Perancangan Augmented Reality Berbasis Marker sebagai Media PengenalanArtefak Museum

Authors

DOI:

https://doi.org/10.30812/sasak.v8i1.6301

Keywords:

Artifacts, Augmented Reality, Desain Multimedia, Media Interaktif, Museum

Abstract

Museum sebagai lembaga pelestarian warisan budaya menghadapi tantangan menurunnya minat kunjungan, khususnya dari kalangan generasi muda yang terbiasa dengan pengalaman digital interaktif. Di Museum Sri Baduga Bandung, minimnya label informasi serta kendala akses fisik akibat vitrin kaca membuat pengunjung kesulitan mengapresiasi makna historis koleksi. Merespons masalah ini, penelitian bertujuan merancang aplikasi Augmented Reality (AR) berbasis marker sebagai media informasi interaktif untuk 15 artefak pilihan. Penelitian menggunakan metode kualitatif melalui pendekatan perancangan berbasis praktik. Pengumpulan data mencakup wawancara pamong budaya dan observasi kunjungan. Tahapan perancangan meliputi pemodelan tiga dimensi menggunakan Blender, perancangan antarmuka dengan Figma dan Adobe Illustrator, pengembangan marker melalui Vuforia, dan integrasi aplikasi Android di Unity. Hasilnya adalah aplikasi Android dengan sistem pemindaian kode QR yang menampilkan model tiga dimensi secara realistis. Model dapat dirotasi dan diperbesar, serta terintegrasi dengan panel teks informatif dan narasi suara kecerdasan buatan. Pengujian lapangan pada berbagai kelompok usia menunjukkan respons positif, ditandai dengan peningkatan durasi eksplorasi pameran serta terciptanya interaksi multimodal. Kesimpulannya, pendekatan AR berbasis kode QR sangat efektif menjembatani objek fisik dan informasi digital, memperkuat pengalaman belajar, dan menjadi alternatif media interpretasi museum yang ekonomis bagi pelestarian budaya Sunda.

Author Biographies

  • Fajar Persada Supandi, Universitas Pendidikan Indonesia
    Fajar Persada Supandi, M.Sn. is a lecturer and researcher in Visual Communication Design, currently pursuing his Doctoral degree (Ph.D.) in Art Education at the School of Postgraduate Studies, Universitas Pendidikan Indonesia (UPI). His research interests focus on computer graphics, human-computer interaction, and visual aesthetics. In addition to his academic roles at Universitas Widyatama, his current doctoral studies explore innovations in art and design education, particularly their integration with modern digital technologies.    
  • Zakarias Sukarya Soeteja, Universitas Pendidikan Indonesia
    Prof. Dr. Zakarias Sukarya Soeteja, M.Sn. is a Professor of Curriculum Development at Universitas Pendidikan Indonesia (UPI). He specializes in Art Education and Curriculum Systems, serving as a senior faculty member at the Faculty of Arts and Design Education (FPSD) and the School of Postgraduate Studies. His extensive research focuses on art pedagogy and national curriculum innovation, establishing him as a prominent figure in the advancement of art education in Indonesia.    
  • Nanang Ganda Prawira, Universitas Pendidikan Indonesia

    Prof. Dr. Nanang Ganda Prawira, M.Sn. is a Professor of Visual Culture and Design Aesthetics at Universitas Pendidikan Indonesia (UPI). He serves as a senior faculty member at the Faculty of Arts and Design Education (FPSD) and the School of Postgraduate Studies. His research primarily explores Nusantara visual culture, aesthetic theory, and the impact of digital disruption on design education. With a doctoral background in Cultural Studies, his work contributes significantly to the discourse of visual arts and professional design education in Indonesia.

  • Tri Karyono, Universitas Pendidikan Indonesia

    Dr. Tri Karyono, M.Sn. is a senior lecturer and researcher at the Department of Fine Arts Education, Universitas Pendidikan Indonesia (UPI). He holds a Doctorate in Art and Values Education, with research expertise focusing on art pedagogy, ethnopedagogy, and character education. In addition to his academic role at the Faculty of Arts and Design Education and the School of Postgraduate Studies, he is an active visual artist whose works in painting and sculpture have been exhibited nationally and internationally.

References

[1] Y. Chen, X. Wang, B. Le, dan L. Wang, “Why people use augmented reality in heritage museums: A socio-technical perspective,”Heritage Science, vol. 12, no. 1, p. 108, Apr. 3, 2024. DOI: 10.1186/s40494-024-01217-1

[2] V. Komianos, “Immersive Applications in Museums: An Analysis of the Use of XR Technologies and the Provided Functionality Based on Systematic Literature Review,” JOIV : International Journal on Informatics Visualization, vol. 6, no. 1, p. 60, Mar. 31, 2022. DOI: 10.30630/joiv.6.1.708

[3] J. Li, W. Wider, Y. Ochiai, dan M. A. Fauzi, “A bibliometric analysis of immersive technology in museum exhibitions: Exploring user experience,” Frontiers in Virtual Reality, vol. 4, p. 1 240 562, Sep. 12, 2023. DOI:10.3389/frvir.2023.1240562

[4] C.-H. Wu, Y.-F. Lin, K.-L. Peng, dan C.-H. Liu, “Augmented reality marketing to enhance museum visit intentions,” Journal of Hospitality and Tourism Technology, vol. 14, no. 4, pp. 658–674, Aug. 3, 2023. DOI: 10.1108/JHTT-05-2022-0129

[5] A. A. Gozali, F. N. Prawita, S. A, A. P. Kusuma Handoyo, dan C. Assyifa, “Enhancing Museum Experience through Augmented Reality: The Case of the Indonesian Postal Museum,” JURNAL INFOTEL, vol. 16, no. 2, pp. 226–242, May 8, 2024. DOI: 10.20895/infotel.v16i2.1104

[6] D. K. Lado dan M. Rosanensi, “Media Pembelajaran Pengenalan Metamorfosis Sempurna Dan Tidak Sempurna Menggunakan Augmented Reality,” Jurnal SASAK : Desain Visual dan Komunikasi, vol. 2, no. 1, pp. 1–10, Jun. 2, 2020. DOI: 10.30812/sasak.v2i1.752

[7] A. Ramtohul dan K. K. Khedo, “Augmented reality systems in the cultural heritage domains: A systematic review,” Digital Applications in Archaeology and Cultural Heritage, vol. 32, e00317, Mar. 2024. DOI:10.1016/j.daach.2024.e00317

[8] E. King, M. P. Smith, P. F. Wilson, J. Stott, dan M. A. Williams, “Creating Meaningful Museums: A Model for Museum

Exhibition User Experience,” Visitor Studies, vol. 26, no. 1, pp. 59–81, Jan. 2, 2023. DOI: 10.1080/10645578.2022.2129944

[9] L. J. R. Putra dan D. T. Kumoro, “Multimedia Interaktif 3 Dimensi Pengenalan Stasiun Luar Angkasa International Space Station (Iss),” Jurnal SASAK : Desain Visual dan Komunikasi, vol. 1, no. 1, pp. 22–32, Jul. 18, 2019. DOI: 10.30812/sasak.v1i1.429

[10] A. Chatsiopoulou dan P. D. Michailidis, “Augmented Reality in Cultural Heritage: A Narrative Review of Design, Development and Evaluation Approaches,” Heritage, vol. 8, no. 10, p. 421, Oct. 5, 2025. DOI: 10.3390/heritage8100421

[11] Z. Gong, R. Wang, dan G. Xia, “Augmented Reality (AR) as a Tool for Engaging Museum Experience: A Case Study on Chinese Art Pieces,” Digital, vol. 2, no. 1, pp. 33–45, Feb. 20, 2022. DOI: 10.3390/digital2010002

[12] Y. He dan W. Wang, “Factors influencing visitors’ use of augmented reality technology in museum guided tours,” PLOS One, vol. 20, no. 10, A. Cannavo, Ed., e0332688, Oct. 7, 2025. ` DOI: 10.1371/journal.pone.0332688

[13] L. A. Zuhaedi dan D. Priyanto, “Pengembangan Profil Outlet pada Pusat Perbelanjaan Mataram Mall,” Jurnal SASAK : Desain Visual dan Komunikasi, vol. 1, no. 1, pp. 13–21, Jul. 18, 2019. DOI: 10.30812/sasak.v1i1.427

[14] F. P. Supandi, J. Masunah, dan R. Milyartini, “Utilization of QR Code for Digital Information Media Installation Artwork,”in Proceedings of the Fifth International Conference on Arts and Design Education (ICADE 2022), J. Masunah et al., Eds., vol. 771, Paris: Atlantis Press SARL, 2024, pp. 402–409, ISBN: 978-2-38476-099-2 978-2-38476-100-5. DOI: 10.2991/978-2-38476-100-5 54

[15] M. Trunfio, M. D. Lucia, S. Campana, dan A. Magnelli, “Innovating the cultural heritage museum service model through virtual reality and augmented reality: The effects on the overall visitor experience and satisfaction,” Journal of Heritage Tourism, vol. 17, no. 1, pp. 1–19, Jan. 2, 2022. DOI: 10.1080/1743873X.2020.1850742

[16] H. Hairani, M. Z. Haris, M. Arfa, dan M. Innuddin, “Aplikasi Pembelajaran Percakapan Bahasa Arab dan Inggris Berbasis Android,” Jurnal SASAK : Desain Visual dan Komunikasi, vol. 4, no. 1, pp. 21–28, May 9, 2022. DOI: 10.30812/sasak.v4i1.1884

[17] F. P. Supandi, I. W. Mudra, dan I. Suharto, “Transformasi Narasi Visual Relief Candi Borobudur melalui Aplikasi untuk Platform Android,” International Conference on Humanity Education and Society (ICHES), vol. 3, no. 1, Feb. 1, 2024. [Online]. Available: https://proceedingsiches.com/index.php/ojs/article/view/113

[18] B. O. Pratama, F. Supandi, dan D. O. D. R. Gucci, “Perancangan Desain User Interface Aplikasi Tiket bdgcom.unity

Menggunakan Metode User Centered Design,” JURNAL RUPA MATRA, vol. 4, no. 2, pp. 125–137, Apr. 30, 2026. DOI: 10.62375/jdkv.v4i2.857

[19] F. P. Supandi, “Designing Interactive Media for the Introduction of Visual Language on Kresnayana Relief in Prambanan,”Gondang: Jurnal Seni dan Budaya, vol. 8, no. 1, pp. 160–171, Jul. 24, 2024. DOI: 10.24114/gondang.v8i1.53297

[20] A. D. Iskandar dan F. P. Supandi, “Bahasa Rupa Relief Cerita Kresnayana Candi Prambanan,” Jurnal Bahasa Rupa, vol. 7, no. 1, pp. 29–42, Dec. 31, 2023. DOI: 10.31598/bahasarupa.v7i1.1424

[21] V. E. Afdhal dan M. Sayuti, “Analisis Desain Komunikasi Visual sebagai Subjek Pelestarian Seni Budaya dan Kearifan Lokal Minangkabau,” Jurnal SASAK : Desain Visual dan Komunikasi, vol. 5, no. 2, pp. 113–122, Dec. 8, 2023. DOI: 10.30812/sasak.v5i2.3445

Published

2026-06-15

How to Cite

Perancangan Augmented Reality Berbasis Marker sebagai Media PengenalanArtefak Museum. (2026). Jurnal SASAK : Desain Visual Dan Komunikasi, 8(1), 97-108. https://doi.org/10.30812/sasak.v8i1.6301