Nyctophobia is a phobia of the dark and is common among children but also found in adults. While the phobia itself is commonly known, the diversity of its treatment is still minimal. As technology has reached its high...
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The amount of illegal wildlife trade cases increases every year in Indonesia. This causes some unique Indonesian wildlife to become endangered or even extinct. Therefore, the purpose of this research is to raise publi...
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The popularity of Indonesian traditional food has been declining due to the increasing influence of foreign cuisine. This study presents the development method that combining game Development Life Cycle (GDLC) with Ex...
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This study aims to address the gap in the evaluation of driving simulation games by further assessing and developing ProjectStir (a Driving Simulation game) through its adaptation to two different driving control devi...
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Incidents that threaten lives can occur unexpectedly, highlighting the importance of immediate first aid. Studies show that Virtual Reality (VR)-based Serious games (SG) are excellent alternatives for learning, especi...
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Racing is one of the most prominent genres in the modern video game industry, where the games within the genre enable players to use any vehicle of their choice and win through doing series of action within gameplay. ...
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This research explores multiple varieties of effective and child-friendly learning approaches for mathematics and memorization among young children in today's increasingly digital age considering their specific de...
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Nyctophobia is a phobia of the dark and is common among children but also found in adults. While the phobia itself is commonly known, the diversity of its treatment is still minimal. As technology has reached its high...
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Nyctophobia is a phobia of the dark and is common among children but also found in adults. While the phobia itself is commonly known, the diversity of its treatment is still minimal. As technology has reached its highest point, numerous inventions and innovations have emerged in the medical sector. This study aimed to examine the usability of Virtual Reality and Keyboard and Mouse as an interface using the Extended Reality game Usability Questionnaire (XR-GUQ) in Nyctophobia therapy and to analyze the heart rate response, impact, and implications using t-test Paired/Wilcoxon Signed Rank. Thirty-four Bina Nusantara University students from various backgrounds completed the test using interfaces and a smartwatch. They were divided into two groups, high- and low fear, using the modified Acrophobia Questionnaire (AQ), which resulted in a significant difference. The XR-GUQ result was insignificant in all variables, which indicates similar usability scores on both interfaces. The t-test Paired/Wilcoxon Signed Rank test revealed a significant difference between the high- and low-fear groups when using the Virtual Reality interface compared to the Keyboard and Mouse interface. This significant difference was found within each group regardless of the interface used. This research shows similar scores in terms of usability but a significant difference in heart rate response with the help of a serious game to give a new sensation of phobia therapy.
This study aims to address the gap in the evaluation of driving simulation games by further assessing and developing ProjectStir (a Driving Simulation game) through its adaptation to two different driving control devi...
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This study aims to address the gap in the evaluation of driving simulation games by further assessing and developing ProjectStir (a Driving Simulation game) through its adaptation to two different driving control devices: a steering wheel and an arcade stick. Despite the growing popularity of simulation games, limited research has been conducted on how different control devices impact user experience and usability. Usability was evaluated through variables including Easiness of game Control, Learnability of gameplay, Remembrance, Challenge, Efficiency, Tension, Familiarity, and Satisfaction. Involving 30 respondents from the Computer Science program at BINUS University, the results revealed no significant differences in usability between the two scenarios (p<0.05), as determined by the Wilcoxon signed-rank test and paired t-test. These findings suggest that ProjectStir offers consistent usability, regardless of whether a steering wheel or an arcade stick is used for gameplay, thus providing valuable insights for future development and refinement of driving simulation games.
Incidents that threaten lives can occur unexpectedly, highlighting the importance of immediate first aid. Studies show that Virtual Reality (VR)-based Serious games (SG) are excellent alternatives for learning, especi...
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Incidents that threaten lives can occur unexpectedly, highlighting the importance of immediate first aid. Studies show that Virtual Reality (VR)-based Serious games (SG) are excellent alternatives for learning, especially for physical training, as they provide immersive and realistic scenarios where users can learn and practice their skills in a safe environment. Therefore, this research proposes the design of a VR-based SG for learning first aid procedures. A total of 31 participants tested the game's usability using both VR controllers and hand tracking, playing the game with both tools in random order, and then completing the XR-GUQ and Interaction Categories questionnaire. The results indicate that controllers offer higher usability than hand tracking. However, the game can still effectively utilize both interaction tools, given their satisfactory usability ratings.
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