Perancangan Spatial Experience (SX) dalam Soundscape berdasarkan Virtual Affordances untuk Menunjang Kognitif Lansia = Spatial Experience (SX) Design in Soundscape based on Virtual Affordances to Alleviate Cognitive Functions in Seniors

Arlene, Vania (2023) Perancangan Spatial Experience (SX) dalam Soundscape berdasarkan Virtual Affordances untuk Menunjang Kognitif Lansia = Spatial Experience (SX) Design in Soundscape based on Virtual Affordances to Alleviate Cognitive Functions in Seniors. Bachelor thesis, Universitas Pelita Harapan.

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Abstract

Pengalaman ruang timbul dengan persepsi melalui stimulasi indera sebagai agen aktif dalam menalarkan karakter ruang. Dalam dunia fisik, lapisan pengalaman ruang terikat dengan konsepsi waktu terakumulasi sebagai pola spasiotemporal yang statis, sehingga tidak inklusif maupun feasible bagi lansia dengan penurunan kognitif. Akibatnya, lansia mengalami hambatan dalam mencapai esensi pengalaman ruang di dunia fisik, sehingga solusi mengacu kepada lingkungan virtual yang dinamis untuk membangkitkan persepsi lansia saat ditempatkan sebagai partisipan aktif. VR sebagai intervensi teknologi memunculkan beragam aktivitias yang meliputi pergerakan fisik dan mental secara aktif, sehingga menjadi media yang menjembatani perwujudan lingkungan artifisial. Aktivtias terkait musik memicu persepsi lansia, sehingga mempengaruhi fungsi kognitif, khususnya melalui lokalisasi-lateralisasi dan streaming-masking sebagai karakter audio dalam ruang. Integrasi pengalaman ruang atau Spatial Experience (SX) dalam soundscape di VR hadir sebagai pendekatan terapi terpadu dengan elemen akustik secara visual dan aural, sehingga komposisi ruang menunjang eksplorasi yang memenuhi kebutuhan target pengguna. Penyampaian SX didorong oleh optimalisasi VR dengan konsiderasi terhadap keseimbangan antara capaian visual rendering dan performa simulasi untuk memberikan SX yang immersive. Melalui strategi key affordances, spekulasi kemungkinan tindakan antara pengguna, objek, dan lingkungan dalam VR mampu merekonstruksi pengalaman yang tepat bagi pengguna lansia. Metodologi penelitian melalui survei dan wawancara pada tahap preliminer melibatkan 18 responden lansia (60-90 tahun), diikuti oleh eksperimentasi teknologi melalui digital tools sebagai platform 3D modelling mengenai iterasi perancangan berdasarkan key affordances dan aural mapping yang memberikan demonstrasi distribusi partikel suara dalam ruang atau lingkungan, serta game engine sebagai injeksi pengalaman dan interaksi VR sebelum simulasi dalam Oculus Quest 2. User testing pada tahap post-evaluasi melibatkan 3 responden yang mencobai prototipe perancangan dalam demo VR. Hasil penelitian merupakan kajian dasar dalam perancangan SX dalam soundscape di VR yang membawa urutan lapisan pengalaman ruang secara visual dan aural untuk menunjang kognitif lansia. / Spatial experience arises with perception through stimulation of senses as active agents in interpreting character of space. In the real world, layers of spatial experience bound by the conception of time accumulate as static spatiotemporal patterns, hence being neither inclusive nor feasible for seniors with cognitive decline. Consequently, seniors encounter hindrances in achieving essence of spatial experience, thus the solution evokes towards a dynamic virtual environment to elicit seniors’ perceptions when situated as active participants. VR as a technological intervention caters various activities, including active physical and mental movements, so VR bridges the embodiment of artificial environment. Music-related activities trigger perceptions, thereby affecting cognitive function, especially through localization-lateralization and streaming-masking as audio characters in space. The integration of Spatial Experience (SX) into soundscapes in VR exists as an integrated therapeutic approach with visual and aural acoustic elements, where spatial compositions support exploration that meets the needs of target user. SX delivery is driven by VR optimization while balancing between visual rendering procured and sufficient performance to deliver immersive SX. Through key affordances strategy, speculation on possible actions between users, objects, and environments in VR enable reconstruction of experiences appropriate for seniors. Research methodology through surveys and interviews at the preliminary stage involved 18 senior respondents (60-90 years), followed by technological experimentation via digital tools as 3D modeling platform for generating design iterations based on key affordances and aural mapping for demonstrating distribution of sound particles in environment, as well as game engine as an injection of VR experiences and interactions prior to the simulation in Oculus Quest 2. User testing in the post-evaluation stage involved 3 respondents who instigated a demo on design prototypes in VR. The result of this research is a basis in SX soundscape design in VR, which constitutes layered sequences of visual and aural experience in space to support cognitive in seniors.

Item Type: Thesis (Bachelor)
Creators:
CreatorsNIMEmail
Arlene, VaniaNIM01022190004vania.arlene@gmail.com
Contributors:
ContributionContributorsNIDN/NIDKEmail
Thesis advisorGegana A, Gregorius A0323048501gregorius.amunisianto@uph.edu
Uncontrolled Keywords: kognitif ; vr; pengalaman spasial ; soundscape ; affordances
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: Vania Arlene
Date Deposited: 09 Jun 2023 09:03
Last Modified: 23 Jun 2023 07:15
URI: http://repository.uph.edu/id/eprint/55743

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