RANCANG BANGUN APLIKASI GAMELAN
GONG KEBYAR INSTRUMEN REONG, CENG-CENG
RICIK, KEMONG DAN JUBLAG
BERBASIS ANDROID
TUGAS AKHIR
Diajukan guna memenuhi sebagian persyaratan dalam rangka menyelesaikan
Pendidikan Sarjana Strata Satu (S1) Program Studi Teknologi Informasi
PUTUT RENDRA WISMAWAN
NIM. 1104505013
JURUSAN TEKNOLOGI INFORMASI
FAKULTAS TEKNIK
UNIVERSITAS UDAYANA
2015
ii
PERNYATAAN
Dengan ini saya menyatakan bahwa dalam Tugas Akhir ini tidak terdapat
karya yang pernah diajukan untuk memperoleh gelar kesarjanaan di perguruan
tinggi lain, dan sepanjang pengetahuan saya tidak terdapat karya atau pendapat
yang pernah ditulis atau diterbitkan oleh orang lain, kecuali yang secara tertulis
diacu dalam naskah ini dan disebutkan pada daftar pustaka.
Bukit Jimbaran, Juli 2015
Putut Rendra Wismawan
v
KATA PENGANTAR
Puji dan syukur penulis panjatkan kehadapan Ida Sang Hyang Widhi
Wasa/Tuhan Yang Maha Esa, karena atas Asung Kerta Wara Nugraha-Nya,
penulis dapat menyelesaikan Tugas Akhir yang berjudul “Rancang Bangun
Aplikasi Gamelan Gong Kebyar Instrumen Reong, Ceng-ceng Ricik, Kemong
dan Jublag Berbasis Android”. Selama penyusunan Tugas Akhir ini penulis
mendapatkan petunjuk dan bimbingan dari berbagai pihak. Sehubungan dengan
hal tersebut penulis ingin menyampaikan ucapan terima kasih kepada :
1. Bapak Prof. Ir. Ngakan Putu Gede Suardana, M.T., Ph.D selaku
Dekan Fakultas Teknik Universitas Udayana.
2. Bapak Dr. Eng. I Putu Agung Bayupati, S.T., M.T. selaku Ketua
Jurusan Teknologi Informasi Fakultas Teknik Universitas Udayana.
3. Bapak Dr. Eng. I Putu Agung Bayupati, S.T., M.T. selaku dosen
pembimbing I dan Bapak I Ketut Adi Purnawan, S.T., M.Eng. selaku
dosen pembimbing II yang telah banyak meluangkan waktu memberikan
bimbingan, dan tuntunan selama penyusunan Tugas Akhir ini.
4. Bapak I Nyoman Piarsa, S.T., M.T. selaku dosen pembimbing akademik
yang telah memberikan bimbingan selama menempuh pendidikan di
Jurusan Teknologi Informasi Fakultas Teknik Universitas Udayana.
5. Orang tua dan teman-teman Teknologi Informasi angkatan 2011 yang
telah memberikan dukungan selama penulis menyusun Tugas Akhir ini.
Penulis menyadari bahwa laporan ini jauh dari sempurna baik dalam
materi maupun penulisannya. Kritik dan saran yang bersifat membangun dari
semua pihak sangat diharapkan. Akhir kata, semoga laporan ini dapat
memberikan manfaat bagi semua pihak sesuai dengan yang diharapkan.
Bukit Jimbaran, Juni 2015
Putut Rendra Wismawan
vi
ABSTRAK
Gong kebyar merupakan jenis gamelan yang menghasilkan musik-musik
keras dan dinamis di Bali. Gamelan Gong Kebyar tersusun atas beberapa
instrumen. Gamelan Gong Kebyar dipakai untuk mengiringi tari-tarian atau
memainkan tabuh-tabuhan instrumental. Tidak sedikit Masyarakat Bali yang
kurang mengetahui barungan Gong Kebyar. Instrumen-instrumen penyusun
barungan Gong Kebyar seperti Reong, Ceng-ceng Ricik, Kemong, dan Jublag
mungkin kurang dikenal dan diketahui fungsinya dalam Gong Kebyar. Aplikasi
Gamelan Gong Kebyar dirancang dengan memadukan seni budaya dan teknologi
untuk menciptakan suatu media pengenalan berupa aplikasi berbasis Android.
Hasilnya adalah sebuah aplikasi yang mampu dijadikan sebagai media
pembelajaran tentang Gamelan Gong Kebyar dan instrumen Reong, Ceng-ceng
Ricik, Kemong, dan Jublag pada khususnya, baik dari segi informasi maupun
bagaimana cara memainkannya. Masyarakat di Bali diharapkan bisa lebih
mengenal tentang gamelan melalui Aplikasi Gamelan Gong Kebyar Berbasis
Android.
Kata kunci: Gamelan, Gong Kebyar, Reong, Ceng-ceng Ricik, Kemong, Jublag,
Android.
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ABSTRACT
Gong Kebyar is kind of gamelan that produce loud musics and dynamic in
Bali. Gamelan Gong Kebyar composed of some instruments. Gamelan Gong
Kebyar used to accompany dances or play instrumental percussion. Just a few of
Balinese People who knows about the arrangement of Gong Kebyar. Instruments
in Gong Kebyar like Reong, Ceng-ceng Ricik, Kemong, and Jublag perhaps less
known about their functions in Gong Kebyar. Application of Gamelan Gong
Kebyar designed with combine culture and technology to create an introduction
media in form of application based on Android. The result is an application which
as media of learning about Gamelan Gong Kebyar and instruments Reong, Ceng-
ceng Ricik, Kemong, and Jublag in particular, both in terms of information and
how to play it. Balinese people are expected to learn more about gamelan by
mean of Gamelan Gong Kebyar in mobile based on Android.
Keywords: Gamelan, Gong Kebyar, Reong, Ceng-ceng Ricik, Kemong, Jublag,
Android.
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DAFTAR ISI
HALAMAN JUDUL .............................................................................................. i
SURAT PERNYATAAN ...................................................................................... ii
LEMBAR PENGESAHAN TUGAS AKHIR .................................................... iii
BERITA ACARA TUGAS AKHIR .................................................................... iv
KATA PENGANTAR ........................................................................................... v
ABSTRAK ............................................................................................................ vi
ABSTRACT .......................................................................................................... vii
DAFTAR ISI ....................................................................................................... viii
DAFTAR GAMBAR ............................................................................................ xi
DAFTAR TABEL .............................................................................................. xiii
BAB I PENDAHULUAN ...................................................................................... 1
1.1 Latar Belakang Masalah .............................................................................. 1
1.2 Rumusan Masalah ....................................................................................... 2
1.3 Batasan Masalah.......................................................................................... 3
1.4 Tujuan Penelitian ........................................................................................ 3
1.5 Manfaat Penelitian ...................................................................................... 4
1.6 Luaran yang Diharapkan ............................................................................. 4
BAB II TINJAUAN PUSTAKA ........................................................................... 6
2.1 State of the Art ............................................................................................. 6
2.2 Gamelan Gong Kebyar ................................................................................ 7
2.2.1 Reong..................................................................................................... 8
2.2.2 Ceng-ceng Ricik .................................................................................... 9
2.2.3 Kemong ............................................................................................... 10
2.2.4 Jublag .................................................................................................. 11
2.3 Android ..................................................................................................... 11
2.4 Metode Multitouch .................................................................................... 14
2.4.1 Frustrated Total Internal Reflection (FTIR) ....................................... 15
2.4.2 Rear Diffused Illumination & Front Diffused Illumination ................ 16
2.4.3 Diffused Surface Illumination ............................................................. 17
2.4.4 Laser Light Plane ................................................................................ 18
2.4.5 LED Light Plane ................................................................................. 18
2.5 UML (Unified Modeling Language) ......................................................... 18
2.5.1 Diagram Use Case............................................................................... 19
2.5.2 Diagram Class ..................................................................................... 20
2.5.3 Diagram Sequence ............................................................................... 22
2.5.4 Diagram Activity.................................................................................. 23
2.6 Bahasa Pemrograman Lua......................................................................... 24
2.7 Corrona SDK ............................................................................................. 25
BAB III METODE DAN PERANCANGAN SISTEM .................................... 26
3.1 Waktu dan Tempat Penelitian ................................................................... 26
3.2 Data ........................................................................................................... 26
3.3 Alur Penelitian .......................................................................................... 27
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3.4 Alat Penelitian ........................................................................................... 28
3.5 Gambaran Umum Sistem .......................................................................... 29
3.6 Perancangan Sistem .................................................................................. 30
3.6.1 Diagram Use Case............................................................................... 31
3.6.2 Diagram Activity.................................................................................. 31
3.6.2.1 Diagram Activity Memilih Instrumen Gamelan Gong Kebyar ..... 31
3.6.2.2 Diagram Activity Memainkan Instrumen Gamelan Gong Kebyar 33
3.6.2.3 Diagram Activity Menjalankan Record ......................................... 33
3.6.2.4 Diagram Activity Menjalankan Menu Setting ............................... 35
3.6.2.5 Diagram Activity Penggunaan About ............................................ 36
3.6.2.6 Diagram Activity Keluar dari Aplikasi .......................................... 36
3.6.3 Diagram Sequence ............................................................................... 38
3.6.3.1 Diagram Sequence Memilih Instrumen Gamelan Gong Kebyar ... 38
3.6.3.2 Diagram Sequence Memainkan Gamelan Gong Kebyar .............. 39
3.6.3.3 Diagram Sequence Menjalankan Record ...................................... 40
3.6.3.4 Diagram Sequence Menjalankan Menu Setting ............................ 41
3.6.3.5 Diagram Sequence Penggunaan About.......................................... 42
3.6.3.6 Diagram Sequence Keluar dari Aplikasi ....................................... 43
3.7 Perancangan Antar Muka .......................................................................... 43
3.7.1 Desain Antar Muka Halaman Utama .................................................. 44
3.7.2 Desain Antar Muka Halaman Pilih Instrumen .................................... 44
3.7.3 Desain Antar Muka Halaman Play ..................................................... 45
3.7.4 Desain Antar Muka Halaman Setting .................................................. 46
3.7.5 Desain Antar Muka Halaman About ................................................... 47
BAB IV HASIL DAN PEMBAHASAN ............................................................ 48
4.1 Tampilan Aplikasi ..................................................................................... 48
4.1.1 Tampilan Splash Screen ...................................................................... 48
4.1.2 Tampilan Menu Utama ....................................................................... 49
4.1.3 Tampilan Menu Pilih Instrumen ......................................................... 50
4.1.4 Tampilan Memainkan Instrumen ........................................................ 51
4.1.4.1 Tampilan Memainkan Instrumen Reong ....................................... 51
4.1.4.2 Tampilan Memainkan Instrumen Jublag ...................................... 52
4.1.4.3 Tampilan Memainkan Instrumen Ceng-ceng Ricik....................... 53
4.1.4.4 Tampilan Memainkan Instrumen Kemong .................................... 53
4.1.5 Tampilan Menu Setting ....................................................................... 54
4.1.6 Tampilan Menu About......................................................................... 55
4.1.7 Tampilan Exit ...................................................................................... 56
4.2 Penggunaan Aplikasi ................................................................................. 56
4.2.1 Memilih Instrumen Gamelan .............................................................. 57
4.2.2 Memainkan Instrumen Reong ............................................................. 57
4.2.3 Memainkan Instrumen Jublag ............................................................ 59
4.2.4 Memainkan Instrumen Ceng-ceng Ricik ............................................. 60
4.2.5 Memainkan Instrumen Kemong .......................................................... 60
4.2.6 Menjalankan Fitur Record dan Load Record ...................................... 61
4.2.7 Menampilkan Informasi Instrumen ..................................................... 63
4.2.8 Menampilkan Menu Setting ................................................................ 64
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4.2.9 Menampilkan Menu About .................................................................. 65
4.3 Unjuk Kerja Aplikasi dengan Sistem HVS (Human Visual System) ........ 66
4.3.1 Unjuk Kerja Aplikasi Pada Ahli ......................................................... 66
4.3.2 Unjuk Kerja Aplikasi Pada Orang Awam ........................................... 69
4.4 Kelebihan dan Kelemahan Sistem ............................................................ 71
4.5 Analisis Sistem Pada Aplikasi .................................................................. 72
4.5.1 Analisis Implementasi Coding Pada Fitur Aplikasi ............................ 73
4.5.2 Analisis Suara Pada Smartphone Android .......................................... 73
4.5.3 Analisis Implementasi Variasi Pukulan Pada Aplikasi ....................... 74
4.5.4 Analisis Sampling Suara Instrumen Pada Aplikasi ............................. 74
BAB V PENUTUP ............................................................................................... 76
5.1 Simpulan ................................................................................................... 76
5.2 Saran .......................................................................................................... 77
DAFTAR PUSTAKA .......................................................................................... 78
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DAFTAR GAMBAR
Gambar 2.1 Instrumen Reong ................................................................................. 8
Gambar 2.2 Instrumen Ceng-ceng Ricik ................................................................. 9
Gambar 2.3 Instrumen Kemong ............................................................................ 10
Gambar 2.4 Instrumen Jublag ............................................................................... 11
Gambar 2.5 Efek FTIR .......................................................................................... 15
Gambar 2.6 Efek Diffused Illumination ................................................................ 16
Gambar 2.7 Efek Diffused Surface Illumination ................................................... 17
Gambar 2.8 Efek Laser Light Plane ..................................................................... 18
Gambar 2.9 Contoh penggunaan Diagram Use Case............................................ 20
Gambar 2.10 Contoh penggunaan Diagram Class ................................................ 22
Gambar 2.11 Contoh penggunaan Diagram Sequence .......................................... 23
Gambar 2.12 Contoh penggunaan Diagram Activity............................................. 24
Gambar 2.13 Logo Lua ......................................................................................... 24
Gambar 2.14 Logo Corona SDK .......................................................................... 25
Gambar 3.1 Flowchart Alur Penelitian ................................................................. 28
Gambar 3.2 Gambaran Umum Sistem Aplikasi Gamelan Gong Kebyar.............. 30
Gambar 3.3 Diagram Use Case Pada Aplikasi Gamelan Gong Kebyar ............... 31
Gambar 3.4 Diagram Activity Memilih Instrumen Gamelan Gong Kebyar.......... 32
Gambar 3.5 Diagram Activity Memainkan Instrumen Gamelan Gong Kebyar .... 33
Gambar 3.6 Diagram Activity Menjalankan Record ............................................. 34
Gambar 3.7 Diagram Activity Menjalankan Load Record .................................... 35
Gambar 3.8 Diagram Activity Menu About ........................................................... 36
Gambar 3.9 Diagram Activity Keluar dari Aplikasi .............................................. 37
Gambar 3.10 Diagram Sequence Memilih Instrumen Gamelan Gong Kebyar ..... 38
Gambar 3.11 Diagram Sequence Memainkan Instrumen Gamelan Gong Kebyar 39
Gambar 3.12 Diagram Sequence Menjalankan Fitur Record ................................ 40
Gambar 3.13 Diagram Sequence Menjalankan Load Record ............................... 41
Gambar 3.14 Diagram Sequence Menu About ..................................................... 42
Gambar 3.15 Diagram Sequence Keluar dari Aplikasi ......................................... 43
Gambar 3.16 Desain Antar Muka Halaman Utama .............................................. 44
Gambar 3.17 Desain Antar Muka Menu Pilih Instrumen ..................................... 45
Gambar 3.18 Desain Antar Muka Halaman Play.................................................. 45
Gambar 3.19 Desain Antar Muka Halaman Rekaman .......................................... 46
Gambar 3.20 Desain Antar Muka Halaman Tentang ............................................ 47
Gambar 4.1 Tampilan Splash Screen. ................................................................... 48
Gambar 4.2 Tampilan Menu Utama...................................................................... 49
Gambar 4.3 Button Play ........................................................................................ 49
Gambar 4.4 Button Setting .................................................................................... 50
Gambar 4.5 Button About ...................................................................................... 50
Gambar 4.6 Button Exit ......................................................................................... 50
Gambar 4.7 Tampilan Menu Memilih Instrumen. ................................................ 51
Gambar 4.8 Tampilan Memainkan Instrumen Reong. .......................................... 52
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Gambar 4.9 Tampilan Memainkan Instrumen Jublag. ......................................... 52
Gambar 4.10 Tampilan Memainkan Instrumen Ceng-ceng Ricik. ........................ 53
Gambar 4.11 Tampilan Memainkan Instrumen Kemong. ..................................... 54
Gambar 4.12 Tampilan Menu Setting ................................................................... 55
Gambar 4.13 Tampilan Menu About ..................................................................... 55
Gambar 4.14 Tampilan Exit .................................................................................. 56
Gambar 4.15 Tampilan User Memilih Instrumen ................................................. 57
Gambar 4.16 Tampilan User Memainkan Instrumen Reong ................................ 58
Gambar 4.17 Tampilan User Memainkan Instrumen Reong dengan Multitouch . 58
Gambar 4.18 Tampilan User Memainkan Instrumen Jublag ................................ 59
Gambar 4.19 Tampilan User Memainkan Instrumen Ceng-ceng Ricik. ............... 60
Gambar 4.20 Tampilan User Memainkan Instrumen Kemong ............................. 61
Gambar 4.21 Tampilan User Menjalankan Fitur Record...................................... 61
Gambar 4.22 Tampilan User Selesai Menjalankan Record .................................. 62
Gambar 4.23 Tampilan User Menjalankan Fitur Load Record ............................ 63
Gambar 4.24 Tampilan User Menampilkan Menu About. .................................... 64
Gambar 4.25 Tampilan User Menampilkan Menu Setting. .................................. 65
Gambar 4.26 Tampilan User Menampilkan Menu About. .................................... 66
Gambar 4.27 Grafik Uji Coba Aplikasi Pada Orang Ahli .................................... 68
Gambar 4.28 Grafik Uji Coba Aplikasi Pada Orang Awam ................................. 71