Virtual Reality Video as An Exhibition Design Idea in Response to The Covid Pandemic

Kosalalita Anggiyumna Ranangsari, Martinus Dwi Marianto, Elin Siska Dayani

Abstract


Although the Covid-19 pandemic is still occurring in Indonesia in 2021, it does not become an obstacle for the artist to continue to innovate both creating and exhibiting their work. One of the innovations in organizing art activities is to switch the format from physical exhibitions to virtual exhibitions during the pandemic. The creation of the 360 video-based virtual exhibition “Estetika Sanggit” using 3D animation as a response to the pandemic is based on the concept of User-Centered Design. This research uses a descriptive-qualitative method with a phenomenological approach. The use of this methodology is to discuss the designer’s subjective experience in integrating multiplatform technology (3D animation, 360° video, and Virtual Reality) in designing a virtual exhibition that is “friendly” to visitors. The results of this research show that the designer succeeded in creating a 360° video virtual exhibition that greatly facilitates users in accessing and enjoying the virtual exhibition as if enjoying a physical exhibition. This is evident in the presentation of the virtual exhibition and is obtained from the positive impressions of visitors to this virtual video. These positive impressions demonstrate IDE Studio’s success in designing products that meet user needs.

 

Meskipun pandemi Covid-19 masih terjadi di Indonesia pada tahun 2021, tidak menjadi penghambat bagi seniman untuk terus berinovasi baik berkarya maupun memamerkan hasil karyanya. Salah satu inovasi dalam menyelenggarakan kegiatan kesenian adalah beralih formatnya pameran fisik ke pameran virtual di masa pandemi. Penciptaan pameran virtual “Estetika Sanggit” berbasis video 360 dengan menggunakan animasi 3D sebagai respon menghadapi pandemi didasarkan pada konsep User-Centered Design. Penelitian ini menggunakan metode deskriptif-kualitatif dengan pendekatan fenomenologi. Penggunaan metodologi ini untuk membahas pengalaman subjektif desainer dalam mengintegrasikan teknologi multiplatform (3D animation, 360° video, dan Virtual Reality) pada perancangan pameran virtual yang “ramah” terhadap pengunjung. Hasil dari penelitian ini menunjukkan bahwa desainer berhasil menciptakan pameran virtual video 360 yang sangat memudahkan pengguna dalam mengakses serta menikmati pameran virtual tersebut layaknya menikmati pameran fisik. Hal ini tampak pada sajian pameran virtualnya dan didapatkan dari kesan positif para pengunjung video virtual ini. Kesan positif tersebut menunjukkan keberhasilan IDE Studio dalam merancang produk yang sesuai dengan kebutuhan pengguna.


Keywords


exhibition; virtual reality; 360° video; pandemic

Full Text:

PDF

References


Admin Seni Murni ISI Surakarta. 2021. Pameran “Estetika Sanggit”, Ambal Warsa 70th Eyang Dharso [“Estetika Sanggit” Exhibition, Eyang Dharso’s 70th Anniversary]. Accessed on December 22, 2023, from https://murni.isi-ska.ac.id/2021/08/10/pameran-estetika-sanggit-ambal-warsa-70-tahun- eyang-dharso/

Bram, D. 2021. Dosen, Mahasiswa, dan Alumni, Bikin 3D Virtual Reality 360 Video [Lecturers, Students, and Alumni Create 3D Virtual Reality 360 Video]. Accessed on December 22, 2023, from https:// radarsolo.jawapos.com/features/841662100/dosen-mahasiswa-dan-alumni-bikin-3d-virtual-reality- 360-video

Browne, C. 2021. Design thinking vs. User-Centered Design: What’s the difference? Accessed on December 22, 2023, from https://careerfoundry.com/en/blog/ux-design/design-thinking-vs-user-centered/

Creswell, J. W. (2023). Penelitian Kualitatif & Desain Riset: Memilih di antara Lima Pendekatan (Edisi ke-3) [Qualitative Research & Research Design: Choosing among Five Approaches (3rd Edition)]. Yogyakarta: Pustaka Pelajar.

IDE: Image Digital Effect. (2021). Pameran Virtual “Estetika Sanggit” (versi 1) [Virtual Exhibition “Sanggit Aesthetics” (version 1)]. YouTube. https://youtu.be/YtN_MK60wl8?si=e9_mmjVcZQRcTUK3

IDE: Image Digital Effect. (2021). Pameran Virtual Estetika Sanggit V. 02 (4K) [Sanggit Aesthetics Virtual Exhibition V. 02 (4K)]. Youtube. https://youtu.be/4XVAWR5klI4?si=9V68MvnpAs4fI_cp

LaVallle, S. M. (2016). Virtual Reality. UK: Cambridge University Press.

Nadia, Z, Pasaribu, Y. M. & Djati, I. D. (2017). Interaksi dan Ekspektasi Pengguna Terhadap Simulasi Pameran Otomotif Virtual Reality [User Interaction and Expectation of Virtual Reality Automotive Exhibition Simulation]. Seminar Nasional Teknologi Informasi dan Multimedia, STMIK AMIKOM Yogyakarta, 25-29.

Norman, D. A. (1988). The Design of Everyday Things. New York: Currency Doubleday.

Norman, D. A. (1986). User Centered System Design: New Perspectives on Human-Computer Interaction. New York: CRC Press.

Primasiwi, A. 2021. Usung Tema Estetika Sanggit, Pameran Virtual Seni Rupa Internasional Hadirkan Peserta dari Luar Negeri [The theme of Sanggit Aesthetics, an International Virtual Exhibition of Fine Arts Presents Overseas Participants]. Accessed on December 22, 2023, from https://www.suaramerdeka. com/hiburan/pr-04562367/usung-tema-estetika-sanggit-pameran-virtual-seni-rupa-internasional- hadirkan-peserta-dari-luar-negeri

Rahmasari, E. A. & Haryadi, T. (2021). Eksistensi Pameran Virtual Tugas Akhir Mahasiswa dalam Sudut Pandang Difusi-Inovasi [Existence of Virtual Exhibition of Students’ Final Project in the Viewpoint of Diffusion-Innovation]. Jurnal Audience: Jurnal Ilmu Komunikasi, 04 (02), 268-290.

Robinson, J. A. & dkk. (2021). User-Centred Design of a Final Results Report for Participants in Multi- Sensor Personal Air Pollution Exposure Monitoring Campains. International Journal of Environmental Research and Public Health. 18(23), 12544.

Simhive.com. 2023. Tantangan dalam Mengadakan Pameran Virtual dan Bagaimana Mengatasinya [Challenges in Organizing Virtual Exhibitions and How to Overcome Them]. Accessed on December 22, 2023, from https://blog.simhive.com/2023/05/03/tantangan-dalam-mengadakan-pameran- virtual-dan-bagaimana-mengatasinya/

Sugiyono, S. (2017). Metodologi Penelitian Kuantitatif, Kualitatif, dan R&D [Quantitative, Qualitative, and R&D Research Methodologies]. Bandung: CV Alfabeta.

Suhamdani. 2021. FSRD ISI Surakarta Gelar Pameran Virtual Bertaraf Internasional [FSRD ISI Surakarta Holds International Virtual Exhibition]. Accessed on December 23, 2023, from https://joglosemarnews. com/2021/08/fsrd-isi-surakarta-gelar-pameran-virtual-bertaraf-internasional/?singlepage=1

Ulva, A. F. (2022). Visualisasi 3D Pameran dengan Konsep Virtual Reality Berbasis Web dan Mobile [3D Exhibition Visualization with Web and Mobile Based Virtual Reality Concept]. Seminar Nasional Fakultas Teknik Universitas Malikussaleh. 68-80.

UPT. Audio Visual ISI Surakarta. (2021). Live: Sarasehan Seni, Pameran Retrospeksi 70th Eyang Dharso “Estetika Sanggit” [Live: Art Workshop, Eyang Dharso’s 70th Retrospective Exhibition “Sanggit Aesthetics”]. YouTube. https://www.youtube.com/live/yuuTCyckcbE?si=KtQO_XIpbpxM-pmz

Widjono, R. A. (2020). Analysis of User Experience in Virtual Art Exhibition During Pandemic. Proceedings of the International Conference of Innovation in Media and Visual Design, Advance in Social Science, Education and Humanities Research, 502, 93-99.




DOI: https://doi.org/10.24821/jousa.v11i2.11663

Article Metrics

Abstract view : 0 times
PDF - 0 times

Refbacks

  • There are currently no refbacks.




Creative Commons License
This work is licensed under a 
Creative Commons Attribution 4.0 International LicenseISSN 2355-2131 (print) | ISSN 2355-214X (online).

 

View My Stats