Umar, Patrick Devito (2023) Perancangan ruang virtual yang memberikan pengalaman emosional pada lansia dengan memfokuskan dinamika audio dan visual = Design of virtual space that simulates emotional experiences for The elderly by focusing on audio and visual dynamics. Bachelor thesis, Universitas Pelita Harapan.
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Abstract
Aktif secara emosional merupakan aspek penting dalam kehidupan, terutama pada lansia. Orang yang aktif secara emosional cenderung lebih bahagia, lebih sehat secara mental, dan lebih baik dalam mengatasi stres. Emosi yang dirasakan seseorang terhadap suatu lingkungan dapat bervariasi, tergantung pada faktor-faktor seperti latar belakang, kondisi spasial, dan pengalaman pribadi. Sebagai contoh, seseorang mungkin merasa nyaman di tempat yang tenang, tetapi orang lain mungkin merasa khawatir. Hal ini berarti kondisi spasial memiliki pengaruh terhadap emosi yang dirasakan seseorang. Kehadiran teknologi Virtual Reality (VR) memungkinkan arsitek untuk memanipulasi kondisi spasial secara lebih fleksibel untuk memberikan pengalaman emosional tertentu. Penelitian ini bertujuan untuk mengeksplorasi desain ruang virtual audio visual dan korelasinya terhadap pengalaman emosional lansia. Pengalaman visual yang diintegrasikan dengan pengalaman audio menciptakan pengalaman virtual yang lebih mendalam. Penelitian ini dilakukan dengan menggunakan perangkat keras Oculus Quest 2 dengan aplikasi yang didesain untuk merasakan 5 lingkungan virtual yang mengandung emosi tertentu: : Curious, Relax, Sacred, Happy, dan Calm. Teori-teori mengenai warna dan kognisi, musik dan emosi, visual dan audio digunakan sebagai landasan untuk merancang setiap skenario dalam aplikasi. Elemen visual dan audio dirancang untuk mendukung kondisi ruang virtual untuk mencapai pengalaman emosional tertentu, yang dievaluasi melalui pengujian pengguna. Penelitian ini menunjukkan bahwa perancangan ruang virtual dengan mempertimbangkan penggunaan audio visual yang tepat dan terukur dapat membentuk pengalaman emosional yang serupa pada lansia. Hasil pengujian pengguna menunjukkan bahwa pengalaman emosional yang diterima lansia cenderung mengikuti intensi desain. Namun, ada beberapa aspek yang perlu ditingkatkan seperti pengaturan audio yang lebih optimal, perangkat keras yang lebih kuat untuk meningkatkan visual dan lingkungan yang lebih interaktif. Ruang virtual yang didesain dengan audio visual yang tepat dapat memberikan stimulus penting bagi pengalaman emosional lansia sehingga dapat meningkatkan kualitas hidup mereka. / Emotionally active is an important aspect of life, especially in the elderly. Emotionally active people tend to be happier, mentally healthier, and better to cope with stres. The emotions that a person feels towards an environment can vary, depending on factors such as background, spatial conditions, and personal experience. For example, someone might feel comfortable in a quiet place, but others might feel worried. That means spatial conditions have an influence towards emotions felt by a person. The presence of Virtual Reality (VR) technology allows architects to manipulate spatial conditions more flexible to provide specific emotional experiences. This study aims to explore audio-visual virtual space design and the correlation to the elderly’s emotional experiences. Visual experience integrated with audio experience creates more immersive virtual experience. This research was conducted using the Oculus Quest 2 hardware with an application that is designed to experience 5 virtual environments contain specific emotions: Curious, Relax, Sacred, Happy, and Calm. Theories about colour and cognition, music and emotion, visual and audio are used as a foundation to design each skenario in the application. Visual and audio elements are designed to support virtual space conditions to achieve certain emotional experiences, which are evaluated through user testing. This study shows that the design of virtual space by considering the use of appropriate and measurable audio-visuals can form similar emotional experiences to the elderly. The results of user testing indicate that the emotional experiences received by the elderly tend to follow the design intentions. However, there are some aspects that need improvement such as more optimized audio settings, stronger hardware to improve visual and more interactive environment. Virtual spaces designed with appropriate audio-visuals can provide an important stimulus for the emotional experiences of the elderly thereby increasing their quality of life.
Item Type: | Thesis (Bachelor) | ||||||||
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Uncontrolled Keywords: | emosi; realitas virtual; audio-visual; persepsi; lansia | ||||||||
Subjects: | N Fine Arts > NA Architecture | ||||||||
Divisions: | University Subject > Current > Faculty/School - UPH Karawaci > School of Design > Architecture Current > Faculty/School - UPH Karawaci > School of Design > Architecture |
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Depositing User: | Patrick Devito Umar | ||||||||
Date Deposited: | 08 Jun 2023 04:33 | ||||||||
Last Modified: | 08 Jun 2023 04:33 | ||||||||
URI: | http://repository.uph.edu/id/eprint/55720 |
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