Startseite Analysis of Software Requirement Specification and Use Case Diagram of Metaverse Museum Muhammadiyah
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Analysis of Software Requirement Specification and Use Case Diagram of Metaverse Museum Muhammadiyah

  • Rusydi Umar ORCID logo EMAIL logo , Bambang Robiin , Vera Yuli Erviana , Muhammad Iqbal Taruna und Afan Kurniawan
Veröffentlicht/Copyright: 24. Februar 2025
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Abstract

This article presents a detailed analysis of the Software Requirement Specification (SRS) and Use Case Diagram for the Metaverse Museum Muhammadiyah, a virtual museum platform designed to offer an immersive and interactive user experience. The study aims to assess the alignment between the functional requirements defined in the SRS and their representation in the Use Case Diagram, ensuring that all critical functionalities are accurately captured and adequately addressed in the system design. The analysis identifies key functional requirements such as user navigation, interaction, content management, and customization features, evaluating their presence and clarity within the Use Case Diagram. Additionally, the study examines the non-functional requirements, including availability, portability, response time, safety, security, and ergonomic design, highlighting their importance in delivering a reliable and user-friendly system. The findings reveal a strong correlation between the SRS and the Use Case Diagram, with most functionalities well-represented. However, the analysis also uncovers certain gaps such as the omission of features like link sharing which require further refinement in the diagram. The article concludes by emphasizing the need for continuous improvement in both the SRS and Use Case Diagram to ensure comprehensive coverage of user needs and to meet the high standards expected in a metaverse environment. This analysis serves as a critical step in guiding the successful development and implementation of the Metaverse Museum Muhammadiyah.

1 Introduction

One of the impacts of rapid technological advancement is the concept of the metaverse, which has become an increasingly popular topic in various fields of life such as education, art, and culture (Chen et al. 2024). The metaverse can be described as a virtual world consisting of interconnected digital spaces (Girginova 2025; Rachmadtullah et al. 2023). The growing popularity of virtual reality technology and the concept of the metaverse opens up opportunities to create extraordinary immersive experiences.

Technology can be voluntarily self-regulated without binding (Egliston, Carter, and Clark 2024; Kalınkara 2024). One of the opportunities in virtual reality technology through the metaverse concept is a virtual museum (Cabała and Pisarek 2023; Hutson and Hutson 2023; Tserklevych et al. 2021). Virtual museums can be an effective medium to provide information and experiences to visitors without being limited by physical boundaries. Visitors can access the museum without having space and time limitations.

Muhammadiyah is one of the largest religious and social groups in Indonesia and they have a lot of important cultural history that should be preserved (Koda 2017). The Muhammadiyah Museum is useful for introducing Muhammadiyah’s cultural heritage and maintaining and disseminating Muhammadiyah-related historical values to the wider community. The Muhammadiyah Museum stands on 1,200 m2 of a total land area of 2,800 m2. It is located in Campus 4 of Universitas Ahmad Dahlan, Yogyakarta, Indonesia. The Muhammadiyah Museum building has four floors, of which 3,000 m2 is an exhibition space, 3,000 m2 non-exhibition space and 1,400 m2 landscape space. Muhammadiyah Museum can be seen in Figure 1. Muhammadiyah Museum uses the concept of the metaverse to create an immersive virtual experience that engages the senses and gives people the impression that they are part of a particular location or event rather than just watching (Shwedeh 2024). The Muhammadiyah museum’s metaverse is a creative way to maintain and spread Muhammadiyah’s cultural heritage so that it can be accessed by everyone, including the next generation.

Figure 1: 
Museum Muhammadiyah.
Figure 1:

Museum Muhammadiyah.

Many Muhammadiyah schools in Indonesia implement the Muhammadiyah curriculum (Hakim, Darmayanti, and Amien 2024; Nurlaila Al Aydrus et al. 2022). Based on Majelis Dikdasmen PP Muhammadiyah (Council for Elementary, Secondary and Non-formal Education – Central Board of Muhammadiyah) in 2020, Muhammadiyah has established as many as 5,141 schools with different levels of educational units. The number of schools at each level of education unit is shown in Figure 2. There are 2,343 schools at the elementary level (Sekolah Dasar (SD)), 1,522 at the junior high level (Sekolah Menegah Pertama (SMP)), 668 at the high school level (Sekolah Menengah Atas (SMA)), and 608 at the vocational school level (Sekolah Menengah Kejuruan (SMK)) (Council for Elementary, Secondary and Non-formal Education – Central Board of Muhammadiyah n.d.). The Muhammadiyah Museum is one of the accessible educational resources. Yogyakarta is the birthplace of Muhammadiyah (Kurniawati and Junaidi 2024; Putra, Umar, and Sunardi 2020; Setiawati 2018).

Figure 2: 
Number of Muhammadiyah Schools in Indonesia.
Figure 2:

Number of Muhammadiyah Schools in Indonesia.

It is true that some people cannot visit the Muhammadiyah Museum for several reasons, such as time constraints or geographical location (Mirza et al. 2024). Therefore, it is important for Muhammadiyah schools and other institutions to provide alternative educational resources that are accessible to everyone who wants to learn more about Muhammadiyah and its history (Pavlou 2022). Metaverse museum Muhammadiyah through the development of multimedia tools is an alternative that can be used (Putra, Umar, and Sunardi 2021; Solechan and Toni Wijanarko Adi Putra 2022). Educational media serves as an intermediary between teachers and students and disseminates information (Misnah et al. 2020; Sugiarni et al. 2022). This can help to improve information and understanding of the concepts being taught. It also shows the potential to change traditional learning methods by supporting active and experiential learning models (Charles et al. 2023; Di Natale et al. 2024). These changes make it easy and effective for users, including educators and students (Radović, Hummel, and Vermeulen 2021; Robi’in, Erviana, and Sulisworo 2022; Sulisworo, Erviani, and Robi’in 2023). This can be a method to actively involve the community in the preservation and tracking of cultural heritage (Sulisworo, Erviani, and Robi’in 2023; Sulisworo et al. 2022a,b). Muhammadiyah’s philosophy can be conveyed more effectively to the younger generation who are accustomed to technology.

The success of such a complex and interactive system hinges on a well-defined Software Requirement Specification (SRS) and a comprehensive Use Case Diagram (Akram, Ahmad, and Sadiq 2024). The SRS serves as the blueprint for the system, detailing the functional and non-functional requirements that must be met to achieve the project’s objectives (uz Zaman, Nadeem, and Sindhu 2020). The Use Case Diagram, on the other hand, provides a visual representation of the system’s interactions with its users, capturing the various functionalities that need to be implemented (Gopalakrishnan, Krogstie, and Sindre 2011).

In the context of software engineering, ensuring that the SRS and Use Case Diagram are aligned is critical for the successful development of any software system (Großer, Riediger, and Jürjens 2022). Misalignment between these two elements can lead to incomplete or incorrect implementations, resulting in a system that does not fully meet user expectations or project goals. Therefore, a thorough analysis of the SRS and Use Case Diagram is essential to identify and rectify any discrepancies, ensuring that all requirements are accurately represented and appropriately addressed in the system design.

This article presents an in-depth analysis of the SRS and Use Case Diagram for the Metaverse Museum Muhammadiyah. The study aims to evaluate the clarity, completeness, and alignment of the functional and non-functional requirements with the use cases identified in the diagram. By doing so, this article seeks to highlight areas where the design may need further refinement to ensure the successful realization of the system. The findings of this analysis will provide valuable insights for the development process, guiding the creation of a metaverse environment that meets the needs and expectations of its users while preserving and promoting the cultural heritage of Muhammadiyah.

2 The Materials and Method

The materials used for the analysis of the SRS and Use Case Diagram of the Metaverse Museum Muhammadiyah include the following:

SRS Document: The SRS document provides a detailed description of the functional and non-functional requirements of the Metaverse Museum Muhammadiyah. This document outlines what the system is supposed to do and the constraints under which it must operate.

Use Case Diagram: A visual representation of the interactions between the users (actors) and the system, depicting the various use cases or functionalities that the system must support. The Use Case Diagram serves as a blueprint for understanding how different user roles interact with the system’s features.

Various tools and methodologies are used for analyzing the SRS and Use Case Diagram, and in this study we ensure that all functional requirements have corresponding use cases in the diagram. Tools such as Lucid chart, Microsoft Visio, or similar software are used to create and analyze the Use Case Diagram.

The development method used in the development of this Muhammadiyah Museum metaverse is MDLC. The first step in the concept is to set the objectives and identify who will use the program. The purpose and end users of the program influence the look of the multimedia which reflects the identity of the organization that wants to convey information to its end users. The characteristics of the users, including their abilities, should also be taken into account as they will have an impact on the design created. In addition, the type of application such as presentation or interactive, as well as the purpose of the application, whether for entertainment, training, or learning, must also be determined.

2.1 Software Requirement Specification

The Metaverse Museum Muhammadiyah’s functional and non-functional needs are described in great length in the SRS document. This document describes the intended functions of the system as well as the limitations that it must adhere to.

2.2 Mapping Functional Requirements to Use Cases Diagram

A use case diagram, which shows the different use cases or functionalities that the system needs to serve, is a visual depiction of the interactions between users (actors) and the system. The Use Case Diagram acts as a guide for comprehending the ways in which various user roles engage with the elements of the system.

Each functional requirement from the SRS is mapped to one or more use cases in the Use Case Diagram. This step ensures that all required functionalities are represented in the diagram. The mapping process involves identifying the relevant actors (users) associated with each requirement and linking these actors to the appropriate use cases in the diagram that fulfill the functional requirements.

2.3 Analyzing the SRS and Use Case Diagram and Making Suggestions for Improvements

This involves analysis for the SRS in terms of their clarity, completeness, and potential issues or areas for improvement. For clarity, each use case should clearly define theunder functionality it represents without ambiguity. For completeness, all aspects of the functional requirement should be covered by the use case. For actor-use case relationships, the actors identified in the SRS should be correctly associated with the relevant use cases. Finally, the suggestion is given to improve the use case diagram.

3 Result and Discussion

Table 1 shows the concept of the Muhammadiyah Museum metaverse development using the MDLC method.

Table 1:

The concept of Metaverse Museum Muhammadiyah.

No Concept category Concept description
1 Description Metaverse Museum Muhammadiyah is an application to trace Muhammadiyah’s cultural heritage that aims to introduce Muhammadiyah as an alternative media form in learning the history of Muhammadiyah’s journey.
2 General users General public of all levels who are visitors to the Muhammadiyah Museum.
3 User educator An educator can join the metaverse to explain the museum’s collection and conduct tours.
4 Teacher user A teacher can organize a virtual tour as an alternative learning medium for students.
5 Administrator user A user who has the capability to manage museum content.
6 Objective Become an alternative media form in learning and recognizing Muhammadiyah history.
7 Benefits Increase visitors’ interest in the museum and encourage them to learn more about the history of Muhammadiyah.

Functional requirements as depicted in Table 2 are a description of the functionality of the system or system service. These functionality requirements relate to the type of software, system users, and the type of system in which the software can be used. Functional requirements can be statements about what the system must do and describe the services that the system can provide to users in detail.

Table 2:

The functional requirement of Metaverse Museum Muhammadiyah.

Code Description
FR-1 Users navigate the museum space easily.
FR-2 The system can display museum collections.
FR-3 Users and/or educators can interact with other users via chat and audio.
FR-4 The system can add, edit, and delete museum content by the admin.
FR-5 System can be accessed together.
FR-6 Users can create and customize avatars.
FR-7 The system can share metaverse links.

Non-functional requirements will determine the overall attributes or quality of the system. Non-functional requirements (NFRs) refer to the criteria that specify the operation, performance, and constraints of a software system rather than specific behaviors or functions it must support. Unlike functional requirements, which describe what a system should do (e.g., specific tasks, operations, or services it must perform), non-functional requirements define how a system performs those tasks and under what conditions. Non-functional requirements (NFRs) can be seen in Table 3.

Table 3:

The non functional requirement of Metaverse Museum Muhammadiyah.

Code Parameter Description
NRF-1 Availability The system must be accessible 24 h a day.
NRF-2 Portability The system can be accessed from both mobile devices and desktop computers.
NRF-3 Response time The system displays user requests quickly.
NRF-4 Safety The system can protect user data.
NRF-5 Security The system must ensure the security of user data.
NRF-6 Ergonomics The system must have a comfortable and user-friendly interface.

The use case diagram in Figure 3 illustrates the interaction between actors and the system in the context of a metaverse museum. This diagram shows four main actors, namely Visitor, Educator, Teacher, and Administrator, as well as the use cases associated with each actor.

Figure 3: 
Use case diagram.
Figure 3:

Use case diagram.

Visitor, Educator, and Teacher have five main use cases, namely navigating the museum, viewing museum collections, interacting with other visitors, creating and customizing avatars, and participating in museum tours. These use cases indicate that visitors can explore the museum independently, access collections, and search for specific information. In addition, they can also interact with other visitors in the museum, participate in tours, and customize the avatars they use.

The administrator has five main use cases, namely navigating the museum, viewing museum collections, interacting with other visitors, creating and customizing avatars, and managing museum content. Most of the use cases have been described previously. The managing museum content use case describes the administrator’s capabilities in terms of content management, including adding, editing, and deleting museum content.

Analysis for functional requirements (FR) as depicted in Table 2, in terms of their clarity, completeness, and potential issues or areas for improvement, can be seen as follows.

FR-1: Users can navigate the museum space easily. In terms of clarity, this requirement is somewhat vague. The term “easily” is subjective and can vary from user to user. It would be clearer if it specified what “easily” means in terms of user experience, such as intuitive controls, smooth transitions between areas, or minimal load times. The suggestion is we have to specify the criteria for easy navigation such as: Users can navigate the museum space using a point-and-click interface with minimal response time (<2 s) and the system shall provide an intuitive minimap or breadcrumb trail to assist users in navigating the museum space.

FR-2: The system can display museum collections. In terms of clarity, this requirement is clear but lacks detail. It doesn’t specify the types of collections (e.g., images, videos, 3D models) and whether there are any specific display modes or features (e.g., zoom, rotation, description overlays). The suggestion is to provide more detail on the types of collections and display features: the system shall display museum collections, including images, videos, and 3D models, with features such as zoom, rotation, and descriptive overlays.

FR-3: Users and/or educators can interact with other users via chat and audio. In term of clarity this requirement is clear but it could be more specific regarding the chat and audio functionalities. For example, is it text chat, voice chat, or both? Are there group chat features or private messaging? The suggestion is to specify the interaction features: the system should allow users and educators to interact via text chat, voice chat, and group messaging within the museum environment.

FR-4: The system can add, edit, and delete museum content by the admin. In terms of clarity, this requirement is clear and functional. However, it could specify the types of content (e.g., text descriptions, multimedia files) and any access controls or permissions required for these actions. The suggestion is to detail the content management features, such as the system should allow admins to add, edit, and delete various types of museum content, including text descriptions, images, videos, and 3D models, with appropriate access controls.

FR-5: The system can be accessed together. In terms of clarity, this requirement is vague. “Accessed together” could mean concurrent users, collaborative features, or simultaneous viewing of content. It needs to specify what “together” entails. The suggestion is to clarify the simultaneous access, that is the system should support concurrent access for multiple users, allowing them to explore the museum simultaneously and interact in real-time.

FR-6: Users can create and customize avatars. In terms of clarity, this requirement is clear and functional. However, it could benefit from specifying the level of customization (e.g., appearance, clothing, accessories) and whether there are any constraints or predefined options. The suggestion is to provide details on avatar customization, that is the system should allow users to create and customize avatars, including options for appearance, clothing, accessories, and other features.

FR-7: The system can share metaverse links. In terms of clarity, this requirement is clear but could benefit from more detail on how links are shared (e.g., via social media, email) and what happens when a link is clicked (e.g., direct access to specific exhibits or the main museum lobby). The suggestion is to expand on the link-sharing feature: the system should allow users to share metaverse links via social media, email, and messaging platforms. These links should direct recipients to specific exhibits or areas within the museum.

The overall analysis in terms of clarity is that most of the functional requirements are clear but could be enhanced with additional details to avoid ambiguity. In term of completeness, the functional requirements cover several key aspects of the system but may need further expansion, particularly in terms of user interactions, content management, and system performance. In term of measurability, the requirements should be measurable to facilitate testing and validation. Some of the terms used (e.g., “easily,” “together”) are subjective and could be refined with specific criteria.

The recommendations for FR are: to refine vague terms like “easily” and “together” with measurable criteria; to add details on specific functionalities, such as the types of content displayed, avatar customization options, and link-sharing methods; and to ensure testability by specifying conditions that can be objectively verified during the development and testing phases.

Non-Functional Requirements are crucial for defining the quality attributes, performance, and constraints of a system.

NFR-1: Availability. The system must be accessible 24 h a day. The importance is that high availability is essential for a metaverse platform, especially if it’s expected to serve a global audience across different time zones. The challenge is that ensuring 24/7 availability requires robust server infrastructure, failover mechanisms, and possibly a content delivery network (CDN) to handle global traffic. The consideration is that monitoring and maintenance schedules must be carefully planned to avoid downtime. It may also be necessary to implement redundancy and load balancing to meet this requirement.

NFR-2: Portability. The system can be accessed from both mobile devices and desktop computers. The importance is that portability is crucial for reaching a broad audience, as users may prefer different devices depending on their location and preferences. The challenge is developing a responsive and adaptive user interface that provides a consistent experience across different screen sizes and operating systems (e.g., Android, iOS, Windows, macOS). The consideration is that system should be tested across a wide range of devices and browsers. This may involve using different frameworks or technologies that support cross-platform compatibility, such as responsive web design or native applications for each platform.

NFR-3: Response Time. The system displays user requests quickly. The importance is that fast response times are critical for user satisfaction, particularly in an immersive metaverse environment where delays can disrupt the experience. The challenge is minimizing latency and optimizing server responses. This might involve optimizing database queries, caching frequently accessed data, and minimizing the size of assets (like images and 3D models). The consideration is that specific metrics should be defined, such as “The system must respond to user actions within 2 s”. Regular performance testing and optimization should be conducted to meet these standards.

NFR-4: Safety. The system can protect user data. The importance is that safety is critical, particularly in environments where users may share personal information or interact with others. Ensuring that user data is not inadvertently exposed or misused is vital. The challenge is implementing data protection mechanisms, such as encryption (both at rest and in transit), secure authentication, and secure storage practices. The consideration is that compliance with data protection regulations (such as GDPR or equivalent) should be ensured. Regular security audits and updates are necessary to maintain safety standards.

NRF-5: Security. The system must ensure the security of user data. The importance is that security is fundamental to protect against unauthorized access, data breaches, and other malicious activities, especially in a virtual environment like the metaverse. The challenge is implementing robust authentication, authorization, and access control mechanisms. This involves regularly updating and patching software to protect against vulnerabilities. Considerations include: the system should include features such as two-factor authentication (2FA), encryption, intrusion detection systems (IDS), and regular security training for administrators. An incident response plan should be in place in case of a security breach.

NRF-6: Ergonomics. The system must have a comfortable and user-friendly interface. The importance is that a user-friendly interface is essential to ensure that users can easily navigate and interact with the metaverse environment, especially in a museum setting where the experience should be engaging and intuitive. The challenge is designing an interface that is intuitive for a wide range of users, including those who may not be tech-savvy, while also balancing aesthetic appeal with functionality. The consideration is user experience (UX) design principles should be applied, including user testing and feedback loops to refine the interface. Accessibility standards should also be considered to ensure that the interface is usable by people with disabilities.

The summary of the analysis of non-functional requirements comprises interdependencies, implementation, and considerations validation.

Interdependencies means that some NFRs, like Safety and Security, are closely related and must be handled in tandem to ensure a secure and safe environment for users. Availability and Response Time also complement each other, as downtime or slow response times can negatively impact user experience.

Implementation Considerations means that achieving these NFRs may require trade-offs. For example, implementing high security might slightly impact response times, or ensuring 24/7 availability could increase operational costs.

Validation means that each NFR should have clear, measurable criteria. For instance, response time should be quantified (e.g., “within 2 s”), and security measures should be validated through regular penetration testing.

The use case diagram (Figure 3) includes the following elements: Actors: Visitor, Educator, Teacher, Administrator.

Use Cases: Navigating the museum space. This includes viewing the museum collections, interacting with other visitors in the metaverse, creating and customizing avatars, participating in guided tours, and managing museum content (including update, add, delete).

We can analyze the use case diagram by mapping Functional Requirements to Use Cases:

FR-1: Users navigate the museum space easily, which maps with the Use Case: “Navigating the museum space” is directly represented in the diagram, showing that all user roles (Visitor, Educator, Teacher, and Administrator) are involved in this use case. This aligns well with the requirement.

FR-2: The system can display museum collections maps with the Use Case: “Viewing the museum collections” directly corresponds to this functional requirement. All user roles (Visitor, Educator, Teacher, and Administrator) are linked to this use case, which is appropriate.

FR-3: Users and/or educators can interact with other users via chat and audio maps with the Use Case: “Interacting with other visitors in the metaverse” addresses this requirement. It shows interaction among all user roles (Visitor, Educator, Teacher, and Administrator), which meets the expectation of interaction through chat and audio.

FR-4: The system can add, edit, and delete museum content by the admin maps with the Use Case: “Managing Museum content” includes sub-use cases for “Update Museum content,” “Add Museum content,” and “Delete Museum content.” These are all linked to the Administrator role which is correct and aligns with the requirement.

FR-5: The system can be accessed together by maps with the Use Case: this requirement is implicitly covered by the diagram, as multiple actors (Visitor, Educator, Teacher) are involved in shared use cases like “Navigating the museum space,” “Viewing the museum collections,” and “Interacting with other visitors in the metaverse.” This suggests the system supports concurrent access and interaction.

FR-6: Users can create and customize avatars maps with the Use Case: “Creating and customizing avatars” is explicitly represented and is linked to all user roles, which aligns well with the requirement. It suggests that all users have the capability to create and customize their avatars.

FR-7: The system can share metaverse links. This functionality is not explicitly depicted in the diagram. The diagram might need to include an additional use case for “Sharing metaverse links” or similar, connected to relevant actors, to fully represent this requirement.

We have additional observations regarding actors, inclusion relationships, and missing use case. Actors: the diagram effectively maps different actors to relevant use cases, ensuring that all key user roles are represented. Inclusion Relationships: the inclusion of “Update,” “Add,” and “Delete” museum content within the “Managing museum content” use case is appropriate, showing that these actions are part of a broader content management process. Missing Use Case: as noted, the “Sharing metaverse links” use case is missing, which should be added to accurately represent FR-7.

The analysis of the SRS and Use Case Diagram for the Metaverse Museum Muhammadiyah reveals critical insights into the design and functional alignment of the system. The functional requirements identified in the SRS, such as easy navigation, interactive capabilities, and content management, are largely well-represented in the Use Case Diagram. This alignment ensures that the system’s core functionalities are effectively captured, providing a strong foundation for subsequent development phases.

However, the analysis also highlights areas for improvement, particularly the need to include missing functionalities, such as the sharing of metaverse links, which was not depicted in the current Use Case Diagram. Additionally, the thorough evaluation of non-functional requirements – like availability, portability, response time, safety, security, and ergonomic design – underscores the importance of these aspects in delivering a robust, secure, and user-friendly experience.

Blockchain technology’s ability to increase economic and societal value has been further supported by recent developments, especially in terms of promoting openness and trust in digital ecosystems. For example, Radanliev (2024) emphasizes how blockchain can enhance trust-based transactions and encourage inclusivity. These results are in line with the goals of the Metaverse Museum Muhammadiyah which wants to use blockchain technology to guarantee safe, open, and easily accessible interactions in the virtual museum environment.

Furthermore, the evolving regulatory landscape significantly impacts the scalability and adoption of blockchain technologies. As discussed in the study by Radanliev (2023), recent regulatory changes address critical issues such as data privacy, digital asset management, and compliance. These regulations are particularly relevant to the Metaverse Museum Muhammadiyah, as they provide a framework to guide the secure and ethical implementation of blockchain technologies. Incorporating such regulatory considerations into the system design could enhance its long-term viability and user trust.

By combining various viewpoints, the current analysis emphasizes how crucial it is to take into account the larger economic, social, and regulatory settings in addition to technical requirements. How these outside variables affect the growth and prosperity of metaverse-based cultural heritage platforms could be further investigated in future studies.

4 Conclusions

In conclusion, while the current SRS and Use Case Diagram provide a comprehensive overview of the system’s functionalities, further refinements are necessary to ensure that all user needs are addressed and that the system meets high standards of performance, security, and usability. These refinements will be crucial in guiding the successful implementation of the Metaverse Museum Muhammadiyah, ensuring it serves its users effectively and efficiently. Additionally, urgent measures can be taken to help other institutions adapt to these findings, including:

  1. Developing templates and guidelines for creating robust SRS documents and Use Case Diagrams tailored to metaverse applications.

  2. Organizing workshops or training sessions for stakeholders to understand and implement the alignment of functional requirements with system design.

  3. Establishing collaborative platforms where institutions can share best practices and lessons learned from similar projects.

By taking these steps, institutions can not only enhance the quality of their system designs but also accelerate the adoption of metaverse-based solutions for cultural preservation and education. These measures will be crucial in ensuring that the system meets the evolving needs of its users while maintaining high standards of performance, security, and usability.


Corresponding author: Rusydi Umar, Department of Informatic, Universitas Ahmad Dahlan, Ring Road Selatan Street, Bantul, Yogyakarta, 55191, Indonesia, E-mail:

Funding source: Directorate of Research, Technology, and Community Service (DRTPM), Ministry of Education, Culture, Research and Technology, Indonesia

Award Identifier / Grant number: 107/E5/PG.02.00.PL/2024, 0609.12/LL5-INT/AL.04/202

Acknowledgments

This study was supported by Directorate of Research, Technology, and Community Service Ministry of Education, Culture, Research and Technology, Indonesia under the Grant No. (107/E5/PG.02.00.PL./2024, 0609.12/LL5-INT/AL.04/2024 and 108/PFR/LPPM-UAD/VI/2024).

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Received: 2024-09-27
Accepted: 2025-01-26
Published Online: 2025-02-24
Published in Print: 2025-07-28

© 2025 the author(s), published by De Gruyter, Berlin/Boston

This work is licensed under the Creative Commons Attribution 4.0 International License.

Heruntergeladen am 13.9.2025 von https://www.degruyterbrill.com/document/doi/10.1515/pdtc-2024-0062/html
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