The aim of this research is to provide a promotional media for the Inohong stage museum hall of fame in the form of a virtual reality photography (VRP) tour of 360 views. The method used to build the 360 panorama is to use the cubical stitching mapping technique which utilizes overlapping areas in six combined photo objects. The research method used is a case study where the data collection method uses active observation techniques, interviews, and questionnaires. In addition to these 3 techniques, documentation is also carried out to collect photo data sources that will be used as input in the cubical stitching mapping process. Based on the results of web performance testing using gtmetrix.com tools, the page load is 6,2 s and average response time is 7,219 s. According standard issued by Jakon Nielsen in the Usability engineering book, the response time is within the normal limits of user flow so that users are not disturbed by information processing time, where the limit is 0,1 s – 10 s. On the loading section of the webpage according standard issued by gtmetrix.com maximum limit average page load time is 6.9 s while based on machmetric.com standard for business purposes the average is 8.7 s (USA) so in the term for load time 6,2 s, the VR photography is in the good category. In terms of usability testing that give to 5 respondents, 2 out of 5 respondents showed difficulties in using the existing guides and fast travel where the task completion time was more than >20 seconds. In this era of post covid-19 pandemic recovery and preparation for the metaverse era, web VR photography can provide information and real experiences of doing tours at the museum hall of fame Panggung Inohong virtually to prevent crowds and the potential for transmission of the covid-19 virus.

1.
V.
Doremalen
,
N.
Bushmaker
,
T.
Morris
,
D.
Holbrook
,
M.
Gamble
,
A.
Williamson
,
B.
Tamin
,
A.
Harcourt
,
J.
Thornburg
,
N.
Gerber
,
S.
Lloyd
,
J. D.
Wit
, and
E.
Munster
, “
Aerosol and surface stability of SARS-CoV-2 as compared with SARS-CoV-1
,”
New England Journal of Medicine
, vol.
382
, no.
16
, pp.
1564
1566
,
2020
.
2.
R. A.
Earnshaw
,
Virtual reality systems
, 1st ed.
San Diego, CA, USA
:
Academic Press
,
2014
.
3.
M.-L.
Ryan
,
Narrative as virtual reality 2: Revisiting immersion and interactivity in literature and electronic media
, 2nd ed.
Baltimore, MD, USA
:
JHU Press
,
2015
.
4.
Z.
Li
,
D.
Xu
, and
Y.
Zhang
, “Real walking on a virtual campus: A VR-based multimedia visualization and interaction system,” in
Proc. 3rd Int. Conf. Cryptogr., Secur. Privacy (ICCSP ’19)
,
New York, NY, USA
:
ACM
, pp.
261
266
,
2019
. doi: .
5.
J.-P. F.
Wu
and Li-hua, “
Preface
,”
Adv. Intell. Syst. Comput.
, vol.
254
, pp.
v
vi
,
2014
6.
T.
Ho
,
I.
Schizas
,
K. R.
Rao
, and
M.
Budagavi
, “
360 -degree video stitching for dual-fisheye lens cameras based on rigid moving least squares
,” arXiv preprint, arXiv:1708.05922,
2017
.
7.
A.
Iscen
,
G.
Tolias
,
Y.
Avrithis
,
T.
Furon
, and
O.
Chum
, “
Panorama to panorama matching for location recognition
,” in
Proc. 2017 ACM Int. Conf. Multimedia Retrieval, ACM, pp. 392–396
,
2017
.
8.
K.
Latham
,
W.
Hurs
,
N.
Shone
,
A.
El Rhalibi
, and
Z.
Pan
, “
A case study on the advantages of 3D walkthroughs over photo stitching techniques
,” in
Virtual Reality and Visualization (ICVRV), 2016 Int. Conf., IEEE
, pp.
364
371
,
2016
.
9.
L.
Zhou
and
Y.
Huang
, “
Image warping correction in forming 360 degree pan oramic images
,” U.S. Patent 7,400,782, July 15,
2008
.
10.
D.
Patterson
, “360 degree photographic imagery for VR: challenges & user experiences,” in
Proc. Australas. Comput. Sci. Week Multiconference (ACSW ’18)
,
ACM
,
New York, NY, USA
,
2018
.
11.
G.
Kumar
,
S.
Gupta
,
D.
Agarwal
, and
A.
Tiwari
, “
Virtual voting system
,”
INJIISCOM
, vol.
2
, no.
1
, pp.
77
82
, June
2021
.
This content is only available via PDF.
You do not currently have access to this content.