Indonesian J our nal of Electrical Engineering and Computer Science V ol. 39, No. 1, July 2025, pp. 545 553 ISSN: 2502-4752, DOI: 10.11591/ijeecs.v39.i1.pp545-553 545 HangeulVR: an immersi v e and interacti v e K or ean alphabet lear ning on virtual r eality Ahmad Nasikun 1 , Muhammad F adhil Mahendra 1 , Achmad Rio Dessiar 2 1 Department of Electrical and Information Engineering, F aculty of Engineering, Uni v ersitas Gadjah Mada, Y ogyakarta, Indonesia 2 K orean Language and Culture Study Program, Department of Language and Literature, F aculty of Social Sciences, Uni v ersitas Gadjah Mada, Y ogyakarta, Indonesia Article Inf o Article history: Recei v ed Jul 27, 2024 Re vised Mar 7, 2025 Accepted Mar 26, 2025 K eyw ords: Immersi v e K orean language Language education Mix ed reality Quality education V irtual reality ABSTRA CT Learning a ne w foreign language promises numer ous benets, such are career adv antage, culture e xposure, and tra v eling opportunity . Ho we v er , it comes with a cost of considerably signicant ef forts and time commitment. The challenge in- tensies when dealing with languages characterized by distincti v e scripts, such as Hangeul in K orean language. The requisite mastery of Hangeul characters precedes the e xploration of fundamental linguistic elements, including grammar , pronunciation, speaking, and writing. In this research, we propose an inno v ati v e, immersi v e, and interacti v e methodology for Hangeul acquisition emplo ying vir - tual reality (VR). Our study t ransports participants into a virtual en vironment, guided by a g amication frame w ork designed to f acilitate Hangeul learning. P ar - ticipants are able t o learn basic pronunciation, listening, and Hangeul writing, three fundamental aspects of learni ng the K orean alphabet. Empirical ndings from our e xperiments sho w the potenti al of its usage, indicated by its system usability scale (SUS) of 74.4. This is an open access article under the CC BY -SA license . Corresponding A uthor: Ahmad Nasikun Department of Electrical and Information Engineering, F aculty of Engineering, Uni v ersitas Gadjah Mada Graphic Street No.2, Y ogyakarta 55281, Indonesia Email: ahmad.nasikun@ugm.ac.id 1. INTR ODUCTION Learning a foreign language is a part of modern w orld requirements, as we need to interact and com- municate with colleagues of dif ferent backgrounds. T raditional learning is often seen as uninteresting by lan- guage learners. In recent decades, the use of virtual reality (VR) in language learning has increased, mainly attrib uted to the increase in the moti v ation and eng agement of the learners [1]. F or education in general, VR has sho wn positi v e attainment of learning outcomes [2], [3], mainly because st udents can learn interacti v ely with the subjects unlik e the passi v e traditional methods [4], [5]. VR enables immersi v e learning that helps to impro v e students’ enjo yment [6], [7] and long-term retention [8]. In addition to pro viding an authentic learning e xperience, immersi v e VR also f acilitates students’ cultural eng agement [9]. The application of VR is pre v a- lent in v arious elds, including medicine [10], engineering [11], agriculture [12], la w [13], economics [14], and e v ent military [15], to name a vie w . Among man y elds of education, foreign language learning is highly rele v ant to man y learners. Stu- dents learn a ne w language before studying abroad [16]; emplo yees study a fore ign language prior to o v erseas relocation [17]; or e v en youngsters are interested in learning a ne w language for the sak e of e xperiencing a ne w culture [18]. Re g arding language learning, writing is a signi cant element, particularly writing in the form J ournal homepage: http://ijeecs.iaescor e .com Evaluation Warning : The document was created with Spire.PDF for Python.
546 ISSN: 2502-4752 of a script unique to a certain language, as in K orean language requires the learners to kno w its script called Hangeul. A pre vious study indicated that VR helps the writing learning process because it allo ws t h e students for authentic space to practice their writing skills [19]. In this paper , we introduce a no v el w ay of learning the K orean alphabet by de v eloping a VR-based learning media. The users learn ho w to read, write, and understand the sound of K orean alphabet in the proposed w ork. The VR-based application also pro vides an assessment scheme throughout the learning process , ensuring that students achie v e the learning outcomes of a certain topic prior to mo ving forw ard to learn another topic. W e also emplo y g amication to increase the eng agement of the users. F or e xample, in order to unlock the ne xt topic, students ha v e to complete a series of tests. In addition, the user is directed to a ne w location in order to learn the ne xt topic. Our w ork, dubbed HangeulVR, allo ws students to learn K orean alphabets in v arious aspects: ho w to write them, ho w the y sound, and ho w to read them. On each topic of the learning materials, apart from learning, students are also ask ed to complete a test, to assess the attainment of the learning objecti v e of each chapter of the VR-based g ame. T o e v aluate the usability of our proposed HangeulVR, we performed a system usability scale (SUS) test. The a v erage score gi v en by the partici pants after trying our Ha n ge u l VR w as 75.4, i ndicating that our VR-based learning en vironment is relati v ely easy to use for K orean alphabet learning. The score also implies that HangeulVR has high potential in helping the students learn the K orean alphabet better . 2. B A CKGR OUND 2.1. K or ean alphabet Hangeul is a writing sys tem used throughout South K orea. It is de v eloped by King Sejong in order to help common people to be able to write and read due to Hangeul’ s simplicity . Hangeul is an alphabet; it consists of a set of v o wels and consonants. It has 10 basic v o wels and 14 fundamental consonants, making a total of only 24 characters. Each syllable is written in a single block, consisting of consonant(s) and v o wel. A single block can consist of from tw o to four characters [20]. The list of the Hangeul characters is sho wn in Figure 1 [21]. Figure 1. T op ro w: 14 basic consonants; second ro w: 5 double consonants; third ro w: 10 basic v o wels; and last ro w: combined v o wels of Hangeul 2.2. E-lear ning E-learning is a method of education deli v ered electronically , usually o v er the internet. It of fers a e xible and con v enient learning e xperience, enabling students to eng age with course materials, instructors, and peers from an y location and at an y time [22]. Acquiring procienc y in a foreign language through e- learning brings se v eral adv antages [23]. Firstly , e-learning pro vides indi vidualization of the learning process. Students ha v e the e xibility to progress at their o wn pace and on a schedule that suits them. Some students might learn better at night, while others prefer learning o v er the week-end or in a quiet cubicle in the library . E-learning can adjust each student’ s preference. Secondly , it also of fers mobility . E-learning enables the users Indonesian J Elec Eng & Comp Sci, V ol. 39, No. 1, July 2025: 545–553 Evaluation Warning : The document was created with Spire.PDF for Python.
Indonesian J Elec Eng & Comp Sci ISSN: 2502-4752 547 to access its content of education from v arious places using their o wn de vices. Students do not need to sit do wn at the same classroom to learn a particular subject. Thirdly , Thirdly , e-learning can be a more cost-ef fecti v e option compared to traditional classroom learning, as it eliminates the need for e xpenses related to tra v el and accommodation. Lastly , e-learning has the potential to be more attracti v e than traditional classroom methods via attracti v e packagi n g. V arious learning materials (videos, reading material, illustrations, and sounds), when successfully combined, can capture learners’ attention and deli v er kno wledge to them. 2.3. V irtual r eality VR is a technology that allo ws users to e xperience a simulated en vironment that feels lik e the real w orld. It is achie v ed by using a headset that tracks the user’s mo v ements and displays a 3D image of the virtual en vironment in front of their e yes. The user can interact with the en vironment using hand-held controllers or other input de vices [24]. The components of a VR system include a headset, a computer or mobile de vice to run the s o f tw are, and input de vices such as hand-held controllers or glo v es [25]. When interacting within a VR w orld, a user is placed in a spatially realistic virtual en vironment, thanks to the high immersion of fered by the system. The head-mounted display (HMD) is equipped with a head-tracking system, allo wing the user to interact with the virtual w orld, as the rendered vie w is dynamically produced depending on the head mo v ement. It pro vides realism within the virtual en vironment [9]. In the conte xt of language learning, VR can be a po werful tool for impro ving learners’ language ski lls. Immersi v e VR enables direct interactions with people and objects that are ph ysically out of reach in the real w orld. Moreo v er , VR also f acilitates a safe en vironment for learning, such as in the case of practicing language skills without fear of embarrassment or f ailure. In addition, VR has the potential to increase the students’ participation and moti v ation during the learning process, since the y can interact immersi v ely with the virtual w orld [26]. By immersing l earners in a virtual en vironment where the y can interact with nati v e speak ers and practice thei r language ski lls in a realistic setting, VR can help learners to de v elop their listening, speaking, and comprehension skills [24]. 3. HANGEUL VR, VR-B ASED HANGEUL LEARNING In this section, we introduce the de v elopment of the HangeulVR. W e rst describe the content of the course, which is the K orean alphabet, that is inte grated within the HangeulVR. An import ant aspect of this step is in designing the curriculum, i.e. ho w to cate gorize the alphabet into smaller groups such that the y are easier to understand. The second stage is inte grating such content to VR setup so that learners can tak e adv antage of the immersi v e e xperience in VR to accelerate their learning. After that, in the third subse ction of this chapter , we describe the g ameplay of the application. This describes ho w the users na vig ate around the application to g ain ne w kno wledge of the K orean alphabet. Some concepts of g amication are also inte grated in the g ameplay . Lastly , we describe ho w the assessment is conducted to measure the attainment of the learning goals. 3.1. P edagogical appr oach In order to help students learn the K orean alphabet , we de v eloped a VR-based application, referred to as HangeulVR. In this learning en vironment, we teach students the basic concepts of the K orean alphabet, such as ho w to read, pronounce, and read them. W e also accompan y the learning en vironment with necessary assessments to ensure the attainment of learning objecti v es. As desc ribed earlier , the K orean alphabet consist of 14 basic consonants and 10 primary v o wels. In addition to that, the y also ha v e 5 double consonants and 11 conjug ate v o wels. Therefore, there are 40 char - acters that learners need to study to understand K orean. T o help students in learning, we di vide and or g anize the K orean alphabets into se v eral cate gories. The y are (a) single v o wels, (b) double v o wels (cate gory ’y’), (c) double v o wels (cate gory ’w’), (d) basic consonants, (e) modied consonants, and (f) double consonants. In addition to that, HangeulVR also teaches them ho w to write K orean syllable, which normally consist of a collection of consonant(s) and v o wel. W e group them into 3 cate gories, which are (a) consonant-v o wel syl- lables, (b) consonant-v o wel-consonant syllables, and (c) consonant-v o wel-consonant-consonant syllables. A more elaborate description is pro vided in the T able 1. Hang eulVR: an immer sive and inter active K or ean alphabet learning on virtual r eality (Ahmad Nasikun) Evaluation Warning : The document was created with Spire.PDF for Python.
548 ISSN: 2502-4752 T able 1. List of contents in this VR-based learning system No Chapter Content 1 Single v o wels Students are to learn the follo wing characters: , , , , , , , and 2 Double v o wels (’y’) This section includes the follo wing characters: , , , , , , and 3 Double v o wels (’w’) The v o wels that belong to this cate gory are: , , , , , and 4 Basic consonants The y are 10 most common consonants, i.e., , , , , , , , , ,and 5 Modied consonants The characters in this cate gory are , , ,and 6 Double consonants In Hangeul, double consonants include: , , , ,and 7 Syllable: C+V Students learn a basic syllable consists of tw o elements, such as , , and 8 Syllable: C+V+C A more comple x syllable consisting of 3 characters, lik e , , and 9 Syllable: C+V+C+C Special syllables with tw o consonants at the end: , , and 3.2. Hard war e f or application de v elopment In this section, we will elaborate on the hardw are setup for this research. W e detail the hardw are used for the application de v elopment and also we describe the hardw are to deplo y the VR application. In this research, a Leno v o V14-IIL laptop w as used, equipped with the W indo ws 11 operating system, an Intel(R) Core(TM) i5-1035G1 CPU @ 1.00 GHz processor , an NVIDIA GeF orce MX330 GPU, and 12 GB of memory . This laptop w as utilized to run v arious softw are required for application de v elopment, including Unity and V isual Studio Code. Additionally , it w as used for data analysis and graphical processing. VR de vice. The VR de vice used for testing and implementing the VR-based g ame application under de v elopment w as the m eta quest 2. This de vice is a consumer -le v el all-in-one VR headset, of fering an af fordable VR e xperience. Po wered by the Qualcomm® Snapdragon™ XR2 platform and 6 GB of RAM, the Quest 2 pro vides signicant i mpro v em ents in processing po wer and AI capabilities. Its resolution of 1832 x 1920 pix els per e ye, with support for a 90 Hz refresh rate, deli v ers clearer and more realistic VR visuals. The ne w controllers are designed for better er gonomics and longer battery life. Meta quest 2 also grants access to a v ast quest content library and is compatible with Oculus Link for enhanced PC VR e xperiences. 3.3. Gameplay As the student step into the learning en vironment, as indicated by Figure 2, the main menu greets him with tw o options to choose between learning the Hangeul (Figure 2(a)) or taking a test on it (in case the student has suf cient prior kno wledge, Figure 2(b). In most cases, the student is e xpected to choose the option to learn the Hangeul. In order to learn, the student has to enter a specied room where he learns the K orean alphabet. The player needs to learn a certain character in each room: ho w to read, write, and pronounce it. The order of which character to learn is set up according to T able 1 sho wn pre viously , e.g. student is taught about single v o wels prior to double v o wels. T o learn a specic character as indicated by Figure 3, the VR-based e-learning syst em displays the character and the description of ho w to pronounce the character , as sho wn in Figure 3(a). In addition, it also displays a b utton when click ed prompts the sound of such a character . A particular w ord in Bahasa Indonesia (the mother language of the tar get user) is sho wn to sho w the pronunciation of the w ord. The shape of the character is sho wn in the center of the screen as well. That is the content of each room for le arning. In order to le v el up, student needs to mo v e to another room. T o do so, the students needs to pass a series of post-tests from each room. Figure 3(b) sho ws an e xample of listening question. Student needs to choose which b utton that plays the correct pronunciation of the sho wn character . F or a writing test, the student has to dra w the character , in which the system detects whether the writing is accurate, as sho wn in Figure 3(c). If the player answers them correctly , he can learn the ne xt character . Otherwise, she has to redo the test (with dif ferent set of questions). This continues until the player completes all characters within the room. Indonesian J Elec Eng & Comp Sci, V ol. 39, No. 1, July 2025: 545–553 Evaluation Warning : The document was created with Spire.PDF for Python.
Indonesian J Elec Eng & Comp Sci ISSN: 2502-4752 549 (a) (b) Figure 2. The main menu of the HangeulVR, where (a) option for learning or test and (b) a short intro to Hangeul 3.4. Lear ning materials The focus of our VR-based HangeulVR application is to help students learn the K orean alphabet. P articularly , in three main areas of language procienc y , which are pronunciation, listening, and writing, as sho wn in Figure 3. Pronunciation. The one of most fundamental element in learning a foreign alphabet is understanding ho w a certain character is pronounced. This section of the module tells the learners ho w to pronounce each character of the K orean alphabet. An e xample of the visual in VR is sho wn i n Figure 3(a). A K orean character is sho wn in the virtual w orld to the user , along with a te xtual e xplanation of ho w it should pronounced and a recording of the correct pronunciation of the character . Listening. A related aspect of K orean alphabet learning is identifying the sound of a character . During the learning, the user is prompted to a certain character and is ask ed to choose which one is the correct pronun- ciation. In another setting, a recordi ng of the pronunciation of a character is played and the learner is ask ed to identify what K orean alphabet it is. Figure 3(b) sho ws an e xample of a test for s tudents for listening: a set of b uttons when pressed play the sound of Hangeul character . Writing. Another important aspect of le arning is writing, particularly if a certain language has it s unique writing, as in the K orean language. In this VR-based learning en vironment, we tak e adv antage of its immersi v e setting. Users can use the VR hand-tracking to write the K orean alphabet as prompted. Our system also has a checking system to test whether the user’ s writing is correct or not. If it’ s correct, it is mark ed accordingly; and if it’ s wrong, feedback is also sho wn. The visual of writing practice is sho wn in Figure 3(c). (a) (b) (c) Figure 3. Three main aspects of K orean language learning that are co v ered in this module: (a) pronunciation, (b) listening, and (c) writing Hang eulVR: an immer sive and inter active K or ean alphabet learning on virtual r eality (Ahmad Nasikun) Evaluation Warning : The document was created with Spire.PDF for Python.
550 ISSN: 2502-4752 3.5. Assessment In order to assess the attainment of learning outcomes, the student is ask ed to tak e an assessment after each chapter (Figure 4). Once the test is completed, then the ne xt chapter is unlock ed for the user to learn. As the goal of the VR-based learning application is to help users read and write Hangeul, the assignment is designed accordingly . The tes t is b uilt upon reading, writing, and listening to ensure the user learns the K orean alphabet accordingly . The test itself is randomized in each section. An e xample of the test question is sho wn in Figure 4(a). The system is also equipped with testing map (Figure 4(b)) to guide the user of which tests she/he has completed and which were still to be done. (a) (b) Figure 4. Assessment section of the HangeulVR, where (a) kno wledge about Hangeul is tested and (b) list of need-to-tak e assessment are sho wn 4. RESUL TS AND DISCUSSION T o e v aluate the usefulness of our proposed VR-based K orean alphabet le arning en vironment, we per - formed a usability test using an SUS test. Usability , in general, can be described as an assessment of ho w easy user interf aces are to use. The SUS is a widely used tool for e v aluating the usability of softw are, websites, and other systems. It pro vides a quantitati v e measure of the percei v ed usability of a system, helping de v elopers and designers assess user satisf action and identify areas for impro v ement. W e g athered 8 participants whose prole matches the tar get users of HangeulVR. Our participants are uni v ersity students, whose ages are between 18 to 25 years old, 5 male and 3 female students. P articipants were ask ed to use the HangeulVR, na vig ate around the system, and learn the K orean alphabet using the VR-based application. Figure 5 sho ws participants e xperiencing our HangeulVR and e v aluating the application using SUS. Upon the completion of performing the tasks, the y were ask ed 10 questions related to the usability of Indonesian J Elec Eng & Comp Sci, V ol. 39, No. 1, July 2025: 545–553 Evaluation Warning : The document was created with Spire.PDF for Python.
Indonesian J Elec Eng & Comp Sci ISSN: 2502-4752 551 the application. F or each question, users can gi v e a score between 1 to 5. The l ist of 10 questions used for our HangeulVR are sho wn in T able 2. A lar ger score indicates better performance on the odd-numbered questions, while for the e v en-numbered questions, a smaller score is prefe rred. W e obtained an a v erage score of 74.4 (as sho wn in T able 3) from the SUS test, i ndicating that application is easy to use for K orean alphabet learning. In a usability study , a mean score abo v e 71.4 is considered good [27]. Therefore, we can conclude that our no v el HangeulVR passed the usability test and has high potential for usage in K orean alphabet learning. This e xperiments indicate that the users are comfortable in using the VR-based application to learn K orean alphabet, HangeulVR. Most users g a v e 70 or more on the SUS e v aluation, indicating the potential use of HangeulVR for learning K orean alphabet. Figure 5. Users performed a usability test on HangeulVR T able 2. Questions in the SUS test No SUS questions Score Note 1 I think that I w ould lik e to learn Hangeul using this VR app. 1-5 Lar ger is better 2 I found the VR app unnecessarily comple x for learning Hangeul. 1-5 Smaller is better 3 I thought the VR app w as easy to use when learning Hangeul. 1-5 Lar ger is better 4 I think that I w ould need the support of a technical person to learn Hangeul using this VR app. 1-5 Smaller is better 5 I found the v arious functions in this VR app were well inte grated for learning Hangeul. 1-5 Lar ger is better 6 I thought there w as too much inconsistenc y in this VR app for learning Hangeul. 1-5 Smaller is better 7 I w ould imagine that most people w ould learn Hangeul quickly using this VR app. 1-5 Lar ger is better 8 I found the VR app v ery cumbersome to learn Hangeul. 1-5 Smaller is better 9 I felt v ery condent using this VR app to learn Hangeul. 1-5 Lar ger is better 10 I needed to learn a lot before I could get going with this VR app to learn Hangeul. 1-5 Smaller is better T able 3. SUS score from each participant P articipant ID 1 2 3 4 5 6 7 8 A v erage SUS score 80 55 70 70 80 82.5 87.5 70 74.4 5. CONCLUSION Learning a foreign language is indispensable in this globalized w orld. The task is e v er greater when the language has its o wn script or alphabet, such as the K orean language. In this w ork, we de vised a ne w learning system for the K orean alphabet, based on VR technology . Our system is equipped with 3 main aspects of alphabet learning, namely: pronunciation, listening, and writing. Our goal is to mak e learning more interacti v e and moti v ating, tw o components that VR is kno wn to be great at. W e e v aluated the usability of our VR-based system, HangeulVR, using SUS on its potential users. The result sho ws a score of 74.4, indicating the potential of HangeulVR for K orean alphabet learning. Hang eulVR: an immer sive and inter active K or ean alphabet learning on virtual r eality (Ahmad Nasikun) Evaluation Warning : The document was created with Spire.PDF for Python.
552 ISSN: 2502-4752 FUNDING INFORMA TION This research is funded by the Directorate of Research ( Dir ektor at P enelitian ) Uni v ersitas Gadjah Mada via its Doctoral Competenc y Impro v ement Program 2023 ( Pr o gr am P eningkatan K ompetensi Doktor tahun 2023 ). A UTHOR CONTRIB UTIONS ST A TEMENT Name of A uthor C M So V a F o I R D O E V i Su P Fu Ahmad Nasikun Muhammad F adhil Mahendra Achmad Rio Dessiar C : C onceptualization I : I n v estig ation V i : V i sualization M : M ethodology R : R esources Su : Su pervision So : So ftw are D : D ata Curation P : P roject Administration V a : V a lidation O : Writing - O riginal Draft Fu : Fu nding Acquisition F o : F o rmal Analysis E : Writing - Re vie w & E diting CONFLICT OF INTEREST ST A TEMENT The authors state no conict of interest. D A T A A V AILABILITY The data that support the ndings of this study are a v ailable from the corresponding author , Ahmad Nasikun, upon reasonable request. REFERENCES [1] G. Makransk y and L. Lilleholt, “A structural equation modeling in v estig ation of the emotional v alue of immersi v e virtual reality in education, Educational T ec hnolo gy Resear c h and De velopment , v ol. 66, no. 5, pp. 1141–1164, 2018, doi: 10.1007/s11423-018- 9581-2. [2] T . J. Lin and Y . J. Lan, “Language learning in vi rtual reality en vironments: past, present, and future, Educational T ec hnolo gy and Society , v ol. 18, no. 4, pp. 486–497, 2015. [3] Z. Merchant, E. T . Goetz, L. Cifuentes, W . K eene y-K ennicutt, and T . J. Da vis, “Ef fecti v eness of virtual reality-based instruction on students’ learning outcomes in K-12 and higher education: a meta-analysis, Computer s and Education , v ol. 70, pp. 29–40, Jan. 2014, doi: 10.1016/j.compedu.2013.07.033. [4] I. Nicolaidou, P . Pissas, and D. Boglou, “Comparing immersi v e virtual reality to mobile applications in foreign language learn- ing in higher education: a quasi-e xperiment, Inter active Learning En vir onments , v ol. 31, no. 4, pp. 2001–2015, May 2023, doi: 10.1080/10494820.2020.1870504. [5] J. Radianti, T . A. Majchrzak, J. Fromm, and I. W ohlgenannt, “A systematic re vie w of immersi v e virtual reality applications for higher education: design elements, lessons learned, and research agenda, Computer s and Education , v ol. 147, p. 103778, Apr . 2020, doi: 10.1016/j.compedu.2019.103778. [6] A. Lee, “Using virtual reality to test academic listening procienc y , K or ean J ournal of English Langua g e and Linguistics , v ol. 19, no. 4, pp. 688–712, Dec. 2019, doi: 10.15738/kjell.19.4.201912.688. [7] D. Checa, I. Miguel-Alonso, and A. Bustillo, “Im mersi v e virtual-reality computer -assembly serious g ame to enhance autonomous learning, V irtual Reality , v ol. 27, no. 4, pp. 3301–3318, Dec. 2023, doi: 10.1007/s10055-021-00607-1. [8] A. A. Rizzo, T . Bo werly , J. G. Buckw alter , D. Klimchuk, R. M itura, and T . D. P arsons, “A virtual reality scenario for all seasons: the virtual classroom, CNS Spectrums , v ol. 11, no. 1, pp. 35–44, Oct. 2006, doi: 10.1017/S1092852900024196. [9] T . K. Dhimolea, R. Kaplan-Rak o wski, and L. Lin, “A systematic re vie w of research on high-immersion virtual reality for language learning, T ec hT r ends , v ol. 66, no. 5, pp. 810–824, Sep. 2022, doi: 10.1007/s11528-022-00717-w . [10] L. Li et al. , “Appl ication of virtua l reality technol ogy in clinical medicine, American J ournal of T r anslational Resear c h , v ol. 9, no. 9, pp. 3867–3880, 2017. [11] A. Berni and Y . Bor gianni, “Applications of virtual reality in engineering and product design: wh y , what, ho w , when and where, Electr onics (Switzerland) , v ol. 9, no. 7, pp. 1–29, Jun. 2020, doi: 10.3390/electronics9071064. [12] M. E. De Oli v eira and C. G. Correa, “V irtual reality and augmented reality applications in agriculture: a literature re- vie w , in Pr oceedings - 2020 22nd Symposium on V irtual and A ugmented Reality , SVR 2020 , No v . 2020, pp. 1–9, doi: 10.1109/SVR51698.2020.00017. [13] M. Mentzelopoulos, J. P arrish, P . Kathrani, and D. Econom ou, “REVRLa w: an immersi v e w ay for teaching crim- inal la w using virtual reality , Communications in Computer and Information Science , v ol. 621, pp. 73–84, 2016, doi: 10.1007/978-3-319-41769-1 6. Indonesian J Elec Eng & Comp Sci, V ol. 39, No. 1, July 2025: 545–553 Evaluation Warning : The document was created with Spire.PDF for Python.
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Miller , “Determining what indi vidual SUS scores mean: adding an adjecti v e rating scale, J ournal of usability studies , v ol. 4, no. 3, pp. 114–123, 2009. BIOGRAPHIES OF A UTHORS Ahmad Nasikun is Assistant Professor at Department of Electrical and Information En- gineering, F aculty of Engineering, Uni v ersitas Gadjah Mada, Indonesia. He holds a Ph.D. de gree in Computer Science from Delft Uni v ersity of T echnology (TU Delft) The Netherlands, with a spe- cialization in com puter graphics, with a dissertation on ef cient methods for spectral geometry pro- cessing. His research areas are geometry processing, virtual reali ty (VR), augmented reality (AR), and deep learning on point clouds. His w orks ha v e been published in prominent v enues in computer graphics, such as A CM T ransaction on Graphics and Eurographics Computer Graphics F orum, and presented in top-tier conference such as A CM SIGGRAPH, Eurographics, and Eurographics Sympo- sium on Geometry Processing (SGP). He can be contacted at email: ahmad.nasikun@ugm.ac.id. Muhammad F adhil Mahendra is a nal-year under graduate student at Uni v ersitas Gadjah Mada, majoring in Information Engineering. He is w orking on his thesis project focused on virtual re- ality applications in education. Kno wn for his ability to comprehend ne w concepts and skill s quickly , He is a f ast learner who constant ly seeks to e xpand his kno wledge and e xpertise in the particular eld he is interested in. His research interests include education, g ame de v elopment, e xtended real- ity , and deep learning, and he is particularly focused on virtual reality . He can be contacted at email: mfmahendr@mail.ugm.ac.id. Achmad Rio Dessiar recei v ed the B.A., M.A, and Ph.D. de gree in K orean Linguistics and Literature from K yungpook Nationa l Uni v ersity , South K orea. He graduated from the doctoral de gree in 2022 with a dissertation on Study of Pronunciation Errors by Indonesian Learners and T eaching Methods. No w he is w orking as an assistant professor of K orean Linguis tics in the K o- rean La nguage and Cult ure study progra m, F aculty of Cultural Science s, Uni v ersitas Ga djah Mada, Indonesia. His research areas are mostly related to K orean Linguistic, mainly focusing on the eld of phonology , K orean Linguistics Contrasti v e, and K orean Education. He can be contacted at email: desiar@ugm.ac.id. Hang eulVR: an immer sive and inter active K or ean alphabet learning on virtual r eality (Ahmad Nasikun) Evaluation Warning : The document was created with Spire.PDF for Python.