iOMTARA (INTERIOR OMAH NUSANTARA) : APLIKASI ROOM TOUR DENGAN MENGGUNAKAN TEKNOLOGI VIRTUAL REALITY SEBAGAI MEDIA PENGENALAN PARIWISATA RUMAH TRADISIONAL NUSANTARA
Abstract
The role of information technology is the main thing that must be fulfilled to support activities in various fields of life, including the promotion of tourism. One of the developing information is Virtual Reality technology. iOMTARA (interior of Omah Nusantara) is a room tour application development that was created as a media for the introduction and promotion of tourism in the Nusantara. The 3D objects displayed in this application are Joglo Yogyakarta Indonesia's traditional house and Melaka Malaysia’s traditional house. Both of them were chosen because currently the traditional house no longer functions as a residence but also as a tourist attraction for both foreign and domestic tourists. This application was developed using interactive visual methods such as virtual worlds that make users feel like they are getting the same information as the experience of entering the space in the real houses. The application of building 3D objects from houses is followed by making video interactions using virtual reality. The final stage, this application will be incorporated into a mobile phone based on the Android operating system so that it can be used easily by the people. The application design method begins with a preliminary study of qualitative methods to obtain data directly in the field. Then the data is used to designing virtual reality in the IOMTARA Room Tour application. The result of making this application is the design of an iOMTARA application that uses Virtual Reality technology and can be used on mobile phone based on the Android system. It is expected that with this application, the people is more familiar with tourism objects in the Nusantara, especially the Joglo Yogyakarta Indonesia’s traditional house and the Melaka Malaysia’s traditional house.
Downloads
References
Prasetyo, A. N., Satoto, K.I., dan Martono, K. T. 2015. “Teknologi VRML untuk Media Promosi Mobil Berbasis Web”, Jurnal Teknologi dan Sistem Komputer, Vol.3, No.1, PP. 132-141.
Solicitor C.R.E.C., A., Noventius, C., dan Bayu W., Aryo. 2018. “Media Interaktif Virtual Reality Biota Laut Indonesia sebagai Media Pembelajaran untuk Usia 11-13 Tahun”, Seminar Nasional Seni dan Desain: Konvergensi Keilmuan Seni Rupa dan Desain Era 4.0”, FBS UNESA.
Djono, D., Utomo, Tri P., dan Subiyantoro, S. 2012. “Nilai Kearifan Lokal Rumah Tradisional Jawa”, Jurnal Online Humaniora UGM, Vol. 24, No.3, PP. 269-278.
Subiyantoro, Slamet. 2010. “Transformasi Loro Blonyo – Rumah Joglo dalam Analisis Struktural”, Jurnal Online Humaniora UGM Vol. 22, No.3, PP. 237-335.
Rasyidi, R. A. dan Amiuza, C. B. 2017. “Semiotika Arsitektur Rumah Adat Kudus Joglo Pencu”, Jurnal Online Mahasiswa Jurusan Arsitektur Universitas Brawijaya Vol. 5, No.3, PP. 1-8.
Aziz, N. F., Jahi, J. Md., Arifin, K., dan Ujang, A. 2014. “Pengaruh Adat Resam, Kepercayaan, dan Kebudayaan terhadap Pembinaan Rumah Melayu Tradisional. International Journal of The Malay World and Civilisation (Formerly SARI)”, Jurnal Antarabangsa Alam dan Tamadun Melayu (Imam), 2 (2). Pp. 105-111.
Talib, R. dan Sulieman, M. 2012. “Surveying on The Cultural Approaches for The Melaka Malay Houses”, Procedia – Social and Behavioral Sciences Volume 65, 3 December 2012, Pages 511-516.
Arikunto, Suharsimi. 2010. “Prosedur Penelitian Suatu Pendekatan Praktik”. Jakarta: PT. Rineka Cipta.
Sugiyono. 2011. “Metode Penelitian Kuantitatif Kualitatif dan R&D”. Bandung: Alfabeta.
Bakar, Noor Shahira Abu., dkk. 2013. “Simbolisme dalam Pembinaan Rumah Tradisi Melaka”. http://www.researchgate.net/. (Diakses pada 20 Desember 2018 Pukul 16.00 WIB).