Ely Rosita
Multimedia Nusantara Polytechnic

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Implementasi Augmented Reality untuk Karya Isometrik pada Animation Art Exhibition (Animaxtion) Tito Ari Pratama; Ely Rosita
ULTIMART Jurnal Komunikasi Visual Vol 16 No 1 (2023): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v16i1.3111

Abstract

In exhibitions, animated artwork also develops following technological advances and the needs of exhibition visitors. One of the concepts of the exhibition is to exhibit isometric drawings as shown in the exhibition, then visualize them in 3D animation using the Augmented Reality method. Augmented Reality is a technology that runs and combines digital content created by computers in real-time. In the results of the research that has been carried out, if the results of the implementation of Augmented Reality (AR) using Unity software have been successfully implemented on Android-based Smartphones and Tablets by practicing Isometric objects that are displayed when smartphones with the Android operating system or Tablet trigger prints of student work which contain printed images of work in Animaxtion. Keywords: augmented reality; unity; animaxtion; isometric.
Balinese mask 3D modeling design using procedural nodes for digital preservation attempt Kadek Satria; Tito Ari Pratama; Ely Rosita
Jurnal Desain Vol 13 No 2 (2025): Jurnal Desain
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/jd.v13i2.866

Abstract

Digital preservation of Indonesian art and culture has become an increasingly essential practice in the era of the Internet of Things, where accessibility and longevity of cultural heritage are paramount. This research focuses on the digital preservation process through a case study of Balinese art and culture, with a particular emphasis on the iconic Balinese masks. The study involved high-resolution photography of Balinese masks housed at the Setia Darma House of Mask and Puppets, which served as the foundation for creating detailed 3D models. This digital asset will be broken down in several steps of 3D modeling using Blender software and specifically utilized the procedural nodes to achieve lower file size but maintain the image quality. The result will show the significant effort to preserve art and culture in digital media by utilizing 3D software technology to create better visuals with effective file sizes.