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