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ARSITEKTURA Vol 16, No 2 (2018)
Publisher : Universitas Sebelas Maret Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/arst.v16i2.22636


The research focused on the Virtual Reality in order to represent spatial perception. The research object was a Virtual Reality simulation of Main Chapel at The Church of Light. There was 9 spatial perception category to describe Main Chapel at The Church of Light that founded from literature study. The research used a virtual reality simulation and a semantic differential questionnaire. There are 40 students joined the research. They divided into 2 groups of architectural background groups and non-architectural background groups. They join the virtual reality simulation then tested with a semantic differential questionnaire. The research concluded with the effectiveness of Virtual Reality. The spatial perception of the main chapel at The Church of Light can be represented using Virtual Reality simulation. According to 7 spatial perception category that is represented, Virtual Reality can be categorized as an effective medium to representing spatial perception. Moreover, analyze results to6 pairs word that relate to 2 perception category that not in accordance with the  literature study, specifically to the darkness and detail of the object. This could happen because of a lack of quality in Virtual Reality  simulation product. The lack that produced from the low contrast effect and unmatched material reflection or miss match with the real condition.
NALARs Vol 19, No 1 (2020): NALARs Volume 19 Nomor 1 Januari 2020
Publisher : Universitas Muhammadiyah Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24853/nalars.19.1.49-58


The development of technology and design methods in architecture continues, for example, parametric design methods and the application of digital fabrication technology to create models of representation and construction. Digital fabrication defined the process of manipulating objects using a CNC router, 3d printer, and laser cutter using a reduction or addition method. Studying digital fabrication technology is now a demand for academics and professionals in the field of architecture. Both architecture instructors and students are now required to increase their understanding and ability to process digital designs into scale-scale representation through a digital fabrication process.Through this research, researchers will describe the learning process of digital laser cut fabrication applications using parametric design methods, which are in the form of developing a Voronoi diagram-based design. Parametric design development will be carried out using Rhino software with Grasshopper. This research activity was carried out in the Department of Architecture FST Campus 2, University Technology of Yogyakarta. This research divided into several activities, namely the digital design process, the fabrication preparation process, and the installation or assembly of the model. Also, researchers will explain the obstacles or problems faced in each activity, as well as the opportunities and challenges of digital fabrication applications in architecture.The results of the study showed a clear process in each phase of the activity, and the explanation complemented by obstacles or problems encountered and problem-solving. Failures that occur in the fabrication process provide learning that digital design and digital fabrication are a unified, interconnected process. The opportunities and challenges of digital fabrication applications in the architectural world are further interesting considerations to discuss.
NALARs Vol 18, No 2 (2019): NALARs Volume 18 Nomor 2 Juli 2019
Publisher : Universitas Muhammadiyah Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24853/nalars.18.2.153-158


ABSTRAK. Melalui penelitian ini, peneliti menggunakan metode Desain Parametrik untuk studi bentuk bangunan bertingkat banyak. Rhinoceros dan Grasshopper digunakan sebagai alat studi bentuk bangunan bertingkat banyak. Desain parametrik dilakukan dengan parameter, yaitu berupa bentuk lantai dasar, jumlah lantai, ketebalan lantai, jarak antar lantai, derajat putar, dan olah bentuk. Eksperimen ditunjukkan dengan jumlah alternatif yang dihasilkan dari mengolah nilai parameter. Tujuan penelitian ini adalah mendapatkan gambaran proses mendesain bangunan berlantai banyak menggunakan metode desain parametrik. Hasil penelitian menunjukkan kreativitas dalam mengolah bentuk dasar menjadi bentuk bangunan bertingkat banyak.Kata kunci: Desain Parametrik, Software Rhinoceros dan Grasshopper, Bangunan Bertingkat Banyak ABSTRACT. The researcher has used the Parametric Design method to do form studies of a multi-story building. The Rhinoceros and Grasshopper software have been used as a design tool.  Design parameters were ground floor shapes, number of floors, the thickness of the story, the distance between levels, degree of rotation, and graph mapper. The experimental results are indicated by the number of alternatives generated from processing parameter values. The purpose of this study is to get a description of the process of designing many-story buildings using parametric design methods. The results of the study showed that creativity in processing basic forms into multi-story buildings. Keywords: Parametric Design, Rhinoceros and Grasshopper Software, Multi-storey Buildings
Developing A Virtual Reality Application of Pathok Negoro Mosque for Digital Conservation Endang Setyawati; Adwiyah Asyifa; Hendro Trieddiantoro Putro; Mohammad Ischak
Journal of Architectural Design and Urbanism Vol 2, No 1 (2019): October 2019
Publisher : Department of Architecture, Faculty of Engineering, Universitas Diponegoro, Indonesia.

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (17.436 KB) | DOI: 10.14710/jadu.v2i1.5517


In the last decades, new technologies have been developed and used for digital conservation. Nowadays, virtual reality is becoming an instrument applicable to many areas of science and visual communication. Pathok Negoro Mosque is one of the Javanese Islamic mosque buildings that was built in the 1700s. The building of this mosque still exists. Pathok Negoro Mosque several times has changed the shape and architecture of the building. The mosque was established during the reign of Sultan Hamengku Buwana I, has an extraordinary concept and philosophy. This project was an archiving physical space so they can be digitally preserved. In this paper, we will present the process of the VR app making also describe the benefits and challenges associated with this approach. The method was by research and development by prototyping the building in 3D model, then providing virtual tours in different place and times. This paper will discuss the VR issue focusing on several hardware devices and software platforms for digital content management. This case study allowing a better understanding of masjid pathok negoro history and atmosphere. The analyzed of virtual experience proved to be advantageous in delivering tangible and intangible information.
Development of Application Based on Augmented Reality as A Learning of History and Culture in Architecture Case Study Pathok Negoro Mosques Yogyakarta Hendro Trieddiantoro Putro; Endang Setyowati
Journal of Artificial Intelligence in Architecture Vol. 1 No. 1 (2022): Artificial Intelligence for Enhancing Architectural Design
Publisher : Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/jarina.v1i1.4835


Pathok Negoro Mosques is an architectural masterpiece. These mosques are part of history in forming Yogyakarta. The existence of the Sultan’s Ngayogyakarta Palace is inseparable from the Pathok Negoro Mosques building. These mosques also have a function as a defensive system of the Islamic kingdom in Yogyakarta. Arguably, the current generation is getting deprived of the intellectual heritage of culture and history. The history and culture of the Pathok Negoro Mosques will be the content of this research. This research aims to develop an interactive application for learning the history and culture of architecture based on augmented reality. Augmented reality applications developed using unity. This research is proposed to be carried out in 2 stages. The first stage is related to the collection of the historical and cultural context of the mosque. The second stage is the development of an AR application for Android mobile devices. The reference data was made into the AR application with several methods, such as plane detection and image tracking. The research managed to develop a mobile augmented reality application in Unity3D 2018.3.14f1 for android devices that consists of the narrative recorded voice of brief history and culture the Pathok Negoro Mosques. The app also shows a well-ordered animation of building structure such as roof, roof insulation, roof structure and column of Pathok Negoro Mosques. Moreover, the research showed a clear step and issue of making an augmented reality app as learning of history and culture of Pathok Negoro Mosques