{"title":"ANALISIS LATENSI PADA APLIKASI VIRTUAL REALITY UNTUK ANAK DENGAN AUTISM SYNDROME DISORDER","authors":"Muhammad Rafly, Meredita Susanty","doi":"10.31294/inf.v9i1.11778","DOIUrl":null,"url":null,"abstract":"Virtual Reality (VR) is a branch of interactive media that constantly evolves. VR is a technology that allows users to interact with the environment in a virtual world simulated by a computer. VR makes users feel like they are in the environment. In developing VR, we must have knowledge of sensing and tracking, stereoscopic display, multimodal interactions and recognition (example: metaphors and threedimensional menus, sound, and motion), computer graphics, physics simulation and others. With these technologies, VR can manipulate the user’s brain as if they were in a different world. Because it requires a high level of visual graphics to provide a realistic experience, one of the main challenges in developing VR gaming applications is high latency. High latency results in a decreased quality of the user experience, as there is a time delay between the user’s action and the application’s response. Latency in VR use can even lead to a headache. This study aims to develop a low-latency VR application with a case study of a game application for children with Autism Spectrum Disorder (ASD) while maintaining good visual graphic quality. This study measured the value of latency per visual quality component and application performance quality using a profiler from Unity. The test results show that decreasing the value of each visual component, such as anti-aliasing, shadow resolution, cascades, and soft shadow, will reduce latency. Among these visual components, anti-aliasing contributes the most to latency. This study obtained the optimum combination of these visual components to obtain low latency and good visual graphics.","PeriodicalId":32029,"journal":{"name":"Proxies Jurnal Informatika","volume":"32 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2022-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proxies Jurnal Informatika","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.31294/inf.v9i1.11778","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
ANALISIS LATENSI PADA APLIKASI VIRTUAL REALITY UNTUK ANAK DENGAN AUTISM SYNDROME DISORDER
Virtual Reality (VR) is a branch of interactive media that constantly evolves. VR is a technology that allows users to interact with the environment in a virtual world simulated by a computer. VR makes users feel like they are in the environment. In developing VR, we must have knowledge of sensing and tracking, stereoscopic display, multimodal interactions and recognition (example: metaphors and threedimensional menus, sound, and motion), computer graphics, physics simulation and others. With these technologies, VR can manipulate the user’s brain as if they were in a different world. Because it requires a high level of visual graphics to provide a realistic experience, one of the main challenges in developing VR gaming applications is high latency. High latency results in a decreased quality of the user experience, as there is a time delay between the user’s action and the application’s response. Latency in VR use can even lead to a headache. This study aims to develop a low-latency VR application with a case study of a game application for children with Autism Spectrum Disorder (ASD) while maintaining good visual graphic quality. This study measured the value of latency per visual quality component and application performance quality using a profiler from Unity. The test results show that decreasing the value of each visual component, such as anti-aliasing, shadow resolution, cascades, and soft shadow, will reduce latency. Among these visual components, anti-aliasing contributes the most to latency. This study obtained the optimum combination of these visual components to obtain low latency and good visual graphics.