Perancangan pusat archery virtual untuk edukasi dan simulasi bagi remaja = Designing a virtual archery center for education and simulation for teenagers

Huang, Hanson (2024) Perancangan pusat archery virtual untuk edukasi dan simulasi bagi remaja = Designing a virtual archery center for education and simulation for teenagers. Bachelor thesis, Universitas Pelita Harapan.

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Abstract

Remaja adalah masa di mana terjadi perubahan hormon pada individu dalam rentang usia 12-24 tahun, yang membawa dampak signifikan baik secara fisik maupun psikologis. Pada fase ini, sikap seseorang dapat dipengaruhi oleh berbagai faktor seperti emosi, rasa percaya diri, dan rasa ingin tahu. Beberapa dampak negatif yang mungkin muncul termasuk ketidaksabaran, ketidakpuasan terhadap penampilan, kurangnya aktivitas olahraga, masalah postur tubuh, dan rasa ingin tahu yang tidak terarah. Untuk mengatasi dampak negatif tersebut, pertimbangan terhadap kegiatan memanah menjadi relevan. Tujuan utama dari penelitian ini adalah untuk mengeksplorasi aspek ruang digital, desain UI, dan desain yang dapat diterapkan dalam ruang kegiatan virtual archery guna memperluas penggunaan VR sebagai media digital. Dalam proses ini, aspek kegiatan akan mengacu pada studi ruang kegiatan memanah berdasarkan standar olahraga dan budaya memanah, sambil mempertimbangkan kenyamanan pengguna berdasarkan survei. Desain akan terbagi menjadi tiga fase, termasuk dua fase prototipe: satu untuk studi kenyamanan visual dan satu untuk studi bentuk ruang. Hasil akhir dari penelitian ini adalah ruang pusat memanah virtual yang dapat berfungsi sebagai ruang belajar bentuk kegiatan memanah seperti olahraga, kegiatan festival, dan kegiatan kebudayaan, selain itu juga sebagai perantara latihan memanah secara digital sebagai pemberi dasar dari kegiatan. Proses pembentukan aplikasi akan terbagi menjadi tiga tahap, yaitu pembentukan ide konteks, desain bentuk ruang, dan desain interaksi. Ide konsep akan mengintegrasikan penggunaan kecerdasan buatan (AI) sebagai alat visualisasi dan pengelolaan data. Proses penggunaan AI dimulai dengan penggunaan AI sebagai pencari informasi, setelah itu dijadikan sebagai visualisasi pembentukan gambaran seperti concept art. Desain bentuk ruang dirancang berdasarkan bentuk dan ide dari konsep art dan terakhir penggabungan bentuk ruang dengan kegiatan yang menggunakan UI dan kegiatan virtual seperti memanah. Dari studi ini ditemukan penggunaan VR sebagai alat visualisasi memanah cukup baik dengan memberikan pengambaran kegiatan memanah secara aman dan nyaman. / Adolescence is a period characterized by hormonal changes in individuals aged 12- 24 years, which have significant physical and psychological effects. During this phase, one's attitude can be influenced by various factors such as emotions, selfconfidence, and curiosity. Some potential negative impacts may include impatience, dissatisfaction with appearance, decreased physical activity, posture issues, and unfocused curiosity. To address these negative impacts, consideration of archery activities becomes relevant. The main objective of this research is to explore aspects of digital space, UI design, and designs applicable to virtual archery activity spaces to expand the use of VR as a digital medium. In this process, the activities aspect will refer to the study of archery activity space based on sports standards and archery culture, while considering user comfort through surveys. The design will be divided into three phases, including two prototype phases: one for visual comfort studies and one for space form studies. The final outcome of this research is a central virtual archery space that can function as a learning environment for various archery activities such as sports, festivals, and cultural events, as well as a digital training ground for archery. It will be designed based on the results of prototypes and user feedback regarding space comfort. The application development process will be divided into three stages: context idea formation, space design, and interaction design. The conceptual idea will integrate the use of artificial intelligence (AI) as a visualization and data management tool. The AI usage process will begin with AI serving as an information seeker, then utilized as a visualization tool for creating images such as concept art. Space design will be based on the shape and ideas from concept art, and finally, the integration of space form with activities utilizing UI and virtual activities such as archery. From this study, it was found that the use of VR as a visualization tool for archery is quite effective in providing a safe and comfortable portrayal of archery activities.

Item Type: Thesis (Bachelor)
Creators:
CreatorsNIMEmail
Huang, HansonNIM01022190041hansonlun12@gmail.com
Contributors:
ContributionContributorsNIDN/NIDKEmail
Thesis advisorAmunisianto, Gregorius GeganaNIDN0323048501gregorius.amunisianto@uph.edu
Uncontrolled Keywords: vr/virtual reality; archery; archery range; museum; preservation tradition; simulated education; interface; buildings; streets; social interaction; commercial corridors.
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: Hanson Huang
Date Deposited: 03 Jun 2024 10:57
Last Modified: 03 Jun 2024 10:57
URI: http://repository.uph.edu/id/eprint/63164

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