Pengembangan Game Pengenalan Wadai Banjar 41 Macam Berbasis Virtual Reality dengan Kendali Tangan Tanpa Controller

Zakiah, Siti and Dr.Eng. Ir.Herman Tolle, S.T., M.T and Fais Al Huda, S.Kom., M.Kom. (2024) Pengembangan Game Pengenalan Wadai Banjar 41 Macam Berbasis Virtual Reality dengan Kendali Tangan Tanpa Controller. Sarjana thesis, Universitas Brawijaya.

Abstract

Penggunaan Virtual Reality (VR) semakin populer karena memungkinkan pengguna merasakan pengalaman mendalam dalam lingkungan virtual. VR biasanya digunakan bersama display dan controller tertentu. Jenis controller yang berbeda dapat mempengaruhi tingkat immersivity, yakni tingkat kedalaman pengalaman yang dirasakan dalam lingkungan virtual. Aspek immersivity penting karena meningkatkan interaksi pengguna dan memberikan pengalaman yang lebih memuaskan. Oleh karena itu, diperlukan penelitian yang membandingkan tingkat immersivity pada VR dengan jenis controller yang berbeda. Dalam penelitian ini dikembangkan dua buah game virtual reality dengan dua jenis controller yang berbeda, yakni versi head-movement tracking dan versi hand tracking. Kedua versi tersebut dibandingkan untuk mengukur tingkat immersivity-nya. Tema dari game yang dikembangkan adalah pengenalan Wadai Banjar 41 Macam, yakni budaya dari suku Banjar di Kalimantan Selatan. Metode pengembangan dalam penelitian ini adalah Game Development Life Cycle. Metode ini dianggap paling cocok bagi penelitian ini karena tahapannya mudah dipahami, serta sesuai dengan tujuan dan kondisi penelitian. Hasil evaluasi game menggunakan metode Playtesting and Gameflow, rata-rata keseluruhan skor game versi head-movement tracking dan versi hand tracking, adalah 4,241 dan 4,324. Data tersebut menunjukkan bahwa aspek-aspek game pada kedua versi game sudah cukup baik. Hasil pengujian faktor telepresence menggunakan metode The Temple Presence Inventory, total keseluruhan skor game versi head-movement tracking dan game versi hand tracking, adalah 53,59 dan 64,46. Hasil pengujian faktor controller naturalness menggunakan metode Skalski’s Controller Naturalness Scale, total keseluruhan skor game versi headmovement tracking dan game versi hand tracking, adalah 56,3 dan 62,3. Hasil pengujian faktor cybersickness menggunakan metode Cybersickness in Virtual Reality Questionnaire, total keseluruhan skor game versi head-movement tracking dan game versi hand tracking, adalah 16,83 dan 16. Hasil perbandingan immersivity tersebut menunjukkan bahwa tingkat immersivity kedua versi game sudah cukup tinggi, tapi game versi hand tracking dinilai lebih baik dalam hal immersivity dibandingkan game versi head-movement tracking.

English Abstract

Virtual Reality (VR) is increasingly popular because it allows users to experience immersive experiences in virtual environments. VR is used with specific displays and controllers. Different controller types affect the level of immersivity. Namely, the depth of experience felt in a virtual environment. Immersivity is crucial because it increases user interaction and provides satisfying experiences. Therefore, research is needed comparing immersive levels in VR with different controllers. In this research, two virtual reality games were developed with two different types of controllers: head-movement-tracking and handtracking. The two versions were compared to measure the level of immersivity. The game's theme is the introduction of Wadai Banjar 41 Macam, namely the culture of the Banjar tribe in South Kalimantan. The development method in this research is the Game Development Life Cycle, which suits this research because the stages are easily understood according to objectives and conditions. The results of game evaluation using the Playtesting and Gameflow method show that the overall average score of the headmovement- tracking and hand-tracking versions of the game is 4.241 and 4.324, respectively. This data shows that the game aspects in both versions are pretty good. Testing the telepresence factor using The Temple Presence Inventory method showed that the total scores for the head-movement-tracking and handtracking versions were 53.59 and 64.46, respectively. Testing the controller naturalness factor using Skalski's Controller Naturalness Scale method showed that the total scores for the head-movement-tracking and hand-tracking versions were 56.3 and 62.3, respectively. Testing the cybersickness factor using the Cybersickness in Virtual Reality Questionnaire method showed that the total scores for the head-movement-tracking and hand-tracking versions were 16.83 and 16, respectively. The immersivity comparison results show that the immersive level for both versions is relatively high. However, the hand-tracking version is considered better in immersivity than the head-movement-tracking version.

Item Type: Thesis (Sarjana)
Identification Number: 0524150218
Uncontrolled Keywords: virtual reality game, perbandingan immersivity, game development life cycle, playtesting and gameflow, telepresence, controller naturalness, cybersickness-virtual reality game, immersivity comparison, game development life cycle, playtesting and gameflow, telepresence, controller naturalness, cybersickness
Divisions: Fakultas Ilmu Komputer > Teknik Informatika
Depositing User: soegeng sugeng
Date Deposited: 02 Apr 2024 06:42
Last Modified: 02 Apr 2024 06:42
URI: http://repository.ub.ac.id/id/eprint/216295
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