3 research outputs found

    Museum Maya Indonesia: An immersive museum prototype for cultural education

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    The development of this virtual museum was a collaborative project of lecturers and students as an effort to create learning media about Indonesia’s cultural identity and history. This was practiced-based research that culminated in the creation of a high-fidelity prototype. Design thinking was used to realize ideas by considering existing problems. The empathize and define stages were conducted on 33 high school students to find out students’ insights about museums and their experiences in real or virtual museums. Visualization of objects with 3D photogrammetric techniques was used to achieve a realistic impression and a more immersive feeling. The museum also features audiovisuals, infographics, motion graphics, and animated objects. This prototype was tested directly on 12 students who were divided into three user groups, namely mobile phones, laptops, and VR. Mobile users experienced problems in accessing this museum, while laptop users managed to access the museum and had a very positive reaction. VR users felt a much more emotional experience. The test of a prototype in a school has shown that such a virtual museum will be attractive and engaging for students and schools, especially in remote areas, and should be further developed

    Innovation through “Digital Society” : Proceeding The 1st Bandung Creative Movement (BCM) 2014

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    In the recent years Bandung has seen a lot of public activities triggered by younger population and self organized movements like the Bandung Creative City Forum (BCCF), Common Room Indonesia and others. 60 to 70 percent of Bandung’s citizens are below the age of 40. They have proven that people are willing to take responsibility for social, economic, cultural, and political change on different levels into their own hands as well as creating more awareness for their cultural history, tradition, and identity. Being engaged and participate in workshops, exhibitions, festivals, events, and street activities has motivated a lot of citizens and gained acknowledgement in national and international press e.g. the annual video mapping project by Sembilan Matahari

    New Screen Media : Cinema / Art / Narrative

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    Editors Rieser and Zapp argue that the new media has brought with it innovations in screen narrative form that raise issues about the body, identity, authorship, and temporal and spatial construction. Texts by cultural theorists are juxtaposed with artists’ analyses of their own work. Providing an overview of the history and theory of narrative and the media, the book documents the unique forms new media narrative practices have taken. Includes an interactive DVD-ROM featuring works by 36 artists. Biographical notes on contributors. Glossary (5 p.), bibliography (6 p.) and index (8 p.). Circa 250 bibl. ref
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