Hartanto, Malvin Leonardo (2026) Rancang Bangun EMILIA VR CALM ROOM Berbasis Interaksi Simbolik Untuk Refleksi Diri. Other thesis, Institut Teknologi Sepuluh Nopember.
|
Text
5025221033-Undergraduate_Thesis.pdf - Accepted Version Restricted to Repository staff only Download (9MB) | Request a copy |
Abstract
Remaja akhir dan dewasa muda (15–25 tahun) rentan terhadap tekanan psikologis, namun fasilitas refleksi digital saat ini masih terbatas. Aplikasi journaling teks kurang imersif, sedangkan sistem Virtual Reality (VR) terdahulu cenderung pasif dan kurang mendukung refleksi mandiri (self-directed). Oleh karena itu, penelitian ini mengevaluasi EMILIA VR Calm Room, sebuah media refleksi diri berbasis interaksi simbolik dalam VR dengan dukungan AI ringan (AI-aided nudging). Pendekatan exploratory user study dengan evaluasi mixed methods berdesain within-subject dilakukan pada 15 partisipan menggunakan System Usability Scale (SUS), skala Reflection, Rumination, and Thought in Technology (R2T2), dan pertanyaan kualitatif. Sistem berhasil dirancang, diintegrasikan, dan diverifikasi memenuhi seluruh kebutuhan fungsional melalui pengujian black-box serta kebutuhan nonfungsional yang ditetapkan. Hasil menunjukkan tingkat usability pada kisaran marginal (rerata SUS 64,0). Partisipan melaporkan skor reflection (d = 0,61) dan self-focused thinking (d = 0,80) yang berada di atas titik tengah skala, sedangkan rumination berada di bawahnya dengan ukuran efek sangat besar (d = −1,31); mengindikasikan pengalaman reflektif yang konstruktif. Fitur masukan suara (13 dari 15) dan metafora melempar botol ke laut (12 dari 15) paling disukai partisipan. Selain itu, AI-aided nudging dinilai membantu menjaga otonomi pengguna meski dirasa kurang personal. Kesimpulannya, sistem terbukti terbangun utuh dan berfungsi sesuai spesifikasi, serta integrasi VR, journaling, dan dukungan percakapan layak diterapkan untuk refleksi diri. Ukuran sampel kecil dan ketiadaan kelompok kontrol menjadi batasan penelitian, sehingga temuan perlu dikonfirmasi melalui penelitian lanjutan.
=====================================================================================================================================
Late adolescents and young adults (15–25 years) are prone to psychological distress, yet digital tools for self-reflection remain limited. Text journaling apps lack immersion, while earlier Virtual Reality (VR) systems tend to be passive and offer little support for self-directed reflection. This study evaluates the EMILIA VR Calm Room, a self-reflection medium based on symbolic interaction in VR with lightweight AI scaffolding (AI-aided nudging). An exploratory user study with a within-subject mixed-methods design was conducted with 15 participants, using the System Usability Scale (SUS), the Reflection, Rumination, and Thought in Technology (R2T2) scale, and qualitative questions. The system was designed, integrated, and verified against all functional requirements through black-box testing, as well as the specified non-functional requirements. Usability fell in the marginal range (mean SUS = 64.0). Reflection (d = 0.61) and self-focused thinking (d = 0.80) scored above the scale midpoint, while rumination fell below it with a very large effect size (d = −1.31), indicating a constructive reflective experience. Participants most preferred voice input (13 of 15) and the bottle-to-the-sea metaphor (12 of 15). AI-aided nudging was seen as preserving user autonomy, though it felt somewhat impersonal. In conclusion, the system was built in full and worked as specified, and integrating VR, journaling, and conversational support is feasible for self-reflection. The small sample and the absence of a control group limit the study, so the findings need confirmation in further research.
Actions (login required)
![]() |
View Item |
