ANALISIS PENGARUH FITUR IMERSIF VIRTUAL REALITY (VR) DALAM PARIWISATA VIRTUAL TERHADAP SENSASI KEHADIRAN, BEBAN KERJA MENTAL, DAN INTENSI PENGGUNA UNTUK MENGUNJUNGI DESTINASI WISATA SECARA LANGSUNG
COVID-19 pandemic causes limited access towards traveling in order to minimize the spread of the SARS-CoV2 virus. Because of that, virtual tour can be used as an alternative to real-life travel. One of the medias that can be used to enjoy virtual tour is VR technology. VR has a high potential to...
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Format: | Final Project |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/71850 |
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Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | COVID-19 pandemic causes limited access towards traveling in order to minimize
the spread of the SARS-CoV2 virus. Because of that, virtual tour can be used as an
alternative to real-life travel. One of the medias that can be used to enjoy virtual
tour is VR technology. VR has a high potential to replace real-life travel because
of its nature that can make its user shifts to a reality that is different from their reallife
environment. Its immersive nature also has the potential to increase its user’s
travel intentions. However, excessive use of VR could also result in fatigue for its
user.
This research has a purpose of analyzing VR’s immersive feature’s influence on
user’s sense of presence, mental workload, and travel intentions. This research is
experimental, with 24 participants involved, using MEC-Spatial Presence
Questionnaire (MEC-SPQ) to measure sense of presence, NASA-Task Load Index
(NASA-TLX) to measure mental workload, and travel intention questionnaires as
the instruments. Participants were asked to do a virtual tour using VR. The datas
were processed using paired t-test by comparing two VR tools that are used, which
are Head-Mounted Display (HMD) VR and Desktop VR.
Results of this research shows that HMD VR gives more sense of presence and
mental workload than Desktop VR. Furthermore, HMD VR is not making the user’s
travel intentions higher than when using Desktop VR, nor making it lower.
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