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User Interface Evaluation in Metvaerse Gamelan Virtual Reality Using Heuristics Evaluation Method Eric Jonathan; Clara Hetty Primasari; Thomas Adi Purnomo Sidhi; Yohanes Priadi Wibisono; Djoko Budiyanto Setyohadi; Mutiara Cininta
Journal of Intelligent Software Systems Vol 1, No 2 (2022): Desember
Publisher : LPPM UTDI (d.h STMIK AKAKOM) Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (477.26 KB) | DOI: 10.26798/jiss.v1i2.756

Abstract

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.
Analisis Cybersickness Pada Permainan Metaverse Gamelan Demung Virtual Reality Irfan Irfan; Clara Hetty Primasari; Thomas Adi Purnomo Sidhi; Yohanes Priadi Wibisono; Djoko Budiyanto Setyohadi; Mutiara Cininta
JURNAL INFORMATIKA DAN KOMPUTER Vol 7, No 1 (2023): Februari 2023
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat - Universitas Teknologi Digital Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (221.786 KB) | DOI: 10.26798/jiko.v7i1.754

Abstract

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.
Applying the Think-Aloud Method for Usability Analysis in the Peking Metagamelan Virtual Reality Learning Application Patricia Meta Pudya Astari; Clara Hetty Primasari; Djoko Budiyanto Setyohadi; Yohanes Priadi Wibisono; Mutiara Cininta
Indonesian Journal of Information Systems Vol. 5 No. 2 (2023): February 2023
Publisher : Program Studi Sistem Informasi Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/ijis.v5i2.6605

Abstract

The rapid development of technology affects people’s lives, including education, and virtual reality is one of many digital learning media that can be useful for learning. Virtual reality allows users to interact with the environment through a virtual world. With this concept in mind, an application to support gamelan learning based on Virtual Reality was developed called Peking Metagamelan Virtual Reality. Peking is a gamelan instrument made of bronze with rectangular blades. This application needs to know the user’s opinion regarding its performance and usability in its development. Therefore, the Think-aloud method assisted in the usability analysis process in the VR Metagamelan Peking application. The Think-aloud approach helps to express what the user feels and thinks when using the application. The research process involved five respondents from various educational backgrounds and different experiences. Respondents were asked to work on several task scenarios that were ordered. During the task scenario, respondents were asked to convey their thoughts regarding the application they were trying. The results were then analyzed and produced some recommendations for further improvements to the VR Metagamelan Peking application. The recommendations included improving the application interface, adding several features, and reducing the character’s speed.
Pengembangan Model Arsitektural Virtual Expo sebagai Media Alternatif Pembelajaran Kewirausahaan Mutiara Cininta; Yohanes Priadi Wibisono
ATRIUM: Jurnal Arsitektur Vol. 9 No. 1 (2023): ATRIUM: Jurnal Arsitektur
Publisher : Lembaga Penelitian dan Pengabdian pada Masyarakat (LPPM) Universitas Kristen Duta Wacana Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21460/atrium.v9i1.196

Abstract

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.
Blackbox Testing on Virtual Reality Gamelan Saron Using Equivalence Partition Method Richard Gunawan; Yohanes Priadi Wibisono; Clara Hetty Primasari; Djoko Budiyanto; Mutiara Cininta
Jurnal Buana Informatika Vol. 14 No. 01 (2023): Jurnal Buana Informatika, Volume 14, Nomor 1, April 2023
Publisher : Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/jbi.v14i01.6606

Abstract

Pengujian Blackbox Pada Virtual Reality Gamelan Saron Menggunakan Metode Equivalence Partition. Dalam pengembangan sebuah aplikasi, testing pada aplikasi sangat penting sebelum aplikasi dirilis. Testing berdasarkan kualitas dengan menggunakan Black Box mengutamakan pengujian fitur-fitur yang terdapat pada aplikasi, sehingga dapat menemukan permasalahan yang terjadi di aplikasi Gamelan VR Saron ini. Pada metode Black Box berbasis Equivalence Partition secara menyeluruh menguji dalam aspek penggunaan aplikasi Gamelan VR Saron. Dalam pengujian ini membutuhkan seleksi penggunaan berdasarkan test case, kemudian memastikan kualitas dari fitur-fitur yang tersedia serta menemukan error function yang bisa terjadi dalam aplikasi. Sehingga ujicoba pada aplikasi ini bisa menilai apakah telah sesuai dengan harapan dan direncanakan. Berdasarkan hasil pengujian yang telah dilakukan, dapat disimpulkan bahwa aplikasi ini dapat berjalan dengan baik tanpa adanya error sesuai dengan yang telah direncanakan. Hasil pengujian ini dapat dijadikan sebagai dokumentasi serta evaluasi untuk pengembangan aplikasi kedepannya.Kata Kunci: black box, equivalence partition, test case, error function, user Blackbox Testing on Virtual Reality Gamelan Saron Using the Equivalence Partition Method. Testing is essential in application development because it helps identify and eliminate defects. One of the most used testing methods is Black Box testing, which involves deeply examining the application’s functionality without knowing its internal workings. The Equivalence Partition method is frequently used in Black Box testing to divide input values into groups and select test cases from each group. Potential errors can be identified by testing the available features with appropriate test cases, and future improvements can be made to ensure seamless application performance. In addition, testing results also serve as documentation and research for future development. By using this method, the developers of the VR Gamelan Saron application can ensure that its quality meets user expectations to improve its quality to provide an optimal user experience. In summary, proper testing is crucial in application development, and the Equivalence Partition method is an effective tool foridentifying and eliminating potential issues.Keywords: black box, equivalence partition, test case, error function, user
Evaluasi Functional Suitability, Performance Efficiency, Usability, dan Portability Berdasarkan ISO 25010 pada Aplikasi VR Gamelan Slenthem Michael Ezra Lianto; Clara Hetty Primasari; Elisabeth Marsella; Yohanes Priadi Wibisono; Mutiara Cininta
KONSTELASI: Konvergensi Teknologi dan Sistem Informasi Vol. 3 No. 1 (2023): Juni 2023
Publisher : Program Studi Sistem Informasi Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/konstelasi.v3i1.6620

Abstract

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.
Implementasi Pengujian Alpha dan Beta Testing Pada Aplikasi Gamelan Virtual Reality Tasya Menora; Clara Hetty Primasari; Yohanes Priadi Wibisono; Thomas Adi Purnomo Sidhi; Djoko Budiyanto Setyohadi; Mutiara Cininta
KONSTELASI: Konvergensi Teknologi dan Sistem Informasi Vol. 3 No. 1 (2023): Juni 2023
Publisher : Program Studi Sistem Informasi Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/konstelasi.v3i1.6625

Abstract

Abstrak. Pengujian merupakan bagian atau tahapan yang sangat penting dalam proses pengembangan perangkat lunak. Pengujian yang dilakukan secara tepat akan menghasilkan perangkat lunak berkualitas tinggi yang akhirnya dapat meningkatkan kepuasan pengguna dalam menggunakan perangkat lunak tersebut. Penelitian yang berjudul implementasi pengujian alpha dan beta testing pada aplikasi Gamelan Virtual Reality dilakukan dengan tujuan untuk menguji seluruh fungsionalitas aplikasi Gamelan Virtual Reality dan mengukur seberapa besar tingkat penerimaan pengguna terhadap aplikasi yang dikembangkan tersebut. Pengujian Fungsionalitas aplikasi dilakukan dengan menggunakan metode alpha testing, sedangkan pengukuran tingkat penerimaan pengguna dilakukan dengan metode beta testing. Pada pengujian alpha testing, penulis secara langsung menguji dan membandingkan output aplikasi Gamelan Virtual Reality. Jika output yang dihasilkan berbeda dengan output yang diharapkan, maka fungsionalitas itu gagal dikembangkan. Pengujian ini menghasilkan sebuah kesimpulan bahwa fungsionalitas aplikasi Gamelan Virtual Reality telah dikembangkan dengan baik. Pada pengujian beta testing, penulis menganalisis jawaban kuesioner yang diisi oleh responden setelah menggunakan dan menguji aplikasi Gamelan Virtual Reality. Hasil dari proses analisis tersebut adalah pengguna sangat menerima aplikasi Gamelan Virtual Reality yang dikembangkan.   Abstract. Testing is an essential part and stage of software development. Properly conducted testing will result in high-quality software that ultimately enhances user satisfaction in utilizing the software. The research entitled "Implementation of Alpha and Beta Testing in Virtual Reality Gamelan Application" aims to test the entire functionality of the virtual reality gamelan application and measure the level of user acceptance towards the developed application. The functionality testing of the application was carried out using the alpha testing method, while the measurement of user acceptance was done through the beta testing method. In the alpha testing, the authors directly tested and compared the output of the virtual reality gamelan application. If the produced output differed from the expected output, it indicated a failure in functionality development. This testing leads to the conclusion that the functionality of the virtual reality gamelan application had been well developed. In the beta testing, the authors analyzed the questionnaire responses filled out by the participants after using and testing the virtual reality gamelan application. The result of this analysis shows that users highly accepted the developed virtual reality gamelan application