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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Main Author: Raihan Mahdi, Muhammad
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
id id-itb.:85975
spelling id-itb.:859752024-09-12T13:16:00ZEVALUASI PERBANDINGAN PERFORMA PELATIHAN DENGAN CARA KONVENSIONAL DAN VIRTUAL REALITY TERHADAP TINGKAT KESALAHAN PADA PROSES PERAKITAN TRIPOD PRAKTIKUM PERANCANGAN SISTEM TERINTEGRASI Raihan Mahdi, Muhammad Indonesia Final Project performances, assembly training, VR, Conventional, Ergonomics, Manufacturing INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/85975 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. 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 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.
format Final Project
author Raihan Mahdi, Muhammad
spellingShingle Raihan Mahdi, Muhammad
EVALUASI PERBANDINGAN PERFORMA PELATIHAN DENGAN CARA KONVENSIONAL DAN VIRTUAL REALITY TERHADAP TINGKAT KESALAHAN PADA PROSES PERAKITAN TRIPOD PRAKTIKUM PERANCANGAN SISTEM TERINTEGRASI
author_facet Raihan Mahdi, Muhammad
author_sort Raihan Mahdi, Muhammad
title EVALUASI PERBANDINGAN PERFORMA PELATIHAN DENGAN CARA KONVENSIONAL DAN VIRTUAL REALITY TERHADAP TINGKAT KESALAHAN PADA PROSES PERAKITAN TRIPOD PRAKTIKUM PERANCANGAN SISTEM TERINTEGRASI
title_short EVALUASI PERBANDINGAN PERFORMA PELATIHAN DENGAN CARA KONVENSIONAL DAN VIRTUAL REALITY TERHADAP TINGKAT KESALAHAN PADA PROSES PERAKITAN TRIPOD PRAKTIKUM PERANCANGAN SISTEM TERINTEGRASI
title_full EVALUASI PERBANDINGAN PERFORMA PELATIHAN DENGAN CARA KONVENSIONAL DAN VIRTUAL REALITY TERHADAP TINGKAT KESALAHAN PADA PROSES PERAKITAN TRIPOD PRAKTIKUM PERANCANGAN SISTEM TERINTEGRASI
title_fullStr EVALUASI PERBANDINGAN PERFORMA PELATIHAN DENGAN CARA KONVENSIONAL DAN VIRTUAL REALITY TERHADAP TINGKAT KESALAHAN PADA PROSES PERAKITAN TRIPOD PRAKTIKUM PERANCANGAN SISTEM TERINTEGRASI
title_full_unstemmed EVALUASI PERBANDINGAN PERFORMA PELATIHAN DENGAN CARA KONVENSIONAL DAN VIRTUAL REALITY TERHADAP TINGKAT KESALAHAN PADA PROSES PERAKITAN TRIPOD PRAKTIKUM PERANCANGAN SISTEM TERINTEGRASI
title_sort evaluasi perbandingan performa pelatihan dengan cara konvensional dan virtual reality terhadap tingkat kesalahan pada proses perakitan tripod praktikum perancangan sistem terintegrasi
url https://digilib.itb.ac.id/gdl/view/85975
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