EVALUASI PERBANDINGAN PERFORMA PELATIHAN DENGAN CARA KONVENSIONAL DAN VIRTUAL REALITY TERHADAP TINGKAT KESALAHAN PADA PROSES PERAKITAN TRIPOD PRAKTIKUM PERANCANGAN SISTEM TERINTEGRASI
An error can be defined as a deviation from truth, accuracy, or right and can also interpreted as a difference between desired and actual performance according to the engineering body of knowledge. Error in human or human error have been studied in ergonomics, human error may surface when there a...
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Format: | Final Project |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/85975 |
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Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | An error can be defined as a deviation from truth, accuracy, or right and can also interpreted as
a difference between desired and actual performance according to the engineering body of
knowledge. Error in human or human error have been studied in ergonomics, human error may
surface when there are human inadequacies to process information into action or decision. In
this final project, research was conducted to compare the performance of assembly training
using Virtual Reality (VR) and Video Tutorial (conventional methods) for Toyota Learning
Center (TlC) development and the application of VR technology as a medium for assembly
training. The purpose of this research is to compare performance through objective and
subjective measures, that is total assembly time and error rate in process for objective and mental
workload and system usability of VR used in this research for subjective measure. Within this
research, the methods used involved using eight participants for each group experiment with a
total of 16 participants. Experiments are conducted with a repetition of five sessions involving
training, assembly tests, and questionnaire essays to collect data needed for each variable. After
the experiment, statistics tests were conducted for the data, beginning with normality and control
charts to decide whether the data was homogen. data gathered were not homogenous and data
from session one will be used considering the data were not influenced by confounding variables.
After that, an Independent T-Test was conducted to compare means between the two groups. The
results collected are there was a significant difference between VR and conventional groups for
total assembly time and error rate. The results shows the mean of total assembly time and error
rates in VR were found to be bigger compared to conventional. This indicates that conventional
training media perform better in performance and error rate compared to VR training. For
mental workload, the final score of NASA-TLX shows the workload to be medium in all data. The
results in statistics show that there were no significant differences between VR and conventional
groups. In summary, there were no strong proof that there are different outcomes compared to
using VR and conventional media for training. Subjective measure through SUS questionnaire
shows that the majority of participants categorized the system as acceptable and can be
concluded that the system is usable but needs fixing.
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