Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer
Vol 3 No 2 (2019): Februari 2019

Evaluasi User Experience Pada Game Augmented Reality (Sub Projection Mapping ) : Wall Climbing Menggunakan Heuristic Playbility (PLAY) (Studi Kasus : Wahana Jawa Timur Park 3)

Aryo Seto Dwisaputra (Fakultas Ilmu Komputer, Universitas Brawijaya)
Retno Indah Rokhmawati (Fakultas Ilmu Komputer, Universitas Brawijaya)
Muhammad Aminul Akbar (Fakultas Ilmu Komputer, Universitas Brawijaya)



Article Info

Publish Date
31 Dec 2018

Abstract

Climbing Wall with Augmented Reality is one of attractions in Funtech, Jawa Timur Park 3. This games combines Projection Mapping techonlogies with conventional climbing wall which has been modified so it can be played for everyone, especially for kids. A new kind of user experience that occur in augmented reality is the reason of this study. Playtesting method used with Heuristic Playbility (Play) as instrument. There are 30 visitors of Funtech who played Climbing Wall as respondent with different background. The result of this study show that there are no different between dimension insisde heuristic playbility instrument with significance rate. The conclusion from those 3 categories are Climbing Wall games has provided a unique and good experience for the player itself. Meanwhile, there are some troubles like control of the game that decrease user experience.

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Journal Info

Abbrev

j-ptiik

Publisher

Subject

Computer Science & IT Control & Systems Engineering Education Electrical & Electronics Engineering Engineering

Description

Jurnal Pengembangan Teknlogi Informasi dan Ilmu Komputer (J-PTIIK) Universitas Brawijaya merupakan jurnal keilmuan dibidang komputer yang memuat tulisan ilmiah hasil dari penelitian mahasiswa-mahasiswa Fakultas Ilmu Komputer Universitas Brawijaya. Jurnal ini diharapkan dapat mengembangkan penelitian ...