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Kajian Indikator Eye Tracking untuk Deteksi Kewaspadaan pada Pekerjaan Inspeksi dengan Batasan Durasi Tidur dan Perbedaan Jenis Kelamin Daniel Siswanto; Adriana Jennifer Sugiharta; Thedy Yogasara; Yansen Theopilus
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.v12i2.6846.251-262

Abstract

Eye tracking (ET) has been widely used to detect ocular changes that are also correlated with fatigue. However, whether there is an ET indicator capable of detecting fatigue closely related to vigilance decrement is unknown. This study aims to determine which ET indicators are sensitive in detecting changes in vigilance due to sleep restriction (4 and 8 hours) in different gender. Fifty-six participants (28 men, 21.32 ± 1.16 years and 28 women, 21.5 ± 1.2 years) were involved in this study. Using an eye tracker device, participants were asked to simulate inspecting defects (dirt, scratches, missing parts, and poor assembly) at 50 flashlights. In addition, vigilance assessment was carried out with the Psychomotor Vigilance Task (PVT) and the Karolinska Sleepiness Scale (KSS). The results of ANOVA showed that sleep restriction affected the mean RT (p-value = 0.001), minor lapse (p-value = 0.036), mean 1/RT (p-value = 0.001), saccadic velocity (p-value = 0.001), and KSS (p-value = <0.001). Gender influenced the mean 1/RT (p-value = 0.016), pupil diameter (p-value = 0.022), and saccadic velocity (p-value = 0.030). The Pearson correlation test shows a weak relationship between the ET and PVT indicators. However, saccadic velocity has the potential to be able to detect changes in vigilance because it is influenced by sleep restriction. Further research is still needed to confirm these results because the correlation between saccade velocity and PVT indicators in this study still needs to show a stronger relationship to become a vigilance indicator.
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
PERANCANGAN ALAT BANTU PEMANENAN ERGONOMIS UNTUK MENGURANGI RISIKO MSDS BAGI PETANI SAYUR DI KABUPATEN BANDUNG BARAT Theresia, Clara; Arrissa, Febbyuli; Yogasara, Thedy
J@ti Undip: Jurnal Teknik Industri Vol 19, No 2 (2024): Mei 2024
Publisher : Departemen Teknik Industri, Fakultas Teknik, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/jati.19.2.74-87

Abstract

Aktivitas pertanian di Indonesia sebagian besar masih dikerjakan tanpa alat bantu, sehingga memperlambat produktivitas serta memicu risiko musculoskeletal disorders (MSDs). Penelitian ini bertujuan untuk merancang alat bantu pemanenan sayuran bagi petani di daerah Kabupaten Bandung Barat. Penelitian diawali dengan identifikasi keluhan tubuh melalui Survei Keluhan Otot dari Perhimpunan Ergonomi Indonesia (PEI) dan Kuesioner Gangguan Otot Rangka (GOTRAK) dari Badan Standardisasi Nasional. Perancangan produk dilakukan menggunakan pendekatan berbasis pengguna atau User Centered Design (UCD) dengan identifikasi kebutuhan melalui wawancara dan observasi. Kemudian, dilakukan pengembangan alternatif konsep rancangan melalui design workshop dan pemilihan konsep terbaik melalui concept scoring yang difinalisasikan melalui SCAMPER. Rancangan final diwujudkan menjadi prototipe fisik dan dievaluasi melalui usability testing. Aktivitas yang diamati adalah pemanenan sayur selada dengan skor keluhan sebesar 14 (berbahaya). Tahapan penelitian dimulai dengan melakukan identifikasi kebutuhan yang menghasilkan 9 pernyataan kebutuhan. Kemudian, dilakukan design workshop berdasarkan daftar kebutuhan yang menghasilkan 3 alternatif konsep. Terpilih 1 konsep dengan skor 3,838 dan difinalisasikan menjadi 2 produk, yaitu alat untuk memanen selada dan wadah untuk mengeringkannya. Prototipe alat panen selada diuji coba pada petani secara langsung dan diperoleh skor GOTRAK menjadi 2 (kategori aman) dengan skor rata-rata efektivitas sebesar 92,86%. Dengan demikian, rancangan alat bantu telah dinilai baik karena sudah mampu mengurangi keluhan MSDs petani dari nilai kategori berbahaya menjadi. Abstract [Design of Ergonomic Harvesting Tools To Reduce MSDs Risk For Vegetable Farmers In West Bandung District] Agricultural activities in Indonesia are still done without assistive tools, causing slower productivity and triggering the risk of musculoskeletal disorders (MSDs). This study aims to design assistive tools for one of the agricultural sectors, that’s vegetable farmers in Bandung Barat Regency. The study began with identification of body complaints using Muscle Disorders Survey from the Perhimpunan Ergonomi Indonesia (PEI) and the Skeletal Muscle Disorder Questionnaire (GOTRAK) from the Badan Standardisasi Nasional. The design process used User Centered Design (UCD) while needs identification used interviews and observations. Then, the development of alternative concepts was gained through design workshops. From this, the best concepts are selected through concept scoring and finalized through SCAMPER. The final design is implemented into a physical prototype and evaluated through usability testing. The activity observed was lettuce harvesting with a complaint score of 14 (dangerous). The research stage began with identifying needs which resulted in 9 needs statements. Then, a design workshop was conducted based on the list of needs that resulted in 3 alternative concepts. One concept was selected with a score of 3,838 and finalized into 2 products, the first harvesting tool to pull out lettuce and a container to dry it. The prototype was tested directly on farmers, the GOTRAK survey results obtained a score of 2 (safe category) with an average product effectiveness score of 92.86%. In conclusion, the tool design is considered good because it could reduce MSDs complaints from the dangerous category to safe..Keywords: Ergonomics; Gotrak Questionnaire; Farmers; MSDs; UCD
Cabinetware Employee Work System: Case Study at CV Diamond, Bandung, Indonesia Nuzulan, Faza Firdaus; Shafira Putri, Adeela; Daniel Godjali, Vincentius; Archer, Raphael; Susanto, Sani; Yogasara, Thedy
Jurnal Improsci Vol 2 No 4 (2025): Vol 2 No 4 February 2025
Publisher : Ann Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62885/improsci.v2i4.628

Abstract

Background. The problems found in CV Diamond Cabinetware stem from the fact that all production activities for furniture and door handles are carried out using human labor, assisted by several machines. The factory's machines include bending, pounding, stamping, drilling, grinding, and hand shears. Aim. This study evaluates the current work system and designs ergonomic improvement solutions to reduce the risk of musculoskeletal disorders (MSDs). Data were collected through direct observation, semi-structured interviews, and workers completing the Nordic Body Map questionnaire. Methods. The risk analysis was carried out using the Rapid Entire Body Assessment (REBA) method, and the results showed a high level of ergonomic risk at specific workstations. Results. Based on the analysis results, improvements were made to ergonomic chairs and tables using SolidWorks software. Proposed improvements were evaluated through Human CAD simulations using CATIA V5 to assess the effectiveness of the design in reducing the risk of injury. Conclusion. The study's results show that the proposed ergonomic design has improved work posture, reduced physical stress, and improved employee comfort. Implementation. This study makes an essential contribution to the application of ergonomics in small-medium industries and is expected to be a reference for developing healthier and more productive work systems.
Pengembangan Metode Kansei Engineering dan Design with Intent (DwI) untuk Meningkatkan Respons Emosi Positif dan Daya Persuasif Tampilan User Interface Saputra, Leotan; Yogasara, Thedy
Jurnal Rekayasa Sistem Industri Vol. 14 No. 1 (2025): Jurnal Rekayasa Sistem Industri
Publisher : Universitas Katolik Parahyangan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26593/jrsi.v14i1.8270.112-121

Abstract

The rise of digitalization has greatly impacted consumer behavior in Indonesia, leading to a significant increase in e-commerce consumption. As businesses compete for market share through digital channels, research has focused on developing methods to create display designs that evoke positive emotions and are persuasive. This study utilized Kansei Engineering (KE) and Design with Intent (DwI) to develop design patterns of user interface that elicit positive emotional responses and are cognitively beneficial. Kansei word data were collected through interviews and user reviews, resulting in five groups of Kansei Word. DwI was then applied to this data to produce a design pattern that enhances positive emotions. The study concludes that KE and DwI are effective in enhancing users' positive emotional responses and experiences, despite the implementation complexities. The integration of these two methods effectively identifies emotional needs and formulates appropriate design patterns to fulfill those needs. However, further research is needed to explore other factors that influence emotional responses, such as brand image, product price, and user reviews. It is important to note that while product design is important, other aspects of business strategy also require attention.
Pengembangan Metode Kansei Engineering dan Design with Intent (DwI) untuk Meningkatkan Respons Emosi Positif dan Daya Persuasif Tampilan User Interface Saputra, Leotan; Yogasara, Thedy
Jurnal Rekayasa Sistem Industri Vol. 14 No. 1 (2025): Jurnal Rekayasa Sistem Industri
Publisher : Universitas Katolik Parahyangan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26593/jrsi.v14i1.8270.112-121

Abstract

The rise of digitalization has greatly impacted consumer behavior in Indonesia, leading to a significant increase in e-commerce consumption. As businesses compete for market share through digital channels, research has focused on developing methods to create display designs that evoke positive emotions and are persuasive. This study utilized Kansei Engineering (KE) and Design with Intent (DwI) to develop design patterns of user interface that elicit positive emotional responses and are cognitively beneficial. Kansei word data were collected through interviews and user reviews, resulting in five groups of Kansei Word. DwI was then applied to this data to produce a design pattern that enhances positive emotions. The study concludes that KE and DwI are effective in enhancing users' positive emotional responses and experiences, despite the implementation complexities. The integration of these two methods effectively identifies emotional needs and formulates appropriate design patterns to fulfill those needs. However, further research is needed to explore other factors that influence emotional responses, such as brand image, product price, and user reviews. It is important to note that while product design is important, other aspects of business strategy also require attention.
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.
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 April 2021
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.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.
Aplikasi Terapi Wicara bagi Remaja Penyandang Disabilitas Intelektual Ringan Thedy Yogasara; Cecilia Stefiany
Jurnal Optimasi Sistem Industri Vol. 18 No. 1 (2019): Published April 2019
Publisher : The Industrial Engineering Department of Engineering Faculty at Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (489.821 KB) | DOI: 10.25077/josi.v18.n1.p86-96.2019

Abstract

There are more than three million people in Indonesia who have speech disorders. Speech disorders are also experienced by people with intellectual disabilities, who need speech therapy to practice their expressive speech skills. However, the current types of speech therapy, in general, are not easily accessible and require considerable cost. The purpose of this study, therefore, is to provide a speech therapy tool that can be accessed easily and requires low cost. This research designs a mobile application as a speech therapy tool for teenagers with mild intellectual disability. The design process began with the identification of user needs, followed by the design of application concepts using a design workshop. The best concept was developed into a prototype, which was then evaluated through a usability testing, using effectiveness, efficiency, learnability, memorability, and accessibility as the evaluation criteria. Based on the evaluation, the effectiveness of the application is 82.2% and its efficiency is 78.9%. Meanwhile, the learnability and memorability of the application consecutively score 80% and 94.4%. These results show that the application has a good level of accessibility. Evaluation was also conducted using the System Usability Scale (SUS) questionnaire, which resulted in a total score of 74 (acceptable). In addition, interviews were conducted to identify remaining flaws that were subsequently used as a basis for design improvement of the application.