Kepulauan Indonesia dilalui oleh jalur gempa bumi, dan seringkali peristiwa gempa bumi yang biasanya memakan korban baik manusia maupun rumah-rumah penduduk. Pada umumnya jatuhnya korba dikarenakan gempa itu sendiri melainkan terkena runtuhan atap. Oleh karenananya tujuan tulisan ini adalah mencari tahu sebab terjadinya keruntuhan atap yang cenderung lepas dari tumpuannya, padahal model tumpuan atap sudah digunakan sejak lama, dan selalu berulang digunakan juga terjadi bentuk keruntuhan yang hampir mirip. Data diambil dari beberapa peristiwa gempa bumi yang korbannya adalah masyarakat pengguna bangunan berangka atap. Dari pengamatan empiris kemudian dilakukan analisis secara kualitatif guna melihat tingkat kerusakan bangunan. Hasil menunjukan kerusakan berupa kuda-kuda yang terlepas dari tumpuan dan roboh kebawah atau roboh akibat secara struktur berbentuk empat titik sehingga tiang penyangga dari pondasi ke kuda-kuda roboh kesamping karena tiang tidak berfungsi sebagai pengaku. Penyebab keruntuhan adalah momen horizontal yang berada di tengah atap sehingga ayunan horizontal menjadi besar dan mengalahkan tumpuan.
This study aims to describe the use of design thinking methods on the design of tourist maps. The lack of literature discussing the design thinking process in map design is also the reason this research.The use of design thinking in this study served to convey the character of the Semarang Chinatown in map design to help tourists, tour guides, as well as economic progress and strengthening the identity of the area. The characteristics of the Chinatown area include history, culture, commerce, business, culinary, and religion. The objectives to be achieved in this research are visual communication design solutions through design thinking in a specific and useful map design area through the process of applying design thinking. This study uses design thinking methods, which include empathy, definition, ideate, prototype, and test. The results of this study found that most visitors had difficulty finding street names. At the define stage, it found that several personal factors influence the design that can solve the problem at the empathy stage. At the ideate stage, it found that the most appropriate choice to represent the map was to use a 3D map model. At the prototype stage, it found that by using the technique of folding two folds parallel and doubling, this made it easy for maps to be stored and seen anywhere. In the testing phase, it found that the design of the tourist map helps tourists find the desired place and tour guide in showing and explaining historical and cultural locations and landmarks.
Kajian tentang bentuk, warna, material, dan tekstur sudah sering dijumpai dalam berbagai rujukan yang membahas tentang desain ruang huni. Namun dalam mendapatkan sebuah kualitas fungsi ruang yang maksimal terdapat aroma yang semestinya menjadi salah satu nilai yang penting untuk diperhatikan. BSB (Bukit Semarang Baru) di Kota Semarang merupakan sebuah kawasan pengembangan baru yang di dalamnya terdapat rancangan arsitektural hunian kontemporer. Bagaimana kajian aroma dipertimbangkan di dalam pengembangan hunian kontemporer inilah yang menjadi latar belakang penulisan penelitian ini. Metode penelitian yang digunakan adalah studi kualitatif dengan pendekatan observasi, wawancara, dan literatur. Adapun yang menjadi tujuan akhir dari penelitian ini adalah untuk melihat sejauh mana aroma menjadi pertimbangan desain ruang huni dalam hunian kontemporer untuk mendukung terciptanya fungsi bangunan secara maksimal.
The biggest challenge for architecture designers is the time required for the design process. Especially landscape architects who have different work limits from architects in general. In contrast to architects in general, who are assisted in producing design plans by building standards, building requirements, and space programs that adapt to the type of project being undertaken. At the same time, some design jobs demand high-productivity landscape animation presentation in a short time. The long process involved in designing animation often makes it difficult for designers to produce optimal work. This study proposes generative zooming animation with artificial intelligence support to shorten the designer’s work process and energy optimization. Deep learning with Vector Quantized Generative Adversarial Network and Contrastive Language-Image Pre-Training was used to generate alternative landscape designs from text prompt-based and compile them in animation. Our experiment shows that one frame can be generated roughly in 3.636 ± 0.089 s, which is significantly faster than the conventional method to create animation. Moreover, our method is able to achieve a good-quality image, which scored 3.2904 using inception score evaluation. The effectiveness of deep learning in visual landscape and animation creation can help designers speed up the design process. Furthermore, working time efficiency without compromising design quality will increase designer productivity and economic growth.
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