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...

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Main Author: NADHILAH HAFIZHAH, HANA
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/42287
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Institution: Institut Teknologi Bandung
Language: Indonesia
id id-itb.:42287
spelling id-itb.:422872019-09-17T15:59:30ZANALYSIS OF THE INFLUENCE OF PERSONALITY, SOUND, AND LEVEL OF GAME DIFFICULTY TO VIRTUAL REALITY SICKNESS NADHILAH HAFIZHAH, HANA Indonesia Final Project VR sickness, personality, nausea, oculomotor, disorientation, level of difficulty, sound. INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/42287 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. text
institution Institut Teknologi Bandung
building Institut Teknologi Bandung Library
continent Asia
country Indonesia
Indonesia
content_provider Institut Teknologi Bandung
collection Digital ITB
language Indonesia
description 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.
format Final Project
author NADHILAH HAFIZHAH, HANA
spellingShingle NADHILAH HAFIZHAH, HANA
ANALYSIS OF THE INFLUENCE OF PERSONALITY, SOUND, AND LEVEL OF GAME DIFFICULTY TO VIRTUAL REALITY SICKNESS
author_facet NADHILAH HAFIZHAH, HANA
author_sort NADHILAH HAFIZHAH, HANA
title ANALYSIS OF THE INFLUENCE OF PERSONALITY, SOUND, AND LEVEL OF GAME DIFFICULTY TO VIRTUAL REALITY SICKNESS
title_short ANALYSIS OF THE INFLUENCE OF PERSONALITY, SOUND, AND LEVEL OF GAME DIFFICULTY TO VIRTUAL REALITY SICKNESS
title_full ANALYSIS OF THE INFLUENCE OF PERSONALITY, SOUND, AND LEVEL OF GAME DIFFICULTY TO VIRTUAL REALITY SICKNESS
title_fullStr ANALYSIS OF THE INFLUENCE OF PERSONALITY, SOUND, AND LEVEL OF GAME DIFFICULTY TO VIRTUAL REALITY SICKNESS
title_full_unstemmed ANALYSIS OF THE INFLUENCE OF PERSONALITY, SOUND, AND LEVEL OF GAME DIFFICULTY TO VIRTUAL REALITY SICKNESS
title_sort analysis of the influence of personality, sound, and level of game difficulty to virtual reality sickness
url https://digilib.itb.ac.id/gdl/view/42287
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