Perancangan vr escape room menggunakan metode arsitektur desain sensorik untuk mendukung bentuk interaksi remaja = Designing vr escape room using sensory design architecture method to support teenagers' form of interaction

Sugianto, Timothy Ishak (2024) Perancangan vr escape room menggunakan metode arsitektur desain sensorik untuk mendukung bentuk interaksi remaja = Designing vr escape room using sensory design architecture method to support teenagers' form of interaction. Bachelor thesis, Universitas Pelita Harapan.

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Abstract

Masa remaja memiliki banyak aspek yang berkembang seperti mental fisik, dan perkembangan sosial seorang remaja. Aktivitas bermain seperti olah raga atau aktivitas fisik dapat meningkatkan interaksi sosial pada remaja. Kegiatan olahraga dapat dipadukan dengan permainan Escape Room untuk meningkatkan interaksi sosial di kalangan remaja sekaligus memberikan kesenangan melalui permainan yang dimainkannya. Pendekatan arsitektur desain sensorik dapat mendukung konten game Escape Room untuk menghadirkan kesan immersive kepada pengguna. Kehadiran virtual reality (VR) mendukung elemen desain sensorik yang digubah seperti Visual, Auditory, serta Tactile Stimulation. VR juga memungkinkan terciptanya ruang-ruang baru yang imajinatif dan eksploratif, independen dari dunia nyata. Penelitian ini mencoba menggabungkan arsitektur desain sensorik dan ruang virtual dalam bentuk permainan Escape Room berbasis aktivitas olahraga dengan harapan dapat mendukung interaksi sosial remaja. Proses Player – spectator social interaction terjadi antara pemain yang berada di ruang virtual dengan penonton di luar. Penelitian ini menggunakan metode penelitian studi literatur dan studi preseden untuk mengetahui kriteria ruang yang menyenangkan secara arsitektural, mengetahui elemen-elemen yang membentuk prinsip arsitektur desain sensorik, dan mengetahui tahapan perancangan ruang virtual. Data dikumpulkan melalui survei berbasis VR yang menampilkan opsi prototipe desain kepada remaja berusia antara 10 sampai 24 tahun untuk memahami preferensi responden terhadap aktivitas yang mereka anggap menarik, serta memeriksa kriteria spasial elemen desain yang menyenangkan secara arsitektur dan sensorik. Pendekatan ini menciptakan strategi desain untuk menciptakan kegiatan menyenangkan bagi remaja yang mendukung sosialisasi dengan menerapkan pendekatan desain sensorik berbasis virtual reality. Strategi Desain kemudian diolah melalui proses iterasi desain untuk menemukan hasil desain akhir. Hasil penelitian menghasilkan ruang arsitektur virtual yang dapat dibuat lebih menarik melalui pendekatan arsitektur desain sensorik, sehingga menciptakan interaksi antara pemain dan penonton./ Teenage years encompass various aspects of development such as mental, physical, and social growth. Engaging in activities like sports or physical activities can enhance social interaction among teenagers. Sports activities can be combined with Escape Room games to boost social interaction among teenagers while providing entertainment through gameplay. The sensory architectural design approach can support Escape Room game content to create an immersive experience for users. The presence of virtual reality (VR) supports sensory design elements such as visual, auditory, and tactile stimulation. VR also enables the creation of imaginative and explorative new spaces independent of the real world. This research attempts to merge sensory architectural design and virtual space in the form of a sports-based Escape Room game with the hope of supporting teenage social interaction. The process of player-spectator social interaction occurs between players in the virtual space and spectators outside. The research uses literature review and precedent studies to understand the criteria for enjoyable architectural spaces, identify elements that form the principles of sensory architectural design, and understand the stages of designing virtual space. Data is collected through VR-based surveys presenting prototype design options to teenagers aged 10 to 24 to comprehend respondents' preferences for engaging activities and examine spatial criteria for enjoyable architectural and sensory design elements. This approach creates design strategies to create enjoyable activities for teenagers that support socialization by applying a sensory design approach based on virtual reality. The design strategies are then refined through a design iteration process to find the final design outcome. The research results in a virtual architectural space that can be made more engaging through sensory architectural design approach, thereby fostering interaction between players and spectators.

Item Type: Thesis (Bachelor)
Creators:
CreatorsNIMEmail
Sugianto, Timothy IshakNIM01022200013timothy.ishak@gmail.com
Contributors:
ContributionContributorsNIDN/NIDKEmail
Thesis advisorAmunisianto, Gregorius GeganaNIDN0323048501gregorius.amunisianto@uph.edu
Uncontrolled Keywords: arsitektur desain sensorik; perkembangan sosial remaja; dewasa muda; realitas virtual; permainan; aktivitas menyenangkan bagi remaja; escape room; sensory design architecture; adolescent social development; young adults; virtual reality; games; fun activities for teens; escape room.
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: TIMOTHY ISHAK SUGIANTO
Date Deposited: 03 Jun 2024 05:19
Last Modified: 03 Jun 2024 05:19
URI: http://repository.uph.edu/id/eprint/63163

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