Augmented Reality Introduction To Cirebon Mask At Setia Darma Mask House Gianyar

Authors

  • Made Suci Ariantini Program Studi Teknik Informatika, Fakultas Teknologi dan Informatika, Institut Bisnis dan Teknologi Indonesia
  • Alfatino Yohan Rajasyah Program Studi Teknik Informatika, Fakultas Teknologi dan Informatika, Institut Bisnis dan Teknologi Indonesia
  • Ni Kadek Ariasih Program Studi Teknik Informatika, Fakultas Teknologi dan Informatika, Institut Bisnis dan Teknologi Indonesia
  • I Gusti Ayu Agung Diatri Indradewi Program Studi Ilmu Komputer, Universitas Pendidikan Ganesha
  • Wayan Gede Suka Parwita Program Studi Teknik Informatika, Fakultas Teknologi dan Informatika, Institut Bisnis dan Teknologi Indonesia

DOI:

https://doi.org/10.54209/infosains.v14i02.4493

Keywords:

Augmented Reality, Cirebon Mask, Marker Based

Abstract

This research aims to explore the application of Augmented Reality (AR) technology in the context of introducing Cirebon Masks at the Setia Darma Mask House, Gianyar using Marker Based. Cirebon masks have high cultural and artistic value in traditional Indonesian art, and the Setia Darma Mask House is an important place in introducing and preserving this art to the wider community. Using AR as a tool, this research investigates ways in which this technology can be used to provide visitors with an interactive and immersive learning experience about Cirebon Masks. The research methodology involved developing a custom AR application that allows users to see, hear, and interact with a virtual representation of the Cirebon Mask. Data was collected through observation, interviews and literature study to evaluate the effectiveness of the application. From the test results of 8 tests on the menu in the system using the black box testing method, the system is in accordance with the expected results, namely there are no errors when the system is used. the results of usability testing with the values obtained, namely Application Learnability is 89.4% which means Very Good, Efficiency gets 89.8% which means Very Good, Memorability gets 91.7% which means Very Good, Error gets 63.7% which means Fairly Good and Satisfaction gets 90, 1% which means Very Good

Downloads

Download data is not yet available.

References

Abdurrahman, Y., & Azrino Gustalika, M. (2023). Aplikasi Augmented Reality dengan Marker Based dan Markerless Tracking sebagai Pengenalan Budaya Candi Mendut. Remik, 7(2), 859–871. https://doi.org/10.33395/remik.v7i2.12137

Afifah, B., Widiyaningtyas, T., & Pujianto, U. (2019). Pengembangan bahan ajar perakitan komputer bermuatan augmented reality untuk menumbuhkan keaktifan belajar siswa. Tekno, 29(2), 97. https://doi.org/10.17977/um034v29i2p97-115

Alifah, R., Megawaty, D. A., Najib, M., & Satria, D. (2021). Pemanfaatan Augmented Reality Untuk Koleksi Kain Tapis (Study Kasus: Uptd Museum Negeri Provinsi Lampung). Jurnal Teknologi Dan Sistem Informasi (JTSI), 2(2), 1–7. http://jim.teknokrat.ac.id/index.php/JTSI

Apriyani, M. E., Huda, M., & Prasetyaningsih, S. (2016). Analisis Penggunaan Marker Tracking Pada Augmented Reality Huruf Hijaiyah. JURNAL INFOTEL - Informatika Telekomunikasi Elektronika, 8(1), 71. https://doi.org/10.20895/infotel.v8i1.54

Dellia, P., Mutiatun, S., & Amil, A. J. (2022). Pengembangan Augmented Reality Museum Cakraningrat Bangkalan Berbasis Qr-Code. Jurnal Teknoinfo, 16(2), 354. https://doi.org/10.33365/jti.v16i2.1915

Firdaus, M. F., Melga, B., & Aditya, D. K. (2016). Perancangan Buku Visual Sejarah Dan Filosofi Topeng Cirebon. … of Art & …, 3(3), 970–977. https://openlibrarypublications.telkomuniversity.ac.id/index.php/artdesign/article/view/4571%0Ahttps://openlibrarypublications.telkomuniversity.ac.id/index.php/artdesign/article/download/4571/4305

Kurniadi, F. I. (2021). Klasifikasi Topeng Cirebon menggunakan Metode Convolutional Neural Network. JATISI (Jurnal Teknik Informatika Dan Sistem Informasi), 8(1), 163–169. https://doi.org/10.35957/jatisi.v8i1.568

Kurniawan, T. A. (2018). Pemodelan Use Case (UML): Evaluasi Terhadap beberapa Kesalahan dalam Praktik. Jurnal Teknologi Informasi Dan Ilmu Komputer, 5(1), 77–86. https://doi.org/10.25126/jtiik.201851610

Mochammad Aldi Kushendriawan, Harry Budi Santoso, Panca O. Hadi Putra, & Martin Schrepp. (2021). Evaluating User Experience of a Mobile Health Application ‘Halodoc’ using User Experience Questionnaire and Usability Testing. Jurnal Sistem Informasi, 17(1), 58–71. https://doi.org/10.21609/jsi.v17i1.1063

Prasetio, F. B., & Wellem, T. (2022). Perancangan Dan Implementasi Aplikasi Android Untuk Layanan Informasi Pariwisata. IT-Explore: Jurnal Penerapan Teknologi Informasi Dan Komunikasi, 1(2), 114–132. https://doi.org/10.24246/itexplore.v1i2.2022.pp114-132

Rachman, V. S., & Almanfaluthi, B. (2018). Kajian Perubahan Fungsi Topeng Cirebon. Kalbiscientia, 5(1), 24–29. http://research.kalbis.ac.id/Research/Files/Article/Full/1VQDGZQA7OSCMCGWVC7K657KA.pdf

Ramadhanti, N. F., Lamada, M., & Riska, M. (2021). Pengembangan Aplikasi Game Edukasi 3D “Finding Geometry” Berbasis Unity Sebagai Media Pembelajaran Bangun Ruang Matematika. Jurnal MediaTIK : Jurnal Media Pendidikan Teknik Informatika Dan Komputer, 4(2), 21–26.

Setiawan, H., Mukhtar, H., & Soni. (2019). Aplikasi Pengenalan Situs Bersejarah Di Kota Pekanbaru Dengan Augmented Reality Markerless Berbasis Android. Jurnal Fasilkom, 9(2), 387–395.

Wahid Abdul, A. (2020). Analisis Metode Waterfall Untuk Pengembangan Sistem Informasi. Jurnal Ilmu-Ilmu Informatika Dan Manajemen STMIK, November, 1–5.

Wijaya, Y. D., & Astuti, M. W. (2021). Pengujian Blackbox Sistem Informasi Penilaian Kinerja Karyawan Pt Inka (Persero) Berbasis Equivalence Partitions. Jurnal Digital Teknologi Informasi, 4(1), 22. https://doi.org/10.32502/digital.v4i1.3163

Downloads

Published

2024-05-28

How to Cite

Ariantini, M. S., Rajasyah, A. Y., Ariasih, N. K., Indradewi, I. G. A. A. D., & Parwita, W. G. S. (2024). Augmented Reality Introduction To Cirebon Mask At Setia Darma Mask House Gianyar. Jurnal Info Sains : Informatika Dan Sains, 14(02), 140–150. https://doi.org/10.54209/infosains.v14i02.4493

Most read articles by the same author(s)