Akbar Hidayat, - (2025) PENGARUH VIGNETTE TERHADAP GEJALA MOTION SICKNESS DALAM GIM VIRTUAL REALITY “BENCANA: NATURE’S TRIALS”. S1 thesis, Universitas Pendidikan Indonesia.
Abstract
Teknologi Realitas Virtual (VR) semakin banyak dimanfaatkan dalam bidang edukasi kebencanaan karena mampu menghadirkan simulasi imersif sekaligus aman. Namun, masalah utama yang sering muncul adalah mabuk perjalanan, ditandai dengan mual, pusing, dan disorientasi akibat konflik sensorik. Salah satu teknik mitigasi yang digunakan adalah vignette, yaitu efek penggelapan pada area perifer ketika pengguna bergerak. Penelitian ini bertujuan menganalisis pengaruh vignette terhadap gejala mabuk perjalanan dan sense of presence dalam gim edukasi VR “Bencana: Nature’s Trials”. Sebanyak 32 partisipan memainkan gim dalam dua kondisi (tanpa vignette dan dengan vignette), kemudian mengisi Simulator Sickness Questionnaire (SSQ) dan Igroup Presence Questionnaire (IPQ). Hasil penelitian menunjukkan bahwa vignette secara signifikan menurunkan gejala nausea (p < 0,001), namun tidak memberikan pengaruh signifikan pada disorientation (p = 0,759), oculomotor (p = 0,323), maupun skor total SSQ (p = 0,123). Di sisi lain, penggunaan vignette justru menurunkan sense of presence secara konsisten. Penurunan signifikan terlihat pada dimensi spatial presence (p < 0,001), involvement (p < 0,001), realism (p < 0,001), serta general presence (p < 0,001). Dengan demikian, vignette terbukti efektif dalam mengurangi gejala nausea, tetapi berimplikasi pada berkurangnya sense of presence secara keseluruhan. Temuan ini menegaskan adanya trade-off antara kenyamanan dan imersi dalam perancangan gim edukasi VR.-------Virtual Reality (VR) technology has been increasingly utilized in disaster education because it provides immersive yet safe simulations. However, a major issue often encountered is motion sickness, characterized by nausea, dizziness, and disorientation due to sensory conflict. One mitigation technique is the vignette effect, which darkens the peripheral field of view when the user moves. This study aims to analyze the effect of vignette implementation on motion sickness symptoms and sense of presence in the educational VR game “Bencana: Nature’s Trials”. A total of 32 participants played the game under two conditions (without vignette and with vignette) and subsequently completed the Simulator Sickness Questionnaire (SSQ) and the Igroup Presence Questionnaire (IPQ). The results indicate that vignette significantly reduced nausea symptoms (p < 0.001), but had no significant effect on disorientation (p = 0.759), oculomotor strain (p = 0.323), or the total SSQ score (p = 0.123). On the other hand, vignette consistently lowered the sense of presence. Significant reductions were found in spatial presence (p < 0.001), involvement (p < 0.001), realism (p < 0.001), and general presence (p < 0.001). In conclusion, vignette proved effective in reducing nausea but at the cost of a reduced sense of presence. These findings highlight the trade-off between comfort and immersion in designing educational VR experiences.
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Item Type: | Thesis (S1) |
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Additional Information: | https://scholar.google.com/citations?user=u3kupI4AAAAJ&hl=en ID SINTA Dosen Pembimbing: HENDRIYANA: 6658557 DIAN ANGGRAINI: 6681986 |
Uncontrolled Keywords: | Realitas Virtual, Mabuk Perjalanan, Vignette, Simulator Sickness Qustionnaire (SSQ), Igroup Presence Questionnaire (IPQ). Virtual Reality, Motion Sickness, Vignette, Simulator Sickness Qustionnaire (SSQ), Igroup Presence Questionnaire (IPQ). |
Subjects: | L Education > L Education (General) L Education > LB Theory and practice of education L Education > LB Theory and practice of education > LB1501 Primary Education |
Divisions: | UPI Kampus cibiru > S1 Rekayasa Perangkaat Lunak |
Depositing User: | Akbar Hidayat |
Date Deposited: | 29 Sep 2025 08:13 |
Last Modified: | 29 Sep 2025 08:13 |
URI: | http://repository.upi.edu/id/eprint/137458 |
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