IMPLEMENTASI VIDEO 360 VIRTUAL REALITY PADA POTENSI INDUSTRI WISATA AIR UNTUK MENGHASILKAN USER EXPERIENCE POSITIF DI ERA REVOLUSI INDUSTRI 4.0 (STUDI KASUS: BANJARAN RIVER TUBING, KECAMATAN KEDUNGBANTENG, KABUPATEN BANYUMAS

Hasyim Asyari, Musmuallim Musmuallim, Ari Fadli

Abstract


Virtual Reality merupakan salah satu unsur dalam revolusi industri 4.0. Teknologi ini sudah banyak diimplementasikan ke beberapa sektor, namun masih minim implementasinya di sektor pariwisata.Tujuan penelitian ini untuk mengimplementasikan video 360 Virtual Reality pada pariwisata air , dengan objek sungai banjaran , Banyumas. Metode yang digunakan dimulai dari survey, pengambilan data (raw footage), editing video, pengamatan ethnography terhadap perilaku user (N=189), dan post action interview untuk mengevaluasi user experience. Hasil penelitian menunjukkan bahwa terdapat beberapa pola perilaku, pergerakan dan reaksi user sebagai bentuk keterlibatan user pada video 360. Ditemukan juga gelaja cybersickness yang dialami oleh 15% user terutama user dewasa dan user remaja dengan gejala berupa pusing (0.82), mata berbayang (0.11) dan disorientasi arah (0.7). Aspek user experience yang dinilai positif oleh user (N=86) secara berurutan yaitu aspek attractiveness (0.81), dependability (expectation) (0.76), novelty (0.71), stimulation (0.64), efficiency (0.53), dan dan bernilai negative pada aspek perspicuity(0.6) dan dependability(mandiri)(0.5). Dengan segala kelebihan dan kekurangan yang dimiliki oleh video 360, terdapat potensi pengembangan video VR dalam sektor pariwisata yaitu sebagai inovasi media pemasaran pariwisata secara umum.

 

Kata kunci: video 360 VR, user experience, pariwisata

 

Virtual Reality is one element in the industrial revolution 4.0. It has been widely implemented in several sectors, but it is still lack of implementation in the tourism sector. The study is aimed to implement 360 Virtual Reality videos on water tourism, with banjaran river in Banyumas as a objects. The method starts from location survey, data collection (raw footage), video editing, ethnography observation toward user behavior (N=189), and post action interviews to evaluate user experience. The results showed that there are several patterns of user behavior, user movements and user reactions as a form of user involvement toward VR Video 360. The study also found that cybersickness  experienced  by  15%  of user , especially adult and teenage users with symptoms such as dizziness (0.82), shaded eyes(0.11) and disorientation(0.7). The user experience aspects that are considered positive by the user (N=86) respectively are aspects of attractiveness (0.81), dependability (expectation) (0.76), novelty (0.71), stimulation (0.64), efficiency (0.53) and are negative in aspects of perspicuity (0.6) and dependability (independent use)(0.5). With all the advantages and disadvantages of video 360, there is the potential for developing VR video in the tourism sector as an innovation in marketing tourism media generally.

 

Key words: 360 VR video, user experience, tourism.


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