Augmented Reality as Learning Medium for Preservation of Traditional Musical Instruments in Bangka
Abstract
Nowadays the use of technology is something that can be found anywhere. This condition has an impact on the loss of awareness of the Indonesian cultural treasures value in the form of traditional tools. No exception to traditional musical instruments on Bangka Island which began to lose its popularity. At present, most teenagers on Bangka Island cannot play traditional musical instruments. Likewise with the children who do not know and not even know their own regional musical instruments. With the continuation of this condition, it is feared that the existence of traditional Bangka musical instruments will disappear, as well as human resources that can play it. Augmented Reality (AR) is a visual technology that can display objects in 3D. The advantage of this technology is being able to give a display of real-time musical instrument in the form of dynamic 3D visualization of objects and it is in accordance with the movements of the user's smartphone camera. AR has also been applied in various cases as a solution to problem-solving. Therefore, to overcome this problem, an application to preserve the traditional Bangka musical instruments using Augmented Reality (AR) is forming. The 3D objects of musical instruments are made using Maya. Unity is also used as an engine for the application of 3D modeling on the Android system, and Vuforia SDK as it’s augmented reality engine. The results of performance testing obtained 100% running well. From the results of testing the user experience with the HARUS method, it is proven that the system has comprehensibility aspects of 75.98% and manipulability aspects of 80.74% so that the total value HARUS be 78.36%.
Downloads
References
J. C. Cheng, K. Chen, and W. Chen, Comparison of Marker-based AR and Marker-less AR: A Case Study on Indoor Decoration System, Lean and Computing in Construction Congress (LC3): Proceedings of the Joint Conference on Computing in Construction (JC3), pp. 483–490, 2017. DOI: https://doi.org/10.24928/JC3-2017/0231
F. P. Juniawan, D. Y. Sylfania, H. A. Pradana, and Laurentinus, Pengenalan alat musik tradisional Bangka dengan Marker-Based Augmented Reality, Register: Jurnal Ilmiah Teknologi Sistem Informasi, vol. 5, no. 2, pp. 89–105, 2019. DOI: https://doi.org/10.26594/register.v5i2.1498
C. Țurcanu, B. M. Prodea, and C. Constantin, The Opportunity of Using Augmented Reality in Educating Disadvantaged Children, Bulletin of the Transilvania University of Brasov. Economic Sciences, vol. 11, no. 1, pp. 71–78, 2018.
J. Hamari, A. Malik, J. Koski, and A. Johri, Uses and Gratifications of Pokémon Go: Why do People Play Mobile Location-Based Augmented Reality Games?, International Journal of Human Computer Interaction, vol. 34, no. 01, pp. 1–16, 2018.
I. W. A. Indrawan, I. P. A. Bayupati, and D. P. Singgih Putri, Markerless Augmented Reality Utilizing Gyroscope to Demonstrate the Position of Dewata Nawa Sanga, International Journal of Interaction Mobile Technology, vol. 12, no. 1, pp. 19–35, 2018. DOI: https://doi.org/10.3991/ijim.v12i1.7527
W. C, Juan, W. T. Dian, W.Y. Lin, S, Construction of Interactive Teaching System for Course of Mechanical Drawing Based on Mobile Augmented Reality Technology State of the art, International Journal of Emerging Technologies in Learning, vol. 13, no. 2, pp. 126–139, 2018. DOI: https://doi.org/10.3991/ijet.v13i02.7847
S. Nuanmeesri, The augmented reality for teaching Thai students about the human heart, International Journal of Emerging Technologies in Learning, vol. 13, no. 6, pp. 203–213, 2018. DOI: https://doi.org/10.3991/ijet.v13i06.8506
Y. Zhao and C. Chen, The Application of Augmented Reality in University, International Journal of Emerging Technologies in Learning, vol. 13, no. 7, pp. 57–70, 2017. DOI: https://doi.org/10.3991/ijet.v13i07.8780
T. Khan, K. Johnston, and J. Ophoff, The Impact of an Augmented Reality Application on Learning Motivation of Students, Advances in Human-Computer Interaction, vol. 2019, no. 1, pp. 1–14, 2019.
M. Medina, C. García, and M. Olguín, Planning and Allocation of Digital Learning Objects with Augmented Reality to Higher Education Students According to the VARK Model, International Journal of Interactive Multimedia and Artificial Intelligence, vol. 5, no. 2, pp. 53–57, 2018. DOI: https://doi.org/10.9781/ijimai.2018.02.005
T. Zarraonandia, I. Aedo, P. Díaz, and A. Montero Montes, Augmented Presentations: Supporting the Communication in Presentations by Means of Augmented Reality, International Journal of Human Computer Interaction, vol. 30, no. 10, pp. 829–838, 2014. DOI: https://doi.org/10.1080/10447318.2014.927283
A. Roongrungsi, C. S. Namahoot, and M. Brückner, Augmented reality application for cultural and historical tourist attraction display (ARCH-TOUR), Journal of Telecommunication, Electronic and Computer Engineering, vol. 9, no. 2–4, pp. 65–69, 2017.
L. W. Shang, M. H. Zakaria, and I. Ahmad, Mobile Phone Augmented Reality Postcard, Journal of Telecommunication, Electronic and Computer Engineering, vol. 8, no. 2, pp. 135–139, 2016.
Y. J. Wai and N. B. Abd Manap, Interactive Objects for Augmented Reality by Using Oculus Rift and Motion Sensor, Journal of Telecommunication, Electronic and Computer Engineering, vol. 10, no. 2–6, pp. 149–153, 2018.
M. U. Pemenang, A. Basuki, and R. Sigit, An Augmented Reality Application for the Community Learning about the Risk of Earthquake in a Multi-storey Building Area, Emitter International of Engineering Technology, vol. 5, no. 2, pp. 192–208, 2017. DOI: https://doi.org/10.24003/emitter.v5i2.142
Autodesk, The Art of Maya, 4th ed. San Rafael: Autodesk, Inc, 2007.
S. Kumar, 7 Amazing Facts about Augmented Reality: Your Tech World, Augrealitypedia, 2016. [Online]. Available: https://www.augrealitypedia.com/7-amazing-facts-augmented-reality-tech/. [Accessed: 18-Mar-2019].
M. E. C. Santos, J. Polvi, T. Taketomi, G. Yamamoto, C. Sandor, and H. Kato, Toward Standard Usability Questionnaires for Handheld Augmented Reality, IEEE Computer Graphic Applied, vol. 35, no. 5, pp. 66–75, 2015. DOI: https://doi.org/10.1109/MCG.2015.94
M. E. C. Santos, T. Taketomi, C. Sandor, J. Polvi, G. Yamamoto, and H. Kato, A usability scale for handheld augmented reality, ACM Symposium on Virtual Reality Software and Technology, pp. 167–176, 2014. DOI: https://doi.org/10.1145/2671015.2671019
A. Bangor, P. T. Kortum, and J. T. Miller, An empirical evaluation of the system usability scale, International Journal of Human Computer Interaction, vol. 24, no. 6, pp. 574–594, 2008. DOI: https://doi.org/10.1080/10447310802205776
Copyright (c) 2019 EMITTER International Journal of Engineering Technology
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
The copyright to this article is transferred to Politeknik Elektronika Negeri Surabaya(PENS) if and when the article is accepted for publication. The undersigned hereby transfers any and all rights in and to the paper including without limitation all copyrights to PENS. The undersigned hereby represents and warrants that the paper is original and that he/she is the author of the paper, except for material that is clearly identified as to its original source, with permission notices from the copyright owners where required. The undersigned represents that he/she has the power and authority to make and execute this assignment. The copyright transfer form can be downloaded here .
The corresponding author signs for and accepts responsibility for releasing this material on behalf of any and all co-authors. This agreement is to be signed by at least one of the authors who have obtained the assent of the co-author(s) where applicable. After submission of this agreement signed by the corresponding author, changes of authorship or in the order of the authors listed will not be accepted.
Retained Rights/Terms and Conditions
- Authors retain all proprietary rights in any process, procedure, or article of manufacture described in the Work.
- Authors may reproduce or authorize others to reproduce the work or derivative works for the author’s personal use or company use, provided that the source and the copyright notice of Politeknik Elektronika Negeri Surabaya (PENS) publisher are indicated.
- Authors are allowed to use and reuse their articles under the same CC-BY-NC-SA license as third parties.
- Third-parties are allowed to share and adapt the publication work for all non-commercial purposes and if they remix, transform, or build upon the material, they must distribute under the same license as the original.
Plagiarism Check
To avoid plagiarism activities, the manuscript will be checked twice by the Editorial Board of the EMITTER International Journal of Engineering Technology (EMITTER Journal) using iThenticate Plagiarism Checker and the CrossCheck plagiarism screening service. The similarity score of a manuscript has should be less than 25%. The manuscript that plagiarizes another author’s work or author's own will be rejected by EMITTER Journal.
Authors are expected to comply with EMITTER Journal's plagiarism rules by downloading and signing the plagiarism declaration form here and resubmitting the form, along with the copyright transfer form via online submission.