Transformasi digital museum seni rupa berbasis 3D virtual tour interaktif dengan Unity

Authors

  • Yuli Astuti Universitas Amikom Yogyakarta
  • Tsania Alfina Nur Fatimah Universitas Amikom Yogyakarta
  • Rangga Romzi Fakhruddin Universitas Amikom Yogyakarta

DOI:

https://doi.org/10.26905/jisad.v2i2.14048

Keywords:

fine arts museum, 3D virtual tour, 3D modelling, interactivity

Abstract

Affandi Museum, located on the banks of the Gajah Wong River at Jalan Laksda Adisucipto No. 167, Yogyakarta, occupies a strategic location that is easily accessible to both domestic and international tourists. However, the museum currently lacks a virtual version for remote visits. To remain relevant and accessible to the digital generation, this research aims to transform Affandi Museum into a 3D Virtual Tour and develop its interactivity using the prototype method. This approach allows for rapid and iterative development, focusing on interactive elements such as navigation, pop-up information, and audio guides, using the Unity platform. Usability testing involves various users to ensure an intuitive interface and optimal experience, resulting in highly valued aspects such as ease of navigation, visual quality, and interactively presented information, with an average rating of 4.7/5. This digital transformation enables Affandi Museum to reach a wider audience and strengthen its position as a center of cultural and art education.

References

J. M. Mas and A. Monfort, “From the Social Museum to the Digital Social Museum,†aDResearch ESIC International Journal of Communication Research, vol. 24, no. 24, pp. 08–25, Jan. 2021, doi: 10.7263/adresic-024-01.

A. Krisdayanthi, “Pengelolaan Museum Rudana Sebagai Daya Tarik Wisata Berbasis Kearifan Lokal Di Desa Peliatan Kecamatan Ubud Kabupaten Gianyar,†Ganaya : Jurnal Ilmu Sosial dan Humaniora, vol. 6, no. 2, pp. 345-357, 2023.

B. Choi and J. Kim, “Changes and challenges in museum management after the COVID-19 pandemic,†Journal of Open Innovation: Technology, Market, and Complexity, vol. 7, no. 2, Jun. 2021, doi: 10.3390/joitmc7020148.

M. E. Apriyani, E. Rohadi, R. Amala, and I. P. Savira, “Optimizing Tourism Promotion through Interactive Virtual Tour Design: A Case Study of Batu Love Garden,†Indonesian Journal on Software Engineering (IJSE), vol. 10, no. 1, pp. 11–17, 2024.

S. Nabillah, N. R. Sumitra, and I. Rohimah, “Revolusi Teknologi: Implementasi Museum Teknologi dalam Menciptakan Pariwisata Interaktif di Era SocietY 5.0,†PETA - J. Pesona Pariwisata, vol. 3, no. 1, pp. 26–32, Aug. 2024, doi: 10.33005/peta.v3i1.61.

R. Salkiawati, H. Lubis, and M. A. Putra, “Penerapan Virtual Reality Menggunakan Metode Rapid Application Development pada Media Pembelajaran Pengenalan Satwa Endemik Taman Nasional Ujung Kulon,†Jurnal Rekayasa Informasi, vol. 11, no. 2, 2022.

D. S. Dwi, “Rancang Bangun Virtual Reality Video 360o Sebagai Pengenalan Tempat Wisata Di Kota Bandar Lampung Menggunakan Unity,†J. Teknol. Pint., vol. 1, no. 1, Art. no. 1, 2021.

Rahmawati, F. Rahmawati, R. D. Putri, Nurdin, and Y. Rizal, “Pengembangan Virtual Reality dalam Upaya Meningkatkan Kesiapan Mahasiswa untuk Menghadapi Pengenalan Lapangan Persekolahan,†Jurnal Basicedu, vol. 6, no. 6, pp. 10016–10025, 2022, doi: 10.31004/basicedu.v6i6.4178.

M. A. Robbani and Y. Rosmansyah, “Rancang Bangun Aplikasi Mobile Virtual Tour Menggunakan Foto 360° dengan Objek Penelitian Museum Nasional,†J. Sist. Cerdas, vol. 4, no. 1, Art. no. 1, 2021, doi: 10.37396/jsc.v4i1.159.

A. F. Ardiansyah et al., “Analisis Peran Museum Seni Jakarta di Kota Tua dalam Mempertahankan dan Melestarikan Warisan Budaya,†Buletin Antropologi Indonesia, vol. 1, no. 2, p. 9, 2024, doi: 10.47134/bai.v1i2.2611.

M. Shehade and T. Stylianou-Lambert, “Virtual reality in museums: Exploring the experiences of museum professionals,†Applied Sciences (Switzerland), vol. 10, no. 11, p. 4031, 2020, doi: 10.3390/app10114031.

V. T. Hulu, R. Evimalinda, F. A. Bunga, and S. Saleleubaja, “Membuka Imajinasi: Dampak Interaktivitas Multimedia terhadap Pemikiran Kreatif Belajar Peserta Didik dalam Pembelajaran Pendidikan Agama Kristen,†J. Ilm. Multidisiplin, vol. 1, no. 2, Art. no. 2, 2024, doi: 10.62282/juilmu.v1i2.184-198.

T. Hidayat, “Penerapan Teknologi Augmented Reality Sebagai Model Media Edukasi Kesehatan Gigi Bagi Anak,†Creat. Inf. Technol. J., vol. 2, no. 1, Art. no. 1, 2014, doi: 10.24076/citec.2014v2i1.39.

N. Azizah, A. Sani, A. Rezki, F. Raihan, and I. G. Artha, “Perancangan Prototype Interface Atau UI Pada Layanan Penjualan Berbasis Mobile Menggunakan Aplikasi Figma,†J. Bid. Penelit. Multimed., vol. 1, no. 1, Art. no. 1, 2023.

K. Kurniati, “Penerapan Metode Prototype pada Perancangan Sistem Pengarsipan Dokumen Kantor Kecamatan Lais,†J. Softw. Eng. Ampera, vol. 2, no. 1, Art. no. 1, 2021, doi: 10.51519/journalsea.v2i1.89.

Downloads

Published

2024-09-01