Respon Pengendara Akibat Distraksi Melalui Perancangan Game Driving Simulator Berbasis VR

ERWANI MERRY SARTIKA, NOVIE THERESIA BR. PASARIBU, WINDA HALIM, VIERI CANDHYA WIGAYHA

Sari


ABSTRAK

Ketika seseorang mengalami distraksi, maka proses penerimaan informasi akan terganggu. Faktor yang mempengaruhi proses berkendara yaitu faktor internal (kemampuan berkendara) dan faktor eksternal (kondisi lalu lintas). Pada penelitian ini dilakukan perancangan dan realisasi Game Driving Simulator untuk mengetahui respon pengendara akibat distraksi. Perancangan dilakukan menggunakan perangkat lunak Unity dan dengan menggunakan Virtual Reality (VR). Tahap perancangan dimulai dari melakukan import asset, perancangan environment, mobil player, MobilBot, UI, program level dan pengambilan data. Analisa dilakukan setelah pengambilan data dengan menggunakan Analysis of Variance (ANOVA). Hasil analisa ANOVA menunjukkan bahwa distraksi berpengaruh terhadap responden, namun responden akan terbiasa jika sering melewati distraksi yang sama. Perbedaan level berpengaruh pada tiap responden.

Kata kunci: Kognitif, Virtual Reality, Unity, ANOVA, Distraksi, Berkendara, Simulator

ABSTRACT

When a person experiences distraction, the process of receiving information will be disrupted. Factors that influence the driving process are internal factors (driving ability) and external factors (traffic conditions). In this research, the design and realization of the Driving Simulator Game was carried out to determine the driver’s response due to distraction. The design is done using Unity software and by using Virtual Reality (VR). The design stage starts from importing assets. Designing the environment, player car, bot car, UI, program level, and data retrieval. The analysis was carried out after data collection using Analysis of Variance (ANOVA). ANOVA is used to determine the driver’s response due to distraction in the Driving Simulator Game. The results of the ANOVA analysis show that distraction affects the respondents, but respondents will get used to it if they often pass through distractions. Different levels affect each respondent.

Keywords: Cognitive, Virtual Reality, Unity, ANOVA, Distraction, Driving, Simulator


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Referensi


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DOI: https://doi.org/10.26760/mindjournal.v8i1.77-91

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