scholarly journals Digitalisasi Cagar Budaya di Indonesia: Sudut Pandang Baru Pelestarian Cagar Budaya Masa Hindu-Buddha di Kabupaten Semarang

Bakti Budaya ◽  
2020 ◽  
Vol 3 (1) ◽  
pp. 90
Author(s):  
Aditya Revianur

AbstractOur recent technologies, such as digital photography, 3D scanner, and augmented reality, provide an alternative idea to preserve cultural heritages, i.e. building, artefact, and structure. The main point of this article is to continue the discourse on the advantages of digital preservation on several cultural heritage sites in Semarang, called Ancient Medang Project. Semarang Regency located in Central Java Province that has many cultural heritages from ancient Java period, such as temples, artefact, sculptures, etc. However, mostly cultural heritages in Semarang Regency have been lost due to rapid modernization. The writer and several local communities who concern about cultural heritage preservation created a project to digitalize the cultural heritage in Semarang to prevent further destruction and encourage the importance of the cultural heritage sites to the public through digital media. This project is a multidisciplinary project that involved archaeologists, IT experts, and the local community to create an interactive system database regarding cultural heritages in Semarang. Three main perspectives were carried out to develop the project, i.e. content information based on archaeological surveys, construction of website design, and evaluation. The first perspective was used to collect information regarding the archaeological aspects of cultural heritage in Semarang. The second perspective was conducted to develop website prototype based on data from previous study. The final perspective was to evaluate and enhance the website prototype. The results show that the cultural heritage digitization is not only useful for preservation, but also for public engagement and facilitate cultural learning.----------AbstrakKemajuan teknologi terkini, seperti fotografi digital, pemindai 3D, dan augmented reality, memberikan ide alternatif untuk melestarikan warisan budaya, misalnya bangunan, artefak, dan struktur. Poin utama dari artikel ini adalah untuk melanjutkan wacana tentang manfaat digitalisasi pelestarian pada beberapa situs warisan budaya di Semarang, yang disebut dengan Proyek Medang Kuno. Kabupaten Semarang terletak di Provinsi Jawa Tengah yang memiliki banyak warisan budaya dari zaman Jawa kuno, seperti kuil, artefak, patung, tetapi sebagian besar warisan budaya di Kabupaten Semarang telah hilang karena modernisasi yang cepat. Penulis dan beberapa komunitas lokal yang peduli dengan pelestarian cagar budaya menciptakan sebuah proyek untuk mendigitalkan cagar budaya di Semarang untuk mencegah perusakan lebih lanjut dan mendorong pentingnya situs cagar budaya kepada publik melalui media digital. Proyek ini adalah proyek multidisiplin yang melibatkan arkeolog, pakar IT, dan masyarakat setempat untuk membuat basis data sistem interaktif mengenai warisan budaya di Semarang. Tiga perspektif utama dilakukan untuk mengembangkan proyek, yaitu informasi konten berdasarkan survei arkeologi, konstruksi desain situs web, dan evaluasi. Perspektif pertama digunakan untuk mengumpulkan informasi mengenai aspek arkeologis warisan budaya di Semarang. Perspektif kedua dilakukan untuk mengembangkan prototipe situs web berdasarkan data dari penelitian sebelumnya. Perspektif ketiga adalah untuk mengevaluasi dan meningkatkan prototipe situs web. Hasilnya menunjukkan bahwa digitalisasi warisan budaya tidak hanya berguna untuk pelestarian, tetapi juga untuk keterlibatan publik dan memfasilitasi pembelajaran budaya.

2020 ◽  
Vol 15 (1) ◽  
pp. 15-24
Author(s):  
Alqiz Lukman ◽  
Ghilman Assilmi ◽  
Ide Nada Imandiharja

Teknologi terkini, seperti fotografi digital, pemindai 3D, dan augmented reality, memberikan alternatif dalam upaya pelestarian situs warisan budaya. Fokus pembahasan dalam artikel ini adalah kelanjutan wacana tentang manfaat pelestarian berbasis digital berdasarkan penerapan pada Proyek Depok Lama. Depok adalah kota yang terletak di Provinsi Jawa Barat yang memiliki beragam jenis bangunan masa kolonial, antara lain permukiman penduduk, gereja, dan jembatan. Namun, studi terbaru menunjukkan hampir 75% bangunan kolonial telah dihancurkan sepanjang satu dasawarsa terakhir akibat aktivitas pembangunan kota dan modernisasi yang cepat. Kami membangun proyek untuk melakukan digitalisasi sejumlah objek warisan budaya di Depok untuk mencegah perusakan lebih lanjut dan membangun informasi tentang pentingnya objek bangunan kolonial kepada publik melalui media digital. Proyek ini merupakan kegiatan multidisiplin yang melibatkan arkeolog, sejarawan, pakar IT, dan masyarakat setempat dalam menciptakan database sistem interaktif mengenai bangunan cagar budaya di Depok. Empat studi dilakukan untuk mengembangkan Proyek Depok Lama, yaitu studi informasi konten, studi perspektif pengguna, konstruksi kerangka desain situs web, dan studi evaluasi. Studi pertama dilakukan untuk mengumpulkan informasi mengenai bangunan bersejarah di Depok Lama. Studi kedua dilakukan untuk menyelidiki presentasi informasi yang disukai oleh pengguna. Studi ketiga berkaitan dengan pengembangan prototipe situs web berdasarkan data dari studi sebelumnya. Studi terakhir adalah untuk mengevaluasi dan meningkatkan prototipe situs web. Hasil menunjukkan bahwa digitalisasi warisan budaya tidak hanya berguna untuk pelestarian tetapi juga mendorong keterlibatan publik dan memfasilitasi materi pengetahuan budaya. New technologies, such as digital photography, 3D scanner, and augmented reality, provide an alternative to preserve heritage sites. The focal point for this article is to continue the discourse on the advantages of digital preservation based on our work in Depok, called Depok Lama Project. Depok is a city located in West Java Province that has many colonial buildings, such as residential settlements, churches, and bridges. However, a recent study shows almost 75% of colonial buildings have been demolished over the last decade due to city development and rapid modernization. We created a project to digitize the cultural heritage in Depok to prevent further destruction and encourage the importance of the buildings to the public through digital media. This project is a multidisciplinary project that involved archaeologists, historians, IT experts, and the local community in creating an interactive system database regarding heritage buildings in Depok. Four studies were carried out to develop the Depok Lama Project, namely content information study, end-user perspective study, website design framework construction, and evaluation study. The first study was used to collect information regarding the historical buildings at the Old Depok. The second study was conducted to investigate the information presentation preferred by the end-users. The third study concerned the development of a website prototype based on data from previous studies. The final study was to evaluate and enhance the website prototype. The results show that the cultural heritage digitization is not only useful for preservation but also for public engagement and facilitate cultural learning.


2015 ◽  
Vol 75 (4) ◽  
Author(s):  
Ulka Chandini Pendit ◽  
Syamsul Bahrin Zaibon ◽  
Juliana A. Abubakar

Cultural heritage is the asset of tourism industry to attract tourist for visiting a country. Cultural heritage needs to be conserved in order to prolong the life from being deterioration. However, conservation needs huge financial cost and this reason becomes the major obstacles for cultural heritage to be maintained its existence in a country. Nowadays, digital cultural heritage conservation is alternatively utilized as it reduces the cost of conservation in the form of digital interpretive media such as video, animation, 3D simulation, virtual reality, and augmented reality. Therefore, this study attempted to seek about the availability of digital interpretive media at cultural heritage sites through a survey. This paper presents the findings of availability level of digital media in the heritage sites in Yogyakarta, Indonesia. The findings show that the availability of digital media in Yogyakarta cultural heritage sites are mostly in traditional media types such as signs, brochures, maps, leaflets, and books. In attracting tourist, it is suggested that the cultural heritage sites should be provided with more advance interpretive media, namely computer simulations; personal stereo guided tours, virtual reality, and recently augmented reality as a way to conserve cultural heritage information and values.  


2021 ◽  
Vol 14 (2) ◽  
pp. 1-20
Author(s):  
Néill O’dwyer ◽  
Emin Zerman ◽  
Gareth W. Young ◽  
Aljosa Smolic ◽  
Siobhán Dunne ◽  
...  

Cross-reality technologies are quickly establishing themselves as commonplace platforms for presenting objects of historical, scientific, artistic, and cultural interest to the public. In this space, augmented reality (AR) is notably successful in delivering cultural heritage applications, including architectural and environmental heritage reconstruction, exhibition data management and representation, storytelling, and exhibition curation. Generally, it has been observed that the nature of information delivery in applications created for narrating exhibitions tends to be informative and formal. Here we report on the assessment of a pilot scene for a prototype AR application that attempts to break this mold by employing a humorous and playful mode of communication. This bespoke AR experience harnessed the cutting-edge live-action capture technique of volumetric video to create a digital tour guide that playfully embellished the museological experience of the museum visitors. This applied research article consists of measuring, presenting, and discussing the appeal, interest, and ease of use of this ludic AR storytelling strategy mediated via AR technology in a cultural heritage context.


2021 ◽  
Vol 13 (9) ◽  
pp. 5078
Author(s):  
Magdalena Roszczynska-Kurasinska ◽  
Anna Domaradzka ◽  
Anna Wnuk ◽  
Tomasz Oleksy

In order to remain alive and relevant, cultural heritage sites have to react and adapt to changing context in a coherent manner, i.e., in a way that is in line with the memory and identity of the place. The incoherent changes, i.e., the transformations that according to the local community do not agree with a character of a place, can be destructive for the long-term vitality of urban cultural heritage. In this study, we test which factors influence social acceptance of different alternations within the context of urban historical gardens that might, in turn, ensure the resilience of the place. Our study focuses on the intangible qualities of the place measured by intrinsic value, perceived essentialism and anti-essentialism as important predictors shaping the response to change. The correlational study was conducted using an online questionnaire designed to empirically grasp intangible qualities of cultural heritage sites. Five hundred twenty-nine responses were included in the analysis. The study shows that perceived historic value, inherent value (uniqueness and importance of the place) and (anti-)essentialist character of a place capture the differences between parks well and enables the finding of interventions that are coherent with a site’s genius loci. Measuring intangible qualities of urban gardens can help to design changes that find higher approval among local community members and users of the site. We discuss how the analysis of an intrinsic value and essentialism allows for planning better spatial interventions that align with the human-centered approach to urban development.


2019 ◽  
Vol 8 ◽  
pp. 127-138
Author(s):  
Paras SJB Rana

   Tansen is renowned for its natural settings, historic buildings and a living cultural heritage that have remained, from medieval period until now. By UNWTO statistics,internationally, cultural tourism comprises 39% of the total tourism arrivals. This reaffirms that offering greater access to the cultural and heritage assets would give Tansen a competitive edge over the other tourist destinations and increase its attractiveness as a top tourist destination in Nepal. This article is related to study of how the heritage sites could be revived to make the cultural heritage tourism sustainable and regain Tansen’s economic vibrancy that has been depleting in the recent times. The purpose of the study is to examine the current state of the cultural heritage management in Tansen, to examine the prospect of revitalizing the cultural heritage assets and; to examine the role of the local communities in these aspects. The methods used in the study were site observations, a key informant interview of experts including the city Mayor, tourism entrepreneurs, site mangers and opinion survey of tourists and the local community resident. The study shows that local population has a positive opinion and initial enthusiasm on the emerging tourist arrivals after the restoration of Rani Mahal, but their role is marginalized in the process. This is the key proposition to start an initiative for the local communities to actively participate in tourism development projects. ‘Revitalizing the Rani Mahal heritage’ launched through the Public Private Partnership with support from UNESCO could build the trust amongst the high end international as well as domestic tourist and attract more investments to conserve, protect and promote the heritage capital stocks for the Tansen tourism development.


2018 ◽  
pp. 804-825
Author(s):  
Eric G. Poitras ◽  
Jason M. Harley ◽  
Timothy Compeau ◽  
Kevin Kee ◽  
Susanne P. Lajoie

Cultural heritage sites and museums are faced with an important challenge – how best to balance the needs of engaging visitors in meaningful and entertaining experiences, while at the same time exploiting the affordances of exhibits for instructional purposes. In this chapter, we examine the use of augmented reality in the context of informal learning environments, and how this type of technology can be used as a means to enhance learning about history. The research case studies are reviewed in terms of the use of historical locations, experience mechanics, narrative/plot, and role-playing (the later two representing game-based elements) in the design guidelines of instructional activities and applications (Dunleavy & Dede, 2014). In doing so, we critique the theoretical, methodological, and instructional underpinnings of studies that evaluate augmented reality applications and draw several recommendations for future research in this field.


2022 ◽  
pp. 138-160
Author(s):  
Nihan Garipağaoğlu-Uğur ◽  
Orhan Akova

Underwater cultural heritage and deep diving are important attractions for tourism. Using cutting-edge technology tools for cultural heritage became more important for tourism destinations. The purpose of this chapter is to evaluate the use of virtual reality (VR) and augmented reality (AR) in tourism from the perspective of cultural heritage and deep diving. This chapter will contribute to the literature to show a new way of sustainable tourism. Commercial diving to an underwater heritage site a is popular touristic activity. Sometimes shipwreck recovery can be hazardous for cultural heritage. The review results indicate that these underwater cultural heritage sites need to be protected for sustainable tourism development. Virtual tours contribute to the sustainability of cultural heritage. On the other hand, treasure hunting trips and recreational diving may cause damage to the archaeological sites. Underwater cultural heritage sites should be protected for sustainable tourism. VR and AR applications can be used to promote a touristic destination by tourism marketers for experimental marketing.


Author(s):  
Eric G. Poitras ◽  
Jason M. Harley ◽  
Timothy Compeau ◽  
Kevin Kee ◽  
Susanne P. Lajoie

Cultural heritage sites and museums are faced with an important challenge – how best to balance the needs of engaging visitors in meaningful and entertaining experiences, while at the same time exploiting the affordances of exhibits for instructional purposes. In this chapter, we examine the use of augmented reality in the context of informal learning environments, and how this type of technology can be used as a means to enhance learning about history. The research case studies are reviewed in terms of the use of historical locations, experience mechanics, narrative/plot, and role-playing (the later two representing game-based elements) in the design guidelines of instructional activities and applications (Dunleavy & Dede, 2014). In doing so, we critique the theoretical, methodological, and instructional underpinnings of studies that evaluate augmented reality applications and draw several recommendations for future research in this field.


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