APRESIASI SENI GALERI VIRTUAL PENCIPTAAN SENI RUPA DAN DESAIN MELALUI TEMA GRES
Abstract
Appreciation of a work of art, whether in two-dimensional or three-dimensional form, is currently widespread enough to carry out exhibitions in public spaces or exhibitions in the form of conventional spaces and virtual spaces. Many of these digital virtual exhibition platforms come with various applications for designing virtual spaces. Postgraduate students in the art study program, master of arts program, and doctoral program at the Indonesian Institute of the Arts are required not only to create creative works of art but also to be able to appreciate art exhibitions in virtual space. Seeing the condition of the development of digital technology and works of art in a virtual gallery, the ISI Surakarta Postgraduate School needs to create a model of the virtual gallery space so that postgraduate students and lecturers can use it. As a pilot project for applied arts in this virtual gallery, it is in the Studio 2 Fine Arts and Design course in the master's program with an interest in art creation. This design uses a virtual reality platform, Google Sketchup, and other 3D applications. The many advantages of this device are that it is light, easy to use, and can be accessed by all devices. The Gres virtual gallery uses the studio.panoee.com application to present a showroom for works of art and design so visitors can widely appreciate it.
Full Text:
PDFReferences
Azzahra, S., & Febriansyah, F. E. (2019). Aplikasi Pengenalan Koleksi Museum Lampung Berbasis Android. Jurnal Komputasi, 7(1). https://doi.org/10.23960/komputasi.v7i1.1719
Dewi, C. S. (2021). Galeri Nasional Indonesia (Gni) Dalam Pembentukan Identitas Nasional: Kajian Tentang Pameran Seni Rupa Nusantara, Di Gni, Jakarta, Tahun 2001 - 2017. Universitas Indonesia.
Effendy, R. (2007). Sebuah Wacana : Menyikapi Keterbatasan Infrasktruktur Seni Rupa Indonesia.
Fatah, Erlis Dwi Saputro, F. Y. (2015). E-Museum Berbasis Augmented Reality Sebagai Media Promosi Museum Radya Pustaka (Issue 1).
Indratmo, E., & Handayani, T. L. (2014). Studi Manajemen Penyelenggaraan Pameran Seni Rupa di Bentara Budaya Yogyakarta. Brikolase, 6(1), 38–60.
Muhammad Hilmy Ashshiddiq, & Darmawan, K. Z. (2022). Artsteps.Com Sebagai Media Apresiasi Karya Foto. Bandung Conference Series: Journalism, 2(2), 111–116. https://doi.org/10.29313/bcsj.v2i2.4466
Muna, C. N. (2022). Manajemen Pameran Oppo Art Jakarta Virtual 2020. 1–14. http://digilib.isi.ac.id/id/eprint/10537%0Ahttp://digilib.isi.ac.id/10537/3/CUT NAILIL MUNA_2022_NASKAH PUBLIKASI.pdf
Pustanto, Asikin Hasan, Sudjud Dartanto, S. W. (2019). Katalog Pameran Seni Rupa Nusantara KONTRAKSI Pascatradisionalisme. Galeri Nasional.
Ramadhan, M. R. (2021). Rancang Bangun Platform 3D Virtual Exhibition dan Online Repository pada Pameran Karya Seni Berbasis Website SKRIPSI.
Senoprabowo, N. H. A., & Program. (2019). Perancangan Ruang Pamer Digital Dalam Media Virtual Reality Sebagai Upaya Menyediakan Ruang Pamer Interaktif. Gestalt, 1(Juni), 103–112.
Tambahani, G. S., Wenas, M. B., & Somya, R. (2016). Perancangan Online Virtual Gallery Dengan Memanfaatkan Teknologi HTML5. Jurnal Teknologi Informasi Aiti, 14(1), 1–30.
Zouboula, N., Fokides, E., Tsolakidis, C., & Vratsalis, C. (2008). Virtual Reality and Museum. International Journal of Emerging Technologies in Learning, 3(S3), 89–95. https://doi.org/10.3991/ijet.v3
DOI: http://dx.doi.org/10.17977/um037v9i22024p207-217
Refbacks
- There are currently no refbacks.
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.