Proceedings of the International Conference of Innovation in Media and Visual Design (IMDES 2023)

Designing Augmented Reality Application about Legendary Paintings in Indonesia for Gen Z

Authors
Jeniosa Dias Efrata1, *, Nadia Mahatmi1
1Visual Communication Design Department, Universitas Multimedia Nusantara, Scientia Boulevard GadingCurug Sangereng, SerpongKab., Tangerang, Banten, 15810, Indonesia
*Corresponding author. Email: jeniosa.dias@student.umn.ac.id
Corresponding Author
Jeniosa Dias Efrata
Available Online 6 November 2023.
DOI
10.2991/978-2-38476-136-4_16How to use a DOI?
Keywords
Painting; Augmented Reality; Interactive Media; Mobile Application
Abstract

Traditional museums that display such paintings are often perceived as boring by most individuals in this generation. However, art education plays a crucial role in shaping identity, critical thinking skills, and creativity. Augmented Reality (AR) technology offers an innovative solution by allowing users to view virtual 2D or 3D objects in the real world, creating a more immersive and interactive experience compared to traditional website-based information. The target audience for this interactive information media is teenagers aged 17-25 years, considering their high sense of curiosity and exploration. To ensure a comprehensive research approach, a mixed research method combining quantitative data from questionnaires and qualitative data from interviews and reference studies is employed. The design process of the app used for interactive information on legendary Indonesian paintings is discussed, employing the Human-Centered Design methodology proposed by Don Norman. Through this research, the aim is to create an immersive media platform that not only makes learning about Indonesian legendary paintings more enjoyable and intriguing but also contributes to the popularity and awareness of art and design in Indonesia.

Copyright
© 2023 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the International Conference of Innovation in Media and Visual Design (IMDES 2023)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
6 November 2023
ISBN
10.2991/978-2-38476-136-4_16
ISSN
2352-5398
DOI
10.2991/978-2-38476-136-4_16How to use a DOI?
Copyright
© 2023 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Jeniosa Dias Efrata
AU  - Nadia Mahatmi
PY  - 2023
DA  - 2023/11/06
TI  - Designing Augmented Reality Application about Legendary Paintings in Indonesia for Gen Z
BT  - Proceedings of the International Conference of Innovation in Media and Visual Design (IMDES 2023)
PB  - Atlantis Press
SP  - 181
EP  - 190
SN  - 2352-5398
UR  - https://doi.org/10.2991/978-2-38476-136-4_16
DO  - 10.2991/978-2-38476-136-4_16
ID  - Efrata2023
ER  -