I Made Suandana Astika Pande
Institut of Technology and Business STIKOM Bali

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An Empirical Analysis of Ergonomic Gaming Peripherals Improving Gaming Performance Gede Indra Raditya Martha; I Gede Bintang Arya Budaya; Dedy Panji Agustino; I Gede Harsemadi; I Made Suandana Astika Pande
Journal of Games, Game Art, and Gamification Vol. 7 No. 1 (2022)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v7i1.8258

Abstract

The gaming industry is a huge industry that is based on creativity and the use of media as well as the latest technology. According to the Entertainment Software Association (ESA) in 2021 more than 227 million Americans playing video games, and 75% of USA households have at least one person who plays games and has a gaming device on their home. The facts mentioned before makes this industry very profitable to enter. In hardware aspect, some company innovates to make a specific device which is used special for gaming needs. This gaming device main selling points is high specification and ergonomics factor for improving gaming performance. Despite the successful sale of this product, many people still doubt the effectiveness of gaming peripheral products to improve gaming performance and whether the higher specification of gaming peripheral can truly improve player performance during gameplay. The Study is based on the effectiveness of peripheral on human perception sensor that can be used in the implementation of ergonomic science / physical engineering or HCI (Human Computer Interaction), namely vision, hearing, and touch. In that case, with qualitative research method (direct observation, interview & simulation) this study found as the result, that was true the gaming peripherals are able to improve the performance of the user, but not for all types of users. The competitive gamer who has high gameplay hours can benefit the most and use maximum potential performance of gaming peripherals.
WebGL 3D Virtual Exhibition as a Media to Increase the Visibility of Digital Artwork I Made Suandana Astika Pande; I Gede Bintang Arya Budaya; Padma Nyoman Crisnapati
Jurnal Teknologi Informasi dan Multimedia Vol. 5 No. 3 (2023): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v5i3.376

Abstract

The ongoing digital transformation continues to shape various domains, including the realm of art, which adopts social media to digitally promote artworks. Nonetheless, physical art exhibitions maintain their allure as they provide a direct experiential interaction for visitors. Consequently, the development of exhibition platforms that amalgamate user experience with accessibility becomes imperative. One emerging solution involves leveraging information technology and multimedia for virtualization, such as utilizing WebGL for creating a 3D Virtual Exhibition (3DVE). Employing the ADDIE methodology and evaluating it through the Technology Acceptance Model (TAM), the assessments affirm the robust performance and positive responses of 30 participants towards WebGL 3DVE. This development yields practical benefits, particularly for artists seeking to enhance the visibility of their creations. Furthermore, the inherent ease of use and broad accessibility can expand the potential audience for enjoying artworks. The percentage acceptance rates according to TAM validate favorable responses across usability (88%), ease of use (74%), satisfaction (90.6%), and technological acceptance (84.6%). Thus, the deployment of WebGL 3DVE in art exhibition development showcases strong potential in delivering a deeper and more inclusive experiential journey.