PEMBUATAN 3D VIRTUAL REALITY : VIRTUAL MUSEUM KERATON KASUNANAN SURAKARTA RUANG PAMER DELAPAN MENGGUNAKAN UNITY 3D GAME ENGINE BERBASIS ANDROID - UNS Institutional Repository

  PEMBUATAN 3D VIRTUAL REALITY : VIRTUAL MUSEUM KERATON KASUNANAN SURAKARTA RUANG PAMER DELAPAN MENGGUNAKAN UNITY 3D GAME ENGINE BERBASIS ANDROID

HALAMAN JUDUL

  Tugas Akhir Disusun untuk memenuhi salah satu syarat dalam memperoleh gelar

  Ahli Madya pada Program Studi Diploma III Teknik Informatika Universitas Sebelas Maret

  Disusun Oleh :

SELA NAUFAL LINDA M3114131

  

PROGRAM STUDI DIPLOMA III TEKNIK INFORMATIKA

FAKULTAS MATEMATIKA DAN ILMU PENGETAHUAN ALAM UNIVERSITAS SEBELAS MARET SURAKARTA 2017

HALAMAN PERSETUJUAN

  HALAMAN PENGESAHAN

HALAMAN PERNYATAAN

  Saya yang bertanda tangan dibawah ini : Nama : SELA NAUFAL LINDA NIM : M3114131 Judul Tugas Akhir : Pembuatan 3d Virtual Reality : Virtual Museum Keraton Kasunanan Surakarta Ruang Pamer Delapan Menggunakan Unity 3d Game Engine Berbasis Android.

KATA PENGANTAR

  Puji syukur penulis panjatkan atas kehadirat Tuhan Yang Maha Esa atas Limpahan rahmatNya, sehingga penyusunan Laporan Tugas Akhir (TA) dengan judul “Pembuatan 3D Virtual Reality : Virtual Museum Keraton Kasunanan Surakarta Ruang Pamer Delapan Menggunakan Unity 3D Game Engine Berbasis

  Android .” ini dapat terselesaikan pada waktunya tanpa halangan yang berarti.

  Penyusunan Laporan Tugas Akhir ini bertujuan untuk memenuhi salah satu syarat dalam memperoleh gelar Amd. pada program studi Diploma III Teknik Informatika Fakultas Matematika dan Ilmu Pengetahuan Alam Universitas Sebelas Maret Surakarta.

  Dalam penyusunan Laporan Tugas Akhir (TA) ini penulis mendapatkan bantuan dan dukungan dari berbagai pihak. Oleh sebab itu pada kesempatan ini, penulis mengucapkan terima kasih kepada semua pihak yang telah memberikan bantuan dan dukungannya, terutama kepada :

  1. Bapak Abdul Aziz, S.Kom., M.Cs., selaku Ketua Program Studi Diploma III Teknik Infirmatika Fakultas Matematika dan Ilmu Pengetahuan Alam Universitas Sebeas Maret Surakarta 2. Bapak Firma Sahrul Bahtiar, S.Kom., M.Eng., selaku Dosen Pembimbing

  Tugas Akhir (TA) yang telah memeberikan bimbingan, pengarahan, saran serta dukungan selama penyusunan Laporan Tugas Akhir ini.

  3. Para Dosen D3 Teknik Informatika yang telah memberi ilmu kepada penulis dengan penuh kesabaran.

  4. Orang tua serta keluarga tercinta, terima kasih atas semangat, doa restu serta ridho, sehingga penulis bisa jadi seperti ini.

  5. Kepada teman-Teman D3 Teknik Informatika UNS terkhusus teman-teman TIE 2014 yang telah selalu memberikan warna lain dalam memotivasi penulis dalam penyusunan Laporan Tugas Akhir ini.

  6. Semua pihak secara langsung ataupun tidak langsung yang berperan membantu terselesaikannya Laporan Tugas Akhir ini yang tidak dapat penulis sebutkan satu persatu.

  Penulis menyadari bahwa dalam penulisan Laporan Tugas Akhir ini masih banyak kekurangan, untuk itu penulis menerima saran dan kritik yang diberikan oleh semua pihak sehingga bermanfaat bagi penulis khususnya dan pembaca umumnya. Penulis berharap Laporan Tugas Akhir ini dapat memberikan manfaat dan dapat membantu pihak-pihak yang membutuhkannya.

  Akhir kata semoga Allah SWT, membalas semua kebaikan dan jasa yang telah penulis terima. Semoga dengan selesainya penyusunan Laporan Tugas Akhir ini dapat memberikan manfaat dan kebaikan pada penulis dan pembaca.

  Surakarta, .................. 2017 Penulis

  MOTTO Hidup ini seperti sepeda. Agar tetap seimbang, kau harus terus bergerak.

  • -Albert Einstein-

  Lakukan apa yang kamu cintai, bukan apa yang mereka inginkan

  • -Sela Naufal Linda-

  

PERSEMBAHAN

  Karya ini dipersembahkan kepada : 1.

  Bapak dan ibu yang sudah memberikan do’a dan semangat dalam pengerjaan Tugas Akhir ini.

  2. Dosen Pembimbing saya bapak Firma.

  3. Kedua adik saya yaitu Luthfi Naufal Maula dan Luqman Naufal Fallah.

  4. Sahabat SMK saya yang selalu menghibur dikala penulis mengalami masa sulit selama mengerjakan, yaitu Ayu Yuliastika dan Jessica Nikita.

  5. Sahabat-sahabat saya yang selalu menemani disetiap saat, yaitu Farah Dea Fanny, Eryka Lafitha, Amalia MJ, Kasanah.

  6. Teman-teman TIE 2014 yang membantu penulis disaat susah maupun senang.

  7. Keluarga besar ORKES FMIPA UNS yang mana menjadi keluarga ke dua penulis selama tiga tahun di kampus ini.

  

DAFTAR ISI

  

  

  BAB I PENDAHULUAN ...................................................................................................................... 1

  1.1 Latar Belakang ........................................................................................................................ 1

  1.2 Perumusan Masalah ................................................................................................................ 2

  1.3 Tujuan Penelitian .................................................................................................................... 2

  1.4 Manfaat Penelitian .................................................................................................................. 2

  1.5 Batasan Masalah Penelitian .................................................................................................... 2

  1.6 Metode Penelitian .................................................................................................................. 3

  1.6.1 Objek Penelitian .............................................................................................................. 3

  1.6.2 Data yang digunakan ....................................................................................................... 3

  1.6.3 Metode Pengumpulan Data ............................................................................................. 3

  1.6.4 Alat analisis yang digunakan .......................................................................................... 4

  1.7 Sistematika Penulisan ............................................................................................................. 4

  BAB II TINJAUAN PUSTAKA DAN LANDASAN TEORI ............................................................... 5

  2.1 Tinjauan Pustaka ..................................................................................................................... 5

  2.2 Landasan Teori ....................................................................................................................... 6

  2.2.1 Virtual Reality/ Realitas Maya ........................................................................................ 6

  2.2.4 Animasi ........................................................................................................................... 8

  2.2.5 Audio ............................................................................................................................... 9

  2.2.6 Museum ........................................................................................................................... 9

  2.2.7 Keraton Surakarta .......................................................................................................... 9

  2.2.8 BlackBox ....................................................................................................................... 10

  BAB III ANALISIS DAN PERANCANGAN .................................................................................... 11

  4.2.2 Implementasi Antarmuka (Interface Design) ................................................................ 46

  4.1.1 Pembuatan Antarmuka (Interface Design) .................................................................... 25

  4.1.2 Pembuatan Elemen 3-Dimensi ...................................................................................... 27

  4.1.3 Pembuatan Audio .......................................................................................................... 39

  4.1.4 Authoring dan Pemrograman (Authoring dan Programming) ...................................... 39

  4.2 Implementasi ......................................................................................................................... 44

  4.2.1 Implementasi Interaktif (Interactive Design) ................................................................ 45

  4.2.3 Implementasi Elemen Grafis ......................................................................................... 49

  BAB IV IMPLEMENTASI DAN PENGUJIAN .................................................................................. 25

  4.2.4 Implementasi Suara ....................................................................................................... 49

  4.2.5 Publikasi Aplikasi ......................................................................................................... 49

  4.3 Pengujian............................................................................................................................... 51

  4.3.1 Pengujian Terhadap Perangkat ............................................................................................. 57

  4.3.2 Pengujian Secara BlackBox ................................................................................................ 58

  BAB V PENUTUP .............................................................................................................................. 60

  4.1 Produksi ................................................................................................................................ 25

  3.3.7 Rencana Pengujian ............................................................................................................. 24

  3.1. Konsep Dasar Pengembangan Multimedia ........................................................................... 11

  3.2.2. Perencanaan Jadwal ...................................................................................................... 13

  3.1.1. Konsep Dasar Multimedia ............................................................................................ 11

  3.1.2. Metodologi Pengembangan Virtual Reality .................................................................. 11

  3.1.3. Target Pengguna ........................................................................................................... 11

  3.1.4. Dukungan Platform dan Teknologi ............................................................................... 12

  3.2 Manajemen Proyek Pengembangan Multimedia .................................................................. 12

  3.2.1. Kebutuhan dan Peran/ Tugas Tim Pengembang Multimedia ........................................ 12

  3.2.3. Kebutuhan Perangkat Lunak dan Perangkat Keras dalam Pengembangan Multimedia 13

  3.3.6. Pembuatan Tekstur Object 3 Dimensi ........................................................................... 17

  3.2.4. Kebutuhan Perangkat Lunak dan Perangkat Keras dalam Implementasi Multimedia .. 14

  3.3. Perancangan Multimedia....................................................................................................... 14

  3.3.1. Perancangan Interaktif dan StoryBoard ........................................................................ 14

  3.3.2. Perancangan Antarmuka (Inerface Design) ................................................................. 15

  3.3.3. Desain Grafis (Graphic Deisgn) .................................................................................. 16

  3.3.4. Audio dan Video .......................................................................................................... 16

  3.3.5. Perancangan Navigasi (Navigation Design) ................................................................. 16

  5.1 Kesimpulan ........................................................................................................................... 60

  5.2 Saran ..................................................................................................................................... 60 DAFTAR PUSTAKA ........................................................................................................................... 61

  

DAFTAR TABEL

  Tabel 3. 1 Tabel Perencanaan Jadwal .................................................................................................. 13 Tabel 3. 2 Mapping Joystick ................................................................................................................ 16 Tabel 4. 1 Tabel Pengujian Terhadap Perangkat .................................................................................. 57 Tabel 4. 2 Hasil pengujian secara Black Box ....................................................................................... 59

  

DAFTAR GAMBAR

  Gambar 2. 1 Milgram’s Reality-Virtual ity Continuum ........................................................................ 7

  Gambar 3. 1 Alur Storyboard .............................................................................................................. 15 Gambar 3. 2 Rancangan Design Aplikasi ............................................................................................ 15 Gambar 3. 3 Perangkat Joystick .......................................................................................................... 16 Gambar 3. 4 Tekstur dinding Museum Keraton Surakarta .................................................................. 17 Gambar 3. 5 Tekstur atap Museum Keraton Surakarta ....................................................................... 17 Gambar 3. 6 Tekstur lantai Museum Keraton Surakarta ..................................................................... 18 Gambar 3. 7 Tekstur Kayu almari besar Museum ............................................................................... 18 Gambar 3. 8 Tekstur kayu almari kecil museum ................................................................................. 18 Gambar 3. 9 Tekstur pintu museum .................................................................................................... 19 Gambar 3. 10 Tekstur almari diorama ................................................................................................. 19 Gambar 3. 11 Tektur Kulit Kuda ......................................................................................................... 19 Gambar 3. 12 Tekstur meriam museum .............................................................................................. 20 Gambar 3. 13 Tekstur kaca almari museum ........................................................................................ 20 Gambar 3. 14 Tekstur payung ............................................................................................................. 20 Gambar 3. 15 Tekstur pistol dan senapan ........................................................................................... 21 Gambar 3. 16 Tekstur perisai .............................................................................................................. 21 Gambar 3. 17 Tekstur Pedang ............................................................................................................. 21 Gambar 3. 18 Tekstur tombak ............................................................................................................. 22 Gambar 3. 19 Tekstur guci .................................................................................................................. 22 Gambar 3. 20 Tekstur panah dan anak panah ...................................................................................... 22 Gambar 3. 21 Tekstur Buku ................................................................................................................ 23 Gambar 3. 22 Tekstur pelana kuda ...................................................................................................... 23 Gambar 4. 1 Splash Screen UNS ......................................................................................................... 25 Gambar 4. 2 Tampilan Menu Utama ................................................................................................... 26 Gambar 4. 3 Tampilan Menu Diskripsi ............................................................................................... 26 Gambar 4. 4 Tampilan Menu Bantuan ................................................................................................ 27 Gambar 4. 5 Tampilan Logo Aplikasi ................................................................................................. 27 Gambar 4. 6 Atap Museum ................................................................................................................ 28 Gambar 4. 7 Tembok Museum ............................................................................................................ 28 Gambar 4. 8 Pintu Museum ................................................................................................................. 29 Gambar 4. 9 Lantai Museum ............................................................................................................... 29

  Gambar 4. 10 Tiang Pelataran Museum .............................................................................................. 30 Gambar 4. 11 Lemari Besar................................................................................................................. 30 Gambar 4. 12 Lemari Kecil ................................................................................................................. 31 Gambar 4. 13 Lemari Panjang ............................................................................................................. 31 Gambar 4. 14 Kayu Atap ..................................................................................................................... 32 Gambar 4. 15 Diorama ....................................................................................................................... 32 Gambar 4. 16 Wadah Payung ............................................................................................................. 32 Gambar 4. 17 Gambar Payung dan payung2 ....................................................................................... 33 Gambar 4. 18 Gambar Pagar Diorama ................................................................................................ 33 Gambar 4. 19 Gambar Guci................................................................................................................. 34 Gambar 4. 20 Gambar Panah .............................................................................................................. 34 Gambar 4. 21 Buku ............................................................................................................................. 35 Gambar 4. 22 Bantal ............................................................................................................................ 35 Gambar 4. 23 Pistol dan Bedil ............................................................................................................. 36 Gambar 4. 24 Pedang dan Keris .......................................................................................................... 36 Gambar 4. 25 Tombak dan Tameng ................................................................................................... 37 Gambar 4. 26 Gambar Pelana Kuda .................................................................................................... 37 Gambar 4. 27 Kuda ............................................................................................................................. 38 Gambar 4. 28 Gambar Meriam ............................................................................................................ 38 Gambar 4. 29 Gambar Labirin............................................................................................................. 39 Gambar 4. 30 Asset/Audio .................................................................................................................. 39 Gambar 4. 31 Script menampilkan Splash Screen ............................................................................. 40 Gambar 4. 32 Script Menu .................................................................................................................. 41 Gambar 4. 33 Script Trigger Suara...................................................................................................... 41 Gambar 4. 34 Script Jalan ................................................................................................................... 42 Gambar 4. 35 Script Pindah Scene ...................................................................................................... 43 Gambar 4. 36 Script Kembali Ke Menu .............................................................................................. 43 Gambar 4. 37 Script Game Labirin .................................................................................................. 44 Gambar 4. 38 Pembuatam Projek Baru ............................................................................................... 45 Gambar 4. 39 Import Asset ................................................................................................................. 45 Gambar 4. 40 Sudut Pandang Orang Pertama ..................................................................................... 46 Gambar 4. 41 Stereoscopic Image ....................................................................................................... 46 Gambar 4. 42 Splash Screen Universitas Sebelas Maret ..................................................................... 47 Gambar 4. 43 Tampilan Menu Awal ................................................................................................... 47

  Gambar 4. 44 Tampilan Deskripsi....................................................................................................... 48 Gambar 4. 45 Tampilan Bantuan......................................................................................................... 48 Gambar 4. 46 Tampilan Logo ............................................................................................................. 48 Gambar 4. 47 Implementasi Elemen Grafis ........................................................................................ 49 Gambar 4. 48 Implementasi Suara ...................................................................................................... 49 Gambar 4. 49 Pemilihan Platform ....................................................................................................... 50 Gambar 4. 50 Penyesuaian Pengaturan ............................................................................................... 50

  

Gambar 4. 51 Hasil Akhir Aplikasi ...................................................................................................... 50

  Gambar 4. 52 Smartphone ................................................................................................................... 51 Gambar 4. 53 Virtual Reality Headset ................................................................................................ 51 Gambar 4. 54 Game Controller ........................................................................................................... 52 Gambar 4. 55 Pemasangan Aplikasi .................................................................................................... 52 Gambar 4. 56 Splash Screen Unity...................................................................................................... 52 Gambar 4. 57 Splash Screen Universitas Sebelas Maret ..................................................................... 53 Gambar 4. 58 Menu Aplikasi .............................................................................................................. 53 Gambar 4. 59 Tampilan Game Labirin ................................................................................................ 54 Gambar 4. 60 Pratinjau Tombol Maju ................................................................................................. 54 Gambar 4. 61 Pratinjau Tombol Mundur ............................................................................................ 54 Gambar 4. 62 Pratinjau Tombol Samping Kanan ............................................................................... 55 Gambar 4. 63 Pratinjau Tombol Samping Kiri ................................................................................... 55 Gambar 4. 64 Pratinjau Tombol Lurus Kedepan ................................................................................. 55 Gambar 4. 65 Pamdangan Ke Atas...................................................................................................... 56 Gambar 4. 66 Pandangan Ke Bawah ................................................................................................... 56 Gambar 4. 67 Pandangan Ke Kanan .................................................................................................... 56 Gambar 4. 68 Pandangan Ke Kiri ........................................................................................................ 57

  

INTISARI

  Museum Keraton Kasunanan Surakarta merupakan sebuah museum yang menyimpan barang- barang pusaka. Dimana museum ini terletak pada pusat kota Solo, Kelurahan Baluwarti, Kecamatan Pasar Kliwon, Kota Surakarta. Museum Keraton Kasunanan ini selain digunakan sebagai objek wisata yang menarik, juga merupakan sebuah museum yang memberi kita pengetahuan akan jaman dahulu kala dimana Kota Solo masih terdiri dari sebuah kerajaan. Berbagai macam pusaka dipamerkan dalam museum ini. Contohnya adalah pada ruang pamer delapan, disini terdapat pusaka yang digunakan pada “Perang Diponegoro”. Selain adanya pusaka yang dipamerkan, terdapat pula diorama yang menggambarkan perang pada masa itu.

  Oleh karena itu dibuatlah aplikasi Virtual Reality Museum Keraton Kasunanan Surakarta Ruang Pamer Delapan berbasis android dengan menggunakan Unity Game Engine sebagai

  

tools dalam pengembangan aplikasi ini. Dengan adanya aplikasi ini diharapkan dapat

memberikan penjelasan secara singkat mengenai Museum Keraton Kasunanan Surakarta.

  dengan tujuan untuk memberikan pengetahuan kepada masyarakat agar dapat melihat kejadian pada masa lampau di Kota Solo.

  Kata Kunci : Museum, Keraton, Android, Unity 3D, Virtual Reality

  

ABSTRACT

  Kasunanan Palace Museum Surakarta is a museum that stores heritage items. Where this museum is located in downtown Solo, Village Baluwarti, District Market Kliwon, Surakarta. Kasunanan Palace Museum is in addition to being used as an interesting tourist attraction, is also a museum that gives us knowledge of ancient times where the city of Solo is still composed of a kingdom. Various kinds of heirlooms are exhibited in this museum. An example is in the eight showroom, here there is an heirloom used in the "Diponegoro War". In addition to the heirlooms on display, there are also dioramas depicting war at that time. Therefore made the application Virtual Reality Museum Palace Kasunanan Surakarta Eight Gaming-based space Android using Unity Game Engine as tools in the development of this application. With this application is expected to provide a brief explanation of the Museum Kasunanan Palace Surakarta. With the aim to provide knowledge to the public to be able to see events in the past in the city of Solo.

  Keywords: Museum, Palace, Android, Unity 3D, Virtual Reality