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.
Technological developments in architecture continued such as parametric design methods with computational optimization process and digital fabrication to make a scale model. Digital fabrication defined as the process of manipulating objects using CNC router machines, 3D printers, and laser cutters through reduction or addition methods. This technology believed in providing convenience advantages in making an architectural scale model, which gives more precise results with a faster manufacturing process. Furthermore, the understanding above brings consequences for both the students and lecturers of architecture. For the example in the teaching of technical matters such as the optimization of 3D models for fabricating processes, selecting techniques and materials, and also the installation. So studying digital fabrication is a necessity in architecture academics. Both students and lecturers required to improve their understanding and ability to process digital designs into a representation of scale models through fabrication method. The research purpose is identifying the teaching procedure of digital fabrication in producing architectural scale models. The method is to analyze the questionnaire from the architecture students that join the workshop. This workshop will introduce a digital fabrication with a computational optimization process using Grasshopper. Architecture student will be given a questionnaire at the beginning and end of the workshop. At the end of studies show that digital fabrication provides convenience and challenges for architecture academics.
Nowadays, the parametric design is one of the design approaches or method that architect and designer believe can be a tool for analyzing the possibility of geometric deformation and easily anticipating it by changing parameters. The parameters were changed through the parametric design software, which allows the user or designer to specify relationships between the various parameters in the design process.Still, architecture students were required to be able to use a design software. Students used a design software primarily to help them to develop the design concept or to apply their design analysis. Arguably, the student's ability of a design software impact on their creativity of form studies or design exploration. Furthermore, limited of design features in the design software was an obstacle for the student when they found it took a long time to explore the 3-dimensional model or not easily developed. That reason was believed to affect the quality of design that proposed by architecture students in schematic design and development phase in Architecture Design Studio.The research was done with the correlational descriptive approach. This research introduced a parametric design software to architecture students at the Technology University of Yogyakarta. The software in this research was Rhinoceros and Grasshopper. The respondents in this study were selected, they are 100 people consist of the second and third year of architecture student. Data collected using a Likert questionnaire that contains responses and suggestion after following a series of parametric design software training. In summary, the results of this study show that students were satisfied with their form studies or exploration that created using a parametric design software. Their skill on the design software slightly affects the creativity based on the number of form studies.
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
<p class="Abstract"><em>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 </em><em>spatial </em><em>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. </em><em>They join the virtual reality simulation then tested with a semantic differential questionnaire.</em><em> </em><em>The research concluded with the effectiveness</em><em> </em><em>of Virtual Reality. The spatial perception of the main chapel at The Church </em><em>o</em><em>f Light can be represented using Virtual Reality simulation. According to 7 </em><em>spatial </em><em>perception category that is represented, Virtual Reality can be categorized as an effective medium</em><em> </em><em>to</em><em> representing spatial perception</em><em>. Moreover, anal</em><em>yze</em><em> 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.</em></p>
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