A Usability Study on the Adaptation of Virtual Reality for UiTM Melaka Immersive Walkthrough

M. N. H. H. Jono, S. Saad, K. A. Samah, W. A. Latif, Zulkhairi Mohd Nasir, Nurul’ Azwa Kamarudin
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Abstract

Universiti Teknologi MARA Melaka Branch (UiTM Melaka) has many buildings accommodating thousands of students for many activities. With the large surrounding, new students or visitors may find difficulties in searching specific buildings. Several techniques have been developed to allow people to walk in larger virtual spaces than permitted by the physical extent of the virtual reality (VR) hardware and provide a new way of thinking about the user’s relationship to the virtual environment, guiding the user’s continuous and direct input within both space and time allowing a more narrative presentation. The paper then presents the details of how this analogy was applied to the VR experience. The immersive walkthrough (IW) could be done in VR, where people can try to play immersive environment to improve their understanding of UiTM Melaka and help them to navigate the facilities and find the specific area easily by searching it in the building. This study comprises five phases in developing IW UiTM Melaka: analysis, design, development, implementation, and evaluation (ADDIE). We evaluate the result by applying usability testing on effectiveness, efficiency, and satisfaction for the correctness of the IW. The questionnaire was distributed using a survey method involving 43 participants. Based on the survey analysis, we received a percentage of 89% effectiveness, 88% of efficiency and 89% of satisfaction. As a result, the usability test of this study achieved 89%. We conclude that the system is good and accepted, where each feature is easily accessible and used by the user, and the navigation is not complex.
马六甲沉浸式漫游中虚拟现实适配的可用性研究
马六甲理工大学马六甲分校(UiTM马六甲)有许多建筑,可容纳数千名学生参加许多活动。由于周围的环境很大,新学生或访客在寻找特定建筑物时可能会遇到困难。已经开发了几种技术,使人们能够在比虚拟现实(VR)硬件物理范围允许的更大的虚拟空间中行走,并提供了一种思考用户与虚拟环境关系的新方式,引导用户在空间和时间内连续和直接输入,从而实现更具叙述性的呈现。然后,本文详细介绍了如何将这一类比应用于VR体验。沉浸式步行(IW)可以在VR中完成,人们可以尝试玩沉浸式环境,以提高他们对马六甲大学的了解,并帮助他们导航设施,并通过在建筑物中搜索轻松找到特定区域。本研究包括五个阶段:分析、设计、开发、实施和评估(ADDIE)。我们通过对IW的有效性、效率和正确性满意度进行可用性测试来评估结果。问卷采用问卷调查法发放,共有43人参与。根据调查分析,我们获得了89%的有效性,88%的效率和89%的满意度。因此,本研究的可用性测试达到89%。我们的结论是,该系统是良好的和可接受的,其中每个功能都很容易访问和用户使用,导航并不复杂。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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