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Memberikanpengetahuan mengenai sistem kelistrikan bodi pada motor Yamaha Vixion Fuel Injection. 2. Memberikan pengetahuan kepada para pengguna motor Yamaha Vixion Fuel Injection mengenai cara menganalisa, menemukan, dan menanggulangi permasalahan yang terjadi pada sistem kelistrikan bodi.
1ncyaIG. Kelistrikan adalah sistem yang sangat penting dalam kendaraan bermotor, jika sistem kelistrikan bermasalah maka kendaraan bisa saja mati. Maka perlu dilakukan pemeriksaan rangkaian kabel-kabel pengubung komponen-komponen kelistrikan yang bekerja dalam kendaraann. Untuk itu perlu dilakukan pemeriksaan secara berkala. Berikut beberapa hal yang perlu diperhatikan dalam pemeriksaan sistem kelistrikan sepeda motor 1. SambunganGambar Sambungan a. Tekanlah sampai bunyi klik, bilamana memasang sambungan. b. Periksalah sambungan dari kerenggangan, keretakan, kerusakan pembungkusnya. c. Bersihkan sambungan jika terdapat debu atau kerak yang menenpel pada sambungan. 2. KoplerGambar Kopler a. Jenis kopler dengan pengunci, tekan. dan dorong pengunci untuk melepas, dan tekan secara penuh untuk penyambungan. b. Bilamana melepas sambungan kopler, peganglah koplernya dan jangan menarik kabelnya. c. Periksa bagian-bagian terminal pada kopler untuk memastikan kemungkinan lepas atau bengkok. d. Periksa tiap terminal apakah berkarat atau kontaminasi. 3. KIamGambar Klam a. Klam kabel-kabel untuk mengatur posisi jalur kabel-kabel kelistrikan. b. Lekukan klam yang baik pada kabel sangat menjamin pengikatan. c. Pada saat mengikat kabel-kabel. jangan mempergunakan pelat besi. d. Jangan menggunakan kawat atau material lain untuk mengikat kabel. 4. SekeringGambar Sekering a. Bilamana sekering putus, periksalah penyebabnya dan kemudian ganti sekering. b. Jangan pergunakan sekering yang kemampuannya berbeda. c. Jangan mengganti dengan kawat atau sekering yang imitasi. 5. Perlengkapan Part Penghubung a. Jangan jatuhkan komponen seperti CDI unit & regulator rectifier. b. Periksalah komponen tersebut sesuai petunjuk. Jangan mengabaikan petunjuk yang ada, dapat mengakibatkan kerusakan. 6. Memasang Batere a. Bilamana melepas sambungan terminal dari batere pada saat pelepasan atau perawatan, pastikan melepas terminal - terlebih melepas Batere b. Bilamana memasang kabel terminal batere. pastikan memasang terminal + terlebih Memasang Batere c. Bila terminal batere berkarat. lepas batere. cuci dengan air panas. Dan bersilhkan dengan sikat. d. Sesuai aturan pemasangan, oleskan dahulu gemuk sedikit pada terminal. e. Pasanglah tutup terminal positif +. 7. Rangkaian Kabel a. Jangan biarkan rangkaian kabel tertekuk, atau terjepit. b. Pastikan rangkaian kabel pada bagian kemudi tertata dengan baik. 8. Menggunakan Multi Tester Analog a. Pastikan kabel-kabel tester positif + dan negatif - tepat pada tempatnya. Bila salah menggunakan akan merusak multi tester. b. Bila tegangan dan besarnya arus belum diketahui, mulailah pengukuran dengan skala tertinggi . c. Sebelum melakukan pengukuran tahanan dan setelah mengganti skala pengukuran tahanan, laksanakan selalu penyetelan 0 kalibrasi. d. Mengukur tegangan dengan posisi tingkat tahanan dapat merusak tester. Bilamana akan mengukur tahanan, periksa dan pastikan bahwa tingkat pengukuran tidak pada tegangan. e. Selesai menggunakan tester, sakelar pemilih harus pada posisi Penyetel “OFF”.
At WWDC 2023, Apple officially unveiled its new Vision Pro headset, which it describes as a “revolutionary spatial computer.” I was in the crowd at today’s keynote when it was announced, and shortly thereafter, I was whisked away on a golf cart to go try out the Apple Vision Pro. When I arrived at the demo building on the far corner of Apple Park, I was then whisked away once again… into an alternate world powered by visionOS. The setup process When I arrived at Apple’s special demo building, I went through the process of being fitted for Vision Pro. This was done using a simple scanning system on an iPhone 14 that was similar to the process of setting up Face ID on a new iPhone. The next step was setting up Spatial Audio, which consisted of scanning my face and both ears. I had some trouble with the Personalized Spatial Audio part of the setup experience, but it didn’t seem to have an impact on the actual Vision Pro experience. The iPhone 14 just didn’t want to scan my left ear for some reason. I wear contacts rather than glasses, so I didn’t have to go through the vision testing portion of the experience. For those who wear glasses, however, Apple had vision test equipment set up. With the boring stuff out of the way, it was time to try the Vision Pro headset itself. I put it on and adjusted the fit to my liking using the Head Band at the top and the flexible strap around the side. It was surprisingly easy to get a snug fit. Using visionOS From there, I started exploring visionOS, the operating system that powers the Vision Pro headset. In my first interaction, visionOS showed Apple’s iconic “Hello” message floating in space. From there, I was taken to the Home View. The home screen is similar to the honeycomb view on the Apple Watch. I used my eyes to move through the grid of apps. visionOS relies entirely on your eyes, hands, and voice for navigation. I didn’t get to try out any of the voice control features, but the eye and hand control gestures were really impressive. A simple tap of your fingers allows you to select an object. You can zoom in by tapping and pinching just like you would on an iPhone, and you can scroll by flicking your wrist. An open-ended flick of your wrist will activate inertia scrolling just like on iPhone, iPad, and Mac. There’s absolutely a learning curve to figuring out how to navigate around visionOS, but even in my 30 minutes with Vision Pro, I became pretty comfortable with most of the gestures. There were a few times that I selected the wrong thing and ended up in the wrong app, but it was easy enough to navigate back to the home screen by simply pressing the Digital Crown. visionOS allows you to open multiple apps and arrange them as you see fit. The interface for doing this is similar to Stage Manager on the iPad, with a “Window Bar” at the bottom of each app to adjust positioning and an arrow in the corner to adjust the size of each app. You can also bring windows closer to you by tapping with your fingers and pulling them closer. I was really impressed with how well Vision Pro was able to see my hands and respond to the gestures. I could have my hands resting on my lap, seemingly out of sight of the headset. Still, Vision Pro could pick up on any gestures and respond instantaneously. But this is also a double-edged sword. One thing Apple explained to me is that there is a challenge to hand-control gestures because the headset has to be able to discern between intentional movements and unintentional movements. This is similar to something like an iPhone display or a Mac trackpad, where the software has to detect intentional vs unintentional movement. For most people, that learning curve is going to be the most challenging aspect of Vision Pro. I have to imagine that the gestures become second nature at some point, but you’ll have to practice to get there. I’m assuming that visionOS will offer a robust user tutorial on the first run when it launches to customers next year. Apple will also offer demos at its retail stores for customers. Content consumption and environments Apple is pitching content consumption as one of the biggest selling points of Vision Pro, and rightfully so. The experience is absolutely incredible. I had the chance to explore a 3D version of Avatar 2 and was blown away by the immersiveness. You can watch content via Vision Pro in a floating window that you can adjust to your liking, and visionOS will automatically dim the area around that window. You can also put the movie in an environment of your choosing. I got to watch a movie using the Cinema Environment, which made it seem like I was watching in a dedicated home theater. The attention to detail was remarkable, down to acoustic-foam-style textures on the ceiling. Watching 3D movies with Vision Pro is proof that 3D movies can be incredibly immersive and downright cool if done right. 3D TVs may have been a short-lived fad, but Vision Pro nails the experience. I also got to watch a clip of an NBA game while wearing Vision Pro, as well as an MLB game. Both of these experiences were incredible. I could look up, down, left, and right and feel as if I was in the stadium, sitting courtside or right alongside the first base line. There was also a clip that was taken inside a music studio with Alicia Keys. I’ve written a lot about how concerts can be a big selling point of Vision Pro, and this demo only further proved that point to me. Apple explained to me that every video I watched was shot in its own custom video format. It hopes that other companies will adopt this format, but as of right now, it had nothing to announce on this front beyond what it showcased with Disney during the keynote. Along the side of the visionOS interface is a menu that expands to show “People, Apps, and Environments.” I chose the Environments option and saw one called “Mount Hood,” which was fully immersive and surrounded me on either side and behind me. This is also one of the times I used the Digital Crown to control my level of immersion. At any point, I could raise my hand it would appear on top of the mixed reality interface. Photos The Photos app is a key part of the Vision Pro experience. You can view your entire Photos library and use gestures to select photos, scroll between photos, zoom in and out, and more. You can view panoramic photos shot on iPhone that wrap all the way around you. I saw two different panoramic iPhone images that were taken in Iceland and on the Oregon coast. Spatial photos and videos are captured via the Vision Pro’s built-in 3D camera. Apple says these are meant to let users “capture, relive, and immerse themselves in favorite memories.” “Every spatial photo and video transports users back to a moment in time, like a celebration with friends or a special family gathering,” Apple explains. During my demo, I saw two spatial videos one taken at a kid’s birthday party and another taken at a campfire. These were both very impressive and did a great job at making it feel as if I was in those memories myself. The demos were admittedly a bit creepy since these weren’t my memories, but it’s easy to see how incredible this feature will be when that changes. FaceTime During my hands-on time with Vision Pro, I took a FaceTime call from someone else in the building who was also wearing Vision Pro. This person was reflected in my Vision Pro view using a Persona, which Apple describes as a digital representation of the person created using machine learning techniques. The Persona was very convincing, but once I started looking more closely, it was clear that it was an artificially generated video. This was especially noticeable around the person’s mouth. While on the FaceTime call, we collaborated on a Freeform document that included a 3D model of an apartment building. I could look inside that model to view specific details about the design, the corners, the furniture, and more. The 3D model took a while to load and was a bit buggy, which led to my overall mixed experience with FaceTime. Comfort and motion sickness Finally, and perhaps most important, there’s the comfort aspect of Vision Pro. As I said at the beginning, the process of getting fitted and putting the headset on is straightforward and easy. But what about actually wearing it? I wore Vision Pro for about 30 minutes, and my experience was overall positive. The fabric is soft and breathable, there’s a lot of padding around the eyes, and it felt snug but not too snug on my head. That being said, it’s definitely on the heavier side of things. I could absolutely see getting tired of wearing it after extended sessions. The overall design and fit reminded me quite a bit of AirPods Max and many of the materials were similar. It’s clear why Apple opted for an external battery pack as well. If the battery pack was integrated into the headset itself, it would be way too heavy and virtually impossible to wear for more than a few minutes at a time. One thing Apple said today is that it only had a small selection of the Light Seal sizes available during these demos. When Vision Pro launches, however, there will be a vast set of Light Seal sizes available. This will help further perfect the comfort for all users. Going into today, I was really concerned about motion sickness while wearing an Apple headset. I get motion sick incredibly quickly in a car or an airplane. But in my 30 minutes wearing Vision Pro, I didn’t experience any motion sickness whatsoever. Apple says that the combination of two 4K displays and incredibly low latency are big factors in preventing people from getting motion sick while wearing Vision Pro. The ability to move in and out of virtual reality and augmented reality also plays a major role in reducing motion sickness and fatigue. Other tidbits One of the most impressive parts of my time with VIsion Pro was the sound quality. The headset features two individually amplified drivers inside each audio pod. Paired with the immersive content, Spatial Audio was stunning. Far better than Spatial Audio today using AirPods. I took part in a one-minute mindfulness meditation that featured immersive animations and guided breathing exercises. I definitely needed this after the two-hour keynote! One of the demos saw me interact with a butterfly, which flew toward me and landed on my hand. There was also an Encounter Dinosaurs interactive experience, during which I walked toward the dinosaur and “touched it.” This was cool but a bit gimmicky. It’s a fun proof of concept for what could be possible in the future, though. I can’t speak to battery life since I only wore Vision Pro for 30 minutes. My headset was connected to the external battery pack, and it didn’t get in my way at all. I was able to get up and move around and just drop the battery pack into my pocket. I didn’t get to try any of the Mac-focused features, but I’m eager to learn more about those in the future. I didn’t get a chance to see anyone else wearing Vision Pro, so I didn’t get to see the EyeSight part of the experience. I saw an Apple Immersive Video demo that wrapped me in a 180-degree view as if I was flying above a city, under the ocean, in a field full of wildlife, and more. Wrap-up When I took Vision Pro off after my 30-minute demo, I felt a bit discombobulated. Not necessarily in a bad way, but it was a feeling I’d never experienced before. I had just experienced something that transported me to another world… while also keeping me somewhat connected to the “real world” around me. Throughout my entire experience with Vision Pro, Apple repeatedly emphasized the various ways the headset keeps you connected to the world around you. For instance, I could look to my left and right to see the two other people in the demo room with me. Another tell-tale sign of Apple’s goals is that nowhere in the press release does Apple even mention the word “headset.” The company instead refers to it as a “spatial computer” and refers to visionOS as “the world’s first spatial operating system.” This is key to the Vision Pro experience, and it’s something that sets Apple apart from other players in this space. The hybrid of virtual and augmented reality strikes a really good balance of immersiveness while keeping you engaged with people around you. In many ways, Vision Pro and visionOS are the culmination of years of AR and VR features that have gradually made their way to the iPhone since ARKit’s introduction in 2017. Apple says that the iPhone is already the largest AR platform in the world, and visionOS takes advantage of many of those features. Do some features of Vision Pro seem gimmicky? Absolutely. But much of what I saw today is proof of just how impressive mixed reality can be when it’s done right, using top-of-the-line hardware and software. As the ecosystem expands, some of the content that may seem gimmicky can be replaced with incredible experiences. The hardware of Vision Pro is absolutely industry-leading. I couldn’t see a single pixel on the 4K displays, and even the edges of the content on either side of me were crisp and clear. The combination of those displays and the powerful M2 and R1 chips inside mean that Vision Pro excels at everything it does. Vision Pro won’t be a runaway success, and I think even Apple knows that. The company likened the $3,500 price to that of the original Mac, which sold for $2,495 in 1984. In 2023 dollars, that would be over $7,000. But even if there aren’t lines wrapping around Apple Stores on launch day, Vision Pro will give Apple a way to get its work in this market out into the wild. Developers can create apps, movie and TV studios can create content, and Apple can learn more about what people want from a product like this. I was a major skeptic of Apple’s plans to enter the VR/AR headset market. Vision Pro is still months away from being ready for prime time, but what I experienced during my hands-on today left me very impressed. I’m excited to see the final product sometime early next year. I’ll have more thoughts on visionOS and Vision Pro later this week when I answer some questions from 9to5Mac readers. Have anything you want to know? Let me down in the comments or on Twitter or Mastodon. Follow Chance Twitter, Instagram, and Mastodon Add 9to5Mac to your Google News feed. FTC We use income earning auto affiliate links. More.
Apple used the Vision Pro’s $3,499 price tag to give the headset every advantage over the competition. It has dual 4K displays, runs one of the best laptop chips in the business, and comes with sophisticated eye- and hand-tracking technologies. But it also has one advantage money can’t buy Apple’s developer ecosystem. Perhaps the headset’s single biggest advantage will be the ability for iPhone and iPad developers to easily plug their existing apps into the device’s operating system using familiar tools and the system stands in stark contrast to headsets from Meta, Valve, PlayStation, and HTC, which mostly rely on apps and games made in Unity or OpenXR to power their virtual and augmented reality experiences. While some competitors, like the Meta Quest, have key apps like Microsoft Office, Xbox, and Netflix, offerings beyond this are limited. In the several years that Meta’s headset has been out, the Meta Quest Store has only released about 400 games and apps. That isn’t necessarily a bad thing, but it’s a sign that there’s a serious lack of content optimized for other headset ecosystems, though, Apple is promising hundreds of thousands of apps on day one, a feat it’s able to pull off thanks to work on other platforms. Apple will automatically convert iPad and iPhone apps to “a single scalable 2D window” that works on the Apple Vision Pro — with no work required from developers unless they want to make any changes. And for the developers who want to create something new for the headset, Apple is making it easy for those already acquainted with its ecosystem to create apps for visionOS, its new mixed reality operating system.“visionOS is not so different than iPadOS with ARKit”“visionOS is not so different than iPadOS with ARKit, the augmented reality kit that developers have had access to for a couple of years now,” Maximiliano Firtman, a longtime mobile and web developer, tells The Verge. “iOS and iPadOS developers will be able to use their classic UIKit apps, Unity apps, or their more recent SwiftUI apps for visionOS.”The frameworks developers can use to build apps for iOS and iPadOS — SwiftUI, RealityKit, ARKit — have all been “extended for spatial computing,” Apple says, allowing developers to craft immersive AR and VR experiences for the Vision Pro. They can also build their apps with the tools already available to devs, including Xcode and Unity as well as Apple’s upcoming Reality Composer Pro that should let devs “preview and prepare 3D content” for visionOS adds that even though the visionOS software development kit isn’t out yet, web developers can still use “WebXR for immersive web apps and web experiences using Safari on visionOS… as most of the knowledge needed to create apps is already out there.”This means that, in addition to Apple’s native apps, we’ll likely see a lot of iOS and iPadOS apps make their way to the Vision Pro at developers making the jump, Apple is encouraging them to expand what their apps can do. A simple port might display an app on the Vision Pro as a “Window,” creating a floating version in mixed reality. Apps with 3D elements might present content as a “Volume” that adds depth that’s viewable from all angles. More immersive apps might build a “Space” that can take up a user’s entire view.“Apple will want to feature apps that take advantage of the new Volume and Space app paradigms,” Steve Moser, an iOS developer and the editor-in-chief of The Tape Drive, tells The Verge. “I imagine developers will want to quickly recompile their existing iOS and iPadOS apps for visionOS so that they will be on the visionOS AppStore on day one and potentially get an opportunity to be featured by Apple.” This is good news for Apple, which is looking to prime its App Store with services making its headset useful. But the approach falls short in one area where Apple’s competitors are strong gaming. When the device comes out early next year, Apple says it will house over 100 games from its Arcade service, which is a nice perk, but most of these games aren’t built specifically for VR. That makes a pretty big difference, as users could just as easily whip out their iPhone or iPad to play an Arcade game, rather than put on an entire headset just to play Angry Birds Reloaded or Temple Run. After all, people are buying the Valve Index or the Meta Quest 2 just so they can access libraries of VR-only games like Beat Saber and Half-Life Alyx. A lack of serious VR titles risks putting the Vision Pro in the same position as the Mac — a device mainly for productivity, not a hub for gaming. While Apple is trying to coax game developers into putting their titles on macOS with a new porting tool, the fact is that most developers aren’t prioritizing Mac as a platform because the majority of gamers use Windows, and up until now, Apple didn’t exactly make it easy to bring over games from other OSes. We’ll still have to see how well these newly ported games actually perform.“They clearly aren’t focused on the current VR ecosystem and game developers like myself, but that may be the right move in the end.”Even though Apple’s headset might not immediately have some of the riveting experiences that come along with playing VR games like Arizona Sunshine and Blade and Sorcery, it’s not likely to make or break the headset’s success. “They seem to be nailing all of the points that Meta has been fumbling for [the] last few years, namely overall UX,” Blair Renaud, VR game developer and the director of IrisVR, tells The Verge. “They clearly aren’t focused on the current VR ecosystem and game developers like myself, but that may be the right move in the end. For the industry to move forward, we need all the things I mentioned, not just incremental hardware improvements.”Apple’s slow, careful approach to VR is reflected within the device itself. Instead of presenting you with a somewhat jarring and unfamiliar UI that engulfs your reality, the Vision Pro surfaces a set of recognizable apps that exist atop your real-world environment thanks to video passthrough. Of course, there is the option to turn on full VR using the digital crown, but Apple mainly left this application for watching movies or replaying videos. You won’t have to worry about getting used to controllers, either, as you can navigate through the device using just your eyes and hands. Based on first impressions of the Vision Pro, the technology is clearly there for it to succeed. But like most devices out there, the apps are what make it. Fortunately for Apple, it’s easier to build upon a foundation that’s already been established, rather than build one from scratch.
Apple has announced visionOS, the operating system that will power its new Vision Pro headset. Apple says it’s designed from the ground up for spatial company revealed the operating system as part of its many announcements at the Worldwide Developers Conference 2023 event. The operating system is focused on displaying digital elements on top of the real world. Apple’s video showed new things like icons and windows floating over real-world spaces. The primary ways to use the headset are with your eyes, hands, and your voice. The company described how you can look at a search field and just start talking to input text, for example. Or you can pinch your fingers to select something or flick them up to scroll through a window. The Vision Pro can also display your eyes on the outside of the headset — a feature Apple calls “EyeSight.” Photo by Dan Seifert / The VergeIt seems Apple envisions this in part as a productivity device; in one demo, it showed a person looking at things like a Safari window, Messages, and Apple Music window all hovering over a table in the real world. Apple also showed a keyboard hovering in midair, too. And the Vision Pro can also connect to your Mac so you can blow up your Mac’s screen within your headset. Image AppleIt will also be a powerful entertainment device, apparently. You can make the screen really big by pinching a corner of a window Apple demoed this with a clip of Foundation. You can display the screen on other backgrounds, including a cinema-like space or in front of Mt. Hood Apple’s suggestion!, thanks to a feature Apple calls Environments. You’ll also be able to watch 3D movies on the device. And Disney is working on content for the headset, which could be a major way for people to get on board with actually using it to watch shows and movies — Disney Plus will be available on day one, Disney CEO Bob Iger said during the AppleApple Vision Pro will play games, too, and support game controllers; Apple showed somebody using the device with a PS5 DualSense headset. Over 100 Apple Arcade titles will be available to play on “day one,” Apple said during its AppleThe Vision Pro also has a 3D camera, so you can capture “spatial” photos and video and look at those in the headset. And panorama photos can stretch around your vision while you’re wearing the device. FaceTime is getting some “spatial” improvements, too; as described in Apple’s press release, “users wearing Vision Pro during a FaceTime call are reflected as a Persona — a digital representation of themselves created using Apple’s most advanced machine learning techniques — which reflects face and hand movements in real time.”visionOS will have a brand-new App Store where people can download Vision Pro apps, and the Vision Pro will be able to run “hundreds of thousands of familiar iPhone and iPad apps,” Apple AppleThe launch of a new operating system marks a big moment for Apple — and for developers. With Apple releasing this new headset, we’ll almost certainly see a rush of developers making apps that try and take advantage of the new platform in hopes of becoming the next stratospheric hit. Apple has already been particularly interested in augmented reality, but as my colleague Adi Robertson wrote, augmented reality needs an iPhone moment — and Monday could have been said, other augmented reality platforms haven’t yet hit critical mass. And we’ll have to wait to see if Apple’s new visionOS operating system can avoid turning into the next watchOS, which has gradually lost some major apps over time, like Microsoft Authenticator, Uber, and is almost certainly hoping its new OS someday becomes an iOS-level juggernaut. Now that the company has finally revealed what the platform is capable of, the race is on for Apple and developers to try and make the next big thing. Though we’ll be waiting a while until we see just how big it might be; Apple says the headset won’t be available until early next June 5th, 637PM ET Added that the Vision Pro will be able to access “hundreds of thousands” of iPhone and iPad apps. Related
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