Arifin, Riski (2020) Analisis Pengaruh Perceived Enjoyment Dalam Penggunaan Virtual Reality Untuk Pembelajaran Unsafe Condition Di Area Drainase. Masters thesis, Institut Teknologi Sepulih Nopember.
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Abstract
Kecelakaan kerja merupakan hal yang sering terjadi diberbagai sektor pekerjaan baik industri atau jasa sehingga diperlukan pelatihan kepada para pekerja untuk memberikan pengetahuan terkait unsafe condition disekitar area pekerjaan. Pelatihan konvensiona dinilai kurang efektif dibandingkan dengan menggunakan simulasi, dengan majunya teknologi sekarang penggunaan virtual reality membantu untuk melakukan simulasi. Untuk terus meningkatkan penggunaan virtual reality diperlukan pengukuran suatu model untuk mengetahui alasan kenapa menggunakan virtual reality dengan Technology Acceptance Model. Virtual reality sendiri memberikan efek negatif yaitu cybersickness yaitu gejala yang disebabkan oleh paparan ilusi. Untuk dapat mengunakan virtual reality diperlukan aplikasi agar dapat simulasi sehingga diperlukan penilaian aplikasi tersebut dengan system usability scale. Sehingga tujuan penelitian ini adalah mengetahui intention to use dalam menggunakan virtual reality, melihat pengaruh cybersickness yang terjadi setelah menggunakan virtual reality dan menilai usability dari aplikasi tersebut. Penelitian ini menggunakan 60 orang sebagai partisipan dengan menggunakan variabel independen yaitu jenis kelamin, pengalaman K3 dan bentuk trench yang digunakan terhadap variabel dependen waktu dan jumlah keberhasilan. Hasil penelitian menunjukkan bahwa model intention to use dalam menggunakan virtual reality memberikan nilai R-square 0,643, serta para partisipan merasakan 325 gejala ringan, 167 gejala sedang dan 39 gejala berat. Hasil rekapan system usability scale partisipan menilai aplikasi yang digunakan memiliki skor 72,7.
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Work accidents are common in various sectors of work, both industry, and service so that training is needed for workers to provide knowledge regarding unsafe conditions around the work area. The conventional train is considered less effective than using simulation, Advance of technology now the use of virtual reality helps to carry out simulations. To continue to increase the use of virtual reality, it is necessary to measure a model to find out the reasons why using virtual reality with the Technology Acceptance Model. Virtual reality itself has a negative effect, namely cybersickness, a symptom caused by exposure to illusions. To be able to use virtual reality, an application is needed to be able to simulate so that it is necessary to evaluate the application with a system usability scale. So that the purpose of this study is to determine the intention to use in using virtual reality, see the effect of cybersickness that occurs after using virtual reality, and assess the usability of the application. This study used 60 people as participants using independent variables, namely gender, OSH experience, and the form of trench used on the dependent variable time and number of successes. The results showed that the intention to use model in using virtual reality gave an R-square value of 0.643, and the participants felt 325 mild symptoms, 167 moderate symptoms, and 39 severe symptoms. The recapitulation system usability scale from participant assessed the application get scores of 72.7
Item Type: | Thesis (Masters) |
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Uncontrolled Keywords: | Accidents, Virtual Reality, Cybersickness, System Usability Scale, Technology Acceptance Model. Kecelakaan, Virtual Reality, Cybersickness, System Usability Scale, Technology Acceptance Model. |
Subjects: | L Education > LB Theory and practice of education > LB1029.S53 Educational games. Simulation methods T Technology > T Technology (General) > T55 Industrial Safety |
Divisions: | Faculty of Industrial Technology and Systems Engineering (INDSYS) > Industrial Engineering > 26101-(S2) Master Thesis |
Depositing User: | Riski Arifin |
Date Deposited: | 23 Feb 2021 06:36 |
Last Modified: | 04 Jul 2024 07:56 |
URI: | http://repository.its.ac.id/id/eprint/82712 |
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