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Comparative Analysis of Sound Response from Simple and Fuzzy Algorithm in Saron Virtual Reality
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Analisis Komparatif Respon Suara dari Algoritma Sederhana dan Algoritma Fuzzy di Saron Virtual Reality. Game virtual reality dengan konsep alat musik memerlukan respon suara yang dinamis karena musik tidak lepas dari perasaan manusia dalam memainkannya. Suara yang bagus dalam sebuah game tergantung pada kesesuaiannya dengan situasi game. Keterbatasan waktu dan tempat menjadi permasalahan dalam melakukan variasi perekaman sampel suara. Jika sampel suara yang diambil terbatas dan diterapkan dengan algoritma sederhana kemungkinan terdengar repetitif dan kurang sesuai dengan dinamika suara musik sesuai kehidupan nyata manusia. Oleh karena itu, pada penelitian ini dilakukan komparasi implementasi antara algoritma sederhana dengan algoritma fuzzy pada suara game Gamelan Saron. Metode pengolahan data yang digunakan adalah analisis komparatif dan data diperoleh dari hasil eksperimen responden. Pada skala persetujuan satu sampai lima, mayoritas responden setuju adanya perubahan signifikan yang lebih baik setelah diberikan algoritma fuzzy yang digambarkan dengan nilai rata-rata 4,1.Kata Kunci: suara, gamelan, Saron, dinamika, fuzzy
Comparative Analysis of Sound Response from Simple and Fuzzy Algorithm in Saron Virtual Reality. Virtual reality games with musical instruments require a dynamic sound response because playing the instrument requires real human feelings. A good sound in a game depends on its suitability for the game situation. Time and place limitations are a problem in recording variations in sound sample recording. If the sound samples taken are limited and a simple algorithm is applied, it may sound repetitive and not match the dynamics of music according to real human life. Therefore, in this study, a comparison of a simple algorithm with the fuzzy algorithm was carried out in the Gamelan Saron game. The data processing method used is a comparative analysis obtained from the experimental results of the respondents. On the agreement scale of one to five, most respondents agree that there is a better significant change after being given a fuzzy algorithm described by a mean value of 4.1.
Keywords: sound, gamelan, Saron, dynamics, fuzzy
Universitas Atma Jaya Yogyakarta
Title: Comparative Analysis of Sound Response from Simple and Fuzzy Algorithm in Saron Virtual Reality
Description:
Analisis Komparatif Respon Suara dari Algoritma Sederhana dan Algoritma Fuzzy di Saron Virtual Reality.
Game virtual reality dengan konsep alat musik memerlukan respon suara yang dinamis karena musik tidak lepas dari perasaan manusia dalam memainkannya.
Suara yang bagus dalam sebuah game tergantung pada kesesuaiannya dengan situasi game.
Keterbatasan waktu dan tempat menjadi permasalahan dalam melakukan variasi perekaman sampel suara.
Jika sampel suara yang diambil terbatas dan diterapkan dengan algoritma sederhana kemungkinan terdengar repetitif dan kurang sesuai dengan dinamika suara musik sesuai kehidupan nyata manusia.
Oleh karena itu, pada penelitian ini dilakukan komparasi implementasi antara algoritma sederhana dengan algoritma fuzzy pada suara game Gamelan Saron.
Metode pengolahan data yang digunakan adalah analisis komparatif dan data diperoleh dari hasil eksperimen responden.
Pada skala persetujuan satu sampai lima, mayoritas responden setuju adanya perubahan signifikan yang lebih baik setelah diberikan algoritma fuzzy yang digambarkan dengan nilai rata-rata 4,1.
Kata Kunci: suara, gamelan, Saron, dinamika, fuzzy
Comparative Analysis of Sound Response from Simple and Fuzzy Algorithm in Saron Virtual Reality.
Virtual reality games with musical instruments require a dynamic sound response because playing the instrument requires real human feelings.
A good sound in a game depends on its suitability for the game situation.
Time and place limitations are a problem in recording variations in sound sample recording.
If the sound samples taken are limited and a simple algorithm is applied, it may sound repetitive and not match the dynamics of music according to real human life.
Therefore, in this study, a comparison of a simple algorithm with the fuzzy algorithm was carried out in the Gamelan Saron game.
The data processing method used is a comparative analysis obtained from the experimental results of the respondents.
On the agreement scale of one to five, most respondents agree that there is a better significant change after being given a fuzzy algorithm described by a mean value of 4.
1.
Keywords: sound, gamelan, Saron, dynamics, fuzzy.
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