I. Putra, Made Windu Antara Kesiman, Kadek Yota Ernanda Aryanto
{"title":"EVALUASI USABILITY PADA APLIKASI IMMERSIVE STORY TELLING SATUA I BELOG","authors":"I. Putra, Made Windu Antara Kesiman, Kadek Yota Ernanda Aryanto","doi":"10.37600/tekinkom.v5i2.524","DOIUrl":null,"url":null,"abstract":"The development of immersive technology allows users to interact more realistically with the virtual world and immersive technology can also be used as a medium for introducing culture based on information communication technology. Currently, there are many immersive applications, so an evaluation is needed to measure the usability of immersive storytelling applications, especially in the interface design. Usability measurements are carried out to find out whether the interface design is good, because there are still complaints about the immersive story telling application, especially the interface design. This paper will evaluate the usability of the application immersive story telling satua I Belog using the usability heuristic method by adapting the twelve heuristic rules proposed by Sutcliffe. Heuristic evaluation is a combination of usability aspects and user presence aspects in a virtual environment. This evaluation process involves 3 assessors. The evaluation results show that the Immersive Story Telling Satua I Belog application has quite good 3D quality and the application performance is quite good. However, there are several features that need to be improved, namely 3D graphics and player controls to get maximum performance. In the application there are also objects that can be penetrated. During the evaluation process it was also found that motion sickness symptoms can occur in every user. This Motion Sickness event is influenced by aspects of the user's position when running the Immersive Story Telling Satua I Belog application. motion sickness will feel fast when using the application by looking up and shaking your head within eight minutes of using the application.","PeriodicalId":365934,"journal":{"name":"Jurnal Teknik Informasi dan Komputer (Tekinkom)","volume":"36 3","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Jurnal Teknik Informasi dan Komputer (Tekinkom)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.37600/tekinkom.v5i2.524","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
The development of immersive technology allows users to interact more realistically with the virtual world and immersive technology can also be used as a medium for introducing culture based on information communication technology. Currently, there are many immersive applications, so an evaluation is needed to measure the usability of immersive storytelling applications, especially in the interface design. Usability measurements are carried out to find out whether the interface design is good, because there are still complaints about the immersive story telling application, especially the interface design. This paper will evaluate the usability of the application immersive story telling satua I Belog using the usability heuristic method by adapting the twelve heuristic rules proposed by Sutcliffe. Heuristic evaluation is a combination of usability aspects and user presence aspects in a virtual environment. This evaluation process involves 3 assessors. The evaluation results show that the Immersive Story Telling Satua I Belog application has quite good 3D quality and the application performance is quite good. However, there are several features that need to be improved, namely 3D graphics and player controls to get maximum performance. In the application there are also objects that can be penetrated. During the evaluation process it was also found that motion sickness symptoms can occur in every user. This Motion Sickness event is influenced by aspects of the user's position when running the Immersive Story Telling Satua I Belog application. motion sickness will feel fast when using the application by looking up and shaking your head within eight minutes of using the application.
沉浸式技术的发展使用户能够更真实地与虚拟世界进行交互,沉浸式技术也可以作为一种基于信息传播技术的文化介绍媒介。目前有很多沉浸式应用,因此需要对沉浸式叙事应用的可用性进行评估,尤其是在界面设计方面。进行可用性测量是为了找出界面设计是否良好,因为仍然有人抱怨沉浸式讲故事应用程序,特别是界面设计。本文将采用可用性启发式方法,采用Sutcliffe提出的12条启发式规则来评估应用程序沉浸式讲故事satua I Belog的可用性。启发式评估是虚拟环境中可用性方面和用户在场方面的结合。该评估过程包括3名评估员。评价结果表明,沉浸式讲故事Satua I Belog应用具有较好的3D质量和较好的应用性能。然而,有几个功能需要改进,即3D图像和播放器控制,以获得最大的性能。在应用中也有可以穿透的物体。在评估过程中,还发现每个用户都可能出现晕动病症状。这个晕动病事件受到用户在运行沉浸式故事讲述Satua I Belog应用程序时的位置的影响。在使用应用程序的8分钟内抬头并摇头,晕动病就会很快出现。