Utilizing Digital Virtual Reality Technology to Safeguard and Conserve Regional Indonesian Literature and Culture
DOI:
https://doi.org/10.30829/jipi.v9i1.18594Keywords:
Digital Technology, Indonesian Culture, Indonesian Traditions, Preservation, Virtual Reality, VRAbstract
Indonesian culture includes traditions, customs, visual arts, dance, music, culinary arts, architecture, and much more. Indonesia possesses unique literature and culture in various forms, such as poetry, prose, drama, and oral literature like folk tales and legends. The existing literature and culture are Indonesia's identity and cultural heritage that must be preserved. Digital Virtual Reality technology can serve as an effective medium by preserving culture in interactive forms, conserving traditions, presenting cultural performances, delivering cultural heritage with interactivity, and being globally accessible. This research utilizes a qualitative research method with a literature review approach. This method involves the analysis and interpretation of relevant literature sources, such as scholarly journals, books, articles, and papers related to the use of VR technology in preserving Indonesian regional literature and culture. By utilizing VR technology wisely, we can enhance accessibility, understanding, and appreciation of literature and culture worldwide, ensuring that this heritage continues to be valued and preserved for future generations.References
Bell, John T. dan Fogler, H. Scott. (1997). Ten Steps to Developing Virtual Reality Applications for Engineering Education. DOI:10.18260/1-2-6831
Burdea, G. C., & Coiffet, P. (2003). Virtual reality technology. John Wiley & Sons.
Burston, Jack. 2003. The Technology Role of Instructional in Foreign Language Teaching: State of the Art and Future Directions. IALLT Journal of Language Learning Technologies, Vol.35, No.2.
Crosier, J. K., Cobb, S. V., & Wilson, J. R. (2000). Experimental comparison of virtual reality with traditional teaching methods for teaching radioactivity. Education and Information Technologies, 5(4), 329-343.
Denzin, Norman K dan Yvonna S Lincoln. (2009). Handbook of Qualitative Research. Yogyakarta: Pustaka Pelajar
Fitzgerald, M., dkk. (2014). Embracing digital technology: A new strategic imperative. MIT sloan management review, 55(2), 1.
Hussein, M., dan Nätterdal, C. (2015). The benefits of virtual reality in education-A comparision Study.
Fuchs, H dan Bishop, G. (1992), "Research directions in virtual environments: report of an NSF Invitational Workshop,"
Geriya, I Wayan. 2008. Transformasi Kebudayaan Bali Memasuki Abad XXI. Surabaya: Paramitha
Giri, I. M. A. (2018). Pelestarian bahasa, aksara, dan sastra Bali melalui pengoptimalan tripusat pendidikan. Purwadita: Jurnal Agama dan Budaya, 1(1).
Hussein, M dan Nätterdal, C. (2015). "The Benefits of Virtual Reality in Education".
Muhasim, M. (2017). Pengaruh Teknologi Digital terhadap Motivasi Belajar Peserta Didik. Palapa, 5(2), 53-77.
Mohd Noor Shah, N. F., dan Ghazali, M. (2018). A systematic review on digital technology for enhancing user experience in museums. In User Science and Engineering: 5th International Conference, i-USEr 2018, Puchong, Malaysia, August 28-30, 2018, Proceedings 5 (pp. 35-46). Springer Singapore.)
Neelakantam, S., & Pant, T. (2017). Learning Webbased Virtual Reality: Build and Deploy Webbased Virtual Reality Technology. Spinger
Neelakantam dan Pant (2017) dari Sinambela, M. B. W., Soepriyanto, Y., dan Adi, E. P. (2018). Taman Peninggalan Sejarah Berbasis Virtual Reality. JKTP: Jurnal Kajian Teknologi Pendidikan, 1(1), 7-12.
Nugroho, D. A. (2015). Evaluasi Penerapan dan Dampak Program Badan Usaha Milik Desa (BUMDES) Terhadap Kesejahteraan Masyarakat Rumah Tangga Miskin (RTM) di Desa Babadan Kecamatan Karangrejo Kabupaten Tulungagung (Periode Mei 2014-April 2015). Jurnal Ekonomi dan Studi Pembangunan, 7(2), 79-84.
Pramesti, A. A., Sitompul, R. P., & Sopiya, N. (2022). Systematic Literature Review: Pemanfaatan Virtual Reality (Vr) Sebagai Alternatif Media Pembelajaran. Jurnal Pendidikan Teknologi dan Kejuruan, 19(2), 105-117.
Saurik, H. T. T., Purwanto, D. D., dan Hadikusuma, J. I. (2019). Teknologi Virtual Reality untuk Media Informasi Kampus. J. Teknol. Inf. dan Ilmu Komputer, 6(1), 71.
SMP Negeri 1 Kebun Tebu. (2022). "Peran Teknologi Virtual Reality dalam Pembelajaran". https://www.smkn1kebuntebu.sch.id/berita/detail/157450/peran-teknologi-virtual-reality-dalam-pembelajaran/.
Stephen, Fransiscus, dkk (2017). "Rancang Bangun Aplikasi Permainan Edukasi Berbasis Virtual Reality Menggunakan Google Cardboard," Sisfo, vol. 05, no. 05, pp. 496- 503.
Downloads
Published
Issue
Section
License
COPYRIGHT
Authors who publish with this journal agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution-ShareAlike 4.0 International License that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.