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ANALISIS INDIKATOR EYE TRACKING UNTUK MENDETEKSI KEWASPADAAN YANG DIPENGARUHI PEMBATASAN DURASI TIDUR DAN WAKTU PEMERIKSAAN Yogasara, Thedy; Sidabutar, Rosi Filia Kristina; Siswanto, Daniel; Theopilus, Yansen
J@ti Undip: Jurnal Teknik Industri Vol 18, No 3 (2023): September 2023
Publisher : Departemen Teknik Industri, Fakultas Teknik, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/jati.18.3.160-170

Abstract

Eye tracking (ET) banyak digunakan untuk mendeteksi perubahan okular, namun belum banyak penelitian yang menganalisis kemampuan indikator ET dalam mendeteksi kewaspadaan. Padahal indikator okular banyak dikaitkan dengan kelelahan yang dapat menurunkan kewaspadaan. Penelitian ini bertujuan menentukan indikator ET yang dapat mendeteksi kewaspadaan pada pembatasan durasi tidur dan waktu pemeriksaan. Penelitian melibatkan 28 pria yang diminta melakukan inspeksi cacat (scratch, dirt, missing part, dan poor assembly) pada 50 senter sambil dilakukan pengukuran Psychomotor Vigilance Task (PVT) dan indikator ET. Durasi tidur dibatasi 4 dan 8 jam, serta waktu pemeriksaan terdiri dari waktu yang dibatasi dan tidak dibatasi. Variabel terikat adalah mean RT (reaction time), % minor lapses, dan mean 1/RT dari PVT. Dari ET diukur durasi fiksasi, diameter pupil, jumlah sakadik, dan kecepatan sakadik. Hasil eksperimen diolah dengan Two-way Repeated Measures ANOVA dan Pearson Correlation. Hasil ANOVA dengan signifikansi α=0,05 menunjukkan terdapat pengaruh durasi tidur terhadap mean RT, % minor lapses, dan mean 1/RT. Sedangkan waktu pemeriksaan berpengaruh terhadap durasi fiksasi dan jumlah sakadik. Berdasarkan uji Pearson Correlation, indikator ET dan PVT berkorelasi lemah atau sangat lemah. Hasil penelitian menunjukkan tidak terdapatnya indikator ET yang cukup baik untuk mendeteksi kewaspadaan pada pembatasan durasi tidur dan waktu pemeriksaan.  Abstract [Analysis of Eye Tracking Indicators to Detect Vigilance Affected by Sleep Duration and Inspection Time Constraints] Eye tracking (ET) is widely used to detect ocular changes. However, few studies analyze the capability of ET indicators for detecting vigilance, albeit ocular indicators are often associated with fatigue which can reduce vigilance. This study aims to determine ET indicators that can detect vigilance on limited sleep and inspection duration. This study involved 28 men who were asked to perform inspection tasks for defects (scratch, dirt, missing parts, and poor assembly) on 50 flashlights while Psychomotor Vigilance Task (PVT) and ET indicators were measured. Sleep duration was limited to 4 and 8 hours, while inspection duration consisted of two levels, i.e. limited and not limited. Dependent variables were mean RT (reaction time), % minor lapses, and mean 1/RT of PVT. Furthermore, ET indicators included duration fixation, pupil diameter, number of saccades, and saccades velocity. The data were processed using Two-way Repeated Measures ANOVA and Pearson Correlation. ANOVA with significance of α=0,05 shows that there was an effect of sleep duration on mean RT, % minor lapses, and mean 1/RT. In addition, inspection duration had an effect on fixation duration and number of saccades. Based on Pearson Correlation test, all ET and PVT indicators had weak or very weak correlation. This research indicates that there is no ET indicator that is adequate to detect vigilance in limited sleep and inspection duration.Keywords: eye tracking; inspection duration; sleep duration; vigilance
Arduino-Based Development of Automatic Body Posture Measuring Device for Rapid Entire Body Assessment Method Halim, Lisa Keizia; Theopilus, Yansen; Tjandra, Sugih Sudharma
Jurnal Internasional Teknik, Teknologi dan Ilmu Pengetahuan Alam Vol 5 No 2 (2023): International Journal of Engineering, Technology and Natural Sciences
Publisher : Universitas Teknologi Yogyakarta, Yogyakarta, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46923/ijets.v5i2.221

Abstract

Workers from various industries can be exposed to musculoskeletal disorders (MSDs) risks in the workplace. Most cases of MSDs happen because of the accumulation of repetitive bad postures. Postural analysis can be done to implement changes that minimize MSDs risks in the workplace. The rapid entire body assessment (REBA) method provides an easy and fast measurement to analyze various postures. The accuracy of REBA assessments from observations is not good enough due to the limitations of human vision. The input of photo-based postural analysis also has a lot of error potential and takes up even more time. Therefore, this study aims to design a tool to do body posture measurements accurately and quickly. The Arduino-based postural analysis tool measures the position of several body segments, which are then used as the input of REBA in real time. The acceleration of each body segment recorded by the MPU6050 will be processed as displacement data and used to analyze the posture. The posture measurements detected by the tool is then used as input for REBA assessment. The device's accuracy was tested by comparing the photo-based postural analysis result to the postural analysis result of the tool. The reliability of the device was tested by Cronbach's Alpha method. The Cronbach's Alpha value of normal standing posture is 0.692, and the extreme posture's Cronbach's alpha value is 0.537. Multiple postures can be recorded at once using the tool. The tool can capture and assess multiple postures in approximately 6 minutes.
Customer Preferences and Satisfaction Analysis of Video Conference Application for Productive Activities Using Kano Model Yansen Theopilus; Michael Purwoko
Jurnal Rekayasa Sistem & Industri Vol 8 No 02 (2021): Jurnal Rekayasa Sistem & Industri
Publisher : School of Industrial and System Engineering, Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/jrsi.v8i02.460

Abstract

The rapid development of communication technology and the increasing need for long-distancecommunication in the Covid-19 pandemic era have made video conferencing applications play a vital rolein human productive activities, such as working, studying, doing hobbies, and more. The increasing needhas spurred video conferencing application providers to increase customer satisfaction so that it remainsthe first choice for the customers. To win the competition in this sector, video conferencing applicationproviders should understand and provide the application design that provides maximum satisfaction to thecustomers. Therefore, this study aims to analyze customer preferences and satisfaction with the designattributes of the video conference applications which refers to the three most popular video conferencingapplications in Indonesia: Zoom, Google Meet, and Skype. This study used the Kano Model to identifycustomer preference and satisfaction with the 46 identified design attributes of the video conferencingapplication. The Kano Model analysis used quantitative and qualitative approaches to produce the priorityof importance for each design attribute based on customer preferences and the impact of each attribute oncustomer satisfaction. Based on the Kano Model resulted, there are 19 attractive attributes, 1 must-beattribute, 15 one-dimensional attributes, and 9 indifferent attributes. We also obtained the best proposed design attributes where 37 attributes refer to the Zoom application, 6 attributes refer to the Google Meetapplication, and 3 attributes refer to the Skype application. This study contributes to helping videoconferencing application providers to develop their products better as well as being a reference for thosewho want to develop new video conferencing applications that can satisfy customers well. This study alsohas an impact as a reference in evaluating consumer satisfaction on video conferencing applications inIndonesia.
Recommendations to Reduce Cybersickness in Virtual Reality Based on User’s Personality and Eye Health Alfonsius Geraldi; Clara Theresia; Yansen Theopilus
Jurnal Rekayasa Sistem & Industri Vol 11 No 01 (2024): Jurnal Rekayasa Sistem & Industri
Publisher : School of Industrial and System Engineering, Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/jrsi.v11i01.597

Abstract

The use of Virtual Reality (VR) technology is closely related to Cybersickness (CS), namely a feeling ofdizziness that arises due to differences in perception between what is felt and seen. Other research showthat personality and eye health can affect a person's perception thus affecting the level of CS felt. The studyaims to identify the relationship between personality and eye health on CS and make recommendations toreduce for gaming industries. The research was conducted with within-subject experimental design with twovariables, personality and eye health. The initial study made an experimental design which was followed bya pilot study to determine the minimum sample size for the study and improvements to the experiment.Furthermore, participant data was collected in the form of personality, eye health, completion time, andVirtual Reality Sickness Questionnaire (VRSQ) score. Data was collected from 36 participants and thenprocessed statistically. The data were tested for classical assumptions and searched for their relationship withthe two-way ANOVA. After knowing the existence of a relationship, a Post-hoc Test (Tukey's Test) wasconducted to find the most significant group. The results shows that there was a significant relationshipbetween personality and eye health on CS (P-Value < 0.05), where participants with introvert personalityand abnormal eye conditions are more vulnerable. From the results of the study, it is recommended thatsettings be made to reduce screen shakes, limit playing time, choose the right game, and do oculomotorexercises before playing.
The Effect of Sex Differences and Experience of Using Virtual Reality on Presence Dian Putrawangsa; Clara Theresia; Thedy Yogasara; Yansen Theopilus
Jurnal Optimasi Sistem Industri Vol. 22 No. 1 (2023): Published in May 2023
Publisher : The Industrial Engineering Department of Engineering Faculty at Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1123.48 KB) | DOI: 10.25077/josi.v22.n1.p61-68.2023

Abstract

Presence greatly affects user experience and comfort when using virtual reality (VR). Presence is often associated with personal factors such as sex differences and experience using the instrument. There is a research gap related to presence judging by several studies, so it is an interesting topic for further study. This research aims to identify the effect of sex differences and experience using VR on presence. This study used two approaches namely subjective indicators by employing an Igroup Presence Questionnaire (IPQ) and objective indicators in the form of heart rate (HR) and task scores. The study made use of Kruskal-Wallis and MANOVA to determine whether there is an effect of sex differences and experience in using VR on presence. This study found that the sex variable affects a person's presence when playing VR, especially spatial score on the IPQ test, where women have a higher marginal means value than men. Another finding is that the experience of playing VR affects the delta heart rate, with the result that someone with no experience using VR is higher than those who have used VR before.
The Effect of Sex Differences and Experience of Using Virtual Reality on Presence Dian Putrawangsa; Clara Theresia; Thedy Yogasara; Yansen Theopilus
Jurnal Optimasi Sistem Industri Vol. 22 No. 1 (2023): Published in May 2023
Publisher : The Industrial Engineering Department of Engineering Faculty at Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (893.526 KB) | DOI: 10.25077/josi.v22.n1.p61-68.2023

Abstract

Presence greatly affects user experience and comfort when using virtual reality (VR). Presence is often associated with personal factors such as sex differences and experience using the instrument. There is a research gap related to presence judging by several studies, so it is an interesting topic for further study. This research aims to identify the effect of sex differences and experience using VR on presence. This study used two approaches namely subjective indicators by employing an Igroup Presence Questionnaire (IPQ) and objective indicators in the form of heart rate (HR) and task scores. The study made use of Kruskal-Wallis and MANOVA to determine whether there is an effect of sex differences and experience in using VR on presence. This study found that the sex variable affects a person's presence when playing VR, especially spatial score on the IPQ test, where women have a higher marginal means value than men. Another finding is that the experience of playing VR affects the delta heart rate, with the result that someone with no experience using VR is higher than those who have used VR before.