Interaktivitas User Objek Imersif dalam Multiplayer Virtual Tour Museum Bank Indonesia

Wegig Murwonugroho, Winnie Septiani, Tjhwa Endang Djuana, I Nyoman Larry Julianto

Abstract


Virtual Tour (VT) Museum Bank Indonesia merupakan aplikasi menelusuri ruang museum
secara maya, tanpa harus datang ke museum. Namun, muncul permasalahan pengguna hanya
menelusuri ruang tanpa mengakses artefak yang dipamerkan. Penelitian ini mengembangkan
aplikasi dalam bentuk Multiplayer Virtual Tour yang dapat dimainkan oleh lebih dari satu orang
pemain, dalam satu layar virtual. Tangan pengguna (user) bersama pengguna lain seakan-akan
dapat menyentuh artefak yang ditampilkan secara maya. Muncul keingintahuan impak efektivitas
pembacaan materi pameran dengan menghadirkan konten imersif. Penelitian ini bertujuan
menelaah respon pengguna dari segi usability dan interactivity. Secara metodologis, penelitian
dianalisis dengan metode Miles and Huberman. Hasil kajian mengungkap bahwa aspek usability
MVT terlihat lebih menarik. Pengunjung mengamati lebih detail materi pameran. Pengunjung
tidak merasa sendirian, serasa dalam permainan game. Simpulan dalam penelitian ini menegaskan
bahwa interaktivitas dibangun dengan keigintahuan pengalaman bermain-main dengan artefak
imersif. MVT memunculkan kembali esensi pengunjung yang sejatinya makhluk sosial yang
selalu ingin berinteraksi.
Kata kunci: imersif, interaktivitas, kehadiran sosial, multiplayer virtual tour, museum.


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DOI: http://dx.doi.org/10.26742/panggung.v33i1.2328

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