Nurhalizah Pratiwi Putri, Regina Suryadjaja, S. Santoso, B. Wipranata
{"title":"KAJIAN PENERAPAN KONSEP DAN PRINSIP EKOLOGI TAMAN KOTA (STUDI KASUS : TEBET ECO PARK, JAKARTA SELATAN)","authors":"Nurhalizah Pratiwi Putri, Regina Suryadjaja, S. Santoso, B. Wipranata","doi":"10.24912/stupa.v5i2.24350","DOIUrl":"https://doi.org/10.24912/stupa.v5i2.24350","url":null,"abstract":"Provision of green open space is one of the efforts in environmental development which aims to maintain balance in a densely populated urban area. One type of green open space in meeting these needs is a city park that has an ecological function. Tebet Eco Park is one of the city parks in Jakarta that implements this function. Tebet Eco Park is located on Jalan Tebet Barat and has a land area of 73,000 m². Tebet Eco Park was inaugurated on April 23, 2022 by Anies Baswedan. This park is the result of the revitalization of Taman Tebet and Taman Bibit by carrying out the concept of connecting people with nature, meaning connecting humans with nature. The revitalization aims to restore the function of the park ecologically and can be used as a means of recreation, education and interaction. The main function of an ecological park is to reduce the potential for flooding, play a role in the hydrological function in absorbing and balancing water resources, plants as noise and pollution dampers, as shade and a place for biological conservation of flora and fauna. In the existing condition there are several ecological functions that have been implemented. However, this application has not been carried out optimally, so this study aims to identify and analyze the application of ecological concepts and principles in Tebet Eco Park. The research method used is descriptive qualitative method. The results of this study are the need to add various types of flora to maximize ecological functions as well as the availability of information boards as educational facilities as well as the vacant land that is still available can be used as sports fields and to increase the number of MSMEs originating from the surrounding community and the role of the community in managing, announcing and develop gardens. Keywords: city park; eco park; urban park Abstrak Penyediaan ruang terbuka hijau menjadi salah satu upaya dalam pembangunan lingkungan yang bertujuan untuk menjaga keseimbangan di suatu daerah perkotaan yang padat penduduk. Salah satu jenis RTH dalam memenuhi kebutuhan tersebut ialah taman kota yang memiliki fungsi ekologis. Tebet Eco Park merupakan salah satu taman kota di Jakarta yang menerapkan fungsi tersebut. Tebet Eco Park terletak di Jalan Tebet Barat dan memiliki luas lahan sebesar 73.000 m². Tebet Eco Park diresmikan pada tanggal 23 April 2022 oleh Anies Baswedan. Taman ini merupakan hasil revitalisasi dari Taman Tebet dan Taman Bibit dengan mengusung konsep connecting people with nature artinya menghubungkan manusia dengan alam. Revitalisasi tersebut bertujuan untuk mengembalikan fungsi taman secara ekologis dan dapat dijadikan sebagai sarana rekreasi, edukasi dan interaksi. Fungsi utama dari taman ekologis ialah sebagai pereduksi potensi banjir, berperan dalam fungsi hidrologi dalam penyerapan dan keseimbangan sumber daya air, tanaman sebagai peredam kebisingan serta polusi, sebagai peneduh dan tempat konservasi hayati flora serta fauna. Pada kondisi eksi","PeriodicalId":129877,"journal":{"name":"Jurnal Sains, Teknologi, Urban, Perancangan, Arsitektur (Stupa)","volume":"102 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139307210","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"INTERAKSI MANUSIA DAN AI SEBAGAI PENDEKATAN DESAIN RUANG KREATIF","authors":"Melita Kristianto, Doddy Yuono","doi":"10.24912/stupa.v5i2.24310","DOIUrl":"https://doi.org/10.24912/stupa.v5i2.24310","url":null,"abstract":"Human interaction and artificial intelligence (AI) in the creative industries have progressed rapidly, with AI becoming a digital tool that supports human creativity and creates creative engagement to meet the needs of original creativity. The integration of AI into the creative process influences the way creators create more innovative and complex creative content, even pushing the boundaries of their own creativity and creating works that were previously unimaginable. However, several efforts to introduce the integration of AI and humans have so far focused on museums or exhibitions as AI educational locations. Creative expression between humans and AI will require creative space that can facilitate individuals to critically evaluate AI technology; communicate and collaborate effectively with AI. So this article discusses how the trend of human and AI collaboration has brought about significant changes in creative studio design. From augmented intelligence that expands human capabilities to the use of chatbots and virtual assistants that facilitate communication. Keywords: AI; design; human interaction; creative space Abstrak Interaksi manusia dan kecerdasan buatan (AI) dalam industri kreatif telah berkembang pesat, dengan AI menjadi alat digital yang mendukung kreativitas manusia dan menciptakan keterlibatan kreatif untuk memenuhi kebutuhan kreativitas orisinil. Integrasi AI ke dalam proses kreatif mempengaruhi cara kreator membuat konten kreatif yang lebih inovatif serta kompleks, bahkan mendorong batas kreativitas mereka sendiri dan menciptakan karya yang dulunya tidak terbayangkan. Namun, beberapa upaya pengenalan integrasi AI dan manusia sampai saat ini masih berfokus di museum ataupun eksibisi sebagai lokasi edukasi AI. Ekspresi kreatif antara manusia dan AI akan membutuhkan ruang gerak kreatif yang dapat memfasilitasi individu untuk mengevaluasi secara kritis teknologi AI; berkomunikasi dan berkolaborasi secara efektif dengan AI. Maka artikel ini membahas bagaimana tren kolaborasi manusia dan AI telah membawa perubahan signifikan dalam desain studio kreatif. Dari augmented intelligence yang memperluas kemampuan manusia hingga penggunaan chatbot dan asisten virtual yang memudahkan komunikasi.","PeriodicalId":129877,"journal":{"name":"Jurnal Sains, Teknologi, Urban, Perancangan, Arsitektur (Stupa)","volume":"2 5 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139307216","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"PENGARUH PERANCANGAN WARNA INTERIOR RUMAH SAKIT HEWAN TERHADAP PEMULIHAN KONDISI PSIKOLOGIS HEWAN PELIHARAAN","authors":"M. Iqbal, Suwardana Winata","doi":"10.24912/stupa.v5i2.24265","DOIUrl":"https://doi.org/10.24912/stupa.v5i2.24265","url":null,"abstract":"Pet ownership has become a new trend in Indonesia in recent years, including married couples choosing to own pets. Most couples want a pet because it can provide emotional warmth and a loyal friend. Pets such as dogs or cats can provide unconditional love and become beloved members of the family. Raising a pet requires attention and responsibility. Couples who decide to have a pet must be responsible for the care and basic needs of their pet. The availability of information about the benefits and needs of pets on online platforms has sparked the interest of many married couples in pets. However, raising pets for married couples in Indonesia also has several challenges, such as: Maintenance costs and lack of adequate animal healthcare services and facilities. Therefore, it is important for couples to think carefully before getting a pet and make sure they are prepared to give their pet the care and responsibility it needs. Pet abandonment can be caused by several factors such as; the pet owner's ignorance of the pet owner's obligations, difficulties in care and costs, or problems related to the animal's health or inappropriate behavior. The vulnerable conditions to which pets are exposed can be extremely hazardous to the health and welfare of the animals themselves and threaten the health and safety of humans and the environment. Abandoned pets can transmit various diseases to other animals and humans. Abandoned animals are also more susceptible to disease due to a lack of vaccinations and proper healthcare. Abandoned pets can damage the environment, such as plants and buildings. Basic needs not met: Abandoned pets may not have enough food, water, safe shelter or medical attention. Keywords: abandoned; animal healthcare; pets; welfare Abstrak Kepemilikan hewan peliharaan menjadi tren baru di Indonesia dalam beberapa tahun terakhir, termasuk pasangan suami istri yang memilih untuk memiliki hewan peliharaan. Kebanyakan pasangan menginginkan hewan peliharaan karena dapat memberikan kehangatan emosional dan sahabat yang setia. Hewan peliharaan seperti anjing atau kucing dapat memberikan cinta tanpa syarat dan menjadi anggota keluarga tercinta. Membesarkan hewan peliharaan membutuhkan perhatian dan tanggung jawab. Pasangan yang memutuskan untuk memiliki hewan peliharaan harus bertanggung jawab atas perawatan dan kebutuhan dasar hewan peliharaannya. Ketersediaan informasi tentang manfaat dan kebutuhan hewan peliharaan di platform online memicu minat banyak pasangan suami istri terhadap hewan peliharaan. Namun memelihara hewan peliharaan untuk pasangan suami istri di Indonesia juga memiliki beberapa tantangan, seperti: Biaya pemeliharaan dan kurangnya pelayanan dan fasilitas kesehatan hewan yang memadai. Oleh karena itu, penting bagi pasangan untuk berpikir dengan hati-hati sebelum memelihara hewan peliharaan dan memastikan mereka siap memberikan perawatan dan tanggung jawab yang dibutuhkan hewan peliharaan mereka. Pengabaian hewan peliharaan dapat dis","PeriodicalId":129877,"journal":{"name":"Jurnal Sains, Teknologi, Urban, Perancangan, Arsitektur (Stupa)","volume":"29 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139307361","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"PASAR ASEMKA JALAN LAYANG: KEKACAUAN DAN DISRUPSI YANG MENGHIDUPKAN KARAKTER RUANG PASAR ANALOG DI ERA DIGITAL","authors":"Catherine Tjen, Olga Nauli Komala","doi":"10.24912/stupa.v5i2.24222","DOIUrl":"https://doi.org/10.24912/stupa.v5i2.24222","url":null,"abstract":"Around 6.7 million or 57% of market traders who were still operating reported a decrease in income of around 70%-90% compared to the normal situation because people's behavior began to shift from buying offline to online, causing economic disruption. Limited land in areas busy with economic traffic makes traders must find ways to survive. Asemka Market is one of the locations experiencing a similar situation. Pasar Asemka is famous for its wholesale center for goods, now accessories have decreased, especially with the inconvenience and mismatch between sellers and buyers in carrying out buying and selling activities better and more effectively. This research breaks through how sellers in the analog market can survive and buyers can feel more comfortable in shopping at the analog market with the character of a market space that is generally considered messy and messy. The aim of the research is to trace messiness and disruption as spatial characters of Asemka Market using observational methods along with documentation to find out the trading system, activities, and behavior of sellers in Asemka Market, activities and behavior of buyers who come, what goods are sold, and how circulation is carried out. what happened in Asemka Market and its surroundings. So that the characteristics and categories of sellers and buyers there can be applied to designs such as the flexibility of materials that help traders to create merchandise and become prototypes that can be used for empty areas that occur in big cities can be effective. As well as the comfort of circulation and the accessibility of migrants and buyers in the market and its surroundings, more attention is paid so as not to offend passing vehicles. Additional functions are also implemented so that the market can have life in some of its parts and provide other experiences for newcomers who visit. Keywords: Disruption; Messiness; Market; Redefine; Redesign Abstrak Sekitar 6,7 juta atau 57% pedagang pasar yang masih beroperasi melaporkan penurunan pendapatan sekitar 70%-90% dibandingkan dengan situasi normal karena perilaku masyarakat yang mulai bergeser dari kebiasaan membeli secara offline menjadi cenderung online menyebabkan disrupsi ekonomi. Keterbatasan lahan di area ramai lalu lintas ekonomi membuat para pedagang harus mencari cara untuk tetap bertahan hidup Pasar Asemka menjadi salah satu lokasi yang mengalami hal yang serupa. Pasar Asemka terkenal akan pusat grosir barang aksesoris kini mengalami penurunan terutama dengan ketidaknyamanan dan ketidaksesuaian ruang penjual dan pembeli dalam melakukan aktivitas jual beli dengan lebih baik dan efektif. Pada penelitian ini mempertanyakan bagaimanakah cara agar penjual di pasar analog tetap dapat bertahan dan pembeli dapat merasa lebih nyaman dalam berbelanja ke pasar analog dengan karakter ruang pasar yang umumnya dianggap kacau dan berantakan. Tujuan penelitian adalah untuk menelusuri messiness dan disrupsi sebagai karakter ruang dari Pasar Asemka","PeriodicalId":129877,"journal":{"name":"Jurnal Sains, Teknologi, Urban, Perancangan, Arsitektur (Stupa)","volume":"17 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139307545","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"WADAH PENINGKATKAN KUALITAS HIDUP PADA REMAJA KELEBIHAN BERAT BADAN MELALUI BAKAT YANG DIMILIKINYA DI JAKARTA SELATAN","authors":"Nicole Samantha, Nafiah Solikhah","doi":"10.24912/stupa.v5i2.24282","DOIUrl":"https://doi.org/10.24912/stupa.v5i2.24282","url":null,"abstract":"Overweight problem continues to increase, especially among adolescents, which causes a decrease in quality of life that affects their daily life. The decline in quality of life tends to be caused by the negative stigma that spread in society regarding overweight adolescents. This negative stigma can be changed by developing their talents through activity programs along with appropriate spatial design elements to improve their quality of life. A deeper understanding is needed regarding to improve the quality of life of overweight adolescents with their talents as empathy for the negative stigma of society through architectural design. The research was conducted using a qualitative descriptive research method through a narrative approach supported by literature studies to obtain data. Then, the data will be described based on the literature review. The results of the description focused on the 8 stages of the activity program based on the subject's talent as the basis for designing. By doing further elaboration, we can obtain a discussion of the talents that can be displayed in the design, the stages of the activity program sequentially, new rooms or areas that accommodate program activities, and the application of design elements to each room or area based on the needs of the activities so that an increase in quality of life is achieved. Improving the quality of life on the main subject is evidence of negative stigma in society and indicates that empathy has been realized in this architectural design. Keywords: quality of life; space; stigma; talent; overweight Abstrak Masalah kelebihan berat badan terus mengalami peningkatan terutama di kalangan remaja yang menyebabkan penurunan kualitas hidup hingga mempengaruhi kehidupan sehari-harinya. Penurunan kualitas hidup cenderung disebabkan oleh stigma negatif yang tersebar di masyarakat mengenai remaja kelebihan berat badan. Stigma negatif tersebut dapat diubah dengan cara mengembangkan bakat yang dimilikinya melalui program kegiatan beserta elemen desain keruangan yang sesuai untuk meningkatkan kualitas hidupnya. Maka, dibutuhkan pemahaman lebih mendalam mengenai upaya peningkatan kualitas hidup remaja kelebihan berat badan melalui bakat yang dimilikinya sebagai empati terhadap stigma negatif masyarakat melalui rancangan arsitektur. Penelitian dilakukan dengan metode penelitian deskriptif kualitatif melalui pendekatan naratif yang ditunjang dengan studi kepustakaan untuk memperoleh data. Kemudian, data-data yang telah diperoleh akan diuraikan dengan berpedoman pada kajian literatur. Hasil uraian terfokus pada 8 tahap program kegiatan berdasarkan bakat yang dimiliki subjek sebagai landasan merancang. Dengan melakukan penguraian lebih lanjut, dapat diperoleh pembahasan bakat-bakat yang dapat ditampilkan pada rancangan, tahapan program kegiatan secara runtun, ruangan atau area baru dan menarik yang mewadahi program kegiatan, dan penerapan elemen desain pada setiap ruangan atau area berdasarkan kebutuhan","PeriodicalId":129877,"journal":{"name":"Jurnal Sains, Teknologi, Urban, Perancangan, Arsitektur (Stupa)","volume":"12 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139307679","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"PENERAPAN STRATEGI WAYFINDING DALAM PERANCANGAN FASILITAS TERAPI RAMAH PENDERITA ALZHEIMER","authors":"Sebastian Joe, Fermanto Lianto","doi":"10.24912/stupa.v5i2.24253","DOIUrl":"https://doi.org/10.24912/stupa.v5i2.24253","url":null,"abstract":"Alzheimer’s is a disease that affects memory function and causes short-term memory to deteriorate. Alzheimer’s disease often affects people 60 years of age and older, and it is predicted that by 2050, that number will have doubled. There hasn’t been a precise cure for this ailment, despite the extensive research that has been done. Alzheimer’s patients typically struggle to navigate even familiar environments, making it challenging to reach their destination without getting lost or confused. This research uses phenomenological research methods and everydayness architectural design methods. The simplicity of an Alzheimer’s-friendly design can be observed in how simple it is to enter a location without becoming lost. This has to do with how well a building’s circulation works. It is envisaged that navigation may aid Alzheimer’s patients in becoming more autonomous and enabling them to reach their destination. It is envisaged that through enhancing architectural features such as spatial organization, form articulation, signs, landmarks, colours, and lighting, Alzheimer’s rehabilitation can be developed, further enhancing the welfare of Alzheimer’s patients. keywords: alzheimer; disorientation; everydayness; therapy; wayfinding Abstrak Alzheimer merupakan penyakit gangguan daya ingat yang menyebabkan adanya degradasi memori sehingga memiliki ingatan jangka pendek. Umumnya penyakit Alzheimer diderita oleh lansia berusia 60 tahun ke atas dan dalam perkiraan, pada tahun 2050 akan meningkat hingga 2 kali lipat. Namun, dibalik banyaknya penelitian yang sudah dilakukan, sampai saat ini belum ditemukan penanganan khusus untuk menyembuhkan penyakit ini. Penderita Alzheimer umumnya mengalami masalah dalam menemukan jalan untuk mencapai suatu titik, bahkan pada tempat yang familiar bagi mereka sehingga mereka sulit untuk sampai ke lokasi tujuan tanpa tersesat dan kebingungan. Penelitian ini menggunakan metode penelitian fenomenologi serta metode perancangan arsitektur keseharian. Kemudahan desain pada suatu rancangan untuk Alzheimer dapat dilihat dari kemudahannya untuk mencapai ke suatu ruang tanpa menciptakan adanya kebingungan. Hal ini berkaitan dengan adanya efektivitas suatu sirkulasi pada suatu bangunan. Dengan adanya bantuan wayfinding diharapkan dapat membantu para penderita Alzheimer agar mereka dapat menjadi lebih mandiri, sehingga mereka dapat sampai ke titik tujuan mereka. Dengan meningkatkan aspek elemen arsitektur seperti spasial, artikulasi bentuk, signage, landmark, warna, dan pencahayaan diharapkan dapat menciptakan rehabilitasi Alzheimer yang semakin meningkatkan kesejahteraan penderita Alzheimer.","PeriodicalId":129877,"journal":{"name":"Jurnal Sains, Teknologi, Urban, Perancangan, Arsitektur (Stupa)","volume":"50 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139307952","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"REHUMANISASI LINGKUNGAN ANAK TERLANTAR: PENGINGKATAN KUALITAS HIDUP ANAK MELALUI ARSITEKTUR EMPATI","authors":"Moses Sahat Alexsandro, Djidjin Wipranata","doi":"10.24912/stupa.v5i2.24278","DOIUrl":"https://doi.org/10.24912/stupa.v5i2.24278","url":null,"abstract":"Homeless children are a highly vulnerable group in society and often face difficulties in accessing quality education. The harsh living conditions of these children have sacrificed their childhood and forced them to live on the streets to meet their basic needs. Additionally, the lack of attention from parents who exploit their children for family economic purposes is a significant problem. In this context, this research aims to design solutions through an empathetic architecture approach to address the challenges faced by homeless children, both in the education system and personal development, including their interests and talents. Through the empathetic architecture approach, a comprehensive learning environment will be implemented to help homeless children break free from the harsh environment. This learning environment will provide support in the education system and children's personal development, including identifying and nurturing their interests and talents. The topic of rehumanizing homeless children is translated into the design of an innovative and inspiring learning environment that accommodates the needs of homeless children in Cilincing. Considering factors such as comfort, safety, and creative stimulation for the children. Additionally, the empathetic architecture approach will prioritize inclusivity, child participation, and environmental sustainability. Keywords: education; environment; neglected; rehumanization Abstrak Anak-anak terlantar adalah kelompok masyarakat yang sangat rentan dan seringkali mengalami kesulitan dalam memperoleh akses ke edukasi yang berkualitas. Lingkungan buruk dalam tempat tinggal anak terlantar telah mengorbankan masa kecil serta memaksa anak untuk hidup di jalanan demi memenuhi kebutuhan hidup. Selain itu, kurangnya perhatian dari orang tua yang memanfaatkan anak dalam perekonomian keluarga menjadi permasalahan yang signifikan. Dalam konteks ini, penelitian ini bertujuan untuk merancang solusi melalui pendekatan arsitektur empati untuk mengatasi masalah yang dihadapi oleh anak terlantar, baik dalam sistem edukasi maupun pengembangan diri, termasuk minat dan bakat yang dimiliki oleh anak-anak tersebut. Melalui pendekatan arsitektur empati, perancangan lingkungan belajar yang menyeluruh akan diimplementasikan untuk membantu anak-anak terlantar keluar dari lingkungan buruk. Lingkungan belajar ini akan memberikan dukungan dalam sistem edukasi dan pengembangan diri anak-anak, termasuk mengidentifikasi dan mendorong minat dan bakat. Topik tentang merehumanisasi anak yang terlantar diterjemahkan menjadi perancangan lingkungan belajar yang inovatif dan inspiratif yang mengakomodasi kebutuhan anak-anak terlantar di Cilincing. Dengan mempertimbangkan faktor-faktor seperti kenyamanan, keamanan, dan stimulasi kreatif bagi anak-anak. Selain itu, pendekatan arsitektur empati akan memberikan perhatian khusus pada aspek inklusivitas, partisipasi anak, dan keberlanjutan lingkungan.","PeriodicalId":129877,"journal":{"name":"Jurnal Sains, Teknologi, Urban, Perancangan, Arsitektur (Stupa)","volume":"27 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139307957","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"FASHION SEBAGAI WADAH REKREASI DI KALANGAN REMAJA BANDUNG","authors":"Dennis Dennis, Sutarki Sutisna","doi":"10.24912/stupa.v5i2.24307","DOIUrl":"https://doi.org/10.24912/stupa.v5i2.24307","url":null,"abstract":"The discussion begins with a focus on the transitional period of adolescence, which is a phase of transition from childhood to adulthood. During this period, teenagers search for identity, habits, and personal interests, which leads to an interest in purchasing clothing or fashion items. This is evident in teenagers aged 16-21 who spend more money on appearance-related needs, particularly in terms of fashion or style. This research focuses on the consumptive behavior of teenagers in Bandung, chosen due to the abundance and distribution of fashion stores in the area. The consumptive behavior of teenagers towards material goods has developed due to clothing no longer being seen as a necessity but rather a desire or influence stemming from the globalization of the economy in Indonesia. Additionally, consumptive behavior among teenagers is seen as a recreational outlet or source of pleasure. The aim of this research is to understand how architecture can accommodate and respond to the recreational needs of Bandung's teenagers to address their consumptive behavior. The research adopts a qualitative-descriptive approach, with a focus on collecting descriptions of relevant issues and solutions. In the context of the significant influence of fashion stores on teenagers' consumptive behavior, there is a need to develop empathy towards spaces that can fulfill their needs. The recreational spaces should remain present but incorporate education to transform or limit consumptive behavior. Therefore, a combination of commercial spaces and informative spaces that are beneficial for teenagers is essential. Keywords: bandung; consumptive behavior; fashion; recreation; teenagers Abstrak Pembahasan dimulai dengan fokus pada periode transisi remaja, yang merupakan fase peralihan dari masa anak-anak ke masa dewasa. Selama masa ini, remaja mencari identitas, kebiasaan, dan minat pribadi, sehingga muncul minat dalam membeli pakaian atau fashion. Terlihat pada remaja usia 16-21 tahun yang menghabiskan lebih banyak uang untuk kebutuhan penampilan, terutama dalam hal fashion atau mode. Penelitian ini berfokus pada perilaku konsumtif remaja di Bandung, yang dipilih karena jumlah dan penyebaran toko fashion yang cukup banyak. Perilaku konsumtif remaja terhadap benda berkembang dikarenakan pakaian yang bukan lagi dari kebutuhan melainkan hasrat atau keinginan pengaruh lainnya dari arus globalisasi ekonomi yang masuk ke Indonesia. Selain itu perilaku konsumtif dikalangan remaja dilakukan karena dianggap sebagai wadah rekreasi atau kesenangan mereka. Tujuan penelitian ini adalah untuk memahami bagaimana arsitektur dapat mengakomodasi dan merespons kebutuhan wadah rekreasi remaja Bandung untuk menjawab perilaku konsumtif yang dilakukan. Pendekatan penelitian yang digunakan adalah kualitatif deskriptif, dengan fokus pada pengumpulan deskripsi tentang masalah dan solusi yang berkaitan. Dalam konteks banyaknya toko fashion yang memengaruhi perilaku konsumtif remaja, ada kebutuhan u","PeriodicalId":129877,"journal":{"name":"Jurnal Sains, Teknologi, Urban, Perancangan, Arsitektur (Stupa)","volume":"15 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139308236","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"PERUBAHAN RUANG-RUANG KELAS TERKAIT PERKEMBANGAN SISTEM PEMBELAJARAN PADA ERA DIGITAL","authors":"Ione Susanto, Suwardana Winata","doi":"10.24912/stupa.v5i2.24269","DOIUrl":"https://doi.org/10.24912/stupa.v5i2.24269","url":null,"abstract":"Currently, Indonesia is in a relatively low position in the field of education. Indonesian students have lagged far behind other countries in the quality of education. This lag has been increasingly felt since we entered the digital era. The government's efforts to improve the quality of education in Indonesia start with improving the education curriculum to adapt to the digital era. However, not only the education system has changed but also the students and teachers. Changes in learning character and student needs are the main factors. When combining places, activities, and actors, current school facilities are still unable to support learning with changes that occur in actors and curriculum. Schools as an important aspect of learning continue to be built to embrace the increasing number of students. Currently, changes that are occurring to students and the curriculum also make school effectiveness questionable, because schools are currently unable to accommodate the needs of students with a new learning system. The purpose of this study is to determine the design of classrooms that are by the development of the learning system in the digital era. The method used in this research is a case study in classrooms in the digital era. Data collection is done through literature studies such as databases, reports, or articles that are relevant to the research topic. Keywords: classroom; digital age; learning system Abstrak Saat ini Indonesia sedang berada pada posisi yang relatif rendah dalam bidang pendidikan. Siswa Indonesia telah tertinggal jauh dengan negara lain dalam kuliatas pendidikan. Ketertinggalan tersebut semakin terasa sejak kita memasuki era digital. Upaya pemerintah dalam meningkatkan kualitas pendidikan di Indonesia dimulai dari membenahi kurikulum pendidikan menyesuaikan dengan era digital. Namun, tidak hanya sistem pendidikan saja yang berubah tapi juga dengan siswa dan gurunya. Perubahan karakter belajar dan kebutuhan siswa menjadi faktor utama. Ketika menggabungkan tempat, kegiatan, dan pelaku, fasilitas sekolah saat ini masih belum dapat mendukung pembelajaran dengan perubahan yang terjadi pada pelaku dan kurikulum. Sekolah sebagai aspek penting dalam pembelajaran terus dibangun guna merangkul jumlah siswa yang kian meningkat, saat ini perubahan yang terjadi pada siswa dan kurikulum juga membuat efektivitas sekolah dipertanyakan, karena nyatanya sekolah saat ini belum mampu mewadahi kebutuhan siswa dengan sistem pembelajaran baru. Tujuan dari penelitian ini adalah untuk mengetahui perancangan ruang kelas yang sesuai perkembangan sistem pembelajaran pada era digital. Metode yang digunakan dalam penelitian ini adalah studi kasus pada ruang kelas pada era digital. Pengumpulan data dilakukan melalui studi literatur seperti basis data, laporan, atau artikel yang relevan dengan topik penelitian. Hasil penelitian menunjukan bahwa terdapat hubungan antara perubahan sistem pembelajaran dengan kebutuhan ruang pembelajaran.","PeriodicalId":129877,"journal":{"name":"Jurnal Sains, Teknologi, Urban, Perancangan, Arsitektur (Stupa)","volume":"48 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139308351","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"LIMBAH PERCA SEBAGAI PENGGERAK INSPIRASI INDUSTRI FASHION MASA DEPAN","authors":"M. Michelle, Franky Liauw","doi":"10.24912/stupa.v5i2.24283","DOIUrl":"https://doi.org/10.24912/stupa.v5i2.24283","url":null,"abstract":"The world of fashion is evolving and changing, making it a means for individuals to express themselves to the outside world. Before the pandemic of COVID-19, there was a fast-fashion trend, which contributed to an increase in production and left behind non-reusable fabric scraps. In 2019, DKI Jakarta, fabric waste had an impact on the East Ancol Beach in Pademangan, contaminating its shores and waters. This is concerning due to the negative effects on the environmental ecosystem and the health of nearby residents. To address this issue, an architecture program initiated the utilization of fabric scraps as a resource through processing, production,and clothing sales. The program aims to transform fabric waste into materials that hold added value. Through qualitative design methods and an educational approach, this architecture program was established to provide understanding and inspiration to the younger generation to innovate in creating unique products by utilizing fabric scraps. The existence of this program is expected to create awareness of the importance of managing fabric waste as a renewal. This program also aims to ignite a spirit of innovation and creativity among the community. By utilizing fabric scraps as a valuable resource and promoting environmentally friendly practices in the fashion industry, this program encourages the adoption of sustainable practice. Through collaboration between the younger generation and the community as producers and consumers, a collective awareness is created to preserve the environment and establish a responsible and future-oriented fashion industry. Keywords: education; fabric scrap; fashion; innovation; wast Abstrak Aktivitas dunia fashion semakin berkembang dan berubah, menjadikannya sebagai sarana untuk mengekspresikan diri seseorang kepada dunia luar. Sebelum masa pandemi Covid-19 berlangsung, terjadi fenomena fast-fashion trend yang mencuat, dimana produksinya telah berkontribusi pada peningkatan dan menyisakan limbah kain perca yang tidak dapat digunakan kembali. Tahun 2019 di DKI Jakarta, limbah perca berdampak ke lingkungan Pantai Timur Ancol, Pademangan yang ditemukan di bibir dan perairan pantai. hal ini mengkhawatirkan karena dampak negatifnya terhadap ekosistem lingkungan dan kesehatan manusia yang tinggal disekitarnya. Dalam mengatasi permasalahan tersebut, program arsitektur menginisiasi penggunaan kain perca sebagai sumber daya melalui pengolahan, produksi, dan penjualan pakaian. Program ini bertujuan untuk mengubah limbah perca menjadi bahan yang memiliki nilai tambah. Melalui metode perancangan kualitatif dan pendekatan edukatif, program arsitektur ini dibentuk untuk memberikan pemahaman serta inspirasi kepada generasi muda dalam berinovasi menciptakan produk unik melalui pemanfaatan limbah perca. Keberadaan program ini, diharapkan adanya kesadaran akan pentingnya pengelolaan limbah perca menjadi sebuah kebaharuan. Program juga bertujuan untuk membangkitkan semangat inovasi dan kreati","PeriodicalId":129877,"journal":{"name":"Jurnal Sains, Teknologi, Urban, Perancangan, Arsitektur (Stupa)","volume":"29 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139308421","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}