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Cybersickness Testing Of Gender And Experience Factors Using Virtual Reality Ancella Hendrika; Clara Theresia; Thedy Yogasara
Jurnal Internasional Teknik, Teknologi dan Ilmu Pengetahuan Alam Vol 2 No 2 (2020): International Journal of Engineering, Technology and Natural Sciences
Publisher : University of Technology Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (276.334 KB) | DOI: 10.46923/ijets.v2i2.79

Abstract

One of the technologies that people are starting to get interested in is virtual reality (VR). VR is widely used as a means of entertainment, even more so at this time, the e-sports industry is developing rapidly. However, the use of VR can cause cybersickness, a disease arising from sensory and perceptual mismatches between the visual and vestibular systems. The emergence of cybersickness can be related to gender and experience using VR. There have been studies on cybersickness, but the results obtained had not come to the same conclusion. This research aims to identify the effect of gender and experience using VR, predict the timing of cybersickness by using physiological measurements, and provide recommendations that can minimize cybersickness in activities using VR. The measuring instruments used are the galvanic skin response (GSR) and a simulator sickness questionnaire (SSQ). In this study, the influence test is conducted by using ANOVA and Kruskal-Wallis to determine whether gender and experience using VR affect the potential for cybersickness. Based on the GSR measurement results, it found that gender and experiences of using VR do not affect a person's potential for cybersickness. From the result of SSQ measurement, gender does not affect the cybersickness, but the experience of using VR affected a person's potential for cybersickness. Qualitatively, cybersickness symptoms appear in the 15-20 minutes after the VR game has set in. Therefore, it is recommended to limit the usage of VR to less than 15 to 20 minutes per session. Keywords: cybersickness, galvanic skin response (GSR), simulator sickness questionnaire (SSQ), virtual reality
Analisis Risiko Produk Alat Pelindung Diri (APD) Pencegah Penularan COVID-19 untuk Pekerja Informal di Indonesia Yansen Theopilus; Thedy Yogasara; Clara Theresia; Johanna Renny Octavia
Jurnal Rekayasa Sistem Industri Vol. 9 No. 2 (2020): Jurnal Rekayasa Sistem Industri (Edisi Khusus COVID-19)
Publisher : Universitas Katolik Parahyangan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (6008.953 KB) | DOI: 10.26593/jrsi.v9i2.4002.115-134

Abstract

The Coronavirus Disease of 2019 (COVID-19) that is transmitted through the human respiratory system has a very high infection rate worldwide, including Indonesia. To cut off this outbreak, Indonesia has implemented some social distancing strategies that have an impact on the significant decrease of economic growth rate and the increase of poverty rate. To meet basic needs, people should continue their work in the middle of COVID-19 fear. Informal workers are among the most vulnerable groups to COVID-19 transmission because they frequently interact with the outsiders and find it difficult to comply with the health protocols. One way to prevent the COVID-19 transmission is the use of Personal Protective Equipment (PPE) such as masks, face shields, and gloves. Although these products to some degree are effective in preventing transmission, several risks that may endanger its users, such as incorrect or excessive use, incorrect maintenance, bad PPE design, and others. Therefore, this research aims to analyze the risks of the COVID-19 PPE and review the prevention recommendations for these risks. Risk analysis was carried out using the Failure Mode and Effect Analysis (FMEA) to analyze the use of masks, face shields, and gloves for the context of general informal workers in Indonesia. There are 5 aspects analyzed: product design, preparation for use, use, storage, and disposal. Based on the analysis, there are 10 mask risks, 15 face shield risks, and 12 gloves risks that need to be considered by informal workers and PPE designers and manufacturers as well.
A Perancangan Aplikasi E-Retail untuk Membangun User Experience Positif dalam Kegiatan Berbelanja Offline: Perancangan Aplikasi E-Retail untuk Membangun User Experience Positif Natasha Stephanie Salim; Thedy Yogasara
Jurnal Rekayasa Sistem Industri Vol. 11 No. 1 (2022): Jurnal Rekayasa Sistem Industri
Publisher : Universitas Katolik Parahyangan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (3123.652 KB) | DOI: 10.26593/jrsi.v11i1.5220.81-92

Abstract

Shopping is a basic needs activity for humans in order to fulfil their needs. However, current technology development affect most of millenials shopping behavior and it becomes a challenge and an opportunity for offline stores retailers to offer easiness and quickness. This study aims to design an offline shopping app design that is expected to help consumers in having an easy, quick, and a new shopping experience. The initial design process is collecting a list of user needs regarding offline shopping activities at Yogya Department Store. Furthermore, the determination of mission statement, audience modelling, conceptual design, implementation design, and implementation is done according to Web Semantics Design Method. These stages produce 3 application design concepts, namely E-Store, V-Store, and E-Shop. Based on the assessment result of 4 respondents, the E-Store design concept got the highest score of 18,6 referring to the fulfillment of the user needs list. The E-Store design concept then developed into a high-fidelity prototype by adapting several features using Adobe XD. The evaluation was done by testing the usability and user experience of 12 participants. Participants were asked to do the task list and give an assessment with System Usability Scale and generate quantitative data with a score of 79 and qualitative data is obtained from participant responses. User experience testing was done by HEART framework and show an excellent result with a score above 70%. Subsequent improvements are made to each point that got a low score or a negative response along with suggestions from participants.
PENGARUH JENIS MUSIK DAN AROMATERAPI TERHADAP KEMAMPUAN KOGNITIF MAHASISWA UNTUK TIAP TIPE KEPRIBADIAN Thedy Yogasara; Daniel Siswanto; Hanky Fransiscus; Catharina Catharina
Research Report - Engineering Science Vol. 2 (2014)
Publisher : Universitas Katolik Parahyangan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (861.045 KB)

Abstract

Musik telah lama diyakini memiliki pengaruh terhadap kemampuan otak manusia, terutama untuk memperoleh stimulasi yang seimbang antara otak kiri dan otak kanan. Jika digunakan secara tepat, musik dapat membantu meningkatkan kemampuan kognitif manusia. Di samping musik, penggunaan aromaterapi juga dapat memberikan stimulus untuk meningkatkan fungsi memori manusia. Pada penelitian ini akan diuji pengaruh musik dan aromaterapi terhadap kemampuan kognitif mahasiswa. Kemampuan kognitif yang diuji meliputi kemampuan menghapal, berhitung, dan membuat keputusan. Eksperimen dilakukan terhadap mahasiswa Jurusan Teknik Industri Universitas Katolik Parahyangan. Hasil pengujian tersebut selanjutnya dikelompokkan berdasarkan hasil evaluasi tipe kepribadian mahasiswa. Output dari penelitian ini digunakan untuk menentukan kombinasi terbaik dari musik dan aromaterapi terhadap tiap kemampuan kognitif dan tipe kepribadian.  
Designing Persuasive Application to Promote Public Transportation Use Thedy Yogasara; Vania Edra Christabel Naomi
Jurnal Optimasi Sistem Industri Vol. 20 No. 1 (2021): Published in May 2021
Publisher : The Industrial Engineering Department of Engineering Faculty at Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (704.225 KB) | DOI: 10.25077/josi.v20.n1.p22-32.2021

Abstract

The poor air quality of Jakarta, caused among others by fossil fuel combustion for transportation, harmfully affects the health of its people. Carbon emissions resulting from transportation activities can be reduced by getting people to use public transportation more frequently. This research aims at designing a persuasive application to encourage people to use public transportation more often. The steps of interaction design were employed. Firstly, user needs were identified using interviews, resulting in 48 interpreted needs which were then grouped into nine primary needs. Secondly, a design workshop involving users and designers was conducted to produce three concept alternatives. In the next stage, the best concept was selected using the concept scoring method and was subsequently refined through the SCAMPER method. A high-fidelity prototype was developed based on the final concept. Lastly, the evaluation process of the application prototype named ecoGlide consisted of two major parts, i.e. the evaluation of performance and persuasive qualities. The performance evaluation was conducted through Usability Testing using five criteria. The effectiveness and efficiency criteria consecutively score 91% and 71.43%, exceeding the minimum acceptable value of 70%. Furthermore, the satisfaction, usefulness, and learnability criteria respectively score 3.83, 3.88, and 3.88, which surpass the threshold value of 3.4. The persuasive quality was evaluated using the qualitative method through a coding scheme. The result shows that the Emotion and Persuasion categories were most closely related to the application use. The most influential sub-category of the persuasion aspect is Reward Driven, which ranks 4th out of 14 sub-categories. Overall, the ecoGlide application was considered to have good usability and persuasive ability.
Pengembangan Kemasan Makanan untuk Menghasilkan User Experience yang Positif: Studi Kasus pada Salah Satu UMKM Makanan di Kota Bandung Yansen Theopilus; Kristiana Asih Damayanti; Thedy Yogasara; Paulina Kus Ariningsih
Jurnal Ergonomi dan K3 Vol 3, No 2 (2018): September 2018
Publisher : Perhimpunan Ergonomi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (445.222 KB) | DOI: 10.5614/j.ergo.2018.3.2.2

Abstract

Salah satu produk kebutuhan manusia yang paling mendasar adalah makanan. Banyaknya bisnis makanan di indonesia membuat para pelaku usaha perlu meningkatkan kualitas produknya agar dapat bersaing. Selain rasa dan tampilan makanan, kemasan makanan juga merupakan salah satu faktor yang sangat penting ketika seseorang memilih makanan yang akan dikonsumsi. Kemasan yang menghasilkan pengalaman yang positif bagi konsumen menjadi daya tarik bagi produk untuk terus dikonsumsi oleh konsumen. Penelitian ini bertujuan untuk memaparkan metode dan pertimbangan yang perlu dilakukan untuk menghasilkan kemasan makanan untuk menghasilkan pengalaman positif bagi konsumen. Penelitian ini juga mengaplikasikan pengembangan kemasan kepada salah satu UMKM binaan KADIN di Kota Bandung yang bergerak di bidang catering makanan dan restoran. Aplikasi pengembangan kemasan tersebut menghasilkan kemasan makanan yang sederhana namun menghasilkan pengalaman yang menyenangkan (fun) bagi konsumen. Hasil evaluasi rancangan kemasan dengan metode observasi dan wawancara membuktikan bahwa rancangan kemasan menghasilkan pengalaman positif bagi konsumen.
Application of PDCA Method in Improving the Quality of Valve Production Dian Putrawangsa; Agustinus Caniago; Samuel Aprilio; Thedy Yogasara
Eduvest - Journal of Universal Studies Vol. 2 No. 8 (2022): Journal Eduvest - Journal of Universal Studies
Publisher : Green Publisher Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (3967.65 KB) | DOI: 10.59188/eduvest.v2i8.551

Abstract

Plastic is one of the most widely used raw materials for a product. Human life cannot be separated from products or equipment made from plastic. Company X often has problems with the quality of the products produced, especially valve products as products that are produced every day. The corrective step used to assist Company X in improving the quality of valve products is the application of the PDCA method. PDCA method consists of the plan, do, check, and act stages. The proposed improvement design was carried out based on the results of data processing and obtained as many as 9 proposed improvements. In the do stage, implementation of the proposed improvements that have been designed is carried out, five proposed improvements can be implemented and the other four in the form of recommendations. Next is the check stage, which is the process of collecting data again on the results of the implementation of the proposed improvement. Based on the results of the check stage, a standardization process was carried out at the act stage to improve the performance of the proposed improvement and the quality of the valve product. Standardization is done by changing or improving the proposed improvements that have been implemented. Research has succeeded in reducing the number of defective valve products with the proportion of defects that were previously 1.16% to 0.57%.
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 | 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.
Development Of a Persuasive and Universal Wearable Device to Promote Healthy Behavior and Enhance Exercise Self-Efficacy Yansen Theopilus; Johanna Octavia; Thedy Yogasara
Jurnal Internasional Teknik, Teknologi dan Ilmu Pengetahuan Alam Vol 3 No 1 (2021): International Journal of Engineering, Technology and Natural Sciences
Publisher : University of Technology Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (676.405 KB) | DOI: 10.46923/ijets.v3i1.97

Abstract

Exercising is a key activity to prevent diseases and strengthen our immune system. Unfortunately, people often find it difficult to have healthy behavior, especially for exercising regularly. There are some reasons for that problem, such as lack of exercise knowledge, lack of equipment, lack of available time and space, lack of exercise partner, and poor physical conditions. This behavior problem would make people vulnerable to illness. Therefore, this research aims to develop a wearable device to assist users’ exercise activity and encourage them to have exercise self-efficacy while ensuring a positive experience. The device development method used a combination of persuasive design, universal design, and rich experience design approach. The persuasive approach aims to design the product that can change the behavior problem into the behavior goal, while the universal design principle ensures that the device suits various user characteristics. We also use a rich experience design approach to generate a positive experience from negative emotions. This research has invented a smart exercise band that acts as an exercise instructor, partner, and reminder that recommends various personalized exercise programs according to the user characteristics (gender, age, physical condition, schedule, and other preferences). The device was evaluated using Task Completion Method, Retrospective Thinking Aloud, and Perceived Persuasiveness Questionnaire to assess the usability, persuasiveness, and experience. The evaluation results have shown that the product has good usability, effective persuasion, and positive experience.
Perbaikan Sistem Kerja untuk Meningkatkan Keselamatan dan Kesehatan Kerja (K3) Serta Produktivitas Melalui Pendekatan Ergonomi Partisipatif (Studi Kasus Di PT. Eka Karya Sinergi Bandung) Mochamad Riyan; Paulus Sukapto; Thedy Yogasara
Jurnal Rekayasa Sistem Industri Vol. 12 No. 2 (2023): Jurnal Rekayasa Sistem Industri
Publisher : Universitas Katolik Parahyangan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26593/jrsi.v12i2.6784.237-250

Abstract

The needs of employees in their work are driven by the need for a safe, comfortable, and peaceful work environment to achieve maximum productivity. Productivity in the production activities at the PT. Eka Karya Sinergi production unit, which mainly produces lightweight steel products, is not yet optimal. Several factors can affect the productivity of workers at PT. Eka Karya Sinergi, including a less structured work system, ranging from occupational health and safety levels, work management, worker fatigue levels during the work processes, and complaints experienced by the workers. This research aims to improve the work system to enhance occupational health and safety as well as company productivity through a participatory ergonomics approach. The method used in this research is a qualitative descriptive approach. The occupational health and safety conditions were measured using two instruments, namely REBA and GOTRAK. The participatory ergonomics process was carried out through discussions using Focus Group Discussions. The results of the research show that through the improvement of the work system using the participatory ergonomics method, ergonomic hazards that were previously categorized as high-risk have been reduced to a safer category. This is evidenced by the process of assembling finished goods through the provision of new chairs, which resulted in a risk reduction of 12 points in the SNI 9011 score and 7 points in the REBA score. Furthermore, the improvement of work posture in the process of pumping handling coils with a handstaker resulted in a risk reduction of 4 points in the SNI 9011 score and 5 points in the REBA score. Additionally, the addition of a helper in the process of handling coil materials to the uncoiler machine can reduce the risk by 3 points in the SNI 9011 score and 5 points in the REBA score.