Comparison Analysis of Usability Using Controllers and Hand Tracking in Virtual Reality Gamelan (Sharon) Based On User Experience

Ardhika Wida Pangestu, C. H. Primasari, Thomas Adi Purnomo Sidhi, Y. Wibisono, D. Setyohadi
{"title":"Comparison Analysis of Usability Using Controllers and Hand Tracking in Virtual Reality Gamelan (Sharon) Based On User Experience","authors":"Ardhika Wida Pangestu, C. H. Primasari, Thomas Adi Purnomo Sidhi, Y. Wibisono, D. Setyohadi","doi":"10.26798/jiss.v1i2.750","DOIUrl":null,"url":null,"abstract":"Gamelan is one of the traditional musical instruments in Indonesia. Gamelan is also one of the cultures that must be preserved. To preserve gamelan, one way is by combining gamelan with technology that is currently developing. The technology that is currently trending is virtual reality. Virtual reality is often used for games in three-dimensional form. Gamelan can be something interesting in VR. In VR interactions, there are two interactions that are often used, namely controllers and hand tracking. Hand gestures are usually tracked using the built-in camera of the VR. Hand tracking can be used in VR applications to control the virtual object just like a controllers. This study aims to compare the use of controllers and hand tracking that involve interactions, namely collision, pressing, grabbing, and release. Thirty two Atma Jaya Yogyakarta University students who had tried virtual reality and played gamelan or had seen gamelan performances explore the differences between VR hand tracking and VR controllers in VR gamelan sharon. SUS (System Usability Scale) and USEQ (Use Questionnaire) were used to measure user usability and satisfaction. The result of the SUS score showed that users were more interested in using controllers than hand tracking. But the USEQ results showed that there were no difference in usefulness, ease of use, and satisfication. Based on the results of the interaction, using controllers looked more comfortable, but using hand tracking, playing gamelan looked more realistic.","PeriodicalId":156799,"journal":{"name":"Journal of Intelligent Software Systems","volume":"44 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Intelligent Software Systems","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.26798/jiss.v1i2.750","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1

Abstract

Gamelan is one of the traditional musical instruments in Indonesia. Gamelan is also one of the cultures that must be preserved. To preserve gamelan, one way is by combining gamelan with technology that is currently developing. The technology that is currently trending is virtual reality. Virtual reality is often used for games in three-dimensional form. Gamelan can be something interesting in VR. In VR interactions, there are two interactions that are often used, namely controllers and hand tracking. Hand gestures are usually tracked using the built-in camera of the VR. Hand tracking can be used in VR applications to control the virtual object just like a controllers. This study aims to compare the use of controllers and hand tracking that involve interactions, namely collision, pressing, grabbing, and release. Thirty two Atma Jaya Yogyakarta University students who had tried virtual reality and played gamelan or had seen gamelan performances explore the differences between VR hand tracking and VR controllers in VR gamelan sharon. SUS (System Usability Scale) and USEQ (Use Questionnaire) were used to measure user usability and satisfaction. The result of the SUS score showed that users were more interested in using controllers than hand tracking. But the USEQ results showed that there were no difference in usefulness, ease of use, and satisfication. Based on the results of the interaction, using controllers looked more comfortable, but using hand tracking, playing gamelan looked more realistic.
基于用户体验的虚拟现实Gamelan (Sharon)中使用控制器和手部跟踪的可用性比较分析
甘美兰是印尼的一种传统乐器。甘美兰也是必须保存的文化之一。保存佳美兰音乐的一种方法是将佳美兰音乐与目前正在开发的技术结合起来。目前流行的技术是虚拟现实。虚拟现实通常用于三维形式的游戏。在VR中,佳美兰是很有趣的东西。在VR交互中,有两种常用的交互方式,即控制器和手部跟踪。手势通常使用VR的内置摄像头进行跟踪。手部跟踪可以在VR应用中使用,就像控制器一样控制虚拟对象。本研究旨在比较控制器的使用和涉及交互的手部跟踪,即碰撞、按压、抓取和释放。32名尝试过虚拟现实并玩过佳美兰或看过佳美兰表演的Atma Jaya Yogyakarta大学的学生在VR佳美兰沙龙中探索了VR手部追踪和VR控制器的区别。使用SUS(系统可用性量表)和USEQ(使用问卷)来测量用户可用性和满意度。SUS得分的结果显示,用户对使用控制器比手动跟踪更感兴趣。但USEQ结果显示,在有用性、易用性和满意度方面没有差异。根据交互的结果,使用控制器看起来更舒服,但使用手部跟踪,玩佳美兰看起来更真实。
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 求助全文
来源期刊
自引率
0.00%
发文量
0
×
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
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
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 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信