scholarly journals Experimental Design: Javanese Folktale Preservation Using Augmented Reality Technology

Humaniora ◽  
2018 ◽  
Vol 9 (3) ◽  
pp. 265
Author(s):  
Damba Permatasakti ◽  
Vera Jenny Basiroen

This research was conducted to discover innovative and interesting methods to preserve also to reintroduce Javanese folktale to today’s society. The data were gathered from primary research through quantitative research to 104 respondents to know about folktale and opinion of modern preservation medium such as augmented reality medium, and also qualitative research through an in-depth interview to enrich the researcher’s fashion knowledge about printed technic and fabrics. Besides primary research, the researchers also conducted secondary research through various sources such as websites, e-articles, survey, and interview. The result of this research is an interactive scarf as a collaboration of fashion accessory as a physical medium and augmented reality technology to enhance its interactive experience. Based on the survey held, the most favorite fashion accessory among woman from the age of 18 until 30 years old is a scarf. Most women will have a scarf inside their bag, just in case they need it. By making an illustration of Javanese folktale on a scarf, it will hopefully attract the target market to retrace their memory and raise people’s awareness about Javanese folktale that seems to be forgotten in today’s era. The usage of augmented reality feature in this research is to give further information such as videos, images, or texts towards the illustration of the scarf by scanning the pattern by using the user’s smartphone.

2021 ◽  
Vol 2021 (1) ◽  
pp. 20-29
Author(s):  
I. Malinina ◽  

The article analyzes the use of augmented reality (AR) in creative projects of contemporary art. Features of application of augmented reality technologies are investigated. The author reviews the possibilities and options for using augmented reality technology to support museums and galleries. This article will help contemporary artists to better understand these technologies, understand the role of AR in modern society and assess its prospects. Analysis of scientific research has shown that the use of augmented reality in art is increasingly of interest to artists and scientists. There are also articles dedicated to improving the learning experience of art gallery visitors using augmented reality. The present study reveals the chronology of research on this phenomenon. An analysis of the experience of Ukrainian, European and American artists and designers in the implementation of AR‑technologies in the field of culture has also been conducted, on the basis of which a system of thematic areas of augmented reality in contemporary art has been presented. There are five areas where augmented reality in the field of art is used. These are museums of history and art and exhibition halls, art city tourism, film industry, concerts and television. But it turns out that the number of these areas is not final. Eventually, AR will be used in other art venues. The materials of this article provide recommendations for the spread of augmented reality technologies in art. With the help of these technologies, the image of an innovative progressive museum and exhibition hall, open to new opportunities, can be created, which gives the opportunity to attract new visitors, generating a unique complex interactive experience. So far, augmented reality is used exclusively in art, but more and more artists and designers are beginning to move towards interactive implementations in their work. Many of these authorial experiments grow into unique creative projects and provide enormous advantages in the system of culture and art.


2021 ◽  
Vol 15 (7) ◽  
pp. 2094-2098
Author(s):  
Ali Çevik ◽  
Mehmet Mustafa Yorulmazlar

The sports industry has caused differentiation in marketing strategies with the effect of globalization. As a result of this differentiation, manufacturers have put the demands of their customers at the center of production. In the study; It is aimed to reveal the interaction elements within the scope of the retro marketing application area activities in the promotional videos of the Nike brand to impress people. The sample of the study consists of 4 promotional videos: Nike Air Max 2090 Cloud, Explore Air Force I City, Build Your Nike Air Max 2090, Nike Air Max 720 Day, featuring augmented reality technology with the retro products of the Nike brand. Density sampling method was used while determining the sample. Density sampling covers the best or most information-rich examples of the investigated phenomenon, rather than extreme or unusual cases. "Basic Qualitative Research Model" was applied as a research method. The main purpose of basic qualitative research is to reveal and interpret the meanings created by people. As a pattern in the study; document analysis technique was used. Documents used in qualitative research consist of four types: Public records and personal documents are the first and second types, popular culture documents are the third type, and visual documents including movies, videos, and pictures are the fourth type. This study consists of videos in the visual documents section of the fourth type. Analysis of the data obtained in our study; It was carried out according to 5 main titles and 10 sub-titles within the framework of "Retro Marketing Application Area in Sports" As a result; The Nike brand used augmented reality technology to present its products with a combination of old and new features to its consumers within the framework of retro marketing and to enable them to establish an emotional connection with the past. Under the title of images of the retro marketing application field in sports; It was observed that the redesign of AirMax and Air Force shoe models, which are identified with the brand and the titles of giveaways and themed games/events were emphasized in game day promotions. Keywords: Sports Industry, Communication, Retro Marketing, Augmented Reality, Promotion.


2020 ◽  
Vol 3 (2) ◽  
pp. 161
Author(s):  
Irma Savitri Sadikin ◽  
Erista Martyani

In the industrial era 4.0, the use of technology in the learning process is an important element. Teachers need to be more technologically in their teaching process since the use of technology has become a lifestyle. Augmented Reality (AR) is an interactive experience of a real-world environment which is considered effective as good medium in learning especially in English vocabulary. This article aims to explore the use of AR for young learners by comparing it with conventional paper flashcards. This method used quantitative research or more specifically quasi-experimental design at the second grade of Primary school in Padalarang. The data of the research was obtained from pre-test and post-test and it was analyzed by using SPSS 22 for windows. The results showed that both AR and conventional flashcard could significantly improve young learners’ vocabulary. However, the mean score of posttest in experimental class was 74.83 and 62.5 for control class. The data analysis revealed that the null hypothesis was rejected. In other word, the posttest score of experimental class was higher than control class. In summary, learning English vocabulary through augmented reality (AR) could improve students’ vocabulary mastery. It made young learners more engaged and excited to learn English vocabulary.


2008 ◽  
Vol 2 (6) ◽  
pp. 255
Author(s):  
Trulyana Tantiani ◽  
Ahmad Syafiq

Salah satu transisi gaya hidup yang terjadi adalah perubahan perilaku makan yang paling berdampak pada kaum perempuan untuk terlihat cantik dengan berdiet berlebihan yang menjurus pada Perilaku Makan Menyimpang (PMM). Tujuan dari penelitian ini adalah mengetahui penyebab, mekanisme, dan proses terjadinya PMM dari persepsi penderita. Desain penelitian yang digunakan adalah kualitatif dan kuantitatif. Penelitian kualitatif dilakukan pada 3 informanyang pernah mengalami PMM. Penelitian kuantitatif, dilakukan pada 397 responden yang belum mengalami PMM. Waktu pengambilan data adalah bulan Mei-Juni 2007 dengan menggunakan metode wawancara mendalam untuk penelitian kualitatif dan wawancara terstruktur menggunakan kuesioner dari Sarafino dari Stice untuk penelitian kuantitatif. Studi kualitatif menemukan bahwa semua informan bermasalah dengan anggota keluarganya, terdapat pengaruh pola asuh keluarga yang cukup besar, memiliki citra tubuh dan konsep diri yang terdistorsi, dan berada di lingkungan yang tidak mendukung orang gemuk. Hasil penelitian kuantitatif menemukan prevalensi PMM yang terjadi di Jakarta dengan kuasioner Sarafino adalah 37,3% dan prevalensi anoreksianervosa dengan kuesioneri Stice adalah 11,6 % dan prevalensi kecenderungan bulimia nervosa adalah 27%.Kata kunci : Perilaku makan menyimpang, anoreksia nervosa, bulimia nervosaAbstractOne of the life style changes that occur recently is related to eating behavior that affect mostly women because of the desire to look beautiful with a thin and tall body. One way to achieve this figure is to strictly go on dieting which could lead to eating disorders. The objective of this research is to understand thecause, mechanism, and process of eating disorders. The methods in this research are both qualitative and quantitative. The subjects of the qualitative research are three persons who are willing to be the subject and have a past history of eating disorders. The quantitative subjects are 397 respondents thathave not been diagnosed with eating disorders. The research was held at May-June 2007. The information are gathered through in-depth interview for the qualitative research and by through self report questionnaire for the quantitative research. The result from qualitative research shows that all of the subjects have problems with their family, the parenting practice have a big influence in their life, they also have a distorted body image and poor self-concept, and they are living in an environment that have a negative behavior towards overweight problems. The quantitative research shows that using Sarafino questionnaire, there are 37.3% adolescents who have a tendency toward eating disorders. Using the Stice and Telch questionnaire, there are 11.6% adolescents that have a tendency towards anorexia nervosa, and 27.0% adolescents that have a tendency towards bulimia nervosa.Keywords : Eating disorder, anorexia nervosa, bulimia nervosa


Author(s):  
Тетяна Грунтова ◽  
Юлія Єчкало ◽  
Андрій Стрюк ◽  
Андрій Пікільняк

Hruntova T. V., Yechkalo YU. V., Stryuk A. M. and Pikilʹnyak A. V. Augmented Reality Tools in Physics Training at Higher Technical Educational Institutions. Research goal: the research is aimed at theoretical substantiation of applying the augmented reality technology and its peculiarities at higher technical educational institutions. Research objectives: the research is to solve the problems of determining the role and place of the technology in the educational process and its possible application to physics training. Object of research: teaching physics to students of higher technical educational institutions. Subject of research: the augmented reality technology as a component of the training process at higher educational institutions. Research methods used: theoretical methods include analysis of scientific and methodological literature; empirical methods include studying and observation of the training process. Research results: analysis of scientific publications allows defining the notion of augmented reality; application of augmented reality objects during laboratory practical works on physics is suggested. Main conclusions. introduction of the augmented reality technology in thetraining process at higher technical educational institutions increases learning efficiency, facilitates students’ training and cognitive activities, improves the quality of knowledge acquisition, provokes interest in a subject, promotesdevelopment of research skills and a future specialist’s competent personality.


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