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i
L A P O R A N S K R I P S I
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
iii
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
v
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.
vi
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.
vii
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
viii
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
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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
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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
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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
xii
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
xiii
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
xiv
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