The preservation of the cultural and artistic heritage of our ancestors is important for us to persevere as a species. The purpose of this research was to introduce Indonesian culture, especially Topeng Malang, to the Indonesian society, particularly the teenagers, using 3D character media, implemented through augmented reality. The study followed the development research method of Borg WR and Gall MD. 3D characters were designed using the low poly subdivision surface technique, with a minimum number of poly but maintaining the detail of the character. Based on the results of the data analysis, the following essential points were obtained: (1) The character design of the Topeng Malang adopted the figures of Dewi Sekartaji and Dewi Walangwati. (2) The character design of the Topeng Malang character represented the posture, nature, and characteristics of the style. The result of this design was the implementation of 3-dimensional masks and character transformation in augmented reality media. Based on the results and the questionnaires used by the author to gather users’ knowledge of the character shape of the augmented reality media of the mask, 49.3% of the responses were found to be very good and 46.4% good. These results certainly add to the positive values of utilizing the 3D character media as a medium to introduce Wayang Topeng Malangan. Keywords: Topeng Malang, 3D character model
Osi and Ji are Malang City mascots made with coherent design procedures. They represent a particular identity to appeal to the target audience. This paper examines the aesthetics of cuteness that synergize between the dimensions of affection, language, and design in the city’s mascot. The study is based on qualitative research with observations and interviews conducted between April and September 2018. The affective dimension of Osi and Ji is linked with their anthropomorphism. It creates a high level of intimacy for the audience. The design dimensions of Osi and Ji are determined by the ‘cuteness’ design principles, especially the use of basic shapes such as circles, vibrant colors, proportions, and poses. These three dimensions can function as a guide to design a city mascot character to have a strong visual impact. Keywords: Aesthetic of Cuteness, Character Design, City Mascot
Daya pikat dibutuhkan untuk mengalihkan perhatian audiens kepada desain, walaupun hanya sesaat. Daya pikat ini terdapat dalam semua bidang desain, terutama desain karakter. Salah satu contoh desain karakter adalah maskot. Malang merupakan kota pertama yang memiliki maskot yang dibuat dengan prosedur yang ideal, hasil dari kerjasama ADGI (Asosiasi Desainer Grafis Indonesia) Chapter Malang dengan Barenlitbang Kota Malang. Osi dan Ji adalah Maskot Kota Malang dengan bentuk anthropomorphism dari hewan singa dan burung manyar sebagai lambang kota Malang. Penelitian ini mengkaji desain karakter maskot tersebut menggunakan prinsip karakter desain, yaitu: silhoutte, shape, proportion dan pose. Data yang didapat dari hasil observasi, wawancara, dan dokumentasi desain karakter maskot Kota Malang dikaji dengan metode kualitatif dengan pendekatan analisis visual. Keempat prinsip desain saling menguatkan keseluruhan makna bahasa visual yang terdapat pada desain karakter maskot tersebut sehingga daya pikatnya tinggi terhadap khalayak sasaran dengan rentang usia yang luas.
Many potential tourism spots have been recently developed all over Malang, Indonesia. It all started from a university student’s project that transformed the packed living area of the colorful village of Jodipan (Kampung Warna Warni Jodipan) into a tourism destination. After this successful metamorphosis, the nearby villages started to develop their thematic villages. For example, across the bridge from Jodipan there is Kampung 3D and across the railroad track is Kampung Biru Arema. Near these places, there is Sukoharjo sub-district which is longing to do the same. One of the potential attractions on Sukoharjo is Haul Akbar Pondok Pesantren Darul Hadits Al-Faqihiyyah (the annual celebration of the Islamic boarding school Darul Hadits Al-Faqihiyyah), which is a pillar of religious tourism in Malang. This project explored a smartphone application design that would bring tourists to Sukoharjo. The design and development involved adapting prototype SDLC models to quickly involve the audience in the process. The prototype is expected to be used in a pilot project that further employs the development features of the smartphone application. Keywords: Smartphone application, potential tourism spots, prototype SLDC models
This article was described the development of Interactive Hologram Augmented Reality Card (IHARC) and preliminary study of users' initial readiness and acceptance to implement IHARC at Wonosari tea plantation agro-tourism. IHARC has a very high potential to apply in a variety of field such as medical, engineering, construction, education, tourism and etc. This article will describe the development of IHARC and preliminary study of users' initial readiness and acceptance to implement IHARC at Wonosari tea plantation agro-tourism. The purpose to design and develop IHARC for Wonosari tea plantation is to increase the attractiveness of tourists visiting to that place. This study also intended to determine the level of acceptance and readiness in preliminary stage among target users to use IHARC. The development of IHARC design specifications in Wonosari tea plantation based on qualitative research findings. Interview methods, analysis documents and observations were used to develop IHARC design specification. Once the IHARC design specification is developed, then the phase of development process is carried out. Through the development of the IHARC, it is hoped that it will help Wonosari tea plantation agro-tourism, Malang, Indonesia to promote and increase the number of tourists to visit here.
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