scholarly journals Cultural Heritage Digitization in Indonesia: A New Perspective on Preserving Depok Colonial Heritage

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.

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.


Author(s):  
Cristina Portalés ◽  
Sergio Casas ◽  
Lucía Vera ◽  
Javier Sevilla

Cultural heritage (CH) tells us about our roots, and therefore, constitutes a rich value for the society. Its conservation, dissemination, and understanding are of utmost importance. In order to preserve CH for the upcoming generations, it needs to be documented, a process that nowadays is done digitally. Current trends involve a set of technologies (cameras, scanners, etc.) for the shape and radiometric acquisition of assets. Also, intangible CH can be digitally documented in a variety of forms. Having such assets virtualized, a proper dissemination channel is of relevance, and recently, new technologies that make use of interaction paradigms have emerged. Among them, in this chapter, the authors focus their attention in the technologies of virtual reality (VR), augmented reality (AR), and serious games (SGs). They aim to explore these technologies in order to show their benefits in the dissemination and understanding of CH. Though the work involving them is not trivial, and usually a multidisciplinary team is required, the benefits for CH make them worth it.


2020 ◽  
Vol 19 (2) ◽  
pp. 179-194
Author(s):  
Charles Soukup

The location-based, augmented reality video game Pokémon Go has been an unprecedented phenomenon in the short history of mobile smartphone applications. In this article, I argue that the remarkable success of Pokémon Go derives from its cognitive mapping qualities within postmodern, hyper-mediated environments. By focusing and filtering the vast information associated with navigating postmodern spaces, Pokémon Go provides individuals with greater clarity by defining the subject’s social identity in relationship to the physical environment. In particular, the game recentres the fragmented subject’s disorienting experiences associated with postmodern cultures immersed in digital information. Via its integration of location-based gaming, rudimentary augmented reality, simple mobile game design and collaborative local community-based game-play, Pokémon Go allows the individual to move about the complex urban environment with great confidence, purpose and clarity ‐ the search for Pokémon frames the player’s objectives and attention (literally via the smartphone screen). Drawing upon the media ecology tradition, the contemporary world-view or media logic of ubiquitous digital media is dominated by quantification, clear game-like rules, and the ‘productive’ collection and management of information.


2021 ◽  
Vol 11 (6) ◽  
pp. 2695
Author(s):  
George E. Raptis ◽  
Giannis Kavvetsos ◽  
Christina Katsini

Cultural heritage is a challenging domain of application for novel interactive technologies, where varying aspects in the way that cultural assets are delivered play a major role in enhancing the visitor experience, either onsite or online. Technology-supported natural human–computer interaction that is based on multimodalities is a key factor in enabling wider and enriched access to cultural heritage assets. In this paper, we present the design and evaluation of an interactive system that aims to support visitors towards a better understanding of art contexts through the use of a multimodal interface, based on visual and audio interactions. The results of the evaluation study shed light on the dimensions of evoking natural interactions within cultural heritage environments, using micro-narratives for self-exploration and understanding of cultural content, and the intersection between human–computer interaction and artificial intelligence within cultural heritage. We expect our findings to provide useful insights for practitioners and researchers of the broad human–computer interaction and cultural heritage communities on designing and evaluating multimodal interfaces to better support visitor experiences.


2020 ◽  
Author(s):  
Laura E. Reeves ◽  
Edward Bolton ◽  
Matthew Bulpitt ◽  
Alex Scott ◽  
Ian Tomey ◽  
...  

In recent years, development of new technologies designed to enhance user experience have accelerated, often being used in modern media including in films and games. Specifically, immersive experiences such as Virtual Reality (VR) and Augmented Reality (AR) have redefined how digital media can be delivered, encouraging us to interact with and explore our environment. Reciprocally, as the power of these technologies has advanced, the associated costs to implement them has decreased making them more cost-effective and feasible to deliver in a variety of settings. Despite the cost reduction, several issues remain with accessibility due to the knowledgebase required to generate, optimise and deliver 3D-digital content in both AR and VR. Here we sought to integrate an AR-based experience into a level 4 Biochemistry module to support the delivery of university lectures on protein structure and function. Traditionally, this topic would comprise 2D still images of complex 3D structures. By combining a breadth of subject-specific and technological expertise from across the university, we developed an AR-enhanced learning experience hosted on Zapworks AR platform. AR enabled full illustration of the complexity of these 3D structures while promoting collaboration through a shared user experience. Assessing the impact of the AR-experience via a formative test and survey revealed that despite only a modest increase in test performance, students overwhelmingly reported positively on the engaging nature and interactivity of AR. Critically, expanding our repertoire of content delivery formats will support the forward-thinking blended learning environments adopted across the higher education sector.


2021 ◽  
Vol 14 (3) ◽  
pp. 1-17
Author(s):  
Stavroula Tzima ◽  
Georgios Styliaras ◽  
Athanasios Bassounas

New technologies such as Augmented Reality (AR) have already been exploited in the promotion of unique and well-known cultural assets. Nevertheless, different types of heritage assets can be found scattered in many different places, in both urban and rural landscapes, where AR applications may not function properly due to problems concerning the effectiveness of GPS or image recognition methods. It is an important issue that limits the exploitation of AR technology with a view to hidden cultural heritage promotion. The current study presents a hybrid image recognition technique used in an AR application and its evaluation in the outdoor settings. The hybrid technique is based on an image-based marker and its evaluation mainly aimed to study if and to what extent it is accepted by the users, if it raises aesthetic issues, and if it affects the use and acceptance of the AR in culture field. The evaluation was based on a qualitative research and the results showed that to most participants the used hybrid technique does not create an aesthetical issue. Additionally, all participants found the AR app useful and easy to use and they consider that the AR technology can significantly contribute to the promotion of cultural heritage.


Author(s):  
Magdalena Grochulska-Salak

Urban farming is defined as building development for the production of plants for the needs of the local community. The presented issues concern the shaping of urban farms for the preservation of the environmental balance of urban spaces and connections concerning the coexistence of architecture and greenery in the city. This chapter indicates the possibility of shaping synergistic spatial systems by integrating urban space and buildings with an innovative production function—a municipal farm—that complements the functional structure of the city in connection with the shaping of public spaces and the greenery system. The pro-environmental architecture connected with technologies enabling the production of plants in buildings enables the integration of urban space, complementing the functional and spatial structure of the city. The implementation of new technologies enables the production of plants in hydroponic and aeroponic farm buildings. The urban farm is an element in planning the city's sustainable development.


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.  


Laws ◽  
2019 ◽  
Vol 8 (4) ◽  
pp. 29
Author(s):  
Varese ◽  
Mazza

The history of fashion shows goes back more than a century, and over the years, catwalks have gone from being private sales channels for a few wealthy customers to pure entertainment shows promoted globally. In this article, we analyze both national and international laws dealing with the protection of fashion shows in order to establish how fashion shows could be protected under intellectual property laws in Italy, with specific regard to copyright. The possibility for fashion shows to access copyright protection opens up a list of interesting questions: Who is the author of the work? Are models to be considered as performers? This scenario gets even more complicated if we consider how fashion shows have been changing in the last few years, turning to new technologies such as holograms, augmented reality, and drones. Further, copyright protection could be accompanied by further tools, such as registered or unregistered designs for the single elements of a scene and choreography or unfair competition if the general look and feel of a former fashion show has been slavishly imitated. A final section of this article is dedicated to the use of cultural heritage and historical museums, which are increasingly chosen by fashion houses for the settings of their shows.


2016 ◽  
Vol 25 (3) ◽  
Author(s):  
A Joubert ◽  
K Biernacka

This article focuses on the role of new technology in the preservation, restoration and dissemination of cultural knowledge illustrated by the example of the ‘Hoffmann Collection of Cultural Knowledge’ (HC-CK). Some background information on the conceptualisation and aims of the project are given in the introduction. New technologies as an integral part of research, preservation, restoration and presentation are then discussed. The focus of the discussion in the second part will be on the inclusion of new technology as an essential part of research outputs, on the powerful capacities of intermediality as observed in the ‘Hoffmann Collection of Cultural Knowledge’ and on an example of a digitally created space (database) where all genera of primary and secondary productions meet to offer researchers the possibility to convene multiple places. This article finally suggests that it is the right time to connect the astounding predisposition of new technologies in the form of digital media to reshape the unique spaces of research and the dissemination of research outcomes.


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