Y, and Z axes. This study demonstrates methods for modifying BVH data to obtain new movements. First choose the joint on the BVH data, then determine the coordinate point of the initial movement and the coordinate point of the joint end motion. Both select the coordinate point to be modified. The three selected points are rotated using a rotation matrix based on the X, Y, and Z axes. The results of the test will be displayed in the form of animated characters.
Perancangan Permainan Tebak Gambar Isi Rumah Menggunakan Game Engine Unity Aidil Primasetya Armin; Agus Darwanto; Amira Mar'atu Nabila
Fountain of Informatics Journal Vol 6, No 2 (2021): November
Publisher : Universitas Darussalam Gontor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21111/fij.v6i2.5990

Abstract

Unity merupakan salah satu mesin game yang dapat digunakan untuk membuatan game. Game memilik beberapa genre, salah satunya Game Puzzle. Game Puzzle bertujuan untuk menguji keterampilan pengguna dalam memecahkan masalah. Game Puzzle miliki genre sendiri salah satunya Action [1]. Salah satu masalah yang dapat digunakan dalam Puzzle Game adalah Gambar. Tebak Gambar adalah salah satu model permainan yang termasuk dalam genre Game Puzzle. Pada penawaran ini ditawarkan Perancangan Permainan Tebak Gambar dengan aturan permainan yang memilih dan mencocokan objek gambar dengan objek gambar yang di cari. Aturan permainan yang lain dimulai setiap kali permainan yang objek yang di cari akan berubah-ubah. Objek yang digunakan sebanyak 10 dan objek random yang muncul ketika permainan dimulai 5. Maka setiap permainan dimulai pada posisi objek tidak berubah. Hasil yang didapat diujikan dengan menggunakan metode black box.
Pengenalan Bahasa Isyarat Indonesia (BISINDO) Untuk Karakter Huruf Dengan Menggunakan Microsoft Kinect Anton Breva Yunanda; Fridy Mandita; Aidil Primasetya Armin
Fountain of Informatics Journal Vol 3, No 2 (2018): November
Publisher : Universitas Darussalam Gontor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21111/fij.v3i2.2469

Abstract

Language is a tool used by humans to communicate between each others. Every human being was born in the world has the ability to communicate in accordance with his mother's language but not all humans are born with good communication skills, one of them is a person with special needs. Sign language is a communication device used by people in need a in communicating with other people. This language uses the body's members to communicate, one way to communicate is to use members of the body that is the hand. Every movement that is done will have a different meaning. In decades, the research in sign language is experiencing a very rapid development. In this study shows the introduction of sign language for character characters using Microsoft Kinect and the Hidden Markov Model (HMM) method. For data are taken from the (Bahasa Isyarat Indonesia) BISINDO dictionary. The results of this research is the level of accuracy of the introduction of letters.