Virtual Reality Stimulants of Motor Ability through the Virtual Reality-based Game

Erwani Sartika, Novie Pasaribu, Richard Setiawan, Reynaldy Gunawan, Dion Siswanto, Che-Wei Lin, Febryan Setiawan

2021

Abstract

To improve the physical body, the motor function of the non-dominant hand also needs to be considered to increase productivity. Virtual Reality is widely used as a video game, but it is widely used as a means of doing physical exercise. In this research, the improvement of non-dominant motor skills through VR-based games used bilateral and alternating movement methods. The game “Rowing movements” represents the bilateral movements methods which is considered the most relevant to be implemented, while the game “Climbing” represents the alternating movements method. The game design process that is carried out is setting the VR on Unity, making the environment, making game objects, player, time display, game object position, movement of game objects. Hitbox design is also designed, with the aim of knowing the performance of the rowing game, while the performance of the climbing game uses the integral difference between the dominant and non-dominant hand climbing movements of the research subject which is scaled in a cartesian field. The results show that the use of VR stimulates user interest so that it improves motor skills if done regularly both for movement using the bilateral method and alternating movement.

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Paper Citation


in Harvard Style

Sartika E., Pasaribu N., Setiawan R., Gunawan R., Siswanto D., Lin C. and Setiawan F. (2021). Virtual Reality Stimulants of Motor Ability through the Virtual Reality-based Game. In Proceedings of the 1st International Conference on Emerging Issues in Technology, Engineering and Science - Volume 1: ICE-TES, ISBN 978-989-758-601-9, pages 146-152. DOI: 10.5220/0010747100003113


in Bibtex Style

@conference{ice-tes21,
author={Erwani Sartika and Novie Pasaribu and Richard Setiawan and Reynaldy Gunawan and Dion Siswanto and Che-Wei Lin and Febryan Setiawan},
title={Virtual Reality Stimulants of Motor Ability through the Virtual Reality-based Game},
booktitle={Proceedings of the 1st International Conference on Emerging Issues in Technology, Engineering and Science - Volume 1: ICE-TES,},
year={2021},
pages={146-152},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0010747100003113},
isbn={978-989-758-601-9},
}


in EndNote Style

TY - CONF

JO - Proceedings of the 1st International Conference on Emerging Issues in Technology, Engineering and Science - Volume 1: ICE-TES,
TI - Virtual Reality Stimulants of Motor Ability through the Virtual Reality-based Game
SN - 978-989-758-601-9
AU - Sartika E.
AU - Pasaribu N.
AU - Setiawan R.
AU - Gunawan R.
AU - Siswanto D.
AU - Lin C.
AU - Setiawan F.
PY - 2021
SP - 146
EP - 152
DO - 10.5220/0010747100003113