Sabtu, 06 April 2013

seminar "prespektif terhadap interaksi manusia dan teknologi dalam menghadapi era globalisasi"

- pusat studi interaksi manusia dan teknologi
pendahuluan .
pusat studi interaksi manusia  atau (HTI) merupakan wadah bagi dosen, peneliti, mahasiswa program sarjana dan pasca sarjana dalam melakukan riset, pengembangan dan aplikasi dari sebuah interaksi manusia dan teknologi, organisasi dan berkaitan pula dengan pekerjaan atau perancangan sistem kerja serta lingkungan.

Peneltian dibidang HTI merupakan penelitian multi disiplin ilmu yang mewakili berbagai bidang keilmuan seperti teknik, ilmu komputer, psikologi, ilmu sosial, kedokteran, arsitektur, dan desaign.

Interaksi Manusia VS Teknologi

Masyarakat Pertanian (8000 SM - 1700)
Alat yang di gunakan : cangkul
Masyarakat Industri (1700 - 1970)
Alat yang di gunakan : mesin
Masyarakat Informasi (1970 - 2000)
Alat yang di gunakan : satelit


Sistem adalah interaksi keseluruhan yang paling penting. sistem harus membutuhkan model untuk mengambarkan kedepannya.

Teknologi adalah keseluruhan saranan untuk menyediakan barang-barang untuk kelangsungan hidup. Konsep menejeman teknologi adalah perencanaan, pengembangan dan implementasi teknologi dalam rangka pencapaian sasaran strategis dan oprasionan.

Narasumber  : Prof. Dr. Anang Zaini Gani

-VR
what VR ?
VR adalah  virtual reality rekers to

why VR ?
VR is able  to immerse you a computer-generated world

brief history
in 1950s, flight simulators

1965, a research program for computer grapich called the ultimate display was laid out

in 1988, commaercial
devlopment of VR began

in 1992,first commercial

VR: High end user interface that involves real time simulation and interaction through multiple sensorial channel

1950: Flight simulators, built by US force to train student.
1965: Research program for computer graphic called "The Ultimate Display"
1988: Commercial development VR
1991: First commercial VR entertainment "virtuallity"

Type of VR System

-Windows on World
Desktop VR
Use computer to display 3D virtual world

-Telepresence
variation of visualizing complete computer generated worlds

-Mixed Reality / Augmented Reality
Seamless merging of real space and virtual world

-Distributed VR
simulated world runs on on several computer which connected over network and people can interact in real time

Technology of VR

Hardware

-Head Mounted Display (HMD)
helmet / mask providing visual and auditory displays

-Binocular Omni-Orientation Monitor (BOOM)
use CRT to provide high resolution

-Cave Auto Virtual Environment (CAVE)
Provide illusion of immersion by projecting stereo image on walls and floor on room-sized cube

-Data Glove & Motion Capture
Outfilled with sensors on the finger as well as an overall position/orientation tracking equipment

-Motion Capture
capture human motion and transform to virtual world using sensors and camera

-Control Device
-Control virtual object in 3 dimension
-Brain Computer Interface

Software

-Toolkits
C/ C++
OpenGL
Open Scene Graph

-Authoring Systems
Computer program with graphic interface

-VRML / VR Modelling Language
Standard language for interactive simulation within WWW

Component
-Input Processor
Mouse,keyboard,dkk dll

-Simulation Processor
Core of VR Systems, take users input along with any tasks programmed into the world and determine what will happend in virtual world

-Rendering Processor
Create sensation that are output to users
separate rendering processor are used for visual, auditory, haptic, and other sensory systems.

-World Database
store object (graphic scenes of seach location) that inhabit the world (coordinate position),
scripts that describe action of those object

Applications

-Entertainment
-More vivid
-More exciting
-More attractive

-Medicine
-Practice performing surgery
-Perform surgery on remote patient
-Teach now skill in a safe, controlled environment

-Manufacture
-Easy to modify
-Low cost
-High efficient

-Education & Training
-Driving simulator
-Flight simulator
-Ship simulator
-Tank simulator

-Ergonomic
-Analyze optimal relation between human environment factor based on human limitation (move, eye, body posture)

Current Problem

Cybersickness/simulator sickness
Low fidelity
Expensive
Lack of integration between application packages

Future

High fidelity systems
Cost saving (farm render computer replaced by GPU)
Collaborative (high speed network for interconnection)
High level contact between participant in distributed VR

sumber :
catatan seminar tanggal 26 maret 2013
http://restatimur.blogspot.com/2013/04/rangkuman-seminar-26-maret-2013.html