Perancangan Permainan Virtual Reality “EVASTER” (Evacuation of Disaster) Sebagai Media Analisis Perilaku Manusia Ketika Menghadapi Bencana Gempa Bumi

Rahmaniar, Shafira (2024) Perancangan Permainan Virtual Reality “EVASTER” (Evacuation of Disaster) Sebagai Media Analisis Perilaku Manusia Ketika Menghadapi Bencana Gempa Bumi. Other thesis, Institut Teknologi Sepuluh Nopember.

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Abstract

Indonesia yang terletak di Ring of Fire memiliki potensi tinggi untuk mengalami gempa bumi baik tektonik maupun vulkanik. Berdasarkan Badan Pusat Statistik (BPS), frekuensi gempa pada intensitas rendah, sedang, dan tinggi memiliki perbedaan yang signifikan. Kepanikan dan kurangnya pengetahuan tentang penyelamatan diri menjadi faktor utama banyaknya korban jiwa. Penelitian ini mengembangkan permainan virtual reality (VR) bernama EVASTER (Evacuation of Disaster) untuk menganalisis perilaku dan pengetahuan manusia dalam menghadapi gempa bumi dengan intensitas yang bervariasi. Dengan uji One Way ANOVA, uji Kruskal Wallis, dan uji Chi Square, didapatkan hasil penelitian menunjukkan bahwa variasi intensitas gempa mempengaruhi waktu penyelesaian dan kategori akurasi partisipan, dengan intensitas rendah membutuhkan waktu lebih lama untuk menyadari gempa dibandingkan intensitas sedang dan tinggi. Partisipan cenderung bereaksi secara berlebihan pada intensitas rendah dan bereaksi dengan tepat pada intensitas tinggi. Sementara itu, variabel error rate dan prosocial behavior tidak menunjukkan perbedaan yang signifikan antar intensitas gempa. Berdasarkan kuesioner VRSQ, partisipan mengalami ketidaknyamanan ringan hingga sedang pada penglihatan dan kepala akibat efek gempa dalam permainan VR, yang menunjukkan validasi stimulus yang realistis. Ketidaknyamanan ini tidak berlebihan sehingga pengalaman partisipan tetap positif dan permainan VR efektif untuk memahami perilaku dan pengetahuan manusia dalam menghadapi gempa bumi.
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Indonesia, which is located in the Ring of Fire, has a high potential to experience both tectonic and volcanic earthquakes. Based on the Central Bureau of Statistics (BPS), the frequency of earthquakes at low, medium and high intensity has a significant difference. Panic and lack of knowledge about self-rescue are the main factors in the number of casualties. This study developed a virtual reality (VR) game called EVASTER (Evacuation of Disaster) to analyze human behavior and knowledge in dealing with earthquakes of varying intensity. Using the One Way ANOVA test, Kruskal Wallis test, and Chi Square test, the results showed that variations in earthquake intensity affected the completion time and accuracy category of participants, with low intensity taking longer to realize the earthquake than medium and high intensity. Participants tended to overreact at low intensity and react appropriately at high intensity. Meanwhile, the error rate and prosocial behavior variables did not show significant differences between earthquake intensities. Based on the VRSQ questionnaire, participants experienced mild to moderate discomfort in vision and head due to the earthquake effect in the VR game, which indicates realistic stimulus validation. The discomfort was not excessive, so participant’s experiences remained positive and the VR game was effective for understanding human behavior and knowledge in dealing with earthquakes.

Item Type: Thesis (Other)
Uncontrolled Keywords: Bencana Alam, Gempa Bumi, Perilaku Manusia, Virtual Reality, Natural Disaster, Earthquake, Human Behavior, Virtual Reality.
Subjects: T Technology > T Technology (General) > T59.7 Human-machine systems.
Divisions: Faculty of Industrial Technology and Systems Engineering (INDSYS) > Industrial Engineering > 26201-(S1) Undergraduate Thesis
Depositing User: Shafira Rahmaniar
Date Deposited: 01 Aug 2024 08:34
Last Modified: 01 Aug 2024 08:34
URI: http://repository.its.ac.id/id/eprint/109428

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