Damba Permatasakti
Bina Nusantara University Jakarta

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Experimental Design: Javanese Folktale Preservation Using Augmented Reality Technology Damba Permatasakti; Vera Jenny Basiroen
Humaniora Vol. 9 No. 3 (2018): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v9i3.4501

Abstract

This research was conducted to discover innovative and interesting methods to preserve also to reintroduce Javanese folktale to today’s society. The data were gathered from primary research through quantitative research to 104 respondents to know about folktale and opinion of modern preservation medium such as augmented reality medium, and also qualitative research through an in-depth interview to enrich the researcher’s fashion knowledge about printed technic and fabrics. Besides primary research, the researchers also conducted secondary research through various sources such as websites, e-articles, survey, and interview. The result of this research is an interactive scarf as a collaboration of fashion accessory as a physical medium and augmented reality technology to enhance its interactive experience. Based on the survey held, the most favorite fashion accessory among woman from the age of 18 until 30 years old is a scarf. Most women will have a scarf inside their bag, just in case they need it. By making an illustration of Javanese folktale on a scarf, it will hopefully attract the target market to retrace their memory and raise people’s awareness about Javanese folktale that seems to be forgotten in today’s era. The usage of augmented reality feature in this research is to give further information such as videos, images, or texts towards the illustration of the scarf by scanning the pattern by using the user’s smartphone.
Interactive AR Book As Media For Educating Children About Colorism in Jakarta Vera Jenny Basiroen; Damba Permatasakti; Renalda Elnesia Paath
ULTIMART Jurnal Komunikasi Visual Vol 15 No 2 (2022): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v15i2.2775

Abstract

The obsession with skin whiteness as a symbol of beauty has long been rampant in the Asian continent, including Indonesia. During the colonial period in Indonesia, white women had become beauty icons, as shown in old magazines. Research and the media have shown that colorism remains largely ignored in the modern era. This study aims to find an effective way to educate the younger generation about the problem of colorism. The research target was limited to the city of Jakarta by observing and interviewing six to eight-year-old students at two local schools in the South. The methods used in this study were interviews with child psychology experts and focus group discussions with the target market. The results show that the stigma of colorism exists among children in big and modern cities like Jakarta. There is a need for education and triggering action on this issue. Using an interactive children’s AR book can be an educational and emotional tool for understanding colorism. AR features deepen the story through animated illustrations and increase interaction with readers. Keywords: colorism; educating; children; AR book; illustration
PEMANFAATAN INFOGRAFIS BERBASIS ILUSTRASI UNTUK MELESTARIKAN DAN MENDIDIK SISWA SD TANTANG PERMAINAN TRADISIONAL BETAWI Damba Permatasakti; Afifah Salsabila
Jurnal Bahasa Rupa Vol. 6 No. 3 (2023): Jurnal Bahasa Rupa Agustus 2023
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v6i3.1318

Abstract

Most of the traditional games in Jakarta are attached to the Betawi culture. Betawi traditional games not only have cultural values ​​that are implied to be preserved but are helpful for children in practicing their soft skills in real life. However, the game's popularity among the younger generation has decreased significantly because the primary method of disseminating the traditional Betawi game, namely word-of-mouth, has been passed down from generation to generation. This resulted in the inevitable extinction of traditional games. This research was conducted to find new media for preserving traditional Betawi games by adopting the Design Thinking method from IDEO and Stanford d. School: Empathy, Interpretation, Ideas, Experiments, and Tests. The result of this research is an illustrated book with an infographic style intended for elementary school students. The infographic style provides an overview of the equipment required, step-by-step instructions on how to play using short narrations, and displays game situations in vivid scenes. The tasteful design style of elementary school students applying the Betawi color scheme received positive feedback from the target market during testing. Thus, the book proved to arouse elementary school student's interest in learning and playing traditional Betawi games. So that efforts to preserve Betawi traditional games with new media is achieved.