{"id":3550,"date":"2019-04-12T15:36:12","date_gmt":"2019-04-12T08:36:12","guid":{"rendered":"http:\/\/binus.ac.id\/bandung\/?p=3550"},"modified":"2024-03-21T11:07:56","modified_gmt":"2024-03-21T04:07:56","slug":"perkembangan-virtual-reality-dalam-bidang-game","status":"publish","type":"post","link":"https:\/\/binus.ac.id\/bandung\/2019\/04\/perkembangan-virtual-reality-dalam-bidang-game\/","title":{"rendered":"Perkembangan Virtual Reality Dalam Bidang Game"},"content":{"rendered":"<p><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-3553 aligncenter\" src=\"http:\/\/binus.ac.id\/bandung\/wp-content\/uploads\/2019\/04\/bbb.jpg\" alt=\"\" width=\"721\" height=\"420\" srcset=\"https:\/\/binus.ac.id\/bandung\/wp-content\/uploads\/2019\/04\/bbb.jpg 721w, https:\/\/binus.ac.id\/bandung\/wp-content\/uploads\/2019\/04\/bbb-640x373.jpg 640w\" sizes=\"auto, (max-width: 721px) 100vw, 721px\" \/><i><\/i><\/p>\n<p>&nbsp;<\/p>\n<p style=\"text-align: center\"><strong><i>Sumber:https:\/\/www.greentechmedia.com\/articles\/read\/how-augmented-reality-and-virtual-reality-technologies-will-transform-utili<\/i><\/strong><\/p>\n<p><span style=\"font-weight: 400\">Virtual Reality di zaman sekarang ini semakin modern, terutama di abad ke 21.Di tahun 2016, ada sedikitnya 230 perusahaan yang mengembangkan produk VR, seperti Facebook, Google, HTC, Sony, dan lain-lainnya.Pada awalnya, \u00a0VR tertuang dalam bentuk karya sebuah lukisan panjang yang menceritakan tentang suasana perang.Saat ini, VR mengalami perkembangan yang pesat dengan masuknya perangkat-perangkat VR dengan fitur fitur canggih seperti Oculus Rift, HTC Vive, Playstation VR, dan merk lainnya.Perkembangan VR lebih diarahkan kepada tujuan untuk meningkatkan keimersifan yang dirasakan oleh <\/span><i><span style=\"font-weight: 400\">user<\/span><\/i><span style=\"font-weight: 400\">. Namun, VR pada zaman sekarang masih kurang diminati oleh masyarakat karena adanya kekurangan teknis seperti, representasi gerakan user di layar yang tidak terintegrasi dengan baik dan nyata, keefektifan penggunaan kontroler ,harga yang tidak sesuai dengan jangkauan masyarakat, dan hal lainnya.<\/span><\/p>\n<h2><strong>Teknologi yang Digunakan<\/strong><\/h2>\n<p><b><i>1. Sensory-immersion VR<\/i><\/b><i><span style=\"font-weight: 400\">, <\/span><\/i><span style=\"font-weight: 400\">yaitu<\/span><\/p>\n<p><span style=\"font-weight: 400\">perangkat-perangkat antar muka <\/span><i><span style=\"font-weight: 400\">(interface) <\/span><\/i><span style=\"font-weight: 400\">yang melibatkan secara langsung sensasi inderawi seperti <\/span><i><span style=\"font-weight: 400\">headmounted <\/span><\/i><span style=\"font-weight: 400\">display (helm VR), data <\/span><i><span style=\"font-weight: 400\">glove <\/span><\/i><span style=\"font-weight: 400\">(sarung tangan), dan <\/span><i><span style=\"font-weight: 400\">body <\/span><\/i><span style=\"font-weight: 400\">suit (rompi VR). Helm dengan penutup mata <\/span><i><span style=\"font-weight: 400\">(headmounted <\/span><\/i><span style=\"font-weight: 400\">display) memberikan gambaran perspektif yang berbeda tentang benda yang dilihat. Begitu kepala digerakkan, gambar-gambar akan bergerak demikian cepat berubah sahingga kita akan merasa seperti membuat perubahan-perubahan ini dengan gerakan kepala. Manusia adalah penyebab dan bukan sebagai penerima akibat.<\/span><\/p>\n<p><span style=\"font-weight: 400\">Head mounted display (HMD) menggunakan teknik yang disebut dengan streoscopy yang menempatkan gambar berbeda pada setiap mata.<\/span><\/p>\n<p><span style=\"font-weight: 400\">Head tracking adalah disaat kita menggunakan VR headset, gambar yang berada tepat pada pandangan selagi kita melihat keatas, kebawah dan melihat ke kiri dan kanan, Sistem tersebut disebut dengan 6DoF (Six degrees of freedom).<\/span><\/p>\n<p><b><i>2. Projection VR<\/i><\/b><i><span style=\"font-weight: 400\">, <\/span><\/i><span style=\"font-weight: 400\">mencakup interaksi<\/span><\/p>\n<p><span style=\"font-weight: 400\">dengan proyeksi obyek pada layar lebar yang merepresentasikan lingkungan virtual buatan sepertiCAVE (Cave Automatic Virtual <\/span><i><span style=\"font-weight: 400\">Environment) <\/span><\/i><span style=\"font-weight: 400\">atau <\/span><i><span style=\"font-weight: 400\">Responsive Workbench<\/span><\/i><\/p>\n<p><b>3. Simulator <\/b><b><i>VR<\/i><\/b><i><span style=\"font-weight: 400\">, <\/span><\/i><span style=\"font-weight: 400\">mencakup lingkungan<\/span><\/p>\n<p><span style=\"font-weight: 400\">buatan fisik yang bertujuan untuk lebih mendekatkan realita lingkungan kepada pengguna. Pada industri otomotif, umumnya mereka membangun sebuah <\/span><i><span style=\"font-weight: 400\">mock up <\/span><\/i><span style=\"font-weight: 400\">kabin penumpang lengkap dengan monitor yang berfungsi sebagai &#8211; kaca depan yang dihubungkan dengan perangkat VR sehingga secara dinamis <\/span><i><span style=\"font-weight: 400\">mock up <\/span><\/i><span style=\"font-weight: 400\">mampu memberikan efek natural seperti getaran atau goncangan.<\/span><\/p>\n<p><b><i>4. Desktop VR<\/i><\/b><i><span style=\"font-weight: 400\">, <\/span><\/i><span style=\"font-weight: 400\">mencakup perangkat keras<\/span><\/p>\n<p><span style=\"font-weight: 400\"> \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0yang menunjukkan proses pemodelan VR di\u00a0layar komputer.<\/span><\/p>\n<h2><strong>Peluang Perkembangan<\/strong><\/h2>\n<p><span style=\"font-weight: 400\">Di masa depan, VR bisa saja menjadi standar penunjuk perkembangan teknologi di dunia.Headset VR akan menjadi wireless, dan bisa berjalan tanpa harus didukung oleh komputer (PC-driven VR)dan dapat disinkronkan dengan smartphone sehingga menghasilkan <\/span><i><span style=\"font-weight: 400\">high level graphic <\/span><\/i><span style=\"font-weight: 400\">pada lensa VR tersebut.Selain itu, controller VR bisa menjadi multifungsi.Jika misalnya, pedang dalam dunia virtual maka controllernya harus berbentuk seperti pedang dan pistol dalam dunia virtual, harus dibuatkan controller berbeda yang berbentuk seperti pistol.Maka di masa depan, bentuk controller bisa menjadi multifungsi tanpa harus menyerupai bentuk representasinya.Misalnya, sebuah controller bisa direpresentasikan menjadi pistol, pedang, dan benda lainnya di dalam dunia virtual tersebut.<\/span><\/p>\n<p><span style=\"font-weight: 400\">Lalu, tidak diperlukan sebuah HMD dengan ukuran besar untuk menambah keimersifan sebuah perangkat, tapi hanya dengan alat seminim dan seefisien mungkin serta controller yang bisa saja berupa sebuah <\/span><i><span style=\"font-weight: 400\">chip<\/span><\/i><span style=\"font-weight: 400\"> yang dipasangkan pada <\/span><i><span style=\"font-weight: 400\">user<\/span><\/i><span style=\"font-weight: 400\">, dapat memberikan kesan <\/span><i><span style=\"font-weight: 400\">fully immersive <\/span><\/i><span style=\"font-weight: 400\">pada user.<\/span><\/p>\n<p><strong>Penulis: Alya Naila Hasni, Felia Putri, Charlene Mariscal, Novita Gunawan<\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"<p>&nbsp; Sumber:https:\/\/www.greentechmedia.com\/articles\/read\/how-augmented-reality-and-virtual-reality-technologies-will-transform-utili Virtual Reality di zaman sekarang ini semakin modern, terutama di abad ke 21.Di tahun 2016, ada sedikitnya 230 perusahaan yang mengembangkan produk VR, seperti Facebook, Google, HTC, Sony, dan lain-lainnya.Pada awalnya, \u00a0VR tertuang dalam bentuk karya sebuah lukisan panjang yang menceritakan tentang suasana perang.Saat ini, VR mengalami perkembangan yang pesat dengan masuknya perangkat-perangkat [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":3553,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[92,46],"tags":[],"class_list":["post-3550","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-article","category-news"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v23.5 - 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