Preserving Balinese Culture Using Augmented Reality Technology for Ogoh-Ogoh Art

This research investigates the innovative use of Augmented Reality (AR) technology, specifically model targets, as a means to preserve and promote Balinese culture, with a specific focus on the traditional art of Ogoh-ogoh sculptures. Ogoh-ogoh art, deeply rooted in Balinese traditions, is a vibrant and intricate form of cultural expression that faces challenges in preservation and accessibility in an increasingly digital world. The primary objectives of this research include the creation of detailed 3D models of Ogoh-ogoh sculptures, utilizing them as model targets for AR applications. Through these model targets, users and explore virtual Ogoh-ogoh sculptures, gaining insights into their historical significance, stories, and cultural context. Collaboration with the local experts, artists, and cultural institutions ensures cultural authenticity and respect for Balinese heritage, setting the groundwork for sustainable preservation and promotion. Additionally, the research examines the potential for cultural tourism growth in Bali through the application of AR technology. The finding of this research underscore the significant impact of technology on cultural preservation, accessibility, and promotion. By bridging the gap between tradition and modernity, this innovative approach not only safeguards Balinese cultural but also opens is up to global audience, fostering cross-cultural understanding and appreciation. Future research could expand the use of AR technology to other facets of Balinese culture, such as traditional dance, music, or rituals. It could also investigate the potential of similar approaches in preserving and promoting cultural heritage in other regions

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Publication Details

Published
2024-11-29
DOI
https://doi.org/10.1109/icoris63540.2024.10903792
Primary Topic
Augmented Reality Applications
Type
article
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article

Preserving Balinese Culture Using Augmented Reality Technology for Ogoh-Ogoh Art

Padma Nyoman Crisnapati, Djoko Kuswanto, Evi Triandini, Sitti Rahmah et al.
Augmented Reality Applications
article

Preserving Balinese Culture Using Augmented Reality Technology for Ogoh-Ogoh Art

Padma Nyoman Crisnapati, Djoko Kuswanto, Evi Triandini, Sitti Rahmah, I Made Suandana Pande Astika, Marlowe Bandem
article en

Abstract

This research investigates the innovative use of Augmented Reality (AR) technology, specifically model targets, as a means to preserve and promote Balinese culture, with a specific focus on the traditional art of Ogoh-ogoh sculptures. Ogoh-ogoh art, deeply rooted in Balinese traditions, is a vibrant and intricate form of cultural expression that faces challenges in preservation and accessibility in an increasingly digital world. The primary objectives of this research include the creation of detailed 3D models of Ogoh-ogoh sculptures, utilizing them as model targets for AR applications. Through these model targets, users and explore virtual Ogoh-ogoh sculptures, gaining insights into their historical significance, stories, and cultural context. Collaboration with the local experts, artists, and cultural institutions ensures cultural authenticity and respect for Balinese heritage, setting the groundwork for sustainable preservation and promotion. Additionally, the research examines the potential for cultural tourism growth in Bali through the application of AR technology. The finding of this research underscore the significant impact of technology on cultural preservation, accessibility, and promotion. By bridging the gap between tradition and modernity, this innovative approach not only safeguards Balinese cultural but also opens is up to global audience, fostering cross-cultural understanding and appreciation. Future research could expand the use of AR technology to other facets of Balinese culture, such as traditional dance, music, or rituals. It could also investigate the potential of similar approaches in preserving and promoting cultural heritage in other regions

Rajamangala University of Technology (TH), Sepuluh Nopember Institute of Technology (ID), Widya Gama Mahakam University (ID), Universitas Teknologi Indonesia (ID)
Reduced inequalities
Openalex Percentile: Top 72%
Augmented Reality Applications
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