Perancangan ruang vr pendorong kreativitas remaja melalui pendekatan multiple intelligence = Vr space design to encourage adolescent creativity through a multiple intelligence approach

Tanelli, Nadya (2024) Perancangan ruang vr pendorong kreativitas remaja melalui pendekatan multiple intelligence = Vr space design to encourage adolescent creativity through a multiple intelligence approach. Bachelor thesis, Universitas Pelita Harapan.

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Abstract

Remaja adalah fase perkembangan yang muncul pada fase anak-anak dan dewasa. Fase yang penuh tantangan di mana orang mengalami perubahan yang signifikan secara fisik, emosional, sosial, dan kognitif. Penemuan diri adalah bagian dari perkembangan remaja yang membantu mereka menemukan minat dan bakat mereka dan menemukan tujuan hidup. Semua orang sebenarnya sudah memiliki kreativitas, hanya saja perlu dipicu dalam remaja. Kreativitas dapat mendukung penemuan diri. Setiap orang memiliki keahlian kreativitasnya masing-masing. Ada yang bisa merangkai bunga dan ada yang bisa mengambar. Oleh karena itu perlu adanya memberikan pilihan dalam kreativitas. Multiples intelligences, merupakan variabel yang menentukan kreativitas tersebut. Dari Multiples intelligences dapat ditemukan kaitannya dengan aktivitas dan ruangannya yang diperlukan. Namun kurangnya motivasi, ketidaktahuan aktivitas, kurangnya waktu, dan tidak adanya fasilitas seringkali menghalangi remaja untuk mengeksplorasi kreativitas mereka. Virtual realitas (VR) merupakan medium yang mendorong pengalaman lebih immersive. VR dapat memberikan ruang aman untuk eksperimen, belajar, dan pengeksplorasian diri, dan dapat membantu remaja dalam penemuan diri dan kreativitas mereka. Melalui pengalaman VR, mereka dapat menjadi lebih kreatif, belajar mengatur perilaku mereka, meningkatkan kemampuan sosial mereka, dan menjadi lebih terlibat. Ditambah ketertarikan remaja dengan teknologi cukup tinggi sehingga dapat lebih memotivasi remaja untuk menggunakan VR. Penelitian ini bertujuan untuk menemukan bentuk aktivitas yang mendukung kreativitas dan penemuan diri remaja dalam ruang virtual. Menyelidiki strategi desain ruang virtual yang mendorong kreativitas dan penemuan diri. Beserta korelasi antara gaya visual ruang virtual yang mendukung pertumbuhan kreativitas dan penemuan diri remaja. Memahami perancangan arsitektur dalam lingkungan virtual, memberikan inspirasi bagi pengembang game, mendorong ekspresi kreatif dan penemuan diri remaja, dan terapi penurunan kognitif untuk orang tua. Secara kesimpulan, peneliti membuat ruang virtual reality yang dapat membantu remaja dalam mengembangkan kreativitas dan penemuan diri mereka. Diharapkan dapat memberikan landasan bagi interaksi yang kuat antara kreativitas dan penemuan diri dalam pengalaman virtual. / Adolescence is a developmental phase that appears in the childhood and adult phases. A challenging phase in which people experience significant changes physically, emotionally, socially and cognitively. Self-discovery is a part of adolescent development that helps them discover their interests and talents and find a purpose in life. Everyone actually has creativity, it just needs to be triggered in adolescence. Creativity can support self-discovery. Everyone has their own creative skills. Some can arrange flowers and some can draw. Therefore, it is necessary to provide choices in creativity. Multiple intelligences, is a variable that determines creativity. From Multiples intelligences it can be found that it is related to activities and the space required. However, lack of motivation, ignorance of activities, lack of time, and lack of facilities often prevent teenagers from exploring their creativity. Virtual reality (VR) is a medium that encourages more immersive experiences. VR can provide a safe space for experimentation, learning, and selfexploration, and can help teens in their self-discovery and creativity. Through VR experiences, they can become more creative, learn to regulate their behavior, improve their social skills, and become more engaged. Plus, teenagers' interest in technology is quite high, so it can further motivate teenagers to use VR. This research aims to find forms of activity that support teenagers' creativity and selfdiscovery in virtual spaces. Investigate virtual space design strategies that encourage creativity and self-discovery. Along with the correlation between the visual style of virtual space which supports the growth of creativity and selfdiscovery in teenagers. Understanding architectural design in virtual environments, providing inspiration for game developers, encouraging creative expression and self-discovery in teens, and cognitive impairment therapy for parents. In conclusion, the author will create a virtual reality space that will help teenagers develop their creativity and self-discovery. It is hoped that it will provide a foundation for a powerful interaction between creativity and self-discovery in virtual experiences.

Item Type: Thesis (Bachelor)
Creators:
CreatorsNIMEmail
Tanelli, NadyaNIM01022200034nadyatanelli7@gmail.com
Contributors:
ContributionContributorsNIDN/NIDKEmail
Thesis advisorAmunisianto, Gregorius GeganaNIDN0323048501gregorius.amunisianto@uph.edu
Uncontrolled Keywords: level design; memicu kreativitas; penemuan diri; virtual reality (vr); multiples intelligences; level design; sparking creativity; self-discovery; virtual reality (vr); multiple intelligences.
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: NADYA TANELLI
Date Deposited: 04 Jun 2024 08:08
Last Modified: 04 Jun 2024 08:08
URI: http://repository.uph.edu/id/eprint/63084

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