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Journal : Askara: Jurnal Seni dan Desain

PERANCANGAN BUKU BAHASA LAMPUNG DALAM UPAYA MENINGKATKAN PENGETAHUAN ANAK USIA 5 SAMPAI 7 TAHUN Mataram, Sayid; Faizal, Daffa Ramadiansyah
ASKARA: Jurnal Seni dan Desain Vol 3 No 1 (2024): ASKARA: Jurnal Seni dan Desain
Publisher : LPPM Institut Teknologi Telkom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/askara.v3i1.1360

Abstract

Lampung language is one of Lampung Province's cultural assets. Lampung language is the Lampung people's mother tongue. However, the Lampung language is gradually being abandoned and is rarely spoken, particularly among children and young people. This study will look at the design of Lampung language books with illustrations in order to pique the attention of youngsters aged 5 to 7 years old in learning the Lampung language. Children can thus contribute to the preservation of the Lampung language. This article will explain components of reading and writing book creators, namely color aspects, illustration aspects, layout aspects, and content aspects. Keywords: book, culture, illustration, child
PERANCANGAN MEDIA EDUKASI MENGGUNAKAN AUGMENTED REALITY MENGENAI PAKAIAN TARI BEDHAYA SUKAHARJA Mataram, Sayid; Nanprahita, Lovely Ayunda
ASKARA: Jurnal Seni dan Desain Vol 3 No 1 (2024): ASKARA: Jurnal Seni dan Desain
Publisher : LPPM Institut Teknologi Telkom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/askara.v3i1.1361

Abstract

The preservation of culture in Indonesia, exemplified through its diversity in each region, particularly in traditional dances such as Tari Bedhaya Sukaharja, faces significant challenges in terms of understanding and preservation by the millennial generation. Their role is crucial as agents of preservation and bearers of local values. To engage the millennial generation, augmented reality (AR) technology is considered a fitting solution. AR is an innovative and interactive tool that can help millennials understand and preserve cultural heritage in an engaging and relevant way. This study employs the structured waterfall method, which includes steps for planning, design, development, testing, evaluation, and implementation. The study sample was chosen at random, with the goal of laying a solid foundation for understanding the impact of AR technology in enhancing the understanding and awareness of the millennial generation ages 12-18 regarding the preservation of Indonesian cultural heritage, specifically in the context of Tari Bedhaya Sukaharja.