Angella, Angella (2023) Perancangan ruang virtual dengan impresi kejutan untuk mengurangi rasa kebosanan pada lansia terhadap suatu lingkungan tinggal. Bachelor thesis, Universitas Pelita Harapan.
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Abstract
Lamanya waktu tinggal seseorang di suatu lingkungan dapat
menimbulkan kebosanan pada lingkungan tersebut. Pada Panti Werdha Kasih
Karunia rasa kebosanan terjadi karena lansia merasa jenuh dengan lingkungan
tinggal yang ada dan tidak dapat menyalurkan hobi serta aktivitas yang
diinginkan. Kebosanan dapat dikurangi dengan memberikan impresi kejutan
atau perubahan pada lingkungan panti. Perubahan tersebut memungkinkan
lansia merasakan impresi baru yang berdampak pada tingkat kebosanan
lansia. Perancangan ruang dengan impresi kejutan mampu diwujudkan dengan
penggunaan teknologi Virtual Reality (VR). Dengan penggunaan VR
memungkinkan lingkungan virtual dirancang secara komprehensif untuk
memberikan kesan impresi kejutan yang lebih immersive dan dapat beraktivitas di
dalam ruang virtual. Penelitian ini ditujukan untuk merancang ruang virtual
dengan impresi kejutan untuk mengurangi rasa kebosanan lansia pada Panti
Werdha Kasih Karunia. Salah satu strategi dalam perancangan ini yaitu
menggunakan lingkungan panti dengan cakupan ukuran ruang, aktivitas,
suasana, dan susunan ruang. Penelitian ini menggunakan metode kualitatif
melalui studi literatur, wawancara, dan observasi dengan lansia pada lingkungan
Panti Werdha Kasih Karunia. Hasil wawancara dan observasi diperoleh untuk
merumuskan kriteria dan konsep dalam perancangan virtual seperti
programing & experience, user interface, visual style, world building/
environment, dan technology. Perancangan ruang impresi kejutan
dilakukan pada beberapa area di panti werdha, mencakup kamar tidur sebagai
titik awal, lalu taman belakang, aula, taman depan dan ruang makan. Pada
penelitian ini prototype dirancang dengan strategi desain yang mampu
memberikan impresi kejutan, meliputi teknik manipulasi ruang melalui
kamuflase, pengolahan bentuk ruang, dan pemberian area lingkungan tambahan
serta aktivitas yang disesuaikan dengan preferensi lansia. Perancangan ini
menggunakan navigasi dengan teleport yang dapat mempermudah lansia
dalam menjelajahi lingkungan virtual dan mengurangi motion sickness.
Penelitian ini menghasilkan aplikasi VR dengan ruang impresi kejutan virtual yang
dapat dirasakan lansia secara berulang-ulang, dengan konsistensi kejutan yang
terkontrol di dalam lingkungan panti. Aplikasi ini dapat menjadi alternatif ruang
yang dijelajahi oleh lansia Panti Werdha. / The length of a person’s stay in an environment can cause boredom. In Panti
Werdha Kasih Karunia, boredom occurs because the elderly feels bored with their
environment and cannot channel their hobbies. These elderlies’ boredom can be
reduced by providing the impression of surprises. Designing a space with
the impression of surprise can be done with the use of Virtual Reality. VR allows
the environment to be designed comprehensively to give the impression of surprise
that is more immersive. This research aims to design a virtual space that
incorporates surprising elements to alleviate boredom among the elderly residents
of Panti Werdha Kasih Karunia. One of the strategies employed in this design is
the utilization of the nursing home, encompassing aspects such as space size,
activities, atmosphere, and spatial arrangement. The research employs a
qualitative methodology, including a literature study, interviews, and
observations of the elderly at Panti Werdha Kasih Karunia. The findings were
used to formulate design criteria and concepts, including programming and
experience, user interface, visual style, world-building/environment, and
technology. The design of surprising impression is implemented in various
areas of the Panti Werdha, including the bedroom as the starting point, then the
back garden, hall, front garden, and dining area. In this study, a prototype is
developed with design strategies that provide the experience of surprise, such as
space manipulation techniques through camouflage, spatial form processing,
and the provision of additional environmental areas and activities tailored to
the preferences of the elderly. The design utilizes teleportation navigation
to facilitate the elderly in exploring the virtual environment and reduce motion
sickness. The research results in a VR application featuring virtual spaces with
controlled and consistent surprising elements that can be experienced
repeatedly by the elderly. This application could be an alternative space for the
exploration of the elderly at Panti Werdha.
Item Type: | Thesis (Bachelor) |
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Creators: | Creators NIM Email ORCID Angella, Angella NIM01022190011 angellaying99984@gmail.com UNSPECIFIED |
Contributors: | Contribution Contributors NIDN/NIDK Email Thesis advisor Thiodore, Jacky NIDN0324108901 jacky.thiodore@uph.edu |
Uncontrolled Keywords: | lansia; kebosanan; Panti Werdha Kasih Karunia; impresi kejutan; virtual reality (VR) |
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: | Angella Angella |
Date Deposited: | 07 Jun 2023 03:37 |
Last Modified: | 23 Jun 2023 04:43 |
URI: | http://repository.uph.edu/id/eprint/55704 |