User Interface (UI) dan User Experience (UX) merupakan sesuatu hal yang penting dalam sebuah aplikasi yang sedang dikembangkan, bagaimana UI dan UX ikut ambil bagian dalam sebuah interaksi dengan aplikasi yang dibuat, tidak terlepas dari sebuah Virtual Reality (VR), juga membutuhkan sebuah UI/UX. Di dalam VR kita dapat melihat UI-UI yang telah dibuat sedemikian rupa agar menyerupai tampilan aplikasi yang mendekati dunia yang nyata atau tampak realistis. UI dalam VR pun dalam hal ini agar mempermudah interaksi antara objek-objek yang ada di dalam aplikasi dengan pengguna. Pembahasan pada artikel ini akan membahas mengenai Virtual Reality Gamelan, yang nantinya pengguna akan berinteraksi dengan pemukul gamelan agar dapat memainkan gamelan seperti gamelan yang nyata. Oleh karena itu metode User Centred Design (UCD) akan memperhatikan pengguna, dalam hal ini akan menjadi pusat desain, agar mendapatkan hasil dari sudut elevasi pemukul gamelan agar mendekati sudut elevasi pemukul gamelan saat bermain gamelan yang sesungguhnya. Harapannya akan mengembangkan suatu aplikasi yang ramah pengguna dan saat memainkan gamelan akan terasa seperti permainan gamelan pada dunia nyata.
Cybersickness sebagai penyakit dunia virtual masih terus berkelanjutan meskipun sudah terdapat kemajuan dalam pengembangan Head Mounted Display (HMDs) Virtual Reality (VR). Gejala cybersickness antara lain pusing, mual, muntah, dan keringat dingin layaknya mabuk perjalanan atau motion sickness. Terdapat beberapa teori mengenai gejala motion sickness seperti teori konflik sensor dan teori ketidakstabilan postural. Tujuan jurnal ini dibuat untuk mengoptimalkan cybersickness yang dirasakan pengguna. Perolehan data dilakukan menggunakan survey dari responden yang sudah memainkan permainan Metaverse Gamlean Demung Virtual Reality dan diolah menggunakan metode close-ended survey. Hasilnya menunjukan bahwa sebagian besar pengguna merasakan gejala motion sickness dikarenakan kecepatan rotasi putar player dan lama memainkan permainan Metaverse Gamelan Demung Virtual Reality. Sedangkan, untuk pernyataan lain yang diajukan dalam survey menunjukan sebagian besar player tidak merasakan gejala motion sickness. Berdasarkan dari data yang dianalisis, cybersickness yang dirasakan pengguna pada permainan Metaverse Gamelan Demung Virtual Reality disebabkan karena ketidakcocokan antara sinyal vestibular dan visual pengguna yang berasal dari kecepatan pergerakan dalam dunia virtual dan kecepatan pergerakan dalam dunia nyata.
Title: Development of Virtual Expo Architectural Model as an Alternative Media for Entrepreneurship Learning Participating in an exhibition plays a vital role in the learning process of entrepreneurship. Exhibitions can be a means to practice selling and introducing products or services, exploring competitor activities, dialogue and demonstrations with potential buyers, and establishing networks with distributors and investors. During the pandemic, there were limited exhibitions due to physical distancing. Although technological developments have made virtual expos possible, MSME players often need help to keep up with the ever-growing digital transformation. Therefore, entrepreneurship education should integrate digital literacy competencies to increase future generations' resilience. This research uses the Research and Development (R&D) method with the ADDIE (Analyze, Design, Development, Implementation, Evaluate) development model. This study proposes a virtual expo model developed using SketchUp, Enscape, and Blender. Virtual Expo as a learning medium has feature criteria that allow participants to practice basic skills in entrepreneurship, including the ability to do promotions (pitching), formulate branding and marketing strategies, make prototypes, and present business plans. The metaverse-based prototype is more recommended for entrepreneurial learning media because it can facilitate real-time interactions such as presentations with visible cameras and gestures, booth designs displayed with three-dimensional models, and more interactive product presentations.
The increase in information technology in today's era makes the availability of Augmented Reality or Virtual Reality enabled devices, which can become a gateway to exploring various applications, increase. For the example is the virtual reality application of Gamelan Slenthem, which is currently being developed with the aim of making Indonesian cultural musical instruments. Even though what is developed is not an application or an ordinary website, the user interface is still one of the most important stages in the development of an augmented reality or virtual reality application. Every information technology has an interface that can be a link between the user and the technology itself. The interface is influenced by needs, and information technology has a design that makes it easy for users to operate information technology and can make users feel comfortable using the application or technology. In this study, we will use heuristic evaluation to evaluate the application of the virtual reality gamelan metaverse game. Heuristic evaluation itself is a method of evaluating user interfaces and usability that can be used to determine the extent to which a system is used by users to achieve certain goals effectively, efficiently, and satisfactorily. This research focuses on evaluating the use of heuristics in user interface design based on usability aspects through observation and interviews with users.
Abstrak. Penelitian ini dilakukan dengan tujuan untuk menjamin kualitas dari aplikasi VR Gamelan Slenthem agar menghindari error serta menjamin berjalannya seluruh fungsi yang terdapat di dalamnya dengan menggunakan standar ISO 25010 selama pengujiannya. Aplikasi ini diharapkan dapat menjadi sarana pembelajaran alat musik gamelan, khususnya slenthem. Pengujian dilakukan pada 4 karakteristik berdasarkan pada standar ISO 25010 yaitu functional suitability, performance efficiency, usability, serta portability. Berdasarkan pengujian yang telah dilakukan, aplikasi VR Gamelan Slenthem ini dapat disimpulkan memenuhi standar ISO 25010 dengan nilai karakteristik functional suitability 1 (baik), karakteristik usability 93% (sangat layak), karakteristik performance efficiency 80% (layak), dan karakteristik portability yang baik. Hasil penelitian ini diharapkan dapat menjadi rekomendasi dalam pengembangan selanjutnya demi meningkatkan kualitas aplikasi VR Gamelan Slenthem. Abstract. The aim of the research was to ensure the quality of VR Gamelan Slenthem application to avoid errors and ensure the operation of all the functions in the application by using ISO 25010 standard. Hopefully, this application can be a learning tool for gamelan musical instruments, especially slenthem. Testing was conducted using 4 characteristics of ISO 25010 that were functional suitability, performance efficiency, usability, and portability. Based on the testing, VR Gamelan Slenthem application can be concluded that it meets ISO 25010 standard with the functional suitability characteristic of 1 (good), usability characteristic of 86.16% (excellent), performance efficiency characteristic of 80% (adequate), and good portability characteristic. The result of this study can be used as a recommendation for further development to improve the quality of the VR Gamelan Slenthem application.
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