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Perancangan Mesin “COVID KKEUT” Guna Peningkatan Pelayanan di Masa Pandemi COVID-19 dengan Metode Kano dan QFD (Studi Kasus: Klinik Dokter Anak X, Bandung) Fiona Aprilia; Elty Sarvia
Journal of Integrated System Vol. 6 No. 1 (2023): Journal of Integrated System Vol. 6 No. 1 (Juni 2023)
Publisher : Universitas Kristen Maranatha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/jis.v6i1.6518

Abstract

Protokol kesehatan 5M diwajibkan untuk menekan penyebaran COVID-19. Namun, sering dijumpai berbagai pelanggaran di Klinik Dokter Anak X. Maka dirancang suatu mesin bernama COVID KKEUT dengan harapan dapat meminimalisir kasus pelanggaran protokol kesehatan dan mengurangi beban kerja bagian administrasi yang tidak perlu. Kuesioner disebarkan kepada 154 responden. Metoda yang digunakan dalam penelitian ini adalah dengan Metoda Kano dan Quality Function Deployment (QFD.Didapatkan sembilan atribut yang mendasari rancangan COVID KKEUT, yaitu mesin dilengkapi dengan prosedur penggunaan mesin; tempat untuk mengambil masker otomatis terbuka; mesin dirancang menggunakan data antropometri wanita Indonesiadan anak Indonesia berusia 7-12 tahun; mesin dilengkapi dengan keterangan nama; sebelum dan setelah praktek mesin selalu disemprot dengan desinfektan; bagian display masker dan tabung dispenser tidak dapat dibuka sembarangan; terdapat reminder visual dan audio; bagian display masker dilengkapi dengan pegas/pendorong; mesin dilengkapi sistem komputer dengan sambungan internet; desain mesin ringkas tidak bersekat-sekat; hand sanitizer akan mati bila tidak digunakan dalam 1 menit; dan layar dibuat touch screen. Setelah itu dilakukan perbandingan waktu aktual dan usulan dengan MTM-1, terdapat penghematan waktu pelayanan sebesar 6,322 detik per pasien yang menandakan bahwa adanya COVID KKEUT dapat mengurangi waktu pelayanan bagian administrasi di Klinik Dokter Anak X. Dilakukan analisis dengan human-machine interaction agar mesin memberikan keamanan dan kenyamanan bagi penggunanya.
ANALISIS PENGARUH TEMPERATUR RUANGAN, JENIS KELAMIN, DAN PENGALAMAN TERHADAP GEJALA CYBERSICKNESS DAN KELELAHAN FISIK DALAM PENGGUNAAN VIRTUAL REALITY Puspita, Sintika; Sarvia, Elty
JISO : Journal of Industrial and Systems Optimization Vol. 8 No. 1 (2025): Juni 2025
Publisher : Universitas Maarif Hasyim Latif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51804/jiso.v8i1.57-66

Abstract

AbstrakSalah satu teknologi yang menarik perhatian dan terus mengalami perkembangan yaitu teknologi virtual reality (VR). Namun dalam penggunaannya dapat menimbulkan gejala cybersickness dan kelelahan fisik. Faktor internal dan eksternal dapat berpengaruh terhadap munculnya gejala cybersickness dan kelelahan fisik sehingga adapun tujuan dari penelitian ini yaitu mengidentifikasi dan menganalisis pengaruh faktor internal dan eksternal berupa temperatur ruangan, jenis kelamin, dan pengalaman terhadap munculnya gejala cybersickness dan kelelahan fisik, menganalisis hubungan skor Virtual Reality Sickness Questionnaire (VRSQ) dan kelelahan fisik dan mengidentifikasi dan menganalisis beban kerja yang dirasakan pengguna, mengidentifikasi serta memberikan usulan untuk meminimasi terjadinya gejala cybersickness dan kelelahan fisik dalam menggunakan virtual reality. Adapun aktivitas yang akan dilakukan responden pada penelitian ini yaitu bermain video games beat saber selama 30 menit pada temperatur ruangan panas dan dingin. Pada penelitian ini akan digunakan alat pengukur berupa Virtual Reality Sickness Questionnaire (VRSQ) dan pengukuran denyut jantung. Adapun pengujian yang akan dilakukan pada penelitian ini yaitu pengujian Mixed ANOVA, Regresi Linear Berganda, dan Korelasi Pearson serta akan dilakukan perhitungan energi. Hasil pengujian Mixed ANOVA menunjukkan bahwa adanya pengaruh temperatur ruangan dan jenis kelamin terhadap skor Virtual Reality Sickness Questionnaire (VRSQ) dan adanya pengaruh temperatur ruangan terhadap kelelahan fisik. Hasil Regresi Linear Berganda didapatkan bahwa besar pengaruh temperatur ruangan dan jenis kelamin terhadap Virtual Reality Sickness Questionnaire (VRSQ) sebesar17,3% dan sisanya sebesar 82,7% dijelaskan oleh faktor penyebab lainnya. Skor VRSQ didapatkan bahwa 9 orang responden pada temperatur ruangan panas dan 6 orang responden pada temperatur ruangan dingin merasakan gejala cybersickness lebih dari 50% Tingkat klasifikasi beban kerja yang dirasakan oleh responden berbeda-beda serta hubungan berlawanan arah sangat lemah untuk skor VRSQ dan kelelahan fisik. ASTRACTOne technology that attracts attention and continues to experience development is virtual reality (VR) technology. However, its use can cause symptoms of cybersickness and physical fatigue. Internal and external factors can affect the appearance of symptoms of cybersickness and physical fatigue so the objectives of this study are to identify and analyze the effect of internal and external factors in the form of room temperature, gender, and experience on the appearance of symptoms of cybersickness and physical fatigue, identify and analyze the relationship between Virtual Reality Sickness Questionnaire (VRSQ) scores and physical fatigue, identify and analyze the workload felt by users, and provide suggestions for minimizing the occurrence of symptoms of cybersickness and physical fatigue in using virtual reality. Respondents will play beat saber video games for 30 minutes at hot and cold room temperatures in this study. In this study, measuring instruments will be used in the form of the Virtual Reality Sickness Questionnaire (VRSQ) and heart rate measurements. The tests that will be carried out in this study are Mixed ANOVA testing, Multiple Linear Regression, and Pearson Correlation and energy calculations will be carried out. The results of Mixed ANOVA testing show that there is an effect of room temperature and gender on the Virtual Reality Sickness Questionnaire (VRSQ) score and the effect of room temperature on physical fatigue. The results of Multiple Linear Regression found that the effect of room temperature and gender on Virtual Reality Sickness Questionnaire (VRSQ) was 17.3% and the remaining 82.7% was explained by other causal factors. The VRSQ score found that 9 respondents at hot room temperature and 6 respondents at cold room temperature felt cybersickness symptoms of more than 50% The level of workload classification felt by respondents varies and the opposite relationship is very weak for VRSQ scores and physical fatigue
STUDI ERGONOMI SARANA RUANG BELAJAR BAGI ANAK-ANAK DI DUSUN “X” Soesilo, Novi; Sarvia, Elty; Pranata, Yosafat Aji; Husada, Ginardy; Wong, Hendry
Journal of Industrial Engineering and Operation Management (JIEOM) Vol 8, No 1 (2025)
Publisher : Universitas Islam Kalimantan Muhammad Arsyad Al Banjari Banjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31602/jieom.v8i1.15916

Abstract

Di Dusun “X” terdapat salah satu kampung dengan jumlah pelajar tingkat SD dan SMP berkisar 14-20 orang. Sepulang sekolah, anak-anak ini sering melakukan kegiatan belajar bersama di bangunan serbaguna berukuran ± 4,8 x 3,6 m2. Bangunan ini juga sering digunakan untuk kegiatan lainnya seperti misalnya untuk kegiatan rapat, pertemuan, acara kebersamaan, dsb. Masalahnya ruangan ini belum memiliki fasilitas yang memadai baik dari segi bangunannya maupun fasilitas fisik yang ada di dalamnya. Berdasarkan permasalahan yang ada, maka dilakukan penelitian ini dengan tujuan mengusulkan sarana ruang belajar yang ergonomis. Metode yang digunakan untuk studi ergonomi adalah metode desain thinking yang mencakup 5 tahapan dengan perancangan fasilitas fisik berdasarkan data antropometri. Penggunaan data antropometri dalam perancangan disesuaikan dengan pengguna fasilitas yaitu kelompok usia 7-12 tahun dan 21-47 tahun. Dalam proses perancangan, dipertimbangkan juga atribut yang diinginkan terkait perancangan meja untuk belajar. Hasil penelitian ini adalah rancangan meja lipat dan kursi lipat yang multifungsi, layout ruang serbaguna, usulan penambahan rak sepatu, pembuatan undakan anak tangga, pelapisan dinding, pengecatan tirai, dan penambahan 4 buah lampu LED.Kata Kunci:  Desain Thinking, Antropometri, Ergonomi, Ruang Belajar
Fritter packaging design to increase the sustainability of micro, small, and medium enterprises Wirawan, Christina; Sarvia, Elty; Sulandari, Noek; Yapinus, Pin Panji; Tanubrata, Markus; Salim, Gabriel Koesuma; Ismail, Tubagus Panji
JURNAL TEKNIK INDUSTRI Vol. 14 No. 1 (2024): March 2024
Publisher : Jurusan Teknik Industri, Fakultas Teknologi Indusri Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jti.v14i1.20231

Abstract

Fritter is the traditional food of the people in Indonesia and is very popular and well-liked because of their crunchy, delicious taste, not to mention the affordable price. Fritters are generally sold by street hawkers, a type of business categorized as micro-enterprises. Due to the COVID-19 pandemic, fritter sellers have experienced a drastic drop in sales, because buyers doubt the hygiene of the fritter offered, especially the packaging used. Micro, small, and medium enterprises are the target of the Indonesian government to be supported and empowered. To maintain the sustainability of their business, the efforts that can be made are to design packaging that ensures food hygiene and accommodates customer needs. The design of packaging for the fritter is done based on interviews and the Quality Function Deployment method to accommodate customer needs. The new packaging is designed using thin cardboard covered with kitchen tissue. This packaging improves the function of ordinary packaging, which is more hygienic, absorbs oil and moisture, can be closed tightly, is more durable, and can store leftovers that are not eaten immediately. The packaging is also more eco-friendly because it eliminates the use of plastic bags. Not much research has been done on fritter packaging, so this research is expected to contribute to providing better fritter packaging.
Evaluasi Kinerja Kelompok Kerja Pengemasan AMDK Dus Menggunakan Metode Overall Labor Effectiveness (OLE) dan Root Cause Analysis (RCA) Roma, Beatus; Sarvia, Elty
Integrasi: Jurnal Ilmiah Teknik Industri Vol 9 No 2 (2024): Integrasi : Jurnal Ilmiah Teknik Industri
Publisher : Program Studi Teknik Industri, Fakultas Teknik, Universitas Muhammadiyah Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32502/integrasi.v9i2.158

Abstract

Dalam era persaingan industri yang semakin kompetitif, peningkatan efektivitas dan efisiensi produksi menjadi kunci untuk memenuhi kebutuhan konsumen. Tujuan studi ini mengeksplorasi kinerja kelompok kerja pengemasan Air Mineral Dalam Kemasan (AMDK) dus menggunakan metode Overall Labor Effectiveness (OLE) di CV. X. Melalui analisis OLE, faktor-faktor seperti tingkat absensi tinggi, kurangnya pemanfaatan waktu, dan  ketiadaan alat bantu material handling, diidentifikasi sebagai penyebab rendahnya kinerja. Dari analisis Root Cause Analysis (RCA), faktor manusia teridentifikasi sebagai penyebab utama. Meskipun kualitas produk memenuhi standar, OLE sebesar 71,91% menunjukkan kinerja yang belum optimal. Ini menyoroti perlunya perbaikan dalam manajemen sumber daya manusia, implementasi alat bantu dan prosedur kerja yang lebih efisien untuk meningkatkan efisiensi produksi. Studi ini memberikan wawasan tentang pentingnya fokus pada faktor manusia dan teknologi dalam meningkatkan kinerja industri manufaktur dalam era Industri 5.0 yang menekankan aspek lingkungan dan sosial.
Studi Komparatif: Efek Musik Pop, Hip-hop, dan Tanpa Musik pada Kewaspadaan dan Perilaku Mengemudi Andrie, Salfredo; Sarvia, Elty
Journal of Integrated System Vol. 7 No. 1 (2024): Journal of Integrated System Vol. 7 No. 1 (June 2024)
Publisher : Universitas Kristen Maranatha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/jis.v7i1.8925

Abstract

Penelitian ini mengkaji dampak berbagai jenis musik terhadap kewaspadaan dan perilaku mengemudi dengan menggunakan tiga treatment: tanpa musik, musik hip-hop, dan musik pop. Pengukuran dilakukan melalui tes kewaspadaan objektif (PVT), skala kewaspadaan subjektif (VAS), dan pengukuran berbasis data fisiologis (tingkat stres, suhu tubuh, dan denyut jantung). Hasil menunjukkan bahwa musik hip-hop menghasilkan jumlah pelanggaran tertinggi, sementara musik pop menghasilkan jumlah pelanggaran terendah. Musik pop terbukti meningkatkan kewaspadaan, sedangkan musik hip-hop menurunkannya. Meskipun data tingkat stres, dan denyut jantung tidak menunjukkan perbedaan signifikan, wawancara dan observasi menunjukkan peningkatan kecemasan dan ketegangan saat mendengarkan musik hip-hop. Perbedaan antara kewaspadaan objektif dan subjektif juga ditemukan, menunjukkan bahwa pengemudi mungkin tidak menyadari tingkat kewaspadaan mereka yang sebenarnya. Temuan ini menekankan pentingnya mempertimbangkan aspek psikologis selain parameter fisiologis dalam mengevaluasi dampak musik pada mengemudi. Disarankan agar pengemudi memilih musik yang meningkatkan kewaspadaan tanpa meningkatkan stres, seperti musik pop, untuk meningkatkan keselamatan di jalan.
Designing an Ergonomic Elderly Trolley to Improve Hypermarket Competitiveness: an Indonesian Perspective Wirawan, Christina; Sarvia, Elty; Widjaja, Jahja Hamdani; Martin, Martin
Journal of Integrated System Vol. 7 No. 2 (2024): Journal of Integrated System Vol. 7 No. 2 (December 2024)
Publisher : Universitas Kristen Maranatha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/jis.v7i2.10374

Abstract

Owing to physical constraints, elderly individuals frequently have trouble shopping at hypermarkets. To address this issue, this study builds a trolley to assist the elderly in shopping comfortably. Furthermore, this design provides a hypermarket with distinct and competitive advantages in terms of increasing customer traffic. This study employs both qualitative and quantitative approaches. Soft System Methodology was utilized to conceptualize the problem qualitatively, while quality function deployment and morphological diagrams were employed to process quantitative data. The result of this study was an elderly trolley design. The trolley is designed based on anthropometric data of the elderly. The shape of the trolley is not much different from a regular trolley but is equipped with a powered component so that it can be driven, a raised seat, and a foldable basket. Payment service support for the designed trolley has also been developed. With the design of the trolley and payment services for the elderly, it is expected that the elderly will be more comfortable shopping and increase the competitiveness of hypermarkets.
Analisis Pengaruh Jenis dan Intensitas Suara Terhadap Kemampuan Memori Jangka Pendek, Tingkat Kantuk, dan Kecepatan Denyut Jantung Mahasiswa dalam Kegiatan Menghafal Vania, Grace; Soesilo, Novi; Sarvia, Elty
Jurnal Optimalisasi Vol 10, No 2 (2024): Oktober
Publisher : Universitas Teuku Umar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35308/jopt.v10i2.9262

Abstract

In the process of learning, having good memory skills is crucial for students. Several factors can affect memory, one of which is an external factor, sound. Sound distraction can disrupt concentration, speed up the pulse rate, and cause sleepiness, but on the other hand, it can also eliminate sleepiness. This research aims to analyze the effect of type and intensity of sound on college students' short-term memory abilities, sleepiness level, and heart rate, analyze the relationship between these variables, and provide suggestions for a conducive learning environment. This research was conducted in a laboratory using Task Short-Term Memory, the Stanford Sleepiness Scale, and an oximeter. The data collected will be processed using ANOVA and Pearson Correlation Tests. The results indicated that the type of sound (preferred music and crowd noise) and sound intensity (±50 dB and ±70 dB) do not affect short-term memory ability, sleepiness level, and heart rate. Furthermore, sleepiness level has a negative correlation with heart rate. Based on the findings, the optimal learning environment suggested for college students is music with a preferred intensity of ±50 dB. In contrast, the worst learning environment is a crowded environment, such as a café.
Impact of Online Learning on Stress and Fatigue Using GSR and SOFI Measurements Kristianti, Meilena; Sarvia, Elty
International Journal of Innovation in Enterprise System Vol. 8 No. 2 (2024): International Journal of Innovation in Enterprise System
Publisher : School of Industrial and System Engineering, Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/ijies.v8i02.647

Abstract

The early days of university are often a period of great change and stress for freshman students. Freshman and sophomore students in the Industrial Engineering bachelor’s degree program at University X are adapting to a more flexible learning environment, running two different learning methods, namely synchronous and asynchronous learning methods. This study was conducted to analyze the classification of stress and fatigue levels of undergraduates in the Bachelor Program in Industrial Engineering at University X. Industrial Engineering bachelor’s degree program of University X when undergoing lectures. Stress levels were measured objectively using Galvanic Skin Response (GSR) with a gel electrode type. In contrast, fatigue levels were assessed subjectively through the Swedish Occupational Fatigue Inventory (SOFI) questionnaire. The analysis revealed that the stress levels of students during learning, whether through synchronous or asynchronous methods, were categorized as high, with a higher mean value observed in the synchronous learning method. Conversely, fatigue was classified as mild. Based on these findings, this study proposes implementing structured break schedules during synchronous learning sessions and optimizing asynchronous methods by integrating interactive yet less demanding activities to reduce stress and improve student well-being. Additionally, further ergonomic adjustments to the learning setup and duration are recommended to minimize fatigue.
Improving online learning through student stress evaluation Sarvia, Elty; Wirawan, Christina; Kristianti, Meilena; Ramadhani, Zukhruf
OPSI Vol 17 No 2 (2024): ISSN 1693-2102
Publisher : Jurusan Teknik Industri, Fakultas Teknologi Industri UPN "Veteran" Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31315/opsi.v17i2.10982

Abstract

The COVID-19 pandemic impacted almost all countries and caused disruptions in education. Governments, including Indonesia, closed schools and campuses to mitigate the spread of COVID-19, leading to a transition to online learning. This lasted for two years and continued with hybrid learning. The abrupt change increased stress, especially for already stressed students. This study assessed stress levels during online learning at the Industrial Engineering Study Programme of Maranatha Christian University, Bandung. Stress was measured subjectively using the Perceived Stress Scale (PSS) and objectively using Galvanic Skin Response (GSR) and pulse sensors on thirty-two students. The PSS results classified the stress perception of most students as ‘normal’ or ‘moderate’. Meanwhile, the results of the GSR and pulse sensor measurements indicated that the students were stressed. Furthermore, a comparison of stress levels between synchronous and asynchronous learning and between mathematics and theory courses was conducted. According to the findings, there was a difference in the average heart rate values between synchronous and asynchronous learning. There was also a difference between mathematics and theory courses. With this research, it is necessary to pay attention to learning methods, materials, etc. need to be designed to reduce student stress and improve student performance.