Kamiliya, Nasywa Raina (2025) The Architecture of Presence: Theme Park as a Medium of Human Existential Exploration through Embodied Experience. Other thesis, Institut Teknologi Sepuluh Nopember.
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Abstract
Contemporary architectural design tends to prioritize pragmatic and aesthetic functions with less connection to human existence amidst the growing existential crisis in modern society. Pallasmaa proposed the theory of existential senses, which emphasizes the idea that architecture can awaken a sense of existence by engaging individuals through sensory and temporal experiences. This project explores the potential of theme park design as a medium for existential exploration through embodied, multisensory experience. The theme park's essence—play—serves as an analogy for the human condition across life stages: childhood, adulthood, and elderhood. The project adopts a top-down design methodology, using life stages as the central conceptual framework, questioning how architecture can bring awareness of existence through experience of human life stage narratives in a theme park as intergenerational experience. A qualitative approach is applied through literature reviews, precedent analysis, and narrative architecture as the primary design method. Human life stages are translated into sequential spatial narratives, with each stage represented architecturally. Movement mapping—both vertical and horizontal—guides the spatial transitions and supports the projection of multisensory and temporal experiences. Digital sketches are used to visualize the narrative and guide the formal and spatial transformations, emphasizing human-centered design. Domain-to-domain transfer analysis is conducted to find correlations between existential themes and architectural expression. The design prioritizes architectural elements such as lighting, enclosure, scale, color, spatial configuration, and materiality, all of which influence meaning-making through perception. These elements are intentionally differentiated across zones to embody the experiential qualities of each stage of life. Rather than creating exclusive or age-specific environments, the design fosters intergenerational experiences of play, where visitors can engage with space through memory, imagination, and reflection. Ultimately, the project seeks to provoke awareness, stimulate reflection, and deepen the understanding of human existence through spatial perceptions that bridge past memories, present moments, and imagined futures.
Keywords: architecture, existence, multisensory, phenomenology, embodied experience
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Desain arsitektur kontemporer cenderung mengutamakan fungsi pragmatis dan estetis mengurangi keterikatan dengan eksistensi manusia di tengah krisis eksistensial yang semakin meningkat dalam masyarakat modern. Pallasmaa mengemukakan teori existential senses yang digunakan untuk menekankan gagasan bahwa arsitektur mampu membangkitkan kesadaran akan keberadaan dengan melibatkan individu melalui pengalaman sensorik dan temporal. Proyek ini mengeksplorasi potensi desain arsitektur taman hiburan sebagai media eksplorasi eksistensial manusia melalui pengalaman ragawi (embodied experience). Kesadaran eksistensi dibawa melalui permainan sebagai esensi dari pembangunan taman hiburan yang menganalogikan pandangan eksistensi di setiap tahap kehidupan (masa kanak-kanak, dewasa, dan lanjut usia). Proyek ini mengadopsi metodologi desain top-down, dengan menggunakan tahapan kehidupan sebagai kerangka konseptual utama, mempertanyakan bagaimana arsitektur dapat membawa kesadaran akan eksistensi melalui pengalaman narasi tahapan kehidupan manusia di taman hiburan sebagai pengalaman antargenerasi. Pendekatan kualitatif diterapkan melalui tinjauan pustaka, analisis preseden, dan arsitektur naratif sebagai metode desain utama. Tahapan kehidupan manusia diterjemahkan ke dalam narasi spasial berurutan, dengan setiap tahapan direpresentasikan secara arsitektural. Pemetaan gerakan—baik vertikal maupun horizontal—memandu transisi spasial dan mendukung proyeksi pengalaman multisensori dan temporal. Sketsa digital digunakan untuk memvisualisasikan narasi dan memandu transformasi formal dan spasial, dengan menekankan desain yang berpusat pada manusia. Analisis transfer domain-ke-domain dilakukan untuk menemukan korelasi antara tema eksistensial dan ekspresi arsitektur. Desain ini memprioritaskan elemen-elemen arsitektur seperti pencahayaan, penutup, skala, warna, konfigurasi spasial, dan materialitas, yang semuanya memengaruhi pembentukan makna melalui persepsi. Elemen-elemen ini sengaja dibedakan di setiap zona untuk mewujudkan kualitas pengalaman setiap tahap kehidupan. Alih-alih menciptakan lingkungan eksklusif atau khusus usia, desain ini mendorong pengalaman bermain antargenerasi, di mana pengunjung dapat berinteraksi dengan ruang melalui ingatan, imajinasi, dan refleksi. Pada akhirnya, proyek ini berupaya untuk membangkitkan kesadaran, merangsang refleksi, dan memperdalam pemahaman tentang keberadaan manusia melalui persepsi spasial yang menjembatani ingatan masa lalu, momen saat ini, dan masa depan yang dibayangkan.
Kata kunci: arsitektur, eksistensi, multisensoris, fenomenologi, pengalaman ragawi
Item Type: | Thesis (Other) |
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Subjects: | B Philosophy. Psychology. Religion > B Philosophy (General) G Geography. Anthropology. Recreation > GV Recreation Leisure H Social Sciences > HQ The family. Marriage. Woman > HQ2042 life style H Social Sciences > HT Communities. Classes. Races > HT133 City and Towns. Land use,urban N Fine Arts > NA Architecture N Fine Arts > NA Architecture > NA2750 Architectural design. N Fine Arts > NC Drawing Design Illustration |
Divisions: | Faculty of Civil, Planning, and Geo Engineering (CIVPLAN) > Architecture > 23201-(S1) Undergraduate Thesis |
Depositing User: | Nasywa Raina Kamiliya |
Date Deposited: | 04 Aug 2025 04:02 |
Last Modified: | 04 Aug 2025 04:02 |
URI: | http://repository.its.ac.id/id/eprint/126897 |
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