Modifikasi Interaksi Fisik dalam Pameran Virtual

Modification of Physical Interaction in Virtual Exhibition

  • Rani Aryani Widjono Faculty of Art and Design, Universitas Multimedia Nusantara, Indonesia
  • Shania Geraldine Faculty of Fine Art, Institute of Technology Bandung, Indonesia

Abstract

Pergeseran medium fisik ke medium digital semakin tidak dapat dihindari sejak pandemi Covid-19 merebak sejak awal tahun 2020. Namun ada atau tanpa adanya pandemi ini, perubahan medium ini memang tidak dapat dihindari. Pameran seni secara virtual mulai umum diterapkan diberbagai kesempatan demi keberlangsungan ekosisten seni di Indonesia. Keberadaan pameran virtual bukan untuk menggantikan pameran konvensional namun sebagai alternatif pendekatan yang dapat dilakukan oleh penggiat seni. Keresahan mengenai pameran virtual terjadi karena keterbatasan pameran virtual dalam menciptakan hubungan emosional dengan berbagai pihak yang terlibat. Berdasarkan hal tersebut, penelitian ini akan membahas mengenai upaya penerapan gamification design yang mereplikasi interaksi fisik yang umum terjadi pada sebuah pameran. Tujuan penerapan gamification design adalah untuk memaksimalkan pengalaman pengguna (UX) saat ngunjungi pameran secara virtual sehingga nilai pengalaman dari virtual exhibiton dapat meningkat. Luaran penelitian ini adalah berupa konsep gamification dalam pameran virtual.
 
Kata Kunci: Virtual Exhibition, Gamification, User Experience, Human Centered Design, Interaction
 
Abstract
 

The shift from physical media to digital media has become increasingly unavoidable since the Covid-19 pandemic began in early 2020. However, with or without this pandemic, changes in this medium are unavoidable. Virtual art exhibitions are starting to be commonly applied on various occasions for the sake of the sustainability of the art ecosystem in Indonesia. The existence of virtual exhibitions is not to replace conventional exhibitions but as an alternative approach that can be taken by art activists. Anxiety about virtual exhibitions is due to the limitations of virtual exhibitions in creating emotional connections with the various parties involved. Based on this, this study will discuss the efforts to implement gamification design that replicates the physical interactions that commonly occur in an exhibition. The purpose of implementing gamification design is to maximize user experience (UX) when
visiting exhibitions virtually so that the experience value of virtual exhibitons can increase. The output of this research is the concept of gamification in a virtual exhibition.
 
Keywords: Virtual Exhibition, Gamification, User Experience, Human Centered Design, Interaction

References

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Sharji, E. A., Peng, L. Y., Woods, P. C., & Choo, K. A. (2020). Designing a Framework for Multimedia Galleries. International Conference of Innovation in Media and Visual Design (p. 227). Tangerang: Atlantis Press.

Simpson, A., Fukuno, A., & Minami, H. (2019). University Museums and Collections as Cultural Hubs: The Future of Tradition. University Museums and Collection, 9-12.

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 (IMDES 2020). Tangerang: Atlantis Press.
Published
2022-09-01
How to Cite
WIDJONO, Rani Aryani; GERALDINE, Shania. Modifikasi Interaksi Fisik dalam Pameran Virtual. Idealogy Journal, [S.l.], v. 7, n. 2, p. 59-67, sep. 2022. ISSN 2550-214X. Available at: <http://idealogyjournal.com/ojs/index.php/idealogy/article/view/341>. Date accessed: 20 apr. 2024. doi: https://doi.org/10.24191/idealogy.v7i2.341.