Immersive and Challenging Experiences through A Virtual Reality Musical Instruments Game
An Approach to Gamelan Preservation
Bibliographic Data
| ID | 22361020 |
|---|---|
| Authors | Abdul Syukur (0000-0001-8925-9059, Universitas Dian Nuswantoro), Pulung Nurtantio Andono (0000-0001-7408-0558, Universitas Dian Nuswantoro), Khafiizh Hastuti (0000-0002-6060-7627, Universitas Dian Nuswantoro), Arry Maulana Syarif (0000-0002-8338-4956, Universitas Dian Nuswantoro) |
| Year | 2023 |
| Volume | 3 |
| Issue | 1 |
| Pages | 34-42 |
| Publication date | 2023-06-30 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Journal of Metaverse (JOURNAL) |
| Journal identifiers | ISSN: 2792-0232 • E-ISSN: 2792-0232 |
| Publisher | Izmir Akademi Dernegi (PUBLISHER) |
| DOI | 10.57019/jmv.1172928 |
| OpenAlex | W4312127743 |
| Language | EN |
| Citations received | 4 |
| References cited | 24 |
This study proposes the preservation of traditional Javanese musical instruments known as Gamelan using an immersive and challenging approach in a virtual reality game format. In an effort to achieve a challenging experience, the gamification is designed by observing musical instrument games selected based on their popularity in the Google Play and the App Store. Oculus Quest 2 which is a stand-alone Head Mounted Displays that provides a high-quality immersive display and more flexibility for users to move is chosen to present the game. Overall, the research target can be achieved based on the evaluation using Mean Opinion Scores. The degree of immersion, presence, likeable, challenging, and the value of cultural preservation contained in the game reaches a range of values between good and excellent. Meanwhile, cybersickness still seems to be a chore for developers to make Head Mounted Displays devices more comfortable
Art · Human–computer interaction · Multimedia · Musical · Musical instrument · Popularity · Virtual reality · Visual arts · Augmented Reality Applications · Computer Science · Educational Games and Gamification · Psychology · Virtual Reality Applications and Impacts
The Cognitive Affective Model of Immersive Learning (Camil)
Presence and Cybersickness in Virtual Reality Are Negatively Related
A systematic review of immersive virtual reality applications for higher education
Human and Computation-based Music Representation for Gamelan Music
Virtual 3D environments as composition and performance spaces
Reproducing musical instrument components from manufacturers' technical drawings using 3D printing
| Unique citing works | 4 |
|---|---|
| Citations per year | 2 |
| Citation span | 2024 - 2025 (2) |
| Citation velocity | recent |
| Highly cited | No |
| Citation types | Neutral: 4 |