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Framework for Scenario-Driven Black-Box Testing of NPC Behavior in Virtual Reality Games Matahari Bhakti Nendya; Antonius Rachmat Chrismanto; Dan Daniel Pandapotan; Vito Gautama; Lunchakorn Wuttisittikulkij; Gabriel Indra Widi Tamtama Tamtama
INTENSIF: Jurnal Ilmiah Penelitian dan Penerapan Teknologi Sistem Informasi Vol 10 No 2 (2026)
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/intensif.v10i1.28379

Abstract

Background: Non-Playable Characters (NPCs) play an important role in the quality of interaction in Virtual Reality (VR) games. As NPC systems become more complex and multi-role, their behavior must be evaluated not only from a design perspective but also in terms of technical stability and interaction consistency. However, systematic methods for validating NPC behavior in VR games remain limited. Objective: This study proposes and implements a scenario-driven black-box testing framework for evaluating NPC behavior in VR games based on observable interaction outcomes. Methods: NPC behavior was evaluated using normal, boundary, and stress-based interaction scenarios. Four behavioral quality criteria were assessed: determinism, state integrity, role consistency, and recovery stability. Selected dimensions of the Game Experience Questionnaire (GEQ), namely Social Behaviour Activity and Post-game Module, were also evaluated. Results: Six test scenarios were evaluated. Four scenarios (66.7%) met all criteria, while two (33.3%) were categorized as partial due to minor delays in state transitions and temporary idle-state resets. No crashes, system failures, or fatal interaction breakdowns were observed. GEQ results indicated moderate-to-good social behavior involvement (mean = 3.3) and a comfortable post-game experience (mean = 3.5). Conclusion: The proposed framework provides a structured and reproducible approach for assessing NPC behavior in VR games without requiring access to internal implementation details. The findings highlight the importance of technical behavioral testing, as positive player experience does not necessarily indicate fully stable and consistent NPC behavior.
Design and Evaluation of Task-Based Waste Sorting Mechanics in Virtual Reality Learning Application Matahari Bhakti Nendya; Vito Gautama; I Kadek Dendy Senapartha; Antonius Rachmat Christmanto; Dan Daniel Pandapotan
International Journal of Information Technology and Computer Science Applications Vol. 4 No. 3 (2026): September - December 2026
Publisher : Jejaring Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58776/ijitcsa.v4i3.266

Abstract

Virtual Reality (VR) can support environmental learning through embodied interaction, task-based activity, and immediate feedback. This study presents the design and evaluation of task-based waste-sorting mechanics in a virtual beach application developed in Unity and deployed on a PICO 4 headset. Thirty high-school and university students completed a 10–15-minute session and responded to the Game Experience Questionnaire (GEQ). The revised analysis follows the official GEQ procedure by scoring each component separately on a 0–4 scale and by avoiding an overall score across constructs with different directions. The experience profile was mixed. In the In-Game Module, positive affect (M = 3.05) and sensory and imaginative immersion (M = 2.85) were relatively strong, but tension (M = 3.05) and negative affect (M = 2.83) were also elevated. Post-game positive experience (M = 2.77) co-occurred with negative experience (M = 2.83), tiredness (M = 2.00), and difficulty returning to reality (M = 1.97). These findings indicate that the mechanics supported engagement in some aspects of play but also introduced interaction strain or discomfort. Because the study did not include pre-test/post-test measures or objective task logs, it does not establish learning gains or technical task effectiveness.