Perancangan media augmented reality berbasis 3d untuk meningkatkan pemahaman budaya ondel-ondel terhadap generasi mudapada museum betawi
Penerbit : FSRD - Usakti
Kota Terbit : Jakarta
Tahun Terbit : 2026
Pembimbing 1 : R Drajatno Widi Utomo
Pembimbing 2 : Tommy Hari Prihatanto
Kata Kunci : Augmented Reality, Betawi culture, Cultural preservation, Ondel-ondel.
Status Posting : Published
Status : Lengkap
| No. | Nama File | Hal. | Link |
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| 1. | 2026_SK_SDK_091302200013_Halaman-Judul.pdf | 10 |
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| 2. | 2026_SK_SDK_091302200013_Surat-Pernyataan-Revisi-Terakhir.pdf | 1 | |
| 3. | 2026_SK_SDK_091302200013_Surat-Hasil-Similaritas.pdf | 1 | |
| 4. | 2026_SK_SDK_091302200013_Halaman-Pernyataan-Persetujuan-Publikasi-Tugas-Akhir-untuk-Kepentingan-Akademis.pdf | 1 | |
| 5. | 2026_SK_SDK_091302200013_Lembar-Pengesahan.pdf | 1 | |
| 6. | 2026_SK_SDK_091302200013_Pernyataan-Orisinalitas.pdf | 1 | |
| 7. | 2026_SK_SDK_091302200013_Formulir-Persetujuan-Publikasi-Karya-Ilmiah.pdf | 1 | |
| 8. | 2026_SK_SDK_091302200013_Bab-1.pdf | 9 | |
| 9. | 2026_SK_SDK_091302200013_Bab-2.pdf | 24 |
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| 10. | 2026_SK_SDK_091302200013_Bab-3.pdf | 12 |
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| 11. | 2026_SK_SDK_091302200013_Bab-4.pdf | 27 |
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| 12. | 2026_SK_SDK_091302200013_Bab-5.pdf | 38 |
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| 13. | 2026_SK_SDK_091302200013_Bab-6.pdf | 4 | |
| 14. | 2026_SK_SDK_091302200013_Daftar-Pustaka.pdf | 3 | |
| 15. | 2026_SK_SDK_091302200013_Lampiran.pdf | 8 |
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O Ondel-ondel merupakan salah satu ikon budaya betawi yang memiliki nilai sejarah danfilosofi sebagai simbol perlindungan masyarakat. namun, seiring waktu, fungsi danmakna ondel-ondel mulai mengalami pergeseran sehingga pemahaman generasi mudaterhadap budaya tersebut semakin kurang. salah satu penyebabnya adalah mediapenyampaian informasi budaya yang masih bersifat konvensional dan kuranginteraktif. dengan itu, penelitian ini bertujuan merancang media augmented realitysebagai upaya pelestarian budaya ondel-ondel kepada generasi muda, serta merancangmedia pendukung sosialisasi yang mampu mendukung penyampaian informasi dimuseum betawi.metode perancangan yang digunakan meliputi studi literatur,observasi, wawancara, dokumentasi, analisis data, serta proses perancangan media.hasil perancangan berupa media augmented reality berbasis qr code yangmenampilkan karakter ondel-ondel tiga dimensi dengan pendekatan storytelling dangamification. pengalaman pengguna dibagi menjadi dua animasi utama yang salingberhubungan dan didukung oleh animasi petunjuk arah, layar informasi, animasiistilah, serta achievement sebagai bentuk apresiasi setelah pengguna menyelesaikanseluruh cerita. selain itu, dirancang pula media pendukung berupa poster infografis danvideo sosialisasi untuk memperkenalkan penggunaan media augmented reality kepadapengunjung.hasil implementasi menunjukkan bahwa media augmented reality dapat dijalankandengan baik melalui platform mywebar serta mampu menyajikan informasi budayasecara lebih menarik, interaktif, dan mudah dipahami. diharapkan media ini dapatmenjadi salah satu alternatif media edukasi sekaligus mendukung upaya pelestarianbudaya betawi, khususnya ondel-ondel, kepada generasi muda.
O Ondel-ondel is one of the most iconic cultural symbols of the betawi community,carrying historical and philosophical values as a representation of protection forsociety. however, over time, the function and meaning of ondel-ondel have graduallyshifted, resulting in a declining understanding of its cultural significance among theyounger generation. one contributing factor is the use of conventional and lessinteractive media for delivering cultural information. therefore, this study aims todesign an augmented reality (ar) medium as an effort to preserve the cultural heritageof ondel-ondel for the younger generation, as well as to develop supportingpromotional media for delivering cultural information at the betawi museum. thedesign method employed in this study includes literature review, observation,interviews, documentation, data analysis, and media design. the final output is a qrcode-based augmented reality application featuring three-dimensional ondel-ondelcharacters using storytelling and gamification approaches. the user experience isdivided into two interconnected main animations, supported by directional clueanimations, informational pop-up screens, keyword animations, and an achievementanimation as a reward for completing the entire story. in addition, supporting mediain the form of infographic posters and a promotional video were designed to introducevisitors to the augmented reality experience.the implementation results indicate that the augmented reality media functionseffectively through the mywebar platform and presents cultural information in a moreengaging, interactive, and accessible manner. it is expected that this media can serveas an alternative educational tool while supporting the preservation of betawi culture,particularly the cultural heritage of ondel-ondel, for the younger generation.