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Revitalizing Nusantara Traditions through Interactive Cultural Experiences with Augmented Reality Technology Dawis, Aisyah Mutia; Setiyanto, Sigit; Sadida, Irfan; Bariq, Faiq Fadhil Dzulfiqar
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol. 13 No. 3 (2024): NOVEMBER
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v13i3.2277

Abstract

Advances in digital technology are opening up new opportunities for cultural preservation and promotion. Augmented Reality (AR), with its ability to blend the real and digital worlds, has the potential to bridge the gap between younger generations and the rich cultural heritage of the Nusantara. This research aims to develop an AR application called "Imersi Budaya Nusantara" Immersion into Nusantara Culture to revitalize Nusantara traditions through interactive and educational cultural experiences. The application is expected to increase interest and understanding of Nusantara culture among younger generations while serving as an example of utilizing technology for cultural preservation. The research utilizes the Model Development Life Cycle (MDLC), which includes the stages of concept, design, material collection, development, testing, and distribution. The application's content includes visualizations of traditional dances, houses, food, clothing, and music from various regions in Indonesia. The "Imersi Budaya Nusantara" application has been successfully implemented and tested. The results of functionality and usability testing indicate that the application performs well and is user-friendly. User experience evaluations, based on questionnaires, demonstrate high levels of engagement, enjoyment, and educational value. This research proves that AR technology is effective in increasing interest and understanding of Nusantara culture among the younger generation. The "Imersi Budaya Nusantara" application serves as a model for utilizing technology for cultural preservation, opening up opportunities for further development and related research.
PELATIHAN PEMANFAAT TEKNOLOGI DESAIN UI/UX UNTUK PEMBUATAN APLIKASI MOBILE “STUDI KASUS : SMK MUHAMMADIYAH 03 KARANGANYAR” Ardhani, Rahmad; Munir, Muhammad Misbahul; Sadewa, Tities Pramu; Sadida, Irfan
BUDIMAS : JURNAL PENGABDIAN MASYARAKAT Vol. 6 No. 3 (2024): BUDIMAS : Jurnal Pengabdian Masyarakat
Publisher : LPPM ITB AAS Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29040/budimas.v6i3.16642

Abstract

Smk Muhammadiyah karanganyar merupakah sekolah kejuruan yang terdiri dari jurusan teknik komputer jaringan dan Multimedia yang berada di kota karanganyar. Smk Muhammadiyah karanganyar meruapakan Smk di bawah naungan yayasan muhammadiyah. Dari permasalah yang terjadi bahwa 90% Siswa Smk Muhammadiyah 03 Karanganyar belum mengenal bidang UI/UX yang digunakan untuk merancang sebuah aplikasi mobile learning dari survey dan observasi yang telah dilakukan . Maka Peneliti mengadakan sebuah pelatihan tentang cara merancang sebuah aplikasi mobile. Aplikasi mobile merupakan sebuah aplikasi yang saat ini sangat perkembangan. Peneliti memberikan sebuah keilmuan tentang cara mendesain sebuah aplikasi berbasis mobile sesuai dengan prinsip desain UI/UX. Peneliti memberikan 2 sesi pelatihan yaitu pada sesi I adalah materi tentang prinsip desain user friendly dengan tujuan peserta mempunyai sebuah keahlian untuk mendesain sebuah protype aplikasi yang user friendlya dan pada sesi II peserta diberikan kesempatan untuk mempraktikan cara untuk mendesain protype sebuah aplikasi berbasis mobile. Untuk menunjang penguasaan materi peneliti memberikan sebuah modul buku dan video tutorial sehingga para peserta dapat belajar Kembali setelah pelatihan ini selesai. Dari hasil data quisioner pelatihan ini 80% mudah dipahami dan memberikan kontribusi keilmuan tentang desain ui/ux.  
Revitalizing Nusantara Traditions through Interactive Cultural Experiences with Augmented Reality Technology Dawis, Aisyah Mutia; Setiyanto, Sigit; Sadida, Irfan; Bariq, Faiq Fadhil Dzulfiqar
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol. 13 No. 3 (2024): NOVEMBER
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v13i3.2277

Abstract

Advances in digital technology are opening up new opportunities for cultural preservation and promotion. Augmented Reality (AR), with its ability to blend the real and digital worlds, has the potential to bridge the gap between younger generations and the rich cultural heritage of the Nusantara. This research aims to develop an AR application called "Imersi Budaya Nusantara" Immersion into Nusantara Culture to revitalize Nusantara traditions through interactive and educational cultural experiences. The application is expected to increase interest and understanding of Nusantara culture among younger generations while serving as an example of utilizing technology for cultural preservation. The research utilizes the Model Development Life Cycle (MDLC), which includes the stages of concept, design, material collection, development, testing, and distribution. The application's content includes visualizations of traditional dances, houses, food, clothing, and music from various regions in Indonesia. The "Imersi Budaya Nusantara" application has been successfully implemented and tested. The results of functionality and usability testing indicate that the application performs well and is user-friendly. User experience evaluations, based on questionnaires, demonstrate high levels of engagement, enjoyment, and educational value. This research proves that AR technology is effective in increasing interest and understanding of Nusantara culture among the younger generation. The "Imersi Budaya Nusantara" application serves as a model for utilizing technology for cultural preservation, opening up opportunities for further development and related research.