scholarly journals Perancangan Dan Implementasi Teknologi Virtual Reality Modelling Language 3 Dimensi Pada Pengenalan Perangkat Keras Komputer Berbasis Website

2015 ◽  
Vol 3 (1) ◽  
pp. 147-153
Author(s):  
Zaskia Wiedya Sahardevi ◽  
Oky Dwi Nurhayati ◽  
Kurniawan Teguh Martono

The purpose of this research is to design and implement the technology of Virtual Reality Modeling Language (VRML) 3D) on the introduction of computer hardware websites based. Steps design of multimedia applications for learning media computer hardware is done by performing data collection, literature review, analysis and system design followed by implementation and testing of the system. In this research using a black-box test method, where the acknowledgment is made to test the success of the exist functions. The result of the design of this application is a web based interactive applications in the desktop containing material computer hardware and visualized in 3D VRML form of a variety of input devices, output, processing, and storage devices. In addition, the animation demo mode petrified to get to know more computer hardware.

Author(s):  
Rismayani Rismayani ◽  
Irfina Astria Imran ◽  
Gianti Nurisnaini

AbstractMakassar Fresh Market is a shopping center and shop kiosk rental which frequently visited by people of Makassar City, but the facilities and shop kiosk rental at Pasar Segar Makassar are still limited . The problem in this research is how to present the information about the space layout, facilities and information unit rental in Makassar Fresh Market in 3D, and how to integrate Virtual Reality Modeling Language (VRML) 3D as a media of information and web based promotion. The technology used inthis research is VRML 3D, VRML 3D is a specification for displaying images of three-dimensional objects through the website. The results of this study are the web application of 3D spatial visualization using VRML so the visitors can see the spatial layout in 3D, see the facilities and information about the unit of rented kiosk at Makassar Fresh Market, and also by integrating VRML into the website it can be promotion media for the Makassar Fresh Market. Based on the results of the survey from 20 respondents as the users of the system, 85.2% of respondents said this application is useful. AbstrakPasar Segar Makassar adalah salah satu pusat perbelanjaan dan penyewaan unit toko yang sering dikunjungi oleh masyarakat Kota Makassar, akan tetapi fasilitas dan penyewaan tokonya masih terbatas. Adapun masalah dalam penelitian ini adalah bagaimana menyajikan informasi dalam bentuk 3D mengenai tata ruang, fasilitas dan informasi penyewaan unit pada Pasar Segar Makassar, serta bagaimana mengintegrasikan Virtual Reality Modelling Language (VRML) 3D dalam pengaturan tata ruang pasar segar sebagai media informasi dan promosi yang berbasis Web. Metode atau teknologi yang digunakan adalah VRML 3D, VRML 3D adalah sebuah spesifikasi untuk menampilkan gambar objek tiga dimensi melalui platform Web. Hasil dari penelitian ini adalah dengan adanya aplikasi visualisasi tata ruang 3D menggunakan VRML maka para pengujung dapat melihat informasi mengenai tata ruang dalam bentuk 3D dan melihat fasilitas serta informasi penyewaan unit pada Pasar Segar Makassar, kemudian dengan mengintegrasikan VRML pada tata ruang pasar segar yang berbasis web dapat menjadi alternatif media promosi bagi pihak Pasar Segar Makassar. Dan berdasarkan hasil kuesioner untuk mengetahui seberapa bermanfaat aplikasi yang dibuat dengan mengambil sampel 20 responden dan diperoleh 85,2% responden yang menyatakan bermanfaat.


2020 ◽  
Vol 11 (1) ◽  
pp. 99-106
Author(s):  
Marián Hudák ◽  
Štefan Korečko ◽  
Branislav Sobota

AbstractRecent advances in the field of web technologies, including the increasing support of virtual reality hardware, have allowed for shared virtual environments, reachable by just entering a URL in a browser. One contemporary solution that provides such a shared virtual reality is LIRKIS Global Collaborative Virtual Environments (LIRKIS G-CVE). It is a web-based software system, built on top of the A-Frame and Networked-Aframe frameworks. This paper describes LIRKIS G-CVE and introduces its two original components. The first one is the Smart-Client Interface, which turns smart devices, such as smartphones and tablets, into input devices. The advantage of this component over the standard way of user input is demonstrated by a series of experiments. The second component is the Enhanced Client Access layer, which provides access to positions and orientations of clients that share a virtual environment. The layer also stores a history of connected clients and provides limited control over the clients. The paper also outlines an ongoing experiment aimed at an evaluation of LIRKIS G-CVE in the area of virtual prototype testing.


Author(s):  
Michael Greenhalgh

This chapter evaluates current possibilities for the attainment of a realistic context over the web by attempting to match the basic requirements of art history scholarship and teaching against what is currently offered and what can be expected in the future. It surveys some ongoing research in the field from the perspective of an observer and a user. The first section of the chapter discusses virtual reality modelling language (VRML) and describes a project of the Supercomputer Group at the Australian National University. This project aimed to model, using VRML, the Buddhist stupa at Borobudur. The chapter also discusses a second project which deals with the Piazza de Popolo at Rome and the reasons why this project did not employ VMRL. The second section of the chapter examines some other ways in which an ordinary lecturer may use various simple technologies to conjure context, and with more flexibility, detail and accuracy that VRML can ever achieve.


Author(s):  
Naureen Naqvi ◽  
Sabih Ur Rehman ◽  
Zahidul Islam

Recent technological advancements have given rise to the concept of hyper-connected smart cities being adopted around the world. These cities aspire to achieve better outcomes for citizens by improving the quality of service delivery, information sharing, and creating a sustainable environment. A smart city comprises of a network of interconnected devices also known as IoT (Internet of Things), which captures data and transmits it to a platform for analysis. This data covers a variety of information produced in large volumes also known as Big Data. From data capture to processing and storage, there are several stages where a breach in security and privacy could result in catastrophic impacts. Presently there is a gap in the centralization of knowledge to implement smart city services with a secure architecture. To bridge this gap, we present a framework that highlights challenges within the smart city applications and synthesizes the techniques feasible to solve them. Additionally, we analyze the impact of a potential breach on smart city applications and state-of-the-art architectures available. Furthermore, we identify the stakeholders who may have an interest in learning about the relationships between the significant aspects of a smart city. We demonstrate these relationships through force-directed network diagrams. They will help raise the awareness amongst the stakeholders for planning the development of a smart city. To complement our framework, we designed web-based interactive resources that are available from http://ausdigitech.com/smartcity/.


2015 ◽  
Vol 3 (1) ◽  
pp. 132-141
Author(s):  
Aditya Nur Prasetyo ◽  
Kodrat Iman Satoto ◽  
Kurniawan Teguh Martono

Peranan teknologi informasi menjadi hal utama yang harus dipenuhi untuk menunjang kegiatan dalam berbagai bidang kehidupan, tidak terkecuali bidang promosi suatu produk atau jasa. Dengan penggunaan internet penyampaian informasi mengenai produk yang dipromosikan menjadi lebih mudah dan dapat diakses setiap saat dan dapat dilakukan dimana saja. Medianya pun juga telah berkembang dengan berbagai macam kemudahan, salah satunya adalah media promosi berbasis multimedia. Teknologi virtual reality merupakan salah satu teknologi yang berbasis multimedia dengan memadukan berbagai elemen multimedia. Dengan penggunaan teknologi virtual reality tersebut diharapkan dapat menunjang media promosi agar lebih interaktif, efektif dan menarik. Aplikasi yang dikembangkan merupakan perpaduan antara teknologi virtual reality dengan website. Teknologi virtual reality akan menyajikan produk mobil yang dipromosikan melalui tampilan tiga dimensi yang interaktif. Teknologi tersebut kemudian ditanamkan dalam website sehingga memungkinkan pengguna dapat mengaksesnya kapan dan dimana saja. Teknologi virtual reality dikembangkan menggunakan VRML (Virtual Reality Modelling Language) dan software pemodelan 3D 3ds Max, sedangkan aplikasi berbasis web dikembangkan menggunakan bahasa pemrograman PHP, HTML dan CSS. Aplikasi tersebut juga didukung penggunaan basis data MySQL sehingga mempermudah user dalam mengolah data. Browser yang digunakan perlu dipasangi plug-in Cortona3D Viewer agar dapat menampilkan file tiga dimensi. Hasil dari pembuatan aplikasi ini adalah terancangnya sebuah aplikasi yang menggunakan teknologi VRML untuk media promosi mobil berbasis web. Hasil pengujian menunjukkan bahwa aplikasi ini menjalankan fungsionalitasnya sesuai dengan rancangan.


2013 ◽  
Vol 309 ◽  
pp. 372-379 ◽  
Author(s):  
Jozef Novak-Marcincin

Virtual Reality Modelling Language (VRML) is description language, which belongs to a field virtual reality (VR) system. The file, which is in VRML format, can be interpreted by VRML explorer in three-dimensional scene. VRML was created with aim to represent virtual reality on Internet easier. Development of 3D graphic is connected with Silicon Graphic Corporation. VRML 2.0 is the file format for describing interactive 3D scenes and objects. It can be used in collaboration with www, can be used for 3D complex representations creating of scenes, products or VR applications VRML 2.0 enables represent static and animated objects too. Interesting application of VRML is in area of automated workplaces simulation.


2003 ◽  
Vol 117 (10) ◽  
pp. 766-774 ◽  
Author(s):  
Paul Hans ◽  
Alan Jackson ◽  
James E. Gillespie ◽  
Richard T. Ramsden

This was a study of the use of virtual reality modelling language (VRML) for cross-platform interactive three-dimensional (3-D) visualization of high-resolution magnetic resonance (MR) images of the inner ear in the assessment of cochlear implant candidates.A retrospective case review was made of cochlear implant candidates undergoing pre-operative high-resolution MR studies to determine their suitability for implantation. 3-D visualizations of MR scans of the inner ear structures were created using surface rendering and exported as portable VRML files.Case studies are presented to illustrate different points of interest. VRML reconstructions aided the interpretation of two-dimensional (2-D) source images in a variety of inner ear abnormalities.VRML is an internationally recognized standard for cross-platform 3-D visualization that creates a means of providing the implanting surgeon with a portable 3-D representation of the inner ear, aiding interpretation of the complex cross-sectional anatomy of these structures, and guiding selection of patients for implantation as well as implantation technique. The elucidation of the mechanisms behind inner ear malformations can also be aided by detailed imaging studies of the temporal bone, with VRML reconstructions providing an easily interpreted representation of deformities.


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