Evaluating Mixed Reality Technology for Enhancing Art Pedagogy

The lack of interest among students in studying art, particularly the traditional Indonesian art form of batik, poses a significant challenge for educational institutions. Despite its cultural significance, the education sector lacks effective strategies to introduce and enhance students' interest in batik within the art curriculum. Several consequences can arise if the education sector fails to implement strategic measures to address this issue promptly. This could lead to a gradual erosion of cultural heritage and a loss of artistic traditions passed down through generations, and students may miss out on valuable opportunities for self-expression and cultural exploration. This study addresses this issue by leveraging mixed reality and gamification in a batik creation application. This innovative approach not only enhances the pedagogy of art education but also aims to revive cultural interest. The study employs Software Testing and PIECES to evaluate user experiences, emphasizing user comfort and smooth interactions. By assessing the application with tools like Unity Profiler and Hololens 2 performance testing, the study ensures an optimal user experience, contributing to the broader goal of preserving Indonesia's cultural heritage through innovative and accessible educational solutions. The results fall within the range of 4.04 to 4.24, categorizing user satisfaction as "satisfied" and the application running at an optimal 60 frames per second (FPS). This implies that users responded positively to the application, indicating that implementing mixed reality technology in batik learning provides a satisfying experience.

Authors

Institutions

Publication Details

Journal
JOIV International Journal on Informatics Visualization
Published
2024-09-30
DOI
https://doi.org/10.62527/joiv.8.3.2409
Primary Topic
Augmented Reality Applications
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Evaluating Mixed Reality Technology for Enhancing Art Pedagogy

Sritrusta Sukaridhoto, Hestiasari Rante, Kirana Hanifati
JOIV International Journal on Informatics Visualization
Augmented Reality Applications
article

Evaluating Mixed Reality Technology for Enhancing Art Pedagogy

Sritrusta Sukaridhoto, Hestiasari Rante, Kirana Hanifati
article en

Abstract

The lack of interest among students in studying art, particularly the traditional Indonesian art form of batik, poses a significant challenge for educational institutions. Despite its cultural significance, the education sector lacks effective strategies to introduce and enhance students' interest in batik within the art curriculum. Several consequences can arise if the education sector fails to implement strategic measures to address this issue promptly. This could lead to a gradual erosion of cultural heritage and a loss of artistic traditions passed down through generations, and students may miss out on valuable opportunities for self-expression and cultural exploration. This study addresses this issue by leveraging mixed reality and gamification in a batik creation application. This innovative approach not only enhances the pedagogy of art education but also aims to revive cultural interest. The study employs Software Testing and PIECES to evaluate user experiences, emphasizing user comfort and smooth interactions. By assessing the application with tools like Unity Profiler and Hololens 2 performance testing, the study ensures an optimal user experience, contributing to the broader goal of preserving Indonesia's cultural heritage through innovative and accessible educational solutions. The results fall within the range of 4.04 to 4.24, categorizing user satisfaction as "satisfied" and the application running at an optimal 60 frames per second (FPS). This implies that users responded positively to the application, indicating that implementing mixed reality technology in batik learning provides a satisfying experience.

JOIV International Journal on Informatics VisualizationVol. 8(3)
Universitas Negeri Surabaya (ID), Politeknik Elektronika Negeri Surabaya
Sustainable cities and communities
Openalex Percentile: Top 83%
Augmented Reality Applications
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.