ANALYSIS OF THE INFLUENCE OF PERSONALITY, SOUND, AND LEVEL OF GAME DIFFICULTY TO VIRTUAL REALITY SICKNESS

Technology is growing rapidly, one of those technology is a virtual reality (VR). The use of VR cannot be avoided, considering that now it has entered the industrial era 4.0, for example for simulation of new product designs, surgical simulators in the field of health, and war simulators in the mili...

Full description

Saved in:
Bibliographic Details
Main Author: NADHILAH HAFIZHAH, HANA
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/42287
Tags: Add Tag
No Tags, Be the first to tag this record!
Institution: Institut Teknologi Bandung
Language: Indonesia
Description
Summary:Technology is growing rapidly, one of those technology is a virtual reality (VR). The use of VR cannot be avoided, considering that now it has entered the industrial era 4.0, for example for simulation of new product designs, surgical simulators in the field of health, and war simulators in the military field. But VR has a negative impact on users, one of those impact is the emergence of sickness. According to previous research, the sickness that is felt when using VR (VR sickness) is influenced by several factors such as walking interactions, game play experience, gender, sound, game difficulty, and age. One factor that might affect sickness is personality. This research was conducted with the aim of analyzing the influence of personality, sound, and difficulty level of the game on VR sickness. Respondents in this study were 60 students of the Bandung Institute of Technology that representing six different personalities. Personality measurement is carried out with the HEXACO-PI-R version 60 questions. Respondents were asked to play the game 4 times each for 10 minutes, and diverted with each rest for 10 minutes. VR sickness measurements are using a simulator sickness questionnaire consisting of 3 dimensions namely nausea, oculomotor, and disorientation. Data is processed with ANOVA repeated measure. The results of this study were that there was no significant difference between VR sickness based on sound, game difficulty, and personality, and there were significant differences between oculomotor values based on interaction between personality and levels of difficulty, and the Emotionality personality group reported significantly higher sickness than the Honesty Humility, Conscientiousness, and Openness to Experience.