Development of Social Virtual Reality (SVR) as Collaborative Learning Media to Support Merdeka Belajar

Hestiasari Rante, M. A. Zainuddin, Cahya Miranto, Felix Pasila, William Irawan, Evianita Dewi Fajrianti
{"title":"Development of Social Virtual Reality (SVR) as Collaborative Learning Media to Support Merdeka Belajar","authors":"Hestiasari Rante, M. A. Zainuddin, Cahya Miranto, Felix Pasila, William Irawan, Evianita Dewi Fajrianti","doi":"10.18178/ijiet.2023.13.7.1900","DOIUrl":null,"url":null,"abstract":"Merdeka Belajar (the freedom to learn) in Indonesia emerged indirectly with the COVID-19 pandemic. Merdeka Belajar is a form of learning that aims to create an innovative, non-restrictive learning culture. With this idea, the development of online education is growing rapidly from online meetings to a virtual format and the development of online resources, rapidly available and broadly accessible. Social virtual reality (SVR) refers to popular 3D virtual spaces in which multiple people can engage with one another. This research aims to develop an SVR application as learning media by implementing Meta Avatar SDK with voice chat and lip sync features to mimic facial expressions. Based on the performance testing results, the application can render at an average of 76 frames per second. Based on the results of trials to 14 respondent, we measure satisfaction and interest level using the PIECES (performance, information and data, economics, control and security, efficiency, and service) Framework. The average value of interest is 4.19 and the average value of satisfaction is 4.13. This proves that the respondents are interested","PeriodicalId":36846,"journal":{"name":"International Journal of Information and Education Technology","volume":"1 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Information and Education Technology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.18178/ijiet.2023.13.7.1900","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"Social Sciences","Score":null,"Total":0}
引用次数: 4

Abstract

Merdeka Belajar (the freedom to learn) in Indonesia emerged indirectly with the COVID-19 pandemic. Merdeka Belajar is a form of learning that aims to create an innovative, non-restrictive learning culture. With this idea, the development of online education is growing rapidly from online meetings to a virtual format and the development of online resources, rapidly available and broadly accessible. Social virtual reality (SVR) refers to popular 3D virtual spaces in which multiple people can engage with one another. This research aims to develop an SVR application as learning media by implementing Meta Avatar SDK with voice chat and lip sync features to mimic facial expressions. Based on the performance testing results, the application can render at an average of 76 frames per second. Based on the results of trials to 14 respondent, we measure satisfaction and interest level using the PIECES (performance, information and data, economics, control and security, efficiency, and service) Framework. The average value of interest is 4.19 and the average value of satisfaction is 4.13. This proves that the respondents are interested
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
社会虚拟现实(SVR)作为协作学习媒体的发展以支持Merdeka Belajar
印度尼西亚的“学习自由”(Merdeka Belajar)是在COVID-19大流行期间间接出现的。Merdeka Belajar是一种旨在创造一种创新的、非限制性的学习文化的学习形式。在这一理念下,在线教育的发展正在迅速成长,从在线会议向虚拟形式和在线资源的发展,快速获取和广泛获取。社交虚拟现实(Social virtual reality,简称SVR)是一种流行的3D虚拟空间,多人可以在其中相互交流。本研究旨在开发一款SVR应用程序作为学习媒体,通过实现具有语音聊天和口型同步功能的Meta Avatar SDK来模仿面部表情。根据性能测试结果,应用程序可以以平均每秒76帧的速度渲染。根据对14名受访者的试验结果,我们使用PIECES(绩效、信息和数据、经济、控制和安全、效率和服务)框架来衡量满意度和兴趣水平。兴趣的平均值为4.19,满意度的平均值为4.13。这证明了被访者是有兴趣的
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
CiteScore
2.80
自引率
0.00%
发文量
120
期刊最新文献
HFIPO-DPNN: A Framework for Predicting the Dropout of Physically Impaired Student from Education “In-Math” as a Website-Based e-Learning Media in the Endemic Era Designing Gamified Learning Management Systems for Higher Education Mapping of Students’ Academic Performance in Online Learning Environment during Pandemic Using Multiple Correspondence Analysis Robotics for Young People in AZORESminiBOT
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1