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Virtual Reality (VR) Method to Improve Sense of Place for Interior Design Studio Students Akhmadi Akhmadi; Athifa Sri Ismiranti; Ahmad Nur Sheha
Journal of ICT Research and Applications Vol. 18 No. 2 (2024): (In Progress)
Publisher : DRPM - ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/itbj.ict.res.appl.2023.18.2.1

Abstract

Virtual reality (VR) technology has emerged in response to recent developments in the 3-dimensional (3D) world. VR enables people to engage in various metaverse world experiences in a more immersive way. Immersive learning is a learning method that uses 3D digital technology to facilitate the learning process by visualization in the classroom. This research used a case study of the Interior Design II studio course taken by level-2 students of the Department of Interior Design, School of Creative Industries, Telkom University, Indonesia. The Interior Design II course requires students to design the interior of a residence with a minimum area of 100 m2. The method of paired sample test analysis was used to assess student’s preferences for pre-test and post-test statements from the VR intervention method in assessing student’s sense of place in the final design of the course. The results showed significant differences in student preferences during the pre-test (481.3% and 790.6%), which increased during the post-test (641.7% and 801%). The paired sample t-test analysis results also showed a Sig (2-tailed) number of 0.000 < 0.05, so there is a significant relationship between the pre-test and post-test intervention.
Method design of interactive digital devices to support the workspace comfort Athifa Sri Ismiranti; Akhmadi Akhmadi; Arini Arumsari; Mahendra Nur Hadiansyah; Alfito Aji Denandra; Sarah Nurul Azizah
International Journal of Visual and Performing Arts Vol 5, No 2 (2023)
Publisher : ASSOCIATION FOR SCIENTIFIC COMPUTING ELECTRICAL AND ENGINEERING (ASCEE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/viperarts.v5i2.1083

Abstract

There are many alterations and adaptations of the workspaces after the Covid-19 pandemic. Nowadays, workspaces are required to have flexibility in facilitating physical and virtual activities, work-from-home (WFH), and work-from-office (WFO) activities. Besides, workspaces must provide comfort based on user preferences and demand to support workers’ health and productivity. In order to answer these problems, the design of interactive digital devices that can be adjusted according to physical needs, activities, and preferences is needed to support the ideal workspace comfort. The research method used in this research is a literature review related to ideal workspace comfort standards and an assessment of the Arduino as an interactive digital device to produce an interactive digital device method design that can detect ideal comfort and be applied to workspaces. The result shows that as an interactive digital device, Arduino can be implemented in a workspace to detect and produce ideal workspace comfort regarding lighting, noise, temperature, and humidity. Arduino also supports flexibility and varied demand in a workspace because of its adjustable artificial intelligence feature. The ideal standard of workspace differs based on the activities and geographical conditions of the country and is related to the varied preferences of its users. Based on its complexity, for further research to be carried out, it is recommended to conduct a case study of ideal workspace interior design with an Arduino device in a specific place to generate more accurate data and suitable workspace design.
Redesain Interior Apotek Pendidikan ITB Dengan Konsep Desain Biofilik Akhmadi, Akhmadi; Ismiranti, Athifa Sri; Pratiwi, Bhekti; Hadiansyah, Mahendra Nur; Andiani, Filsa; Putri, Meylinda
Jurnal Pengabdian kepada Masyarakat UBJ Vol. 7 No. 1 (2024): January 2024
Publisher : Lembaga Penelitian Pengabdian kepada Masyarakat dan Publikasi Universitas Bhayangkara Jakarta Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31599/j3ypxf35

Abstract

The pharmacy was built to provide health services for the community, especially when purchasing medicines from a doctor's prescription. In Pharmacy Service Standards, pharmacies must always provide suitable facilities, infrastructure, service quality, and competent pharmaceutical staff. Biophilic design is one of the interior design approaches that can be applied to these requirements. Biophilic can escalate user productivity and reduce stress levels. The research method used was analyzing events directly (observation), interviews, and documentation. In general, the interior arrangement of a pharmacy consists of an entrance, a drug display case, a cashier, and a drug dispensing area. The responsible pharmacist's area is mostly hidden on the room side, so it is not easily accessible to consumers. Storefront tables usually used to display medicines were arranged to separate the consumer area from the inside of the pharmacy. Patients can only ask questions briefly, see medicines and pay directly at the display counter. In the interior design field, designing a medical area is similar to the healing activity of a patient. Previous studies have shown that the comfort factor in the room is sufficient to affect the health of patients at the pharmacy. Some supporting factors are applications of bright interior elements, green leaves, and brown color
INTERIOR METAVERSE TECHNOLOGY IMPLEMENTATION TO SUPPORT THE STANDARD OF PHARMACY SERVICES Akhmadi, Akhmadi; Ismiranti, Athifa Sri; Pratiwi, Bhekti; Azhar, Hanif
Prosiding Konferensi Nasional Pengabdian Kepada Masyarakat dan Corporate Social Responsibility (PKM-CSR) Vol 6 (2023): INOVASI PERGURUAN TINGGI & PERAN DUNIA INDUSTRI DALAM PENGUATAN EKOSISTEM DIGITAL & EK
Publisher : Asosiasi Sinergi Pengabdi dan Pemberdaya Indonesia (ASPPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37695/pkmcsr.v6i0.1929

Abstract

Pharmacy services which accessible in the community are drug store facilities such as pharmacies. Pharmacy services are more than just selling drugs; there are consultations the diseases, the redemption of prescriptions from doctors, and sharing about healthy living with the pharmacist on duty. The School of Pharmacy, Bandung Institute of Technology (SF ITB), was chosen for the case study. The vision and mission of the SF ITB Educational Pharmacy are to implement and demonstrate pharmaceutical services according to standards. However, the lack of enthusiasm from visitors hampers this to be able to consult with pharmacists. The interior metaverse technology method is expected to increase visitor enthusiasm and socialize the service standards to residents, especially future pharmacist candidates. The interior redesign of the SF ITB pharmacy is processed and combined with Virtual Reality (VR) glasses to support pharmacy interior design standards that optimise pharmacy services. The results show that interior metaverse technology received positive feedback from ITB pharmacy students and staff. The respondent’s enthusiasm for pharmaceutical service standards also increased after seeing the interior design of the pharmacy with immersive. These two results show the positive trend of metaverse technology in increasing the visualisation to gain the standart. Keyword : Interior, Virtual Reality, Metaverse, Immersive, Pharmacy
Experimentation of BIM and AI software to support Adaptive Learning System in interior design course Ismiranti, Athifa Sri; Sudarisman, Irwan; Rusyda, Hana Faza Surya; Akhmadi, Akhmadi
International Journal of Visual and Performing Arts Vol 6, No 2 (2024)
Publisher : ASSOCIATION FOR SCIENTIFIC COMPUTING ELECTRICAL AND ENGINEERING (ASCEE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/viperarts.v6i2.1538

Abstract

Current undergraduate students, particularly Generation Z, are digital natives who have grown up with digital technology and exhibit unique learning characteristics that necessitate new approaches in higher education. An Adaptive Learning System in education involves leveraging technology to accommodate individual students' unique needs and preferences. This research aims to enhance learning effectiveness and design processes in interior design courses, with the case study Interior Design II course at Telkom University, Indonesia. The course currently offers limited software options for interior layout design, which may hinder students' abilities and preferences. This study compares three software tools—Autodesk AutoCAD, Building Information Modeling (BIM) software Autodesk Revit, and Artificial Intelligence (AI)-based plugin PlanFinder—to determine which is most effective in improving students' understanding and simplifying the design process. The research methodology employs a mixed-method approach, integrating qualitative methods such as literature reviews and Focus Group Discussions (FGDs) with quantitative methods like experimentation workshops and pre-test and post-test questionnaires analyzed using SPSS software. The results demonstrate that Autodesk Revit, a BIM software, notably enhances the design process's effectiveness, particularly within the Interior Design II course context. Consequently, the study recommends the implementation of Adaptive Learning Systems that allow students to select software based on their capabilities and preferences. The three software tools/plugins examined in this study can be considered for integration into interior design courses. Furthermore, future research should seek to broaden the sample size and evaluate additional AI tools in interior design courses for comparative analysis
PERANCANGAN BARU CREATIVE CENTER DI KOTA BANDUNG DENGAN PENDEKATAN TEKNOLOGI Annur, Syinni Chintiana; Hapsoro, Agustinus Nur Arief; Ismiranti, Athifa Sri
eProceedings of Art & Design Vol. 12 No. 2 (2025): April 2025
Publisher : Telkom University

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Abstract

Abstrak: Kota Bandung termasuk dalam jaringan UNESCO Creative Cities Network sebagaisalah satu kota kreatif dalam bidang Desain. Terdapat faktor-faktor penting agar sebuahkota dapat disebut sebagai <Kota Kreatif=, salah satunya adalah faktor Urban space and facilities. Terdapat Bandung Creative Hub sebagai urban space and facilities, namunBandung Creative Hub masih belum cukup mengakomodasi kegiatan kreatif di KotaBandung dengan alasan kapasitas dan fasilitas yang kurang. Dengan membangun Creative Center baru dengan fasilitas yang dapat berfungsi lebih baik dan standar yang sesuaidengan kegiatan ekonomi kreatif sehingga dapat mengakomodasi kegiatan ekonomikreatif di kota Bandung serta memberikan peran sebagai faktor Urban space and facilitiesuntuk Bandung Kota Kreatif. Dalam pelaksanaannya, perancangan baru ini menjadikanBandung Creative Hub sebagai studi banding untuk membuat fasilitas berdasarkan minatdan kebutuhan pengguna, serta dengan kajian literatur dan dengan menggunakanpendekatan teknologi untuk merancang Creative Center dengan sistem audio dan tatasuara yang baik, sistem pencahayaan terotomasi yang sesuai dengan standar kegiatan diCreative Center serta standarisasi umum yang lebih baik untuk kegiatan dapat berjalandengan lebih optimal. Dengan adanya fasilitas Creative Center baru selain BandungCreative Hub di kota Bandung, dharapkan kegiatan ekonomi kreatif di kota bandung akanlebih terakomodasi sehingga dapat mendukung ekonomi kreatif kota Bandung sertamewujudkan Bandung Kota Kreatif dengan adanya fasilitas urban Creative Center yangdibangun dengan baik. Kata kunci: creative center, ekonomi kreatif, kota kreatif, teknologi
PERANCANGAN BARU INTERIOR GALERI BATIK PULAU JAWA DI KOTA BANDUNG DENGAN PENDEKATAN PENGALAMAN RUANG Faridah, Faridah; Amelia, Kiki Putri; Ismiranti, Athifah Sri
eProceedings of Art & Design Vol. 12 No. 2 (2025): April 2025
Publisher : Telkom University

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Abstract

Abstrak: Penelitian ini bertujuan untuk merancang interior baru sebuah bangunan fiksi diKota Bandung dengan menggunakan pendekatan pengalaman Ruang. Pendekatan iniberfokus pada interaksi dan pengalaman pengguna terhadap ruang yang diperolehmelalui perpaduan perasaannya serta pemikiran individu dalam elemen-elemen ruangtempat mereka bergerak. Pengalamannya diterimakan dalam indera manusia, meliputiindera penglihatan, peraba, dan pendengaran, serta kemampuan gerak tubuh mereka.Dalam penelitian desain ini, digunakan metode campuran yang melibatkan teknikpengumpulan data kualitatif dan kuantitatif. Metode kualitatif meliputi wawancaradengan berbagai pihak terkait, seperti pengelola batik, penjaga museum atau rumahbatik, wisatawan yang berkunjung ke galeri batik, dan warga sekitar maupun luarBandung. Data kuantitatif diperoleh untuk mendukung desain berdasarkan kebutuhanpengguna dan karakteristik lingkungan sekitar. Pengumpulan data ini dilakukan untukmemastikan bahwa desain ini memperhatikan aspek tactile (sentuhan), visual(penglihatan), dan auditory (pendengaran), yang memengaruhi pengalaman fisiologis danpsikologis pengguna dalam ruang. Hasil perihal diteliti turut sebagai rujukan kepada galeribatik lainnya guna menciptakan ruang yang lebih nyaman, aman, dan menyenangkan bagipengunjung.Kata kunci: batik, galeri batik, pengalaman ruang, perancangan baru
Efektivitas Interior Rumah Susun 18 m2 dengan Konsep Modular Ismiranti, Athifa Sri
Waca Cipta Ruang Vol. 9 No. 2 (2023): Waca Cipta Ruang : Jurnal Ilmiah Desain Interior
Publisher : Program Studi Desain Interior Unikom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/wcr.v9i2.9683

Abstract

Indonesia is the fourth most populous country in the world, with uneven population distribution, inequality at the economic level, and weak urban planning problems. The issues generated slum areas in big cities that disrupted urban planning, aesthetic image, and public health, then caused environmental and social problems. Vertical development in the form of low-income housing for the middle to lower class effectively addresses the problem of slums and overcrowded areas. However, it needs to be accompanied by a livable design. This research examined a case study of interior design for 18 m2 flats in Bandung City in 2022, with the target population of Bandung City residents, especially those living in slum areas. This research uses a qualitative case study method to provide interior design solutions for flats that are livable, functional, and effective for limited space. The research results showed that movable, foldable and modular furniture designs could produce ergonomic and functional apartment interiors by considering the effectiveness of space. The realization of this design concept has the potential to support Indonesia in having livable, effective, and aesthetic urban planning if supported by the relevant city government
TEKNOLOGI VIRTUAL REALITY: SEBAGAI CARA BARU PRESENTASI PURWARUPA DESAIN INTERIOR Akhmadi, Akhmadi; Ismiranti, Athifa Sri; Adriyanto, Andreas Rio; Febrianta, Mochamad Yudha
Narada : Jurnal Desain dan Seni Vol 11, No 1 (2024)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2024.v11.i1.004

Abstract

Education in the field of design begins with the creation of ideas, thoughts and concepts and ends with the creation of a prototype before being submitted to industry for mass production. The design prototype can be a digital prototype that can be viewed through Virtual Reality (VR) glasses. The urgency of this research is to provide alternative interior design engineering other than using animation and printing technical drawings on drawing paper. The virtual reality method can also provide a more interactive design engineering alternative to see the interior design of a room in more detail in a sense of space experience. This research aims to prove the presence of virtual reality technology as an alternative for creating prototypes from the results of one semester of interior design learning. The research method uses experimental description. Namely, after the screening process for indicators of the sense of space literature, a trial was carried out to measure students' tendencies in assessing their interior design prototypes both before and after using VR technology. The results show findings about how to create virtual reality technology from students' interior design final project. The description of the preference questionnaire also states that they are more likely to agree in experiencing the theory of the sense of immersive space when using VR.
Perancangan Baru Pusat Perawatan Pasca Melahirkan Di Tangerang Selatan Dengan Pendekatan Healing Environment Shatry 'Ammaara, Tsabitah; Nur Hardiansyah, Mahendra; Sri Ismiranti, Athifa
eProceedings of Art & Design Vol. 11 No. 5 (2024): Oktober 2024
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

In Indonesia, child-rearing responsibilities predominantly fall on women due to patriarchal cultural influences that assign household and caregiving duties solely to mothers. This imbalance increases the risk of mental health issues for women, including postpartum depression, which is often caused by hormonal changes and the heavy burden of caregiving. The postpartum period is crucial for the recovery of both mother and baby, yet postpartum care facilities in Indonesia remain limited and insufficient in providing comfort and privacy. A survey of mothers who gave birth in the past two years reveals that many feel inadequately supported in their physical and mental recovery. This study employed a survey methodology to assess the needs of postpartum women and examined the potential of postpartum care centers adopting a healing environment concept. Findings indicate that implementing the healing environment concept in the interior design of postpartum care centers can create a calming atmosphere, expedite recovery, and raise awareness of the importance of postpartum care and the division of child-rearing responsibilities. This research highlights the need for more comprehensive postpartum care facilities in Indonesia and provides insights into how design can enhance maternal health outcomes. Keywords: Interior, Mental, Recovery, Healing, Postpartum.