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ANALISIS KINERJA BERDASARKAN PERBEDAAN REALITAS DAN TINGKAT KESULITAN TUGAS: STUDI KASUS PADA PERAKITAN REPETITIF

*Clara Theresia orcid scopus  -  Universitas Katolik Parahyangan, Indonesia
Debora Angela  -  Universitas Katolik Parahyangan, Indonesia
Yansen Theopilus  -  Universitas Katolik Parahyangan, Indonesia

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Abstract

Perkembangan virtual reality serta penggunaannya dalam kehidupan tidak dapat terhindarkan. Dalam bidang industri manufaktur masih terdapat perbedaan hasil penelitian mengenai efek dari virtual reality terhadap aspek fisiologis. Penelitian ini bertujuan untuk mengetahui pengaruh realitas dan kesulitan task terhadap tingkat kinerja yang diukur melalui time completion, dan task completion serta pengaruhnya terhadap tingkat stress (diukur dengan Galvanic Skin Response) dan tingkat kewaspadaan (diukur dengan Psychomotor Vigilance Task). Penelitian ini melibatkan 28 orang partisipan dengan menggunakan rancangan between subject design yang terbagi menjadi variabel realitas (Virtual Reality, Real World) dan tingkat kesulitan tugas (berat, ringan). Pengolahan data secara statistika deskriptif dan uji pengaruh dengan menggunakan two-way ANOVA dilakukan pada setiap aspek yang diukur. Tidak ditemukan adanya pengaruh signifikan (p-value > 0,05) antara faktor realitas atau faktor kesulitan task terhadap tingkat kinerja, tingkat stress, maupun tingkat kewaspadaan. Perlu dilakukan penelitian lebih lanjut mengenai pengaruh virtual reality terhadap aspek kinerja dan fisiologis. Usulan rekomendasi penyesuaian diberikan untuk penggunaan dalam bidang industri dengan mempertimbangkan waktu pelatihan, gerakan yang diperlukan, serta tingkat keterampilan yang dibutuhkan.

 

Abstract

[Performance Analysis in Virtual Reality Based on Different Levels of Reality and Task Difficulty: Case Study on Repetitive Assembly] Virtual reality has already been used and implemented in many sectors. In the manufacturing field, research on this subject has been done for some time now, but there are still some variations regarding the effect of virtual reality on physiological aspects. This research aims to determine the effect of reality and task difficulty on performance level as measured by time and task completion, stress level by using Galvanic Skin Response and vigilance level (measured by Psychomotor Vigilance Task). There were 28 participants using between subject designs. Descriptive statistics and tests to check the influence of the two independent variables were done using Two-way ANOVA for all aspects considered. This research resulted in no influence (p-value >0,05) from either reality or task difficulty toward performance, stress level, or alertness. More research should be done to know if there are some influences from virtual reality to human aspects. Some recommendations were made to adjust the virtual environment usage in industrial sectors with some consideration about training period, types of movements, and the skills needed in that particular sector.

Keywords: Virtual Reality; Stress; Alertness; Performance; Psychomotor Vigilance Task; Galvanic Skin Responses

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Keywords: Virtual Reality; Stress; Kewaspadaan, Kinerja; Psychomotor Vigilance Task; Galvanic Skin Responses

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