Bercerita melalui media imersif dengan penekanan pada atmosfer ruang: memorial virtual kerusuhuan mei 1998

Pranata, Dennis Nathaniel (2023) Bercerita melalui media imersif dengan penekanan pada atmosfer ruang: memorial virtual kerusuhuan mei 1998. Bachelor thesis, Universitas Pelita Harapan.

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Abstract

Penurunan performa kognitif pada lansia menghambat kemampuan komunikasi, pemahaman, dan daya ingat pada lansia. Sementara itu, lansia memiliki banyak pengalaman berharga yang tidak akan terulang lagi di masa depan. Cerita-cerita pengalaman personal ini akan hilang jika lansia kehilangan kemampuan untuk menceritakannya kembali. Ruang virtual dapat digunakan sebagai media untuk menampung dan menceritakan kembali pengalaman personal dari seorang lansia. Media imersif memberikan keleluasaan kepada arsitek untuk membangun sebuah atmosfer ruang virtual yang dapat bercerita dan dirasakan secara spasial. Penelitian ini bertujuan untuk menceritakan kembali pengalaman personal seorang lansia yaitu cerita Kerusuhan Mei 1998 dalam bentuk Memorial Virtual. Perancangan Memorial Virtual ini menggunakan pendekatan atmosfer ruang virtual yang mencakup material, suara, objek sekitar, sirkulasi manusia, interior dan eksterior, tingkat keintiman, serta bentuk ruang. Strategi bercerita melalui atmosfer ruang virtual adalah menerapkan plot sebagai program ruang, pergerakan antar program secara sekuensial, dan elemen-elemen pembentuk atmosfer audio visual sebagai penggerak utama cerita. Pengalaman personal Kerusuhan Mei 1998 akan diceritakan kembali dalam 3 skenario ruang virtual yaitu 1) Atmosfer Keseharian, 2) Atmosfer Kerusuhan, 3) Atmosfer Paska Kerusuhan. Dalam membangun atmosfer ruang virtual, perlu mempertimbangkan komposisi elemen-elemen ruang yang disesuaikan dengan cerita yang digarap. Program ruang yang diadaptasi dari plot cerita menentukan bentuk ruang, pembagian interior dan eksterior, tingkat keintiman, serta sirkulasi manusia di dalamnya. Skenario yang terbentuk menjadi wadah yang terisi material, suara, dan objek sekitar yang berperan penting dalam menyampaikan cerita Kerusuhan Mei 1998. Bercerita menggunakan atmosfer ruang virtual perlu melibatkan narasi verbal agar cerita tersampaikan secara utuh. Narasi dapat berwujud tertulis ataupun lisan. Atmosfer ruang virtual hanya merepresentasikan emosi dalam sebuah cerita pangalaman. Cerita dibalik atmosfer yang hadir dalam ruang virtual perlu disampaikan dengan jelas dan eksplisit sehingga pengguna dapat memahami hubungan antara cerita dengan ruang virtual. Dengan ini, Memorial Virtual Kerusuhan Mei 1998 menjadi upaya dalam preservasi cerita-cerita yang berpotensi untuk hilang./Cognitive performance decline in elders obstructs their ability to communicate. Meanwhile, elders have an abundant amount of once in a lifetime experience. These personal experiences would disappear if the elders lost their ability to tell them. Virtual spaces can be used as a new medium to collect and retell these stories. Immersive media enables architects to design spatial atmospheres in a virtually built space that can represent and retell said stories. This research aims to retell an elder’s personal experience during the May 1998 Riot in the form of a virtual memorial. The design emphasizes atmospheric experience within the virtual space which includes material, sound, surrounding objects, movement, interior exterior tension, intimacy level, and the body. The virtual spatial storytelling strategies are to implement the story’s plot as the space program, create a sequential movement through the space program, and use audio visual atmospheric elements as the main storytelling tool. The May 1998 Riot personal experience will be told through 3 main scenarios, i.e., 1) Pre-Riot Atmosphere, 2) Riot Atmosphere, 3) Post-Riot Atmosphere. The virtual atmosphere design needs to consider the composition of atmospheric elements that are suited specific to the story it is executing. The plot adapted space program determines the body, the tension needed between interior and exterior, intimacy level, and movement within the space. Scenarios act as vessels containing materials, sound, and surrounding objects which play important roles in retelling the May 1998 Riot story. Storytelling through virtual space needs to include verbal narration, either written or spoken, so that the stories are told in its entirety. The atmosphere in the virtual memorial only represents the character’s emotions during the riot. The story that constructs the atmosphere within the virtual space must be told explicitly so that users comprehend the correlation between the space and the story.

Item Type: Thesis (Bachelor)
Creators:
CreatorsNIMEmail
Pranata, Dennis Nathaniel01022190040dennis01pranata@gmail.com
Contributors:
ContributionContributorsNIDN/NIDKEmail
Thesis advisorThiodore, Jacky0324108901Jacky.thiodore@uph.edu
Uncontrolled Keywords: atmosfer ruang; cerita; media imersif; memorial; ruang virtual
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
Depositing User: Dennis Nathaniel
Date Deposited: 08 Jun 2023 11:02
Last Modified: 23 Jun 2023 06:48
URI: http://repository.uph.edu/id/eprint/55735

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