Karimah, Alfi Nuril (2026) Persepsi Visual pada Ruang Imersif Berdasarkan Pendekatan Proksemik di Museum Sonobudoyo Yogyakarta. Masters thesis, Institut Teknologi Sepuluh Nopember.
|
Text
6029241004-Master_Thesis.pdf - Accepted Version Restricted to Repository staff only Download (4MB) | Request a copy |
Abstract
Ruang imersif berbasis curved immersive screen menghadirkan pengalaman visual yang memungkinkan pengunjung berinteraksi dengan tayangan audiovisual secara lebih mendalam. Meskipun demikian, kajian mengenai hubungan antara persepsi visual pengunjung dan pendekatan proksemik pada ruang imersif masih terbatas. Penelitian ini bertujuan mendeskripsikan persepsi visual pengunjung berdasarkan pendekatan proksemik serta mengidentifikasi faktor-faktor yang membentuk persepsi visual pada ruang imersif Lorong Waktu Museum Sonobudoyo Yogyakarta. Penelitian menggunakan pendekatan kualitatif fenomenologi dengan menerapkan bracketing, sehingga pengunjung bebas menentukan posisi menonton tanpa arahan dari peneliti. Data dikumpulkan melalui observasi non-partisipatif, wawancara mendalam semi-terstruktur terhadap 15 pengunjung, serta dokumentasi visual ruang imersif. Data dianalisis menggunakan analisis tematik berbantuan perangkat lunak NVivo dengan mengacu pada teori persepsi visual Gibson dan teori proksemik Hall. Hasil penelitian menunjukkan bahwa pengunjung membentuk dua pola pengalaman visual berdasarkan posisi menonton yang dipilih, yaitu zona publik dan zona sosial. Pengunjung pada zona publik memperoleh pandangan yang lebih luas terhadap keseluruhan layar, namun perlu menggerakkan kepala untuk mengikuti alur visual. Sebaliknya, pengunjung pada zona sosial merasakan pengalaman yang lebih imersif karena berada lebih dekat dengan layar, tetapi cenderung mengalami ketidaknyamanan akibat harus mendongakkan kepala. Penelitian juga mengidentifikasi lima faktor yang membentuk persepsi visual, yaitu pencahayaan dan warna ruang, skala layar dan proporsi ruang, kualitas tayangan dan kedalaman visual, distraksi sensorik dan keberadaan pengunjung lain, serta kenyamanan posisi tubuh dan keterbatasan ergonomis. Temuan ini menunjukkan bahwa persepsi visual pada ruang imersif terbentuk melalui hubungan antara posisi proksemik pengunjung, karakteristik visual ruang, dan kondisi lingkungan yang mendukung pengalaman menonton. Penelitian ini diharapkan dapat menjadi referensi dalam pengembangan desain ruang imersif yang lebih nyaman dan sesuai dengan perilaku visual pengunjung.
========================================================================================================================================
Immersive spaces utilizing curved immersive screen technology provide visual experiences that enable visitors to engage more deeply with audiovisual content. However, studies examining the relationship between visitors' visual perception and the proxemic approach in immersive spaces remain limited. This study aims to describe visitors' visual perception based on the proxemic approach and to identify the factors that shape visual perception in the Lorong Waktu immersive space at Museum Sonobudoyo Yogyakarta. This study employed a qualitative phenomenological approach by applying bracketing, allowing visitors to freely choose their viewing positions without any direction from the researcher. Data were collected through non-participant observation, semi-structured in-depth interviews with 15 visitors, and visual documentation of the immersive space. The data were analyzed using thematic analysis supported by NVivo software, with reference to Gibson's theory of visual perception and Hall's proxemic theory. The findings indicate that visitors formed two distinct patterns of visual experience based on their chosen viewing positions, namely the public zone and the social zone. Visitors in the public zone obtained a broader view of the entire screen but needed to move their heads to follow the visual narrative. In contrast, visitors in the social zone experienced a greater sense of immersion due to their closer proximity to the screen, although they tended to experience discomfort caused by looking upward for extended periods. The study also identified five factors influencing visual perception, lighting and spatial color, screen scale and spatial proportion, visual content quality and visual depth, sensory distractions and the presence of other visitors, and body position comfort and ergonomic limitations. These findings demonstrate that visual perception in immersive spaces is shaped by the relationship between visitors' proxemic positions, the visual characteristics of the space, and the environmental conditions that support the viewing experience. This study is expected to serve as a reference for the development of immersive space design that better accommodates visitors' visual behavior while enhancing viewing comfort.
| Item Type: | Thesis (Masters) |
|---|---|
| Uncontrolled Keywords: | Persepsi Visual, Proksemik, Ruang Imersif Museum, Curved Immersive Screen, Visual Perception, Proxemics, Museum Immersive Space, Curved Immersive Screen |
| Subjects: | N Fine Arts > NA Architecture > NA6695 Art museums and galleries N Fine Arts > NK Decorative arts Applied arts Decoration and ornament > NK2115 Interior decoration |
| Divisions: | Faculty of Creative Design and Digital Business (CREABIZ) > Interior Design > 90021-(S2) Master Thesis |
| Depositing User: | Alfi Nuril Karimah |
| Date Deposited: | 31 Jul 2026 06:06 |
| Last Modified: | 31 Jul 2026 06:06 |
| URI: | http://repository.its.ac.id/id/eprint/140576 |
Actions (login required)
![]() |
View Item |
