Perancangan ruang kreatif virtual berbasis aktivitas kesenian wayang sebagai sarana pengembangan kreativitas remaja = Designing a virtual creative space based on wayang art activities to develop youth creativity

Sugiyanto, Nicole Audreylia Vanessa (2024) Perancangan ruang kreatif virtual berbasis aktivitas kesenian wayang sebagai sarana pengembangan kreativitas remaja = Designing a virtual creative space based on wayang art activities to develop youth creativity. Bachelor thesis, Universitas Pelita Harapan.

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Abstract

Remaja perlu mengasah kreativitas untuk mencapai kebutuhan aktualisasi diri. Di kalangan remaja sebagian besar kreativitas berasal dari unsur kebudayaan, saat ini budaya modern lebih diminati remaja dibandingkan budaya tradisional. Salah satu unsur kebudayaan yang dekat dengan remaja adalah kesenian, sehingga mencoba memperkenalkan budaya modern dan tradisional melalui warisan budaya yang telah diakui UNESCO dengan keragaman karakteristik dan aktivitas kesenian yang dimiliki, yaitu wayang. Pengasahan kreativitas melalui budaya dan aktivitas kesenian wayang dapat didukung dengan ruang yang menstimulasi terjadinya proses kreatif. Kemajuan teknologi Virtual Reality memungkinkan remaja untuk mengasah kreativitas dengan pengalaman ruang yang lebih eksploratif dengan cara yang berbeda dari dunia nyata. Penelitian ini menggabungkan potensi budaya wayang dengan ruang kreatif dan ruang virtual. Penggabungan ini ditujukan untuk mendukung kreativitas remaja melalui ruang yang interaktif, variatif, dan mendorong timbulnya karakteristik kreativitas melalui ruang. Penelitian ini menggunakan metode studi literatur untuk mengetahui cabang kesenian dan keragaman jenis wayang sebagai dasar aktivitas dan karakteristik ruang, kualitas Virtual Reality, dan kriteria ruang kreatif. Pengambilan data melalui survei menggunakan VR prototype terhadap remaja untuk menghasilkan elemen pembentuk ruang kreatif yang lebih spesifik serta eksplorasi ruang virtual yang diminati remaja. Metode ini menghasilkan strategi perancangan ruang kreatif dengan penerapan elemen pendukung karakteristik wayang, karakteristik kreativitas, dan ruang kreatif dalam lingkup ruang virtual. Proses perancangan dimulai dengan eksplorasi bentuk ruang kreatif dan pembangunan lingkungan virtual menggunakan game engine. Penelitian ini menghasilkan ruang kreatif virtual yang beragam, menceritakan dan memperkenalkan remaja terkait keragaman jenis wayang tradisional dan modern melalui ruang, serta ragam aktivitas kesenian di dalamnya. Hal ini didukung melalui keragaman layout, bentuk, dan kualitas ruang yang dapat membentuk karakteristik kreativitas di setiap eksplorasi ruang kreatif. / Youth need to nurture creativity to fulfill their self-actualization needs. Among young people, much of their creativity stems from cultural elements, with modern culture currently more favored over traditional culture. One cultural element closely associated with young people is the arts, hence efforts to introduce both modern and traditional cultures through UNESCO-recognized cultural heritage, particularly wayang (shadow puppetry). Fostering creativity through wayang arts and culture can be facilitated by spaces that stimulate creative processes. Virtual Reality (VR) technology allows young people to sharpen their creativity through more explorative spatial experiences distinct from the real world. This research combines the potential of Wayang culture with creative and virtual spaces. This combination aims to support youth creativity through interactive, varied spaces that encourage the emergence of creative characteristics within those spaces. The research uses a literature study method to understand branches of the arts and the diversity of Wayang types as the basis for space activities and characteristics, Virtual Reality quality, and creative space criteria. Data collection through surveys using VR prototypes on youth is conducted to produce more specific elements shaping creative spaces and to explore virtual spaces that interest youth. This method results in a design strategy for creative spaces by applying elements supporting Wayang characteristics, creativity characteristics, and creative spaces within the scope of virtual spaces. The design process begins with exploring forms of creative space and constructing virtual environments using a game engine. This research produces diverse virtual creative spaces, narrating and introducing youth to the diversity of traditional and modern Wayang types through spaces, as well as a variety of artistic activities within them. This is supported by diverse layouts, forms, and quality of spaces that can shape creativity characteristics in each exploration of creative spaces.

Item Type: Thesis (Bachelor)
Creators:
CreatorsNIMEmail
Sugiyanto, Nicole Audreylia VanessaNIM01022200025nicoleeaudreylia@gmail.com
Contributors:
ContributionContributorsNIDN/NIDKEmail
Thesis advisorAmunisianto, Gregorius GeganaNIDN0323048501gregorius.amunisianto@uph.edu
Uncontrolled Keywords: remaja; kreativitas; budaya wayang; kesenian; ruang virtual; virtual reality; youth; creativity; wayang culture; arts; virtual space; virtual reality.
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: NICOLE AUDREYLIA VANESSA SUGIYANTO
Date Deposited: 03 Jun 2024 10:13
Last Modified: 03 Jun 2024 10:13
URI: http://repository.uph.edu/id/eprint/63191

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