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Journal : ARSNET

Mediating space: Framing strategy and sense of presence across the real-virtual environments Ferro Yudistira; Ratu Baina
ARSNET Vol. 2 No. 2 (2022)
Publisher : Department of Architecture Faculty of Engineering Universitas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1738.758 KB) | DOI: 10.7454/arsnet.v2i2.60

Abstract

This study discusses the idea of mediated space as a space formed through the combination of actor and entities in real and virtual environment. This mix of real and virtual environments is made possible through the involvement of the screen as the technological device that mediate the connection between them. Question then arises regarding the process that happen during this mediation, specifically regarding how to frame the virtual environment on the screen to establish an engagement with actor in real environment. Using the case of video game titled Persona 5, this study investigates this question through the concept of framing strategy and sense of presence. The discussion addresses two main points: (1) Utilisation of different framing strategies—based on the idea of immersion, mapping, and miniaturisation—provide different possibilities of action and interaction for the actor; (2) each framing strategy contribute to different dimension of presence that can complement each other within the formation process of mediated space.
Exploring the dynamic reading of environment towards a multidimensional legibility Putri Mahsa Gantari; Ferro Yudistira
ARSNET Vol. 3 No. 2 (2023)
Publisher : Department of Architecture Faculty of Engineering Universitas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.7454/arsnet.v3i2.82

Abstract

This study investigates the understanding of legibility, defined as the coherency of built environment features. Legibility enables production of mental image that helps individuals with their spatial navigation. The current discussion positions legibility as an objective aspect in the process of making sense of the environment. The study argues that such a process has dynamics that reflect individuals' subjectivity, therefore further study is important to reconcile the objective and subjective reading of legibility. This research qualitatively investigates legibility using a case study of an indoor environment of a shopping mall in East Jakarta. The analysis was conducted based on the objective and subjective aspects which construct individuals' cognitive map. The objective-based analysis examines the complex topological interconnection and good form principles, as well as the landmark potential based on visual, semantic, and structural saliency. Meanwhile, the subjective-based analysis focuses on examining the spatial knowledge represented through the cognitive map produced based on the respondents' experiences. The analysis shows the multidimensional nature of legibility derived from a dynamic process during the encounter between individuals and the environment. The reconciliation of the objective and subjective aspects of legibility integrates two- and three-dimensional spatial knowledge. The multidimensions of legibility demonstrate ways of revealing the complexity of the built environment, triggering various design approaches.