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Saturday, 13 April 2013

SEMINAR PUSAT STUDI INTERAKSI MANUSIA DAN TEKNOLOGI
“Perspektif terhadap Interaksi Manusia dan Teknologi dalam Menghadapi Era Globalisasi”
UNIVERSITAS GUNADARMA
Waktu & Tempat
Hari / Tanggal     : Selasa, 26 Maret 2013
Pukul                  : 09.00 – 12.30 wib
Tempat               : Gedung 4 Lt 6 Auditorium, Universitas Gunadarma
                            Jl. Margonda Raya no. 100, Pondok Cina, Depok
Nara sumber
·         Prof. Dr. Ir. Anang Zaini Gani, MSIE (ITB)
·         Dr. Ing Adang Suhendra
Moderator  :
·         Dr. Tubagus Maulana Kusuma

Narasumber I : Prof. Dr. Ir. Anang Zaini Gani, MSIE
Topik : “ INTERAKSI  MANUSIA DAN TEKNOLOGI  DALAM  ERA GLOBALISASI
SEJARAHNYA :
  • Masyarakat pertanian (800 SM -1700) penemuan “pacul”. 
  • Masyarakat Industri (1700 – 1970) penemuan alat bantu otot.
  • Masyarakat informas (1970 – 2000) penemuan alat bantu otak.
DAYA SAING NEGARA :
  • Kestabilan Politik Dalam Jangka Panjang
  • Keadaan Ekonomi Makro
  • Kualitas Sumber Daya Manusia
  • Penguasaan Ilmu Pengetahuan Dan Teknologi
  • Keadaan Prasarana Ekonomi
  • Kemampuan Kewirausahaan
  • Globalisasi Faktor Yang Mempengaruhi Daya Saing Suatu Negara
6 SENJATA GELAP GLOBALISASI
  • Demokrasi
  • HAM
  • HAKI
  • Lingkungan
  • Standarisasi (ISO)
  • Risk Country
TEKNOLOGI DAN UNSURNYA
( Akhir Tahun 80an Teknologi Semakin  Diperinci Dalam)
  • Technoware
  • Humanware
  • Organware
  • Inforware
KUNCI KEBERHASILAN DALAM ERA GLOBALISASI
  • Versatility : Kemampuan Antisipasi Perubahan
  • Vision : Kemampuan Menciptakan Masa Depan (Pikiran Strategis)
  • Patience : Kemampuan Bertahan Lama(Budaya Kemampuan Bersaing)
  • Focus : Kemampuan Membuat Prioritas Yang Tepat
  • Creativity : Menciptakan Sesuatu Yang Baru
  • Sensitive : Peka Atas Kejadian
Teknologi : kemampuan teknis yang berlandaskan pengetahuan ilmu eksakta, yang  berdasarkan proses teknis.
KONSEP MANAJEMEN TEKNOLOGI
  1. TEKNOLOGI
    • Hardware: Sbg. Object enbodied technology
    • Software: Sbg. Document enboided technology
    • Brainware: Sbg. Human enboided technology
    • Orgaware: Sbg. Organization enboided technology
  2. MANAJEMEN TEKNOLOGI (Pemilihan, Pengembangan, Transfer, Implementasi)
    • Sbg. Penghubung Antara Technology/Science Dengan Management
    • Sbg. Suatu Disiplin Yg Digunakan Untuk Mencapai Sasaran Strategi & Operasional Organisasi
DAMPAK IPTEK
  • Power
  • Efektivitas
  • Efisiensi
  • Nilai Tambah
  • Kecepatan
  • Waktu (singkat)
  • Mutu
  • Murah
  • Kemudahan
  • Peluang
  • Ancaman
  • Produktivitas
  • Luas Jangkauan
  • Ketepatan
  • Mengubah Dunia
KONKLUSI
  1. Ketergantungan Indonesia terhadap luar negeri.
  2. Seberapa jauh peranan interaksi manusia dan teknologi :
    • Nilai-nilai dan Prilaku ( Psikologi)
    • Masyarakat dan Individu (Struktur Sosial)
    • Ekonomi dan Industri

Seminar Ilmiah dengan Narasumber II : Dr. Ing Adang Suhendra
Topik : “Pemanfaatan Teknologi Virtual Reality

HARDWARE (Technologies of Virtual Reality)
  • Head – Mounted Display (HMD)
  • Binocular Omni – Orientation Monitor (BOOM)
  • Cave Automatic Virtual Environment (CAVE)
  • Data glove and motion capture.
  • Control device.
  • Toolkits and authoring system.
  • Virtual reality modeling language.
SOFTWARE
  • Toolkits
  • Authoriting System
WHAT IS VIRTUAL REALITY ?
  • Virtual reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels.
WHY VIRTUAL REALITY ?
  • Virtual reality is able to immerse you in a computer-generated world of your own making: a room, a city, the interior of human body etc. With virtual reality you can explore any uncharted territory of the human imagination.
HISTORY
  • 1950       : Simulators were built by US Air Force
  • 1965       : Research program for computer graphics (The Ultimate Display)
  • 1988       : Commercial development of Virtual Reality began
  • 1991       : first commercial entertainment virtual reality system “Virtuality” was released.
TYPES OF VIRTUAL REALITY SYSTEM
  • Windows On World (WoW) : Desktop VR using monitor 3D
  • Immersive virtual reality : Completely immerse the users personal view point inside the 3D world.
  • Telepresence : Remote cencors in the real world with the senses of human operator (remote cencor might be located on a robot). Useful for performing operation in dangerous environment.
  • Mixed reality (Augmented Reality)
    • The seamless merging of real space
    • Integrate the computer
    • Virtual space
  • Distributed virtual reality : A simulated world runs on several computers which are connected over the world.
COMPONENTS OF VIRTUAL REALITY SYSTEM
  • Input
  • user
  • simulation processor,
  • rendering processor and
  • world database : Skenario, scene, graphic
    • (World Description Files) that store the objects
    • (Graphic Scene of Each Location) that inhabit the world
APPLICATIONS (IMPLEMENTASI APLIKASI)
  • Entertainment : More vivid, exciting
  • Medicine : Practice reforming surgery, reform surgery on remote patient
  • Manufacturing : Easy to modify, low cost, high efficient
  • Education and training (Simulators: Driving, Fight, Ship Tank
  • Ergonomic
CURRENT PROBLEMS
  • Cyber sickness/simulator sickness
  • Low fidelity (tidak dapat bertahan lama)
  • Expensive
  • Lack of integration between application packages
FUTURE
  • High-fidelity system
  • Cost saving
  • Collaborative
  • High level contact between participant in distributed virtual reality

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