LAPORAN SKRIPSI
ANIMASI 3D HOLOGRAM PENGENALAN HEWAN PEMAKAN TUMBUHAN
ARDIANA NIM. 201351076
DOSEN PEMBIMBING Tri Listyorini, M.Kom Ahmad Abdul Chamid, M.Kom
PROGRAM STUDI TEKNIK INFORMATIKA FAKULTAS TEKNIK UNIVERSITAS MURIA KUDUS 2017
i
ii
PERNYATAAN KEASLIAN Saya yang bertanda tangan dibawah ini : Nama
: Ardiana
NIM
: 201351076
Tempat & Tanggal Lahir
: Pati, 08 November 1995
Judul Skripsi
: Animasi 3D Hologram Pengenalan Hewan Pemakan Tumbuhan
Menyatakan dengan sebenarnya bahwa penulisan Skripsi ini berdasarkan hasil penelitian, pemikiran dan pemaparan asli dari saya sendiri, baik untuk naskah laporan maupun kegiatan lain yang tercantum sebagai bagian dari Skripsi ini. Seluruh ide, pendapat, atau materi dari sumber lain telah dikutip dalam Skripsi dengan cara penulisan refrensi yang sesuai. Demikian pernyataan ini saya buat dengan sesungguhnya dan apabila di kemudian hari terdapat penyimpangan dan ketidak benaran dalam pernyataan ini, maka saya bersedia menerima sanksi akademik berupa pencabutan gelar dan sanksi lain sesuai dengan peraturan yang berlaku di Universitas Muria Kudus. Demikian pernyataan ini saya buat dalam keadaan sadar tanpa paksaan dari pihak manapun.
Kudus, 22 Februari 2017 Yang memberi pernyataan,
Materai 6000
Ardiana NIM. 201351076
iii
iv
ANIMASI 3D HOLOGRAM PENGENALAN HEWAN PEMAKAN TUMBUHAN
Nama mahasiswa
: Ardiana
NIM
: 201351076
Pembimbing
: 1. Tri Listyorini, M.Kom 2. Ahmad Abdul Chamid, M.Kom
RINGKASAN Hewan pemakan tumbuhan atau herbivora adalah hewan yang menjadikan tumbuhan sebagai makanan dan sumber energinya, ciri yang dimiliki oleh hewan pemakan tumbuhan di antaranya memiliki gigi geraham yang banyak dan rapat, berdarah panas, berkaki empat, beranak dan hidup di daratan. Mempelajari tentang hewan pemakan tumbuhan hanya bisa dipelajari melalui buku, vidio, internet dan di kebun binatang, hal ini dinilai kurang efektif. Dengan kemajuan teknologi multimedia, maka perlu dikembangkan ke dalam dunia pembelajaran terutama media pembelajaran tentang hewan pemakan tumbuhan dalam bentuk animasi 3D hologram pengenalan hewan pemakan tumbuhan. Metode yang digunakan dalam pembuatan aplikasi animasi 3D hologram pengenalan hewan pemakan tumbuhan adalah metode studi pustaka dan metode pengembangan multimedia versi Luther. Hasil akhir dari dibangunnya animasi 3D hologram ini adalah sebagai media pembelajaran hewan pemakan tumbuhan dalam bentuk 3D hologram yang lebih menarik dan modern dengan prinsip kerja piramida terbalik menggunakan smartphone android sebagai media visualisasinya. Kata Kunci : Herbivora, 3D Hologram, Smartphone Android.
v
Introduction Of Plant-eating Animals 3D Hologram Animation
Nama mahasiswa
: Ardiana
NIM
: 201351076
Pembimbing
: 1. Tri Listyorini, M.Kom 2. Ahmad Abdul Chamid, M.Kom
ABSTRACT Plant-eating animals or herbivores are animals that make the plants as a source of food and energy, the characteristics possessed by herbivorous animal of whom have many molars and tight, hot-blooded quadrupeds, childless and living on the land. Learn about plant-eating animals can only be learned through books, videos, the internet and in the zoo, it is considered less effective. With advances in multimedia technology, should be developed into a world of learning especially learning about plant-eating animals in the form of 3D hologram animated introduction of plant-eating animals. The method used in the manufacture of 3D hologram animation applications introduction of plant-eating animals is book study method and methods of developing multimedia version of Luther. The end result of the construction of 3D hologram animation is as a learning of herbivorous animal in the form of a 3D hologram that is more attractive and modern with the working principle of the inverted pyramid using android smartphone as a media visualization. Keywords: Herbivore, 3D Hologram, Android Smartphone.
vi
KATA PENGANTAR Segala Puji bagi Allah SWT yang telah memberikan rahmat, taufiq, hidayah dan inayahnya sehingga penulis mampu menyelaraskan penyusunan skripsi ini yang berjudul “Animasi 3D Hologram Pengenalan Hewan Pemakan Tumbuhan”. Penyusunan skripsi ini ditujukan untuk memenuhi salah satu syarat memperoleh Gelar Kesarjanaan Program Studi Teknik Informatika Fakultas Teknik Universitas Muria Kudus. Pelaksanaan penyusunan skripsi ini tak lepas dari bantuan dari dukungan beberapa pihak, untuk itu penulis menyampaikan ucapan terima kasih kepada : 1. Bapak Dr. Suparnyo, SH,MS, selaku Rektor Universitas Muria Kudus. 2. Bapak Mohammad Dahlan, ST, MT, selaku Dekan Fakultas Teknik Universitas Muria Kudus. 3. Bapak Ahmad Jazuli, M.Kom, selaku Ketua Program Studi Teknik Informatika Universitas Muria Kudus. 4. Ibu Tri Listyorini, M.Kom, selaku pembimbing I yang telah banyak memberikan masukan selama penyusunan skripsi ini. 5. Bapak Ahmad Abdul Chamid, M.Kom selaku pembimbing II yang telah banayak memberikan masukan selama penyusunan skripsi ini. 6. Ibu dan Bapak serta Kakak-kakakku tersayang yang telah senantiasa memberikan dukungan, semangat, doa dan materi yang sangat berarti. 7. Teman-teman TI angkatan 2013 yang telah memberikan saran dan motivasi. 8. Semua pihak yang telah membantu penyusunan skripsi ini. Penulis menyadari adanya kekurangan dan ketidaksempurnaan dalam penulisan skripsi ini, karena itu penulis menerima kritik, saran dan masukan dari pembaca sehingga penulis dapat lebih baik di masa yang akan datang. Akhirnya penulis
berharap semoga skripsi ini bermanfaat khususnya bagi penulis dan
umumnya bagi para membaca.
Kudus, 22 Februari 2017 Penulis vii
DAFTAR ISI HALAMAN JUDUL .........................................................................................
i
HALAMAN PERSETUJUAN .........................................................................
ii
HALAMAN PENGESAHAN ........................................................................... iii PERNYATAAN KEASLIAN ........................................................................... iv ABSTRAK .........................................................................................................
v
ABSTRACT ....................................................................................................... vi KATA PENGANTAR ....................................................................................... vii DAFTAR ISI ...................................................................................................... viii DAFTAR GAMBAR ......................................................................................... xi DAFTAR TABEL ............................................................................................. xiii DAFTAR LAMPIRAN ..................................................................................... xiv
BAB 1 PENDAHULUAN 1.1.
Latar belakang .........................................................................................
1
1.2.
Perumusan masalah .................................................................................
2
1.3.
Batasan masalah ......................................................................................
2
1.4.
Tujuan .....................................................................................................
2
1.5.
Manfaat ...................................................................................................
2
BAB II TINJAUAN PUSTAKA 2.1.
Penilitian terkait ......................................................................................
5
2.2.
Landasan teori .........................................................................................
6
2.2.1 Multimedia ..............................................................................................
6
2.2.2 Animasi ...................................................................................................
6
2.2.3 Pengertian Kingdom Animalia ................................................................
7
2.2.3.1 Filum Chordata........................................................................................
8
2.2.4 Hewan pemakan tumbuhan .....................................................................
8
2.2.4.1 Badak .......................................................................................................
9
2.2.4.2 Gajah ....................................................................................................... 10 2.2.4.3 Jerapah ..................................................................................................... 10 2.2.4.4 Sapi .......................................................................................................... 11 viii
2.2.4.5 Kerbau ..................................................................................................... 11 2.2.4.6 Kuda ........................................................................................................ 12 2.2.4.7 Unta ......................................................................................................... 12 2.2.4.8 Zebra........................................................................................................ 13 2.2.4.9 Rusa ......................................................................................................... 13 2.2.4.10 Panda ..................................................................................................... 14 2.2.4.11 Domba ................................................................................................... 14 2.2.4.12 Bison ..................................................................................................... 15 2.2.4.13 Kambing ................................................................................................ 15 2.2.4.14 Kelinci ................................................................................................... 16 2.2.4.15 Banteng ................................................................................................. 17 2.2.4.16 Kanguru................................................................................................. 17 2.2.4.17 Tapi ....................................................................................................... 18 2.2.5 Bagan alir flowchart ................................................................................ 18 2.2.6 Storyboard ............................................................................................... 19 2.2.7 Hologram ................................................................................................. 19 2.2.8 Perangkat lunak yang digunakan ............................................................. 20 2.2.8.1 Blender .................................................................................................... 20 2.2.8.2 Camtasia studio ....................................................................................... 21 2.2.8.3 Adobe flash .............................................................................................. 21 2.2.9 Kerangka pemikiran ................................................................................ 22
BAB III METODOLOGI 3.1
Objek penelitian ...................................................................................... 23
3.2
Metode pengumpulan data ...................................................................... 23
3.3
Metode pengembangan multimedia ........................................................ 23
3.3.1 Konsep (concept)..................................................................................... 24 3.3.2 Perancangan (design) .............................................................................. 24 3.3.3 Pengumpulan material (material collecting) ........................................... 24 3.3.4 Pembuatan (assembly) ............................................................................. 25 3.3.5 Pengujian (testing)................................................................................... 25 3.3.6 Distribusi (distribution) ........................................................................... 25
ix
3.4
Analisa sistem ......................................................................................... 25
3.4.1 Konsep aplikasi ....................................................................................... 25 3.4.2 Analisis sistem......................................................................................... 26 3.4.3 Analisis kebutuhan .................................................................................. 26 3.4.4 Analisis kebutuhan pengguna .................................................................. 27 3.4.4.1 Analisis kebutuhan software ................................................................... 27 3.4.4.2 Analisisa kebutuhan hardware................................................................ 27 3.5
Perancangan program .............................................................................. 27
3.5.1 Perancangan struktur menu ..................................................................... 28 3.5.2 Perancangan bagan alur (flowchart) ........................................................ 29 3.5.3 Perancangan storyboard .......................................................................... 37
BAB IV HASIL DAN PEMBAHASAN 4.1
Pembuatan (assembly) ............................................................................. 47
4.1.1
Pembuatan objek 3D ............................................................................... 47
4.1.2
Tahap editing vidio menjadi 4 sisi dan pemberian intrumen nada.......... 48
4.1.3
Tahap membuat aplikasi (*.apk) pada adobe flash ................................. 49
4.1.4
Tombol menu pada halaman menu utama .............................................. 50
4.1.4.1 Fungsi-fungsi tombol menu pada halaman menu utama ......................... 50 4.2
Tampilan aplikasi pada smartphone android .......................................... 53
4.2.1 Tampilan icon aplikasi ............................................................................ 53 4.2.2 Tampilan start screen aplikasi ................................................................ 53 4.2.3 Tampilan menu utama ............................................................................. 54 4.2.4 Tampilan isi menu herbivora ................................................................... 54 4.2.5 Tampilan sub menu galeri ....................................................................... 55 4.2.6 Tampilan isi sub menu galeri .................................................................. 55 4.2.7 Tampilan sub menu animasi .................................................................... 56 4.2.8 Tampilan isi vidio animasi ...................................................................... 56 4.2.9 Tampilan isi profil pembuat .................................................................... 57 4.2.10 Tampilan isi menu bantuan ..................................................................... 58 4.2.11 Menu keluar............................................................................................. 58 4.3
Pengujian ................................................................................................. 58
x
4.3.1
Pengujian aplikasi pada smartphone ....................................................... 61
4.3.2
Kuisioner ................................................................................................. 62
4.4
Hasil implementasi .................................................................................. 64
4.5
Distribusi (distribution) ........................................................................... 71
BAB V PENUTUP 5.1.
Kesimpulan ............................................................................................. 75
5.2.
Saran ........................................................................................................ 75
DAFTAR PUSTAKA ........................................................................................ 77
xi
DAFTAR GAMBAR Gambar 2.1
Kingdom animalia .......................................................................
7
Gambar 2.2
Gigi hewan herbivora ..................................................................
9
Gambar 2.3
Struktur pencernaan .....................................................................
9
Gambar 2.4
Badak ...........................................................................................
9
Gambar 2.5
Gajah............................................................................................ 10
Gambar 2.6
Jerapah ......................................................................................... 10
Gambar 2.7
Sapi .............................................................................................. 11
Gambar 2.8
Kerbau ......................................................................................... 12
Gambar 2.9
Kuda ............................................................................................ 12
Gambar 2.10 Unta ............................................................................................. 13 Gambar 2.11 Zebra ............................................................................................ 13 Gambar 2.12 Rusa ............................................................................................. 14 Gambar 2.13 Panda ........................................................................................... 14 Gambar 2.14 Domba ......................................................................................... 15 Gambar 2.15 Bison ............................................................................................ 15 Gambar 2.16 Kambing ...................................................................................... 16 Gambar 2.17 Kelinci ......................................................................................... 16 Gambar 2.18 Banteng ........................................................................................ 17 Gambar 2.19 Kanguru ....................................................................................... 17 Gambar 2.20 Tapir ............................................................................................ 18 Gambar 2.21 Kerangka pemikiran ................................................................... 18 Gambar 3.1
Diagram metode pengembangan multimedia ............................. 23
Gambar 3.2
Struktur menu .............................................................................. 28
Gambar 3.3
Flowchart menu utama ............................................................... 30
Gambar 3.4
Flowchart menu galeri ................................................................ 33
Gambar 3.5
Flowchart menu animasi ............................................................ 36
Gambar 3.6
Storyboard halaman pembuka .................................................... 37
Gambar 3.7
Storyboard halaman menu utama ............................................... 38
Gambar 3.8
Storyboard halaman hewan herbivora ......................................... 38
Gambar 3.9
Storyboard halaman galeri ......................................................... 39 xii
Gambar 3.10 Storyboard halaman isi galeri ..................................................... 39 Gambar 3.11 Storyboard halaman animasi ...................................................... 40 Gambar 3.12 Storyboard halaman isi animasi ................................................. 40 Gambar 3.13 Storyboard halaman profil .......................................................... 41 Gambar 3.14 Storyboard halaman bantuan ...................................................... 41 Gambar 4.1
Pembuatan objek 3D hewan ........................................................ 47
Gambar 4.2
Rendering objek 3D .................................................................... 48
Gambar 4.3
Tahap pembuatan 4 sisi vidio dan intrumen nada ...................... 49
Gambar 4.4
Renderimg video camtasia studio .............................................. 49
Gambar 4.5
Pembuatan aplikasi (*.apk) ........................................................ 50
Gambar 4.6
Tombol menu herbivora ............................................................. 51
Gambar 4.7
Tombol menu galeri ................................................................... 51
Gambar 4.8
Tombol menu animasi ................................................................. 51
Gambar 4.9
Tombol menu profil ..................................................................... 52
Gambar 4.10 Tombol menu bantuan ................................................................ 52 Gambar 4.11 Tombol menu keluar ................................................................... 52 Gambar 4.12 Icon aplikasi ................................................................................ 53 Gambar 4.13 Start screen aplikasi ................................................................... 53 Gambar 4.14 Tampilan menu utama ................................................................ 54 Gambar 4.15 Isi menu herbivora ....................................................................... 54 Gambar 4.16 Sub menu galeri ........................................................................... 55 Gambar 4.17 Isi sub menu galeri ...................................................................... 55 Gambar 4.18 Sub menu animasi ....................................................................... 56 Gambar 4.19 Video animasi 3D sebelum menggunakan piramida .................. 56 Gambar 4.20 Video animasi 3D setelah menggunakan piramida .................... 57 Gambar 4.21 Isi menu profil ............................................................................. 57 Gambar 4.22 Isi menu bantuan.......................................................................... 58 Gambar 4.23 Penyimpanan google drive ......................................................... 72 Gambar 4.24 Pendistribusian melalui instagram ............................................. 72 Gambar 4.25 Pendsitribusian melalui facebook ............................................... 73
xiii
DAFTAR TABEL Tabel 2.1
Simbol-simbol flowchart .............................................................. 18
Tabel 3.1
Deskripsi konsep 3D hologram pengenalan hewan pemakan tumbuhan ...................................................................................... 26
Tabel 3.2
Storyboard objek hewan 3D hologram ......................................... 42
Tabel 4.1
Pengujian para ahli ........................................................................ 59
Tabel 4.2
Pengujian aplikasi pada smartphone ............................................. 62
Tabel 4.3
Bobot nilai ..................................................................................... 62
Tabel 4.4
Penilaian kuisioner ........................................................................ 63
Tabel 4.5
Hasil implementasi ....................................................................... 64
xiv
DAFTAR LAMPIRAN Lampiran 1
Scan Buku Bimbingan dan Konsultasi Skripsi
Lampiran 2
Biodata Penulis
xv