The culture of the Indonesians is truly diverse and widely known by worldwide community. One of the cultures is the martial art called pencak silat. Pencak silat is considered as a martial art because each movement includes art. There are many Indonesians pay less attention to this martial art. Therefore, in this paper, we try to create a media to introduce pencak silat. One of the media that can be used is a rhythm game with virtual reality technology. Virtual reality rhythm game is played by hitting the incoming object in accordance of the song being played. Player can hit that object by using pencak silat’s movement corresponding to the incoming object. The movements used in this game are “pukulan lurus”, “pukulan sangkal”, “tebangan”, and “dobrakan”. We evaluate this game by using Hedonic-Motivation System Adoption Model or HMSAM modelling to determine the satisfaction level of the player. The behavioral intention to use and immersion obtained by using HMSAM are 78.61% and 77%, respectively
Muay Thai is a martial art from Thailand that uses punches and various clinching movements. Muay Thai is one martial art whose popularity is growing and is in great demand, including in Indonesia. However, very few people still know the basics of this Muay Thai martial art. Therefore, a media that can introduce Muay Thai martial arts is needed. In this study, to introduce the basic movements of Muay Thai martial arts, Virtual Reality technology is used, which aims to make it easier for users to understand and practice basic Muay Thai movements correctly. In this study, the method used to design virtual reality games is the Sattolo Shuffle algorithm which functions to generate unique and different randomized Muay Thai movement animation results. To measure the level of user acceptance of learning Muay Thai using VR technology, the GUESS method is used. From the result of GUESS method, it was found the user acceptance rate is 83.84%, which means the user is "satisfied" with the application that has been made to learn basic Muay Thai. Based on this level of acceptance, it can be concluded, that the virtual reality game introducing Muay Thai using the sattolo shuffle algorithm can be used as an alternative tool to learn basic Muay Thai.
School is a place where students can learn a lot, but beside as a place to learning, the school also has many events and activities that must be attended by students, or even sometimes must be attended by parents. To give information or invintation to the parents, some school give information by manual letter, email, social media or online chatting, but all that method to spread information has a weakness, because sometimes information that shown or give to parents or to students, often not accepted by students or parents, and beside that, to spread message to a lot people need a lot time and need a lot cost. To solve this issue, in this study will be build Android-based information notification application with push messaging services, where if there a new information from the school, the students or parents will receive notification new information to their Android smartphone, and after that, the details of this information can be seen in the applications. To get acceptance user result, we using user acceptance test (UAT) was conducted using the TAM method, the result has positive results were 84.88% from parent or student's side and obtained 84.67% from school administration's perspective as provider information, which means this system can be accepted and as expected by the user who receiving the information and by the school as information provider.
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