Immersive virtual reality experience: Showcasing wadai Banjar traditional cake with hand gesture controls
DOI:
https://doi.org/10.31763/businta.v8i2.781Keywords:
Virtual reality , Traditional cake , Game development life cycle , Playtesting and game flow , ImmersivityAbstract
Virtual reality (VR) has revolutionized the way we engage with digital content, offering immersive environments that combine education and entertainment. This study explores the innovative application of VR to introduce Wadai Banjar, traditional cakes from the Banjar tribe in Indonesia, through a virtual environment enhanced by hand gesture interaction. Using hand-tracking technology on the Meta Quest 2 headset, users can interactively explore the making and cultural history of Wadai Banjar in a highly engaging and immersive manner. The study employs the Game Development Life Cycle (GDLC) methodology. It evaluates the experience through Playtesting, Gameflow, and assessments of telepresence, controller naturalness, and cybersickness. The findings reveal high levels of immersion, with a telepresence score of 64.46/70, controller naturalness of 62.3/70, and low cybersickness at 16/70. These results highlight VR's potential as a cultural education platform to preserve intangible heritage, particularly in engaging younger generations with the rich traditions of Indonesian cuisine. This research paves the way for future efforts to preserve cultural heritage through interactive technologies.
References
Z. Gibbons, “UNESCO calls Indonesia a cultural superpower,” KWRI UNESCO, 2017. [Online]. Available at: https://kwriu.kemdikbud.go.id/berita/unesco-sebut-indonesia-negara-super-power-bidang-budaya/.
A. D. Hapip, Banjar-Indonesian Dictionary. Pusat Pembinaan dan Pengembangan Bahasa, 2017. [Online]. Available at: https://repositori.kemdikbud.go.id/2888/.
M. S. Seman, Banjar Cake 41 Kinds of Banjarmasin, 1st ed. Banjar: Lembaga Pendidikan Banua, 2009. [Online]. Available at: https://repositori.kemdikbud.go.id/2888/.
A. K. Bhowmik, “Virtual and augmented reality: Human sensory‐perceptual requirements and trends for immersive spatial computing experiences,” J. Soc. Inf. Disp., vol. 32, no. 8, pp. 605–646, Aug. 2024, doi: 10.1002/jsid.2001.
C. R. Guerra-Tamez, “The Impact of Immersion through Virtual Reality in the Learning Experiences of Art and Design Students: The Mediating Effect of the Flow Experience,” Educ. Sci., vol. 13, no. 2, p. 185, Feb. 2023, doi: 10.3390/educsci13020185.
A. M. Al-Ansi, M. Jaboob, A. Garad, and A. Al-Ansi, “Analyzing augmented reality (AR) and virtual reality (VR) recent development in education,” Soc. Sci. Humanit. Open, vol. 8, no. 1, p. 100532, Jan. 2023, doi: 10.1016/j.ssaho.2023.100532.
J. Radianti, T. A. Majchrzak, J. Fromm, and I. Wohlgenannt, “A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda,” Comput. Educ., vol. 147, p. 103778, Apr. 2020, doi: 10.1016/j.compedu.2019.103778.
B. Xie et al., “A Review on Virtual Reality Skill Training Applications,” Front. Virtual Real., vol. 2, p. 645153, Apr. 2021, doi: 10.3389/frvir.2021.645153.
P. Kourtesis and S. E. MacPherson, “How immersive virtual reality methods may meet the criteria of the National Academy of Neuropsychology and American Academy of Clinical Neuropsychology: A software review of the Virtual Reality Everyday Assessment Lab (VR-EAL),” Comput. Hum. Behav. Reports, vol. 4, p. 100151, Aug. 2021, doi: 10.1016/j.chbr.2021.100151.
P. M. G. Emmelkamp and K. Meyerbröker, “Virtual Reality Therapy in Mental Health,” Annu. Rev. Clin. Psychol., vol. 17, no. 1, pp. 495–519, May 2021, doi: 10.1146/annurev-clinpsy-081219-115923.
C. Cruz-Neira, M. Fernández, and C. Portalés, “Virtual Reality and Games,” Multimodal Technol. Interact., vol. 2, no. 1, p. 8, Feb. 2018, doi: 10.3390/mti2010008.
F. Permana, H. Tolle, F. Utaminingrum, and R. Dermawi, “Development of Augmented Reality (AR) Based Gamelan Simulation with Leap Motion Control,” Int. J. Interact. Mob. Technol., vol. 13, no. 12, p. 120, Dec. 2019, doi: 10.3991/ijim.v13i12.9270.
J. Sampoerna, W. Istiono, and A. Suryadibrata, “Virtual Reality Game for Introducing Pencak Silat,” Int. J. Interact. Mob. Technol., vol. 15, no. 01, p. 199, Jan. 2021, doi: 10.3991/ijim.v15i01.17679.
O. J. Nwobodo, K. Wereszczyński, and K. Cyran, “A review on tracking head movement in augmented reality systems,” Procedia Comput. Sci., vol. 225, pp. 4344–4353, 2023, doi: 10.1016/j.procs.2023.10.431.
A. Mitre-Ortiz, J. Muñoz-Arteaga, and H. Cardona-Reyes, “Developing a model to evaluate and improve user experience with hand motions in virtual reality environments,” Univers. Access Inf. Soc., vol. 22, no. 3, pp. 825–839, Aug. 2023, doi: 10.1007/s10209-022-00882-y.
T. H. Laine and H. J. Suk, “Investigating User Experience of an Immersive Virtual Reality Simulation Based on a Gesture-Based User Interface,” Appl. Sci., vol. 14, no. 11, p. 4935, Jun. 2024, doi: 10.3390/app14114935.
P. Monteiro, G. Goncalves, H. Coelho, M. Melo, and M. Bessa, “Hands-free interaction in immersive virtual reality: A systematic review,” IEEE Trans. Vis. Comput. Graph., vol. 27, no. 5, pp. 2702–2713, May 2021, doi: 10.1109/TVCG.2021.3067687.
M. N. Iman Sa’adon, M. S. Sunar, and K. N. Ali, “Multi-Platform Virtual Reality Interaction with Hand Gestures for Precise Object Manipulation and Multi-User Collaboration,” in 2023 3rd International Conference on Intelligent Cybernetics Technology & Applications (ICICyTA), Dec. 2023, pp. 312–317, doi: 10.1109/ICICyTA60173.2023.10428981.
H. S. Moon, G. Orr, and M. Jeon, “Hand Tracking with Vibrotactile Feedback Enhanced Presence, Engagement, Usability, and Performance in a Virtual Reality Rhythm Game,” Int. J. Human–Computer Interact., vol. 39, no. 14, pp. 2840–2851, Aug. 2023, doi: 10.1080/10447318.2022.2087000.
P. Skalski, R. Tamborini, A. Shelton, M. Buncher, and P. Lindmark, “Mapping the road to fun: Natural video game controllers, presence, and game enjoyment,” New Media Soc., vol. 13, no. 2, pp. 224–242, Mar. 2011, doi: 10.1177/1461444810370949.
R. Ramadan and Y. Widyani, “Game development life cycle guidelines,” in 2013 International Conference on Advanced Computer Science and Information Systems (ICACSIS), Sep. 2013, pp. 95–100, doi: 10.1109/ICACSIS.2013.6761558.
L. Warner, “Mixed Reality User Flows: A New Kind of Template,” Medium, 2017. [Online]. Available at: https://blog.prototypr.io/mixed-reality-user-flows-a-new-kind-of-template-27d59991de4a.
P. Sweetser and P. Wyeth, “GameFlow,” Comput. Entertain., vol. 3, no. 3, pp. 3–3, Jul. 2005, doi: 10.1145/1077246.1077253.
M. Lombard, T. B. Ditton, and L. Weinstein, “Measuring Presence: The Temple Presence Inventory,” Proceeding Presence 2009 12th Int. Work. Presence, no. January, pp. 1–14, 2009, [Online]. Available at: https://www.researchgate.net/profile/Theresa-Bolmarcich/publication/228450541.
P. Kourtesis, J. Linnell, R. Amir, F. Argelaguet, and S. E. MacPherson, “Cybersickness in Virtual Reality Questionnaire (CSQ-VR): A Validation and Comparison against SSQ and VRSQ,” Virtual Worlds, vol. 2, no. 1, pp. 16–35, Jan. 2023, doi: 10.3390/virtualworlds2010002.
W. Wu and X. Yang, “Analysis of the Dissemination Effects of VR Audiovisual Arts on Local Culture in Cross-Cultural Contexts: A Case Study of the Broadcasting and Television Industry,” in Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), vol. 14702 LNCS, Springer, Cham, 2024, pp. 60–73, doi: 10.1007/978-3-031-60913-8_5 .