scholarly journals Wayang (Puppet) Character Transformation Model In Augmented Reality

2020 ◽  
Vol 3 (2) ◽  
pp. 54-63
Author(s):  
I Putu Ardiyasa

The art of wayang that thrives, are dynamic and always adapt to the times need to consider the regeneration of puppet show audiences. The presence of technology has changed the audience’s paradigm of verbal performances into visual performances. This wayang character transformation model is an offering of AR application-based art products that aim to become a medium for introducing wayang art from an early age and in various rooms. This study develops an Augmented Reality application. Data were collected using data collection methods in the form of observation, interviews and simple questionnaires and documentation studies. The results showed that there are two models, namely, the Tri Sandi and the Waterfall model. This modeling found the form of a puppet character recognition application product that contains plot, tetikesa, antawacana (speech presentation style), discourse, stage and melody.

2020 ◽  
Vol 4 (3) ◽  
pp. 726
Author(s):  
Anak Agung Ngurah Hary Susila ◽  
Dewa Made Sri Arsa

Penglipuran Village is a tourism village on the island of Bali. One of the attractions of Penglipuran Village is the traditional, uniform building that has characteristics that are still maintained since ancient times. Many tourists who visit and take pictures in front of a traditional building, but do not know clear information about the name and function of the building. The purpose of this study is to design an application as an information medium for the introduction of traditional buildings in Penglipuran Village using Augmented Reality technology. The research model used for application design is the waterfall model. This Augmented Reality application was built with Autodesk Maya and Unity software so that it can display 3D custom building information to the real environment by using the brochure media as a marker. The results of the study were successful in designing an Augmented Reality application that can provide information about the traditional buildings of Penglipuran Village in the form of 3D animation, text and audio narration


2021 ◽  
Vol 9 (3) ◽  
pp. 365
Author(s):  
I Kadek Agus Andika Putra ◽  
I Gusti Ngurah Anom Cahyadi Putra

The aim of this study is to develop an Augmented Reality application with marker-based tracking that use for Canang education. This application was developed with waterfall model. Data collection technique that I use in this study is surveys, interview and literature review. This application can pop up information about types of Canang, when you use that types, and an example picture of the Canang. This application use vuforia software development kit (SDK) for combine the reality object and virtual object use for smartphone with QR Code. The design for information and example picture of Canang is built in Adobe Illustrator and made to Augmented Reality in Unity. Method that use in this study is Marker Based Tracking which identifies marker patterns. This application applies multi-target marker-based Augmented Reality so that each type of Canang information is stored and ran on different markers. This application can be medium for education about Canang in general for Hindusm teen.


2017 ◽  
Vol 121 ◽  
pp. 04001 ◽  
Author(s):  
Cătălin Gheorghe Amza ◽  
Aurelian Zapciu ◽  
Diana Popescu ◽  
Octav Teodorescu

Sign in / Sign up

Export Citation Format

Share Document