Perspektif Orang Pertama dan Ketiga di Dunia Virtual: Analisa Gejala Cybersickness Terhadap Pengguna

Sidhimantra, I Gde Agung Sri (2021) Perspektif Orang Pertama dan Ketiga di Dunia Virtual: Analisa Gejala Cybersickness Terhadap Pengguna. Masters thesis, Institut Teknologi Sepuluh Nopember.

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Abstract

Kemajuan teknologi memudahkan akses ke dunia virtual. Hal ini menyebabkan semakin banyak aplikasi dan permainan yang ditargetkan ke dunia virtual. Tetapi dengan semakin populernya dunia virtual, semakin populer juga cybersickness. Pada penelitian ini membandingkan antara perspektif orang ketiga dan pertama dalam aspek cybersickness. Hal ini disebabkan karena fitur perspektif orang ketiga seperti posisi kamera, relative size, dan object relative motion yang secara teori mismatch senses dapat mengurangi efek motion sickness.
Eksperimen dilakukan menggunakan 2 uji gim VR yaitu gim petualangan dan gim aksi, hal ini untuk men simulasi gim VR populer. Kedua gim ini memiliki pilihan menggunakan perspektif orang pertama dan ketiga dan setelah permainan peserta uji akan mengisi survei gejala cybersickness yang dialami berdasarkan Virtual Reality Sickness Questionaire (VRSQ).
Data penelitian ini menggunakan 24 peserta penelitian dengan umur rata-rata 24.4 tahun. Hasil penelitian didapatkan dengan membandingkan nilai gejala VRSQ yang dialami peserta yang menggunakan perspektif orang pertama dan perspektif orang ketiga. Analisis perbandingan akan menggunakan Paired dependent T-test kepada 2 jenis gim yang disebutkan. Hasil akhir menunjukkan bahwa perspektif orang ketiga memiliki gejala cybersickness lebih rendah secara signifikan dibandingkan perspektif orang pertama karena di kedua gim petualangan dan aksi nilai t yang didapatkan (7,02 untuk gim petualangan, 4,29 untuk gim aksi) lebih tinggi daripada nilai kritis (2,069).
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Advances in technology makes it easier to gain access to the virtual world.
This has led to more and more application and games being targeted towards the
virtual world. But with the growing popularity of the virtual world, cybersickness
has grown in popularity as well. This study proposes the idea that a third person
perspective can reduce the effects of cybersickness compared to a first person
perspective. This is because the third person perspective had few features such as
camera position, relative size, and object relative motion, which in theory can
reduce the effects of motion sickness.
Experiments were carried out using 2 VR game tests namely an adventure
game and an action game, this is to simulate a popular VR game. Both games
have the option of using first and third person perspectives and after the game the
test participants will fill out a survey of the cybersickness symptoms they
experience based on the Virtual Reality Sickness Questionaire (VRSQ).
This study used 24 participants with an average age of 24.4 years. The results
of the study were obtained by comparing the values of VRSQ symptoms
experienced by participants who used the first person perspective and the third
person perspective. Paired dependent T-test will be used to the 2 types of games
mentioned. The final results show that the third-person perspective has
significantly lower cybersickness symptoms than the first-person perspective
because in both adventure and action games the t score (7.02 for adventure games,
4.29 for action games) is higher than the critical score (2.069).

Item Type: Thesis (Masters)
Additional Information: Universitas Nahdlatul Ulama (UNU) Blitar Sections of Engineering and Technology RTIf 621.398 Sid p-1
Uncontrolled Keywords: Cybersickness, Virtual Reality
Subjects: Q Science > QA Mathematics > QA76.9 Computer algorithms. Virtual Reality. Computer simulation.
Divisions: Faculty of Intelligent Electrical and Informatics Technology (ELECTICS) > Informatics Engineering > 55101-(S2) Master Thesis
Depositing User: I Gde Agung Sri Sidhimantra
Date Deposited: 28 Feb 2021 20:31
Last Modified: 19 May 2023 10:00
URI: http://repository.its.ac.id/id/eprint/82983

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