PENERAPAN VIRTUAL REALITY COSMIC SPACE UNTUK MELATIH KEMAMPUAN RELAKSASI DAN FOKUS PADA PENGGUNA GANGGUAN ANXIETY DISORDER
DOI:
https://doi.org/10.33633/andharupa.v10i01.7146Abstract
AbstrakAnxiety Disorder adalah kecemasan yang ditandai dengan serangan panik berulang, yaitu serangan ketakutan yang terus menerus dan terjadi reaksi fisik yang parah secara tiba-tiba tanpa bahaya yang nyata atau alasan yang jelas. Gangguan kecemasan sering didiagnosis pada generasi muda hingga dewasa. Virtual reality (VR) adalah teknologi baru yang menjanjikan dan menawarkan peluang untuk memodulasi pengalaman dan kognisi pengguna untuk meminimalisir tingkat kecemasan. Penelitian ini menggunakan metode mixed methods. Metode kualitatif digunakan dalam proses perancangan serta penjelasan deskriptif terkait memahami fenomena tentang apa yang dialami oleh subjek penelitian sebelum dan sesudah uji eksperimen. Metode kuantitatif digunakan untuk mengukur kelayakan aplikasi melalui Uji UAT (User Acceptance Testing). Penelitian ini bertujuan untuk membuat aplikasi game VR dengan visual pola gelombang cosmic yang dapat meningkatkan relaksasi dan melatih konsentrasi pengguna dengan memanfaatkan VR Gear. Hasil pengujian, peringkat pengguna, dan penilaian pakar media nantinya akan digunakan untuk mengukur efektivitas dari luaran penelitian ini. Hasil akhir pada penelitian ini akan digunakan sebagai media terapi pendukung untuk membantu meningkatkan relaksasi user dengan gangguan anxiety guna meningkatkan konsentrasi pengguna saat memasuki dunia immersive. Kata Kunci: anxiety disorder, Cosmic Space, game, media terapi, virtual reality AbstractAnxiety Disorder is anxiety characterized by recurrent panic attacks, namely continuous attacks of fear and sudden, severe physical reactions without any real danger or clear reason. Anxiety disorders are often diagnosed in the younger generation and adults. Virtual reality (VR) is a promising new technology that offers opportunities to modulate user experience and cognition to minimize anxiety levels. This research uses mixed methods. Qualitative methods are used in the design as well as descriptive explanations related to understanding the phenomena experienced by research subjects before and after experimental tests. Quantitative methods are used to measure application feasibility through UAT Testing (User Acceptance Testing). This research aims to create a VR game application with visual cosmic wave patterns that can increase relaxation and train user concentration by utilizing VR Gear. Test results, user ratings and media expert assessments will later be used to measure the effectiveness of this research output. The final results of this research will be used as a supporting therapy medium to help increase relaxation for users with anxiety disorders in order to increase user concentration when entering the immersive world Keywords: anxiety disorder, Cosmic Space, game, therapy media, virtual realityReferences
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