scholarly journals Konsep Bangunan Pintar pada Perancangan Wahana Permainan dan Hiburan Berbasis Teknologi Digital di Surabaya

2021 ◽  
Vol 2 (1) ◽  
pp. 63-70
Author(s):  
Afifah Marintan Nuriyana ◽  
Failasuf Herman Hendra ◽  
Sigit Hadi Laksono

Abstract. The high rate of the economy in Surabaya can affect the high level of employee workload and student learning load which results in the people of Surabaya becoming even busier. The higher the level of activity, the higher the stress level. The way to relieve stress is to play. The most popular types of games today are games with digital technology. These types of games are virtual reality games, augmented reality, mixed reality, motion sensors and neuro-gaming technology. To accommodate the needs of digital technology-based game play activities, so the construction for Games and Entertainment Facilities Based on Digital Technology in Surabaya as a recreational tourist spot that can relieve a person's stress. The research method used is descriptive research. Data collection techniques were obtained from the results of field case studies and literature case studies. The identification process produces data and information which is then analyzed. The analysis produces the required themes and concepts. The theme used is High Tech Architecture, which is a design that requires the use of the latest and latest technology in building facade materials and building structures. The concept used is Smart Building, which is a design that uses an automation technology system that can minimize the use of electricity to make it more energy efficient and environmentally friendly. This concept emphasizes security and security of building users. The smart building concept macro is divided into three micro concepts, namely layout, shape, and space. The micro layout concept used is responsive. The micro form concept used is expressive. Meanwhile, for the micro, the concept of space used is futuristic and efficient.Keywords: Games and Entertainment; High Tech Architecture; Smart Building. Abstrak. Tingginya laju perekonomian di Surabaya dapat mempengaruhi tingginya tingkat beban kerja para karyawan dan beban belajar para pelajar yang mengakibatkan masyarakat Surabaya menjadi semakin sibuk. Semakin tinggi tingkat kesibukan, maka semakin tinggi pula tingkat stress.  Cara untuk menghilangkan rasa stress adalah bermain. Jenis permainan paling populer saat ini adalah permainan berteknologi digital. Jenis permainan tersebut adalah permainan virtual reality, augmented reality, mixed reality, motion sensor dan neuro-gaming technology. Untuk mewadahi kebutuhan aktivitas bermain permainan berteknologi digital, maka dibangunnya Wahana Permainan dan Hiburan Berbasis Teknologi Digital di Surabaya sebagai tempat wisata rekreasi yang dapat menghilangkan rasa stress seseorang. Metode penelitian yang digunakan adalah penelitian deskriptif. Teknik pengumpulan data didapatkan dari hasil studi kasus lapangan dan studi kasus literatur. Proses identifikasi menghasilkan data dan informasi yang kemudian dianalisis. Analisis tersebut menghasilkan tema dan konsep yang dibutuhkan. Tema yang digunakan adalah Arsitektur High Tech yaitu suatu desain yang membutuhkan penggunaan teknologi terbaru dan mutakhir pada material fasad bangunan maupun struktur bangunan. Konsep yang digunakan adalah Bangunan Pintar yaitu suatu desain yang menggunakan sistem teknologi otomatisasi yang dapat meminimalisir penggunaan listrik agar lebih hemat energi dan ramah lingkungan. Konsep ini sagat mementingkan keamanan dan keyamanan pengguna bangunan. Makro konsep bangunan pintar dibagi menjadi tiga mikro konsep yaitu tatanan lahan, bentuk, dan ruang. Mikro konsep tatanan lahan yang digunakan adalah responsif. Mikro konsep bentuk yang digunakan adalah ekspresif. Sedangkan, untuk mikro konsep ruang yang digunakan adalah futuristik dan efisien. Kata Kunci: Wahana Permainan dan Hiburan; Arsitektur High Tech; Bangunan Pintar.

2016 ◽  
Vol 8 (2) ◽  
pp. 60-68 ◽  
Author(s):  
Igor D.D. Curcio ◽  
Anna Dipace ◽  
Anita Norlund

Abstract The purpose of this article is to highlight the state of the art of virtual reality, augmented reality, mixed reality technologies and their applications in formal education. We also present a selected list of case studies that prove the utility of these technologies in the context of formal education. Furthermore, as byproduct, the mentioned case studies show also that, although the industry is able to develop very advanced virtual environment technologies, their pedagogical implications are strongly related to a well-designed theoretical framework.


Author(s):  
Jacqueline-Nathalie Harba

Abstract Consumer behavior is shifting radically with the rise of e-commerce and new technologies. As a result, luxury retailers are forced to embrace a variety of technologies to keep their customers engaged. How do brands captivate shoppers and provide the customer experience that will satisfy their desires? Through dissemination of literature and case studies on examples from the industry, this paper presents a detailed discussion on the new approaches to customer experience in the luxury fashion industry, in the context of a modern economy that is highly shaped by disruptive technological innovations. The discussion includes two detailed case studies, focusing on two key themes that define contemporary customer expectations: the story – discussing customer’s desire to be immersed in the narratives behind catwalk collections, and the experience – discussing the use of technology to create a unique retail space through the use of online and mobile specific technologies. The first case study focuses on how new technologies provide brands with new opportunities to present their products through narratives. Using famous luxury retailers Dior, Givenchy and Prada as examples, the case study provides a detailed discussion on the use of virtual reality and augmented reality as tools that enable customers to project themselves into the story behind a catwalk show and become active characters in the narrative, through the use of technological devices. The second case study focuses on the importance of merging the online and the traditional brick-and-mortar store. “The Store of the Future”, by luxury retailer Farfetch is used as an example of how retailers make use of high-tech equipment, virtual reality and augmented reality not only to create a tech-powered interactive experience that will intrigue customers, but also to improve retail productivity by capturing customer data. The study adopts a qualitative research method to evaluate the validity of the concepts discussed in the Literature Review, using a sample of three in-depth interviews with industry experts, focusing on the use of technology to improve customer experience in physical retail spaces. Based on previously published research, it is estimated that the primary research will indicate that it is not the use of technology that drives the customer experience, but customer expectations that determine the adoption and adaptation of disruptive technologies to satisfy the shoppers’ requirements.


2021 ◽  
pp. 146879762199041
Author(s):  
Tom van Nuenen ◽  
Caroline Scarles

This article discusses the concomitant processes of increasing familiarisation, responsiveness and responsibility that digital technology enables in the realm of tourism. We reflect on the influence of the proliferation of interactive digital platforms and solutions within tourism practice and behaviour through a range of lenses, from user generated content and associated interactive digital platforms, the emergence of gamification embedded within these, immersive mixed-reality media (such as virtual reality [VR] and augmented reality [AR]) and the changes in tourist behaviour that have paralleled these digital developments. We also explore the use of AI in tourism, and the methodological potential that digital technology has for tourism studies.


Enfance ◽  
2019 ◽  
Vol N°3 (3) ◽  
pp. 413 ◽  
Author(s):  
Chun-Yen Chang ◽  
Chia-Li Debra Chena ◽  
Wei-Kai Chang

Author(s):  
Maria Francisca Casado-Claro ◽  
Marina Mattera

This chapter proposes a comprehensive approach to understand not only how augmented reality and virtual reality operate within the tourism industry, but also how mixed reality can contribute to enhance the visitor experience and how tourism organizations can move beyond traditional communication and physical experiences into a new type of tourism approach that helps them stay relevant in the long term, as well as in the mid-term. Since the tourism industry is amongst the most affected by the COVID-19 pandemic, changes are essential to ensure an adequate adaptation to the ‘new normal'. Technology enables various tourist organizations to generate greater value creation and opens possibilities to be able to extend the visit beyond physical presence, to ensure the safety of workers and visitors, to improve processes, and to make them more competitive overall. If this is carried out in collaboration with all stakeholders, one destination can generate a solid network to promote itself and become competitive during travel restrictions and in preparation for a post-pandemic new normal.


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