Perancangan wisata virtual dengan pendekatan arsitektur vernakular untuk generasi z: konteks lingkungan Labuan Bajo

Florencia, Maureen (2024) Perancangan wisata virtual dengan pendekatan arsitektur vernakular untuk generasi z: konteks lingkungan Labuan Bajo. Bachelor thesis, Universitas Pelita Harapan.

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Abstract

Kemunculan trend traveling pada kalangan anak muda generasi Z, menimbulkan fenomena baru tentang kecenderungan minat mereka dalam menentukan destinasi wisata. Selain tertarik dengan wisata alam, wisata budaya juga menjadi ketertarikan mereka. Guna mengoptimalkan potensi dunia virtual yang bersifat bebas atau tidak terbatas, penelitian ini menggunakan teknologi VR sebagai media berwisata. Berdasarkan kelima destinasi super prioritas yang diterapkan pemerintah, Labuan Bajo Nusa Tenggara Timur merupakan destinasi yang kaya dan lengkap akan wisata alam dan budayanya sehingga digunakan sebagai konteks dalam merancang ruang virtual untuk generasi Z. Tujuan penelitian ini untuk membuat ruang wisata virtual dengan konteks Labuan Bajo dan sesuai dengan karakteristik wisata di sana. Pendekatan desain bangunan pada ruang wisata yang dirancang berangkat dari arsitektur rumah adat yang muncul pada destinasi wisata budaya di Labuan Bajo, yaitu arsitektur vernakular. Penelitian ini menggunakan metode studi literatur: untuk mengetahui aspek pariwisata, arsitektur vernakular dan aktivitas wisata konvensional. Metode survei pada generasi Z dilakukan untuk menemukan parameter kriteria ruang dan suasana yang dapat mendukung eksplorasi wisata dalam ruang virtual. Pengambilan data diawali dengan membuat prototype ruang wisata virtual menggunakan game engine. Konteks lingkungan destinasi wisata alam spesifik yang dirancang berupa, Pulau Komodo, Pulau Padar, dan Manta Point. Kemudian pada destinasi wisata budaya berupa, Desa adat Wae Rebo dan Kampung Bena. Ruang wisata yang dirancang terdiri dari tiga program utama yaitu: research center (ruang penelitian binatang komodo dan pari manta), eksploration center (spot keindahan pada Pulau Padar), dan homestay (ruang eksplorasi desa dan kampung). Program ruang dirancang untuk dapat memadai aktivitas user seperti; pendakian, penelitian, dan mencoba mengikuti keseharian masyarakat pada destinasi wisata budaya. Proses desain dimulai dengan melakukan eksplorasi bentuk alternatif ruang wisata dan eksplorasi perancangan virtual. Hasil penelitian ini berupa ruang wisata virtual dengan konteks lingkungan Labuan bajo yang dapat menggambarkan karakteristik destinasi disana melalui pengalaman ruang dan aktivitas berwisata. Hasil penelitian menunjukkan bahwa aspek pariwisata dapat berkolaborasi dengan potensi virtual./ The emergence of the traveling trend among Generation Z youths has led to a new phenomenon regarding their preferences in choosing tourist destinations. Apart from being drawn to natural attractions, cultural tourism also piques their interest. To leverage the potential of the virtual world, which is unrestricted, this research utilizes VR technology as a tourism medium. Based on the government's implementation of five super-priority destinations, Labuan Bajo in East Nusa Tenggara is identified as a rich and comprehensive destination in terms of both natural and cultural attractions, thus serving as the context for designing virtual spaces for Generation Z. The aim of this research is to create virtual tourist spaces contextualized within Labuan Bajo and aligned with the destination's characteristics. The architectural design approach for the tourist spaces draws inspiration from the vernacular architecture of traditional houses found in cultural tourist destinations in Labuan Bajo. This research employs a literature review method to understand tourism aspects, vernacular architecture, and conventional tourist activities. A survey method targeting Generation Z is conducted to identify parameters and criteria for spaces and atmospheres conducive to tourism exploration in virtual spaces. Data collection begins with creating a prototype of virtual tourist spaces using a game engine. The specific environmental context of natural tourist destinations includes Komodo Island, Padar Island, and Manta Point. Meanwhile, cultural tourist destinations include the traditional village of Wae Rebo and Bena Village. The designed tourist spaces consist of three main programs: a research center (for Komodo animal and manta ray research), an exploration center (highlighting the beauty of Padar Island), and homestays (spaces for exploring village condition). The space programs are designed to accommodate user activities such as hiking, research, and experiencing the daily lives of communities at cultural tourist destinations. The design process begins with exploring alternative forms of tourist spaces and virtual design exploration. The result of this research is virtual tourist spaces contextualized within the Labuan Bajo environment, depicting the destination's characteristics through spatial experiences and tourism activities. The findings indicate that tourism aspects can collaborate with virtual potential.

Item Type: Thesis (Bachelor)
Creators:
CreatorsNIMEmail
Florencia, MaureenNIM01022200041maureenflca22@gmail.com
Contributors:
ContributionContributorsNIDN/NIDKEmail
Thesis advisorAmunisianto, Gregorius GeganaNIDN0323048501gregorius.amunisianto@uph.edu
Uncontrolled Keywords: arsitektur vernakular; generasi Z; realitas virtual; wisata budaya dan alam; konteks lingkungan Labuan Bajo; vernacular architecture; generation Z; virtual reality; cultural and natural tourism; Labuan Bajo environmental context.
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: MAUREEN FLORENCIA
Date Deposited: 03 Jun 2024 10:05
Last Modified: 25 Jun 2024 07:26
URI: http://repository.uph.edu/id/eprint/63190

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