Published at : 25 Jan 2024
Volume : IJtech
Vol 15, No 1 (2024)
DOI : https://doi.org/10.14716/ijtech.v15i1.5303
Adithya Sudiarno | Department of Industrial and Systems Engineering, Faculty of Industrial Technology and Systems Engineering, Institut Teknologi Sepuluh Nopember, Kampus ITS Sukolilo, Surabaya, 60111, Indonesia |
Ratna Sari Dewi | Department of Industrial and Systems Engineering, Faculty of Industrial Technology and Systems Engineering, Institut Teknologi Sepuluh Nopember, Kampus ITS Sukolilo, Surabaya, 60111, Indonesia |
Retno Widyaningrum | Department of Industrial and Systems Engineering, Faculty of Industrial Technology and Systems Engineering, Institut Teknologi Sepuluh Nopember, Kampus ITS Sukolilo, Surabaya, 60111, Indonesia |
Reza Aulia Akbar | Department of Industrial and Systems Engineering, Faculty of Industrial Technology and Systems Engineering, Institut Teknologi Sepuluh Nopember, Kampus ITS Sukolilo, Surabaya, 60111, Indonesia |
Yupit Sudianto | Department of Information Systems, School of Industrial Engineering, Telkom University, Jl, Ketintang No. 156, Surabaya, 60231, Indonesia |
Wahyu Andy Prastyabudi | Department of Industrial Engineering, School of Industrial Engineering, Telkom University, Jl, Ketintang No. 156, Surabaya, 60231, Indonesia |
Ahmadi | Directorate of Diploma Development, Sekolah Tinggi Teknologi Angkatan Laut (STTAL), Bumimoro, Morokrembangan, Surabaya, 60187, Indonesia |
Shooting is one of the essential abilities that
military personnel must regularly train. One technology that can be applied to
the military shooting sector is the Virtual Reality (VR) shooting game. This
technology is a shooting training simulator for Military Personnel. This study
compares the shooting performance of military personnel in both real and
virtual environments. The researchers analyzed the learning curve of the
shooting performance, measured the degree of reality, immersive level, and
usability of the VR shooting games, and tested the potential application of the
simulator. The result showed that the shooting accuracy and precision in real
and virtual shooting conditions do not significantly differ. This means that
using a VR shooting game simulator can represent the training conditions in the
actual shooting range. The shooting speed in virtual environments is related to
the stages of the shooter (position, breath control, aiming, and trigger
control), which are influenced by human performance factors (shock, vibration,
and gun explosions). In addition, the shooting performance when practicing
virtual shooting increased significantly, proving a learning curve for adapting
to virtual environments in the simulator. VR shooting games had a total SUS
score of 81.1, categorized as Grade A usability or excellent usability. Based
on the results of the Pearson correlation test, there is a strong positive
relationship between the SUS questionnaire and Presence Questionnaire (0.908),
SUS and Immersive Tendencies Questionnaire (0.802), and Presence Questionnaire
and Immersive Tendencies Questionnaire (0.814). Good usability in VR shooting
games positively influences the degree of reality and can make participants
feel a high presence when shooting virtually. Thus, VR shooting games are
appropriate to support military shooting training for military personnel.
Cognitive; Human Performance; Military Personnel; Shooting Training; Virtual Reality
Shooting is one of the essential abilities that military personnel must regularly train to hone their combat instincts and concentration in aiming the targets. The performance of military personnel regarding the accuracy of aiming the targets can be continuously increased until stable if the frequency of shooting practice is high. The accuracy of the shooting results is related to the stability of the gun in the shooter, which is influenced by hormonal factors, muscle temperature, and frequency of training that has been carried out (Pallegrini and Schena, 2006). It is also supported by research conducted by Goonetilleke, Hoffmann, and Lau (2009), which stated that the shooter's experience affects shooting performance, which is evaluated based on the results of shooting accuracy and precision. Thus, shooting performance is affected by the frequency of training and experience of the shooter. However, routine conventional shooting training for military personnel is impeded by the high costs associated with training and ammunition. In addition, the calculation of the results of the accuracy of hitting bullets to the shooting target is still performed manually. Therefore, there is an element of subjectivity in assessing the shots' results.
The new
digital platform technology trend has penetrated the education and training
sector to increase accessibility, communication, and satisfaction (Koroleva and Kuratova, 2020). Technology that can
be applied to the military sector, especially shooting training, is Virtual
Reality (VR). VR is a technology designed to perform virtual simulations that
allow users to interact with 3D environments through human senses, such as sight,
hearing, touch and smell (Bardi, 2019).
According to Kalarat and Koomhin (2019), VR
displays an artificial environment that can affect the user's haptic, auditory,
and visual senses. VR technology can accommodate complex experiments that can
be carried out in the laboratory. The implementation of VR as a
computer-stimulated virtual laboratory can provide users with adequate
understanding and experience (Oyewola et al.,
2021). Consequently, the researchers do not need to research the field
directly, which is highly risky and is limited by various factors (Cipresso et al., 2018). VR is a form of
future educational media development with features that adapt the real world to
become virtual (Unity, 2020). Virtual
Reality can be classified as ICT (Information and Communication Technology) in
education, which is widely used as a supporting device for knowledge transfer
and interactive learning (Godin and Terekhova,
2021). Globally, VR technology has been developed to solve problems in
various sectors, one of which is used as a training facility. According to Siriborvornratanakul (2016), VR technology is used
for multichannel communication between the headset dan the user regarding heart
rate monitoring. The technology is implemented as interactive coaching in the context
of fitness and rehabilitation purposes (Hulsmann,
Kopp, and Botsch, 2017). Based on the data from Goldman
Sachs Global Investment Research (2019) related to the VR technology
application sectors in 2020 and 2025, there are 9 (nine) market segments of VR
technology, namely video games, health care, engineering, live events, video
entertainment, real estate, retail, military, and education. The VR technology
application segment in the military industry is the second lowest, with a
projected market size of 1.4 billion US dollars in 2025. It proves that there
are potential research opportunities for applying VR technology in the military
sector as an education and training facility.
An
example of the application of Virtual Reality technology for military education
purposes is its function as a facility for military war simulations so that all
personnel can experience the real conditions of war. In addition, VR is also
developed as a therapeutic tool for military personnel who have experienced
trauma or stress (Rizzo et al., 2005).
Then, VR technology also has an essential role in the military sector in
training the emotions and experience of its personnel. For example, VR has been
used as a training facility for coordination and communication between military
personnel in a rescue mission (Kozlak, Nawrat, and
Kurzeja, 2014). In addition, the technology can be used in non-physical
training, such as tactical missions, operational missions, and teamwork (Lele, 2013). However, of all the research
conducted, no research has been discovered related to specific VR technology to
train precise shooting dexterity.
The
application of Virtual Reality technology as an alternative facility for
training shooting dexterity is linked to the shooter's cognition in adjusting
to the virtual shooting practice conditions. Cognitive aspects can be reviewed
based on shooting performance related to 4 technical factors: position, breath
control, aiming, and trigger control (Ihalainen et
al., 2015). Shooting activities using firearms are classified as
dynamic movements that involve a biomechanical system between the shooter and
the weapon used (Fedaravicius et al., 2019).
In the use of firearms, there is a shock that affects the shooter's accuracy as
a result of the explosion of the bullet that is fired (Hall,
2008). The measurements of shooting performance are based on the results
of the shots, i.e., accuracy, precision, and the number of on-target shots (Brown and Mitchell, 2017). Based on Liu and Mao (2000), a shooter is said to have good
shooting performance if they can control the body position, aim at targets, and
shoot serenity (trigger control). Apart from the technical factors, shooting
performance can be affected by the virtual environment that the shooter
perceives. Shooter interactions with virtual environments in virtual shooting
technology can be measured using the Presence Questionnaire (PQ), Immersive
Tendencies Questionnaire (ITQ), and System Usability Scale (SUS). PQ is used to
determine the player's assessment regarding the level or degree of reality of a
virtual environment compared to the real conditions (Witmer,
Jerome, and Singer, 2005). Then, the ITQ is used to assess how immersive
a person is in the virtual environment to real conditions (Witmer and Singer, 1998). ITQ consists of 3
subscales: Involvement, focus, and the tendency to play and enjoy video games (Jerome and Witmer, 2002). The ITQ questionnaire
has a relationship with the PQ questionnaire. A strong correlation between the
PQ score and the ITQ score indicates that an individual has experienced a
"high presence" in the virtual environment (Johns
et al., 2000). Meanwhile, the SUS questionnaire is utilized to
measure the quality, ease of use, and convenience of technology or systems (Sauro and Lewis, 2011).
This
paper attempts to propose a VR shooting game to train shooters in the military
education sector. The VR shooting game is equipped with a handgun with the same
mass as the SIG Sauer P226. This type of pistol is the standard shooting
equipment used by the military in Indonesia. Shooting training education using
VR shooting games has no time and place restrictions and is free of ammunition
procurement fees. Therefore, it is anticipated that military personnel can
enhance their training frequency, leading to an improvement in their shooting
dexterity. This research analyzes the cognitive aspects of shooting performance
based on the shooting parameters (shooting accuracy, precision, and duration)
to review the shooter's adaptation to the virtual shooting method using VR
shooting game technology. Furthermore, measurements of the degree of reality,
immersive level, and usability of VR shooting games were carried out. Finally,
this research was conducted to review and analyze the feasibility of VR
shooting games to support conventional shooting training.
The
research scenario design is in accordance with the design of experiments, which
is classified as a quasi-experimental design with a counterbalanced design
type. The independent variables in this study were environmental conditions
(real, virtual) and the types of participants (regular, expert). Then, there
were three dependent variables: shooting accuracy, shooting precision, and
shooting duration. Accuracy is the proximity value measured against a
predetermined standard value. At the same time, precision is the value of the
proximity between one measurement result and another on a repeated measurement (Mccarthy, 2017). Accuracy is obtained based on
the shooting results or the bullet's impact on the target, while precision is
obtained from the standard deviation.
Figure 1
Apparatus and Virtual Environments of VR Shooting Game
In
the quasi-experimental design with counterbalanced design (Montgomery, 2017), the participants, consisting
of the regular shooters and expert shooters carried out the entire shooting
environmental conditions (real and virtual), which were grouped according to
the basic knowledge, shooting experience, and total shooting accuracy results
when the real experiment took place. The participants were military personnel
in Indonesia. The expert shooter category is randomly selected from a military
firing squad with special qualifications or national military certification. In
contrast, the regular shooter category is selected from soldiers still in
training to get a shooting certification. Each participant would repeatedly
carry out shooting activities using the VR shooting games for five rounds to
determine the increase in shooting accuracy and precision. This study involved
24 participants who were divided into 12 regular shooters and 12 expert
shooters. The designation of the number of participants considered the concept
of balanced design based on the predetermined research variables. The
participants were male military personnel aged 26-42 years (mean of 29.83 years
and SD of 4.02). All participants met the criteria for normal vision based on
the results of a vision screening test consisting of visual acuity, contrast
vision, and color vision check using Zeiss Online Vision Screening (Zeiss International, 2017). The apparatus used in
the real shooting experiment was a handgun, shooting targets, a stopwatch, and
9 mm bullets, while in virtual shooting experiments using a VR shooting game simulator
consisted of a prototype gun, a Head-Mounted Display (HMD), a mini-PC,
speakers, and a television. Due to anthropometry being an important factor to
consider during the design process of equipment or facilities, the VR shooting
game apparatus was designed considering Indonesian anthropometry, which
represents the standard body and hand dimensions for Indonesian people (Widyanti et al., 2015). However,
variations in body dimensions among people, between the sexes, and among
different races can make product design problematic (Chuan,
Hartono, and Kumar, 2010).
In measuring the degree of reality, immersive level, and usability of
the VR shooting game, each participant who finished shooting virtually would be
given three types of questionnaires filled out online, i.e. Presence
Questionnaire (PQ), Immersive Tendencies Questionnaire (ITQ), and System
Usability Scale (SUS) questionnaire In addition to completing the PQ, ITQ, and
SUS questionnaires, participants would also respond to open-ended questions and
undergo in-depth interviews for qualitative analysis of shooting performance.
This
research compares conventional (real) shooting practice with virtual shooting
using VR shooting games. In addition, the participants' adjustment to the
virtual shooting environment was also analyzed based on changes in the accuracy
(mean) and precision (standard deviation) of each shooting round that had been
carried out.
Table 1 ANOVA test results
Metric |
Regular vs Expert |
Real vs Virtual | ||
F-Test |
P Value |
F-Test |
P Value | |
Shooting
Accuracy |
6243.315 |
0.000* |
0.585 |
0.449 |
Shooting
Precision |
1748.185 |
0.000* |
0.608 |
0.440 |
Shooting
Duration |
0.838 |
0.365 |
890.019 |
0.000* |
*The data compared were significantly different (p
value < 0.05; F calculate > 4.061)
In
comparing the results of shooting performance based on the types of shooters
and environmental conditions, statistical testing was carried out using the
MANOVA method using statistical software. According to Tabachnick and Fidell (2007), MANOVA is a
generalization of ANOVA used for several dependent variables. The results of
statistical tests with the MANOVA method showed that the types of shooters [F
(3.42) = 2424.640; p = 0.000] and environmental conditions [F (3.42) = 283.467;
p = 0.000] have an influence on the dependent variable. The results of the
MANOVA test were continued with the ANOVA method to determine the effect of the
types of participants and environmental conditions on shooting accuracy,
shooting precision, and shooting duration (Table 1). ANOVA is a statistical
analysis technique used to test research hypotheses by assessing the difference
in three or more average values of single or multiple factors by comparing the
variance between groups and the variance within groups (Gamst, Meyers, and
Guarino, 2008).
The expert shooters had a higher shooting accuracy (indicated by the
acquisition of a shooting score) compared to the regular shooters [F (1.44) =
6241.315; p = 0.000], and there was no significant difference in the results of
shooting accuracy in the real shooting practice with the virtual one [F (1.44)
= 0.585; p = 0.449]. Then, in the shooting precision parameter, the expert
shooters had more precise shots, which were indicated by a decrease in the
standard deviation compared to the regular shooters [F (1.44) = 1748.185; p =
0.000], and there was no significant difference in shooting precision results
in the real and virtual shooting practices [F (1.44) = 0.608; p = 0.440].
Meanwhile, the results of shooting duration in the real and virtual shooting
practices had a significant difference [F (1.44) = 890.019; p = 0.000], where
the shooting duration in the virtual shooting practice was faster than in the
real shooting practice.
The shooting performance under study encompasses both
quantitative aspects, such as accuracy, precision, and shooting duration, as
well as qualitative analyses of technical factors at various stages of the
shooting process (position, breath control, aiming, trigger control). Shooting
accuracy is a measure or value of proximity that is measured against the
standard value or main target. At the same time, precision is the value of the
closeness between one shot and another (standard deviation) on repeated measurements.
In this study, we compared real and virtual shooting performance and examined
the shooter’s cognitive level in adapting to virtual environments in military
shooting. Based on the output of data processing using the MANOVA method, it
could be observed that the variables of types of shooters (regular, expert) and
environmental conditions (real, virtual) influenced the dependent variables
(accuracy, precision, and shooting duration). It was followed by hypothesis
testing using the ANOVA method to find out more about the dependent variables
influenced by the independent variables. Based on the output of ANOVA data
processing (Table 1), it was determined that there was no significant
difference in the accuracy and shooting precision of the real and virtual
shooting experiments. The expert shooters had more accurate and precise shots
than the regular shooters, which came from both shooting practice conditions.
However, the shooting duration in the real and virtual shooting using a VR
shooting game had a significant difference. The duration of virtual shooting
was proven to be faster (mean: 24 seconds) than the real shooting (mean: 56
seconds). The prototype instrument of the gun influenced the difference in
shooting duration used when shooting virtually. The pistol prototype uses the
vibration feature on the HMD console so that the vibration, pounding, and
explosion sounds are not 100% similar to the actual gun. One of the main
factors is that real shooting takes longer than virtual shooting because strong
gun vibrations make it necessary for the shooter to adjust the aiming process.
Researchers also conducted more in-depth interviews to determine the factors
influencing shooting duration. According to the results of interviews with the
selected participants, it was identified that the aspects that affected the
duration of the shooting were 55% from the stomping and vibration of the gun,
20% from the sound of the gunshot, which could cause the shooter to feel
shocked, 15% from the gun pressing and triggering, and 10% from the process of
refilling the bullet or recoil. These factors influence the speed of the
shooting process duration for the positioning stage, breath control, aiming,
and trigger control on the participants when shooting virtually. According to
an expert shooter, VR shooting games have virtual environments and shooting
stages representing natural conditions. Hence, the technology is suitable as a
learning platform for military personnel. Based on this fact, VR shooting games
cannot replace the pistol gun sensation. According to Kaber
et al. (2012), VR simulator design has perceived realism
limitations related to graphic latency and haptic renderings. Still, the
accuracy and precision parameters of virtual shooting training prove that this
technology has a strategic positioning to support existing shooting training.
Shooting is one of the repetitive activities. Consequently,
the performance of military personnel regarding the accuracy and precision of
shooting can be increased continuously until it is stable if the frequency of
shooting practice is high. However, every person or user of new technology
needs to adjust to master the technology (Patel et
al., 2006). In using VR shooting game simulators for virtual
shooting training, shooters need to adapt to the virtual environments and
simulators used. The virtual shooting practice adjustment process was realized
in the shooting round of each shooter, from now on, called the learning curve
of shooting. As the research participants, every personnel involved inevitably
needs adjustment and virtual shooting learning using VR shooting games.
Therefore, a learning curve analysis is required regarding the shooting
performance of each participant to determine the optimal point of mastery of VR
shooting games. Researchers determined five iterations for shooting training
because we had limited access to real shooting experiments. Referring to Patel et al. (2006), the five iterations
can represent the learning curve for performance assessment of Carotid
Angiography. The learning curve analysis for the shooting was carried out by
testing the shooting accuracy and precision results quantitatively and
qualitative interviews related to shooting performance. An analysis of the
pairwise comparison was performed to determine the significance of the increase
in shooting accuracy and the decrease in the standard deviation of each round.
Table 2 Results of repeated measures ANOVA and
pairwise comparisons
Metric |
Shooter Type |
Repeated Measures ANOVA |
Pairwise
Comparisons | ||||
Iteration 1 – 3 |
Iteration
1 –5 | ||||||
F-Test |
P-Value |
Mean Difference |
P-Value |
Mean Difference |
P-Value | ||
Shooting
accuracy |
Regular |
11.253 |
0.000* |
21.917 |
0.000* |
16.200 |
0.039* |
Expert |
18.738 |
0.000* |
21.300 |
0.000* |
14.275 |
0.016* | |
Shooting precision (standard
deviation) |
Regular |
2.903 |
0.032* |
0.220 |
0.015* |
0.521 |
0.540 |
Expert |
4.626 |
0.003* |
0.202 |
0.006* |
0.274 |
1.000 |
*The
iteration data compared has a significant increase (p value < 0.05; F
calculate > 2.584)
Figure 2 Shooting
accuracy and precision for regular and expert shooters (learning curve)
There
were two parameters employed to review the learning curve of shooting, namely
shooting accuracy and shooting precision. Figure 2 shows the learning curve of
shooting in terms of shooting accuracy and precision. According to Pritasari, et al. (2013) and Suaib (2011), repeated-measures
ANOVA can analyze a research variable that is observed repeatedly at different
times or periods. Based on the results (Table 2), there was a significant
increase in the accuracy of regular shooters [F (4.44) = 11.253; p = 0.000] and
expert shooters [F (4.44) = 18.738; p = 0.000]. On the standard deviation
metric, there was a significant reduction in the regular shooters [F (4.44) =
2.903; p = 0.032] and the expert shooters [F (4.44) = 4.626; p = 0.003]. This
decrease in standard deviation indicates an increase in shooting precision for
both regular and expert shooters.
The learning curve for shooting can be determined based on
the increasing accuracy and the decreasing standard deviation of each shooting
round. Overall, the shooting accuracy from round 1 to round 5 in the regular
shooters (mean difference 16.200) experienced a significant increase (p =
0.039). Likewise, the results of shooting accuracy for the expert shooters
increased significantly from round 1 to 5 (mean difference of 14.275) (p =
0.016). However, the shooting accuracy data for rounds 4 and 5 is unstable. It
has an insignificant decrease from the round 3 accuracy data. Ideally, the
shooting accuracy data will always increase along with the increasing shooting
rounds. In addition, the standard deviation from round 1 to round 5 for the
regular shooters (mean difference of 0.521) did not result in a significant
decrease (p = 0.540). However, there was a significant decrease in the standard
deviation (p = 0.015) from round 1 to round 3 (mean difference of 0.220). In
the standard deviation data for the expert shooters from round 1 to round 5
(mean difference of 0.274), there was no significant decrease (p = 1,000),
either. However, there was a significant decrease in the standard deviation of
expert shooters from round 1 to round 3 (mean difference of 0.202) (p = 0.006).
As with the accuracy data, the standard deviation data for rounds 4 and 5 for
the expert shooters experienced an insignificant increase from the round 3
data. Ideally, the standard deviation data will decrease as the shooting round
increases. Thus, the standard deviation data for both the regular and expert
shooters has decreased significantly in round 1 to round 3 and is stable up to
round 5. This condition also occurred in a study by Patel et al. (2006) that measured the
learning curve of cardiologists in adjusting the Carotid Angiography Simulator.
This indicates a learning curve for shooting regarding the shooting accuracy
metrics and standard deviation.
Based on the results obtained, all shooters could customize
the virtual environments for virtual shooting activities using a VR shooting
game in the third round. However, most participants experienced fatigue and
disturbed concentration during the shooting activity in rounds 4 and 5. It
could be proven by the absence of an increase in the shooting accuracy and the
emergence of a decrease in the standard deviation of shooting, which was not
significant in the last two rounds. The results of shooting accuracy and
precision from virtual shooting in 5 rounds using a VR shooting game showed
that shooters with high accuracy values did not guarantee high precision and
vice versa. In other words, accuracy and precision were independent or
unrelated (Mccarthy, 2017). For example, one
expert shooter had a total shooting accuracy of 90.60 (the highest accuracy
value of all participants) and 0.852 shooting precision. Another expert shooter
had a total shooting accuracy of 89.60 with a shooting precision of 0.767. It is
related to shooting performance and the factors that influence it.
Metric |
SUS |
PQ |
ITQ | |
SUS |
Pearson Correlation |
1 |
0.908*** |
0.802** |
Sig. 2 Tailed |
|
0.000 |
0.000 | |
PQ |
Pearson Correlation |
0.908*** |
1 |
0.814** |
Sig. 2 Tailed |
0.000 |
|
0.000 | |
ITQ |
Pearson Correlation |
0.802** |
0.814** |
1 |
Sig. 2 Tailed |
0.000 |
0.000 |
|
*The iteration data compared had a significant
increase (p value < 0.05), **Had a strong correlation (0.70 – 0.89), ***Had
a very strong correlation (0.90 – 1.00)
This study measured the
usability of VR shooting games and the degree of reality and immersive level of
the shooters when doing virtual shooting training. Table 3 shows the results of
the System Usability Scale (SUS), Presence Questionnaire (PQ), and Immersive
Tendencies Questionnaire (ITQ) questionnaire correlation tests using Pearson
Product Moment. According to Schober, Boer, and Schwarte (2018), the Pearson
Correlation value of 0.70 - 0.89 indicates a strong positive or negative
relationship, while the Pearson Correlation value of 0.90 - 1.00 indicates a
very strong positive or negative relationship. The results of the SUS and PQ
scores had a very strong correlation (p = 0.000) (0.908). Then, the results of
the SUS and ITQ scores had a strong correlation (p = 0.000) (0.802). Finally,
the PQ and ITQ scores had a strong correlation (p = 0.000) (0.814). The
relationship between the results of the SUS (z-axis), PQ (y-axis), and ITQ
(x-axis) questionnaires could be described by a 3D scatter plot, which was then
converted into a 3D SUS-PQ-ITQ matrix model (Figure 2).
Figure 3 3D SUS-PQ-ITQ Matrix from ITQ Questionnaire (X-axis), PQ (Y-axis), SUS
(Z-axis)
The results of the SUS
questionnaire yielded an average total score of 81.1, indicating very good
usability according to the Sauro and Lewis (2011)
SUS Scoring Matrix, placing it in the Grade A usability category. Furthermore, the total mean PQ score was
136.58 out of 160 (high reality), and the total average ITQ score was 74.79
from 90 (high immersive). In determining the degree of relationship between the results of the
SUS, PQ, and ITQ questionnaires from the participant's assessment of the VR
shooting game, a Pearson Product Moment correlation test was performed using
statistical software (Table 3). The correlation test results between SUS and PQ
found that the SUS and PQ scores had a very strong positive relationship. In
addition, the SUS and ITQ correlation test showed that the SUS and ITQ scores
had a strong positive relationship. Finally, the correlation test between PQ
and ITQ shows that the PQ and ITQ scores also have a strong positive
relationship. According to the research conducted by Johns
et al. (2000), if the PQ score has a strong correlation with the
ITQ score, it can be concluded that the user feels a high presence in the
virtual environment.
The three questionnaires were
combined and visualized with the 3D SUS-PQ-ITQ Matrix (Figure 3). There were eight blocks with four color indicators: dark
green, light green, orange, and red. The relationship and score results of the
three questionnaires are in the dark green blocks, indicating that VR shooting
games have high immersive, high usability, and high reality. It means
that the SUS, PQ, and ITQ questionnaires have a strong positive relationship
and influence each other. VR shooting games have very good usability, which
affects the degree of reality in virtual environments; thus, shooters feel
highly immersive when shooting virtually. This
result could be achieved because the eye health of the shooters influences it.
The whole shooter had normal vision, as evidenced by passing the vision
screening test. In addition, the shooter feels ergonomics to use the VR
shooting game because it considers the standard body and hand dimensions based
on Indonesia Anthropometry Data. Based on the qualitative assessment through
in-depth interviews, the participants considered VR shooting games to have a
high level of shooting reality, just like shooting training education in real
conditions. This result can be achieved because the eye health of the shooters
influences it. The whole shooter had normal vision, as evidenced by passing the
vision screening test.
The combination of quantitative and qualitative assessment on the potential implementation of VR shooting games can prove that VR shooting games are feasible to be applied as a complement to or support military shooting training. VR shooting games are similar to real shooting practice conditions and are easy to master by new players or users. In addition, this simulator has a high usability and reality level and can make players feel a high presence when shooting virtually. The existence of a VR shooting game simulator can also provide a new experience for participants related to VR-based shooting technology that is not obtained when shooting in reality.
The
expert participants had more accurate and precise shooting results than the
regular participants in environmental conditions, i.e. real and virtual
shooting. However, the shooting duration in virtual shooting training education
tends to be faster than in real shooting. It is influenced by the shock,
vibration, and explosion factors of weapons not available in the pistol
prototype. This factor influences the speed of the shooting process duration
(position, breath control, aiming, trigger control) in the participants when
shooting virtually. The accuracy and shooting precision increased significantly
from rounds 1 to 3 and became stable in rounds 4 and 5. These results indicate
a learning curve for shooting accuracy and precision for all types of shooters
(regular and expert) during virtual shooting experiments. The learning curve
for shooting in this study is related to the learning process and mastery of
virtual shooting technology using VR shooting games. The VR shooting game had a
total SUS score of 81.1, which can be categorized as at the Grade A usability
level or very good. Based on the results of the Pearson correlation test, there
is a very strong positive relationship between the SUS questionnaire and PQ
(0.908) and a strong positive relationship between the SUS questionnaire and
ITQ (0.802) and PQ with ITQ (0.814). Good usability in VR shooting games has a
positive influence on the degree of reality and can make participants feel a
high presence when shooting virtually.
The
authors would like to thank all parties who were involved in this research,
namely the Ergonomics and Work System Design Laboratory, Industrial and Systems
Engineering Dept - Sepuluh Nopember Institute of Technology (ITS), Institut
Teknologi Telkom Surabaya (ITTS), Sekolah Tinggi Teknologi Angkatan Laut
(STTAL), and Lanius Innovation Laboratory. This research was carried out with
funding from the DRPM ITS research grant with contract number 957/PKS/ITS/2020.
Bardi, J., 2019. What Is
Virtual Reality: Definitions, Devices, and Examples. Available Online at:
https://www.marxentlabs.com/what-is-virtual-reality/, Accessed on March
7, 2020
Brown, S.A., Mitchell,
K.B., 2017. Shooting Stability: A Critical Component of Marksmanship
Performance As Measured Through Aim Path and Trigger Control. Proceedings of
the Human Factors and Ergonomics Society. Volume 61, pp. 1476–1480
Chuan, T.K., Hartono, M., Kumar,
N., 2010. Anthropometry of the Singaporean and Indonesian populations. International
Journal of Industrial Ergonomics, Volume 40(6), pp. 757–766
Cipresso, P., Giglioli,
I.A.C., Raya, M.A., Riva, G., 2018. The Past, Present, and Future of Virtual
and Augmented Reality Research: A Network and Cluster Analysis of the
Literature. Frontiers in Psychology, Volume 9, pp. 1-20
Fedaravicius, A.,
Pilkauskas, K., Egidijus, S., Survila, A., 2019. Research and Development of
Training Pistols for Laser Shooting Simulation System. Defence Technology,
Volume 16(3), pp. 530–534
Gamst, G., Meyers, L.S., Guarino,
A.J., 2008. Analysis of Variance Designs A Conceptual and Computational
Approach with Statistical Program for Social Science (SPSS) and Synthetic
Analytics Structure (SAS). In: Cambridge University Press
Godin, V.V., Terekhova, A., 2021. Digitalization
of Education: Models and Methods. International Journal of Technology, Volume
12(7), pp. 1518–1528
Goldman Sachs Global Investment Research., 2019. The
Diverse of AR (Augmented Reality) / VR (Virtual Reality) Applications.
Predicted Market Size of VR / AR Software for Different Use Cases in 2025 (Base
Case Scenario), New York: Goldman Sachs
Goonetilleke, R.S., Hoffmann, E.R., Lau, W.C., 2009. Pistol Shooting Accuracy as Dependent on Experience, Eyes
Being Opened, and Available Viewing Time. Applied Ergonomics, Volume 40,
pp. 500-508
Hall, M.J., 2008. Measuring Felt Recoil of
Sporting Arms. International Journal of Impact Engineering, Volume 35(6),
pp. 540–548.
Hulsmann, F., Kopp, S., Botsch, M., 2017.
Automatic Error Analysis of Human Motor Performance for Interactive Coaching in
Virtual Reality. arXiv preprint arXiv:1709.09131, pp. 1–27
Ihalainen, S., Kuitunen, S., Mononen, K.,
Linnamo, V., 2015. Determinants of Elite-Level Air Rifle Shooting Performance. Scandinavian
Journal of Medicine and Science in Sports, Volume 26(3), 266–274
Jerome, C.J., Witmer, B., 2002. Immersive
Tendency, Feeling of Presence, and Simulator Sickness: Formulation of a Causal
Model. Proceedings of the Human Factors and Ergonomics Society Annual
Meeting, Volume 46(26), pp. 2197–2201
Johns, C., Nunez, D., Daya, M., Sellars, D.,
Casanueva, J., Blake, E., 2000. The Interaction Between Individuals’ Immersive Tendencies
and the Sensation of Presence in a Virtual Environment. Virtual Environments
2000: Proceedings of the Eurographics Workshop in Amsterdam, The Netherlands,
pp. 65–74
Kaber, D.B., Li, Y., Clamann, M., Lee, Y.-S.,
2012. Investigating Human Performance in a Virtual Reality Haptic
Simulator as Influenced by Fidelity and System Latency. Institute of
Electrical and Electronics Engineers (IEEE) Transactions on
Systems, Man, and Cybernetics, Volume 42(6), pp. 1562–1566
Kalarat, K., Koomhin, P.,
2019. Real-Time Volume Rendering Interaction in Virtual Reality. International
Journal of Technology, Volume 10(7), pp. 1307–1314
Koroleva, E., Kuratova, A.,
2020. Higher Education and Digitalization of the Economy: The Case of Russian. International
Journal of Technology, Volume 11(6), pp. 1181–1190
Kozlak, M., Nawrat, A.,
Kurzeja, A., 2014. Virtual Reality Simulation Technology for Military and
Industry Skill Improvement and Training Programs. Szybkobiezne Pojazdy Gsienicowe,
Volume 2(35), pp. 5–12
Lele, A., 2013. Virtual
Reality and Its Military Utility. Journal of Ambient Intelligence and
Humanized Computing, Volume 4, pp. 17–26
Liu, C., Mao, S., 2000. Technical
Analysis of Air Rifle Shooting in Elite Shooters. Pok Fu Lam, International
Society of Biomechanics in Sports Conference Proceedings
Mccarthy, P., 2017. Language Lesson : Accuracy
Versus Precision (Breach Bang Clear Explains The Difference Between Inaccurate
and Imprecise Shot Groups, and Why You Shuld Care. Recoil Offgrid Magazine:
Language Lessons Twofer
Montgomery, D.C., 2017. Design and
Analysis of Experiments (9th ed.). In: New Jersey: Wiley.
Oyewola, O.M., Oloketuyi, S.I.,
Badmus, I., Ajide, O.O., Adedotun, F. J., Odebode, O.O., 2021. Development of
Virtual Laboratory for the Study of Centrifugal Pump Cavitation and Performance
in a Pipeline Network. International Journal of Technology, Volume 12(3),
pp. 518–526
Pallegrini, B., Schena, F.,
2006. Characterization of Arm-Gun Movement During Air Pistol Aiming Phase. The
Journal of Sports Medicine and Physical Fitness, Volume 45(4), pp. 467–475
Patel, A.D., Gallagher,
A.G., Nicholson, W.J., Cates, C.U., 2006. Learning Curves and Reliability
Measures for Virtual Reality Simulation in the Performance Assessment of
Carotid Angiography. Journal of the American College of Cardiology, Volume 47(9),
pp. 1796–1802
Pritasari, N. F., Susanto, B. & Parhusip, H.
A., 2013. ANOVA untuk Analisis Rata-Rata Respon Mahasiswa Kelas
Listening. Solo, SNMPM Universitas Sebelas Maret.
Rizzo, A., Morie, J. F., Williams, J., Pair, J., Buckwalter,
J.G., 2005. Human Emotional State and Its Relevance for Military VR Training. In:
The Proceedings of the 11th International Conference on Human
Computer Interaction, pp. 777–780
Sauro, J., Lewis, J.R., 2011.
When Designing Usability Questionnaires, Does It Hurt to Be Positive? Proceedings
of the International Conference on Human Factors in Computing Systems, pp.
2215–2224
Siriborvornratanakul, T., 2016. A Study of
Virtual Reality Headsets and Physiological Extension Possibilities. In:
Computational Science and Its Applications–ICCSA 2016: 16th International
Conference, Beijing, China, July 4-7, 2016, Proceedings, Part II 16 , pp. 497–508
Suaib, 2011. Ulasan Varian Bagi Pengukuran
Berulang (Analysis of Variance of Repeated Measures). Jurnal Agroteknos, 1(2),
pp. 107-113.
Tabachnick, B.G., Fidell, L.S., 2007. Using Multivariate Statistics. Boston: Pearson
Education Inc
Unity, 2020. Unity Real-Time Development Platform
(2D, 3D VR and AR). Available Online at: https://unity.com/, Accessed on March 7, 2020
Widyanti, A., Susanti, L.,
Sutalaksana, I.Z., Muslim, K., 2015. Ethnic Differences in Indonesian
Anthropometry Data: Evidence from Three Different Largest Ethnics. International
Journal of Industrial Ergonomics, pp. 72–78
Witmer, B.G., Singer, M.J., 1998. Measuring
Presence in Virtual Environments: A Presence Questionnaire. Presence, Volume
7(3), pp. 225-240.
Witmer, B.G., Jerome, C.J.,
Singer, M.J., 2005. The Factor Structure of the Presence Questionnaire. Presence,
Volume 14(3), pp. 298–312
Zeiss International., 2017.
Zeiss Online Vision Screening Check. Available Online at: https://www.zeiss.com/vision-care/int/better-vision/zeiss-online-vision-screening-check.html,
Accessed on March 20, 2020