A model that contributes in a simple, practical and effective way to develop 3D-based CH conservation applications involving the use of VR, AR and MR technologies was proposed based on the identification of challenges in developing applications. Identification was carried out by analyzing related and relevant articles selected randomly using Google and Google Scholar search engines. The model can prevent researchers from lack of planning in carrying out research in this field, and it is suitable for those just starting out with this type of research. In addition, this model can support researchers to more easily, practically and effectively implement 3D-based cultural heritage conservation by using virtual reality or augmented reality or mixed reality technology.
This research aims to develop an interactive application to support people learning to play music instruments of orchestra music. Gamelan, a traditional music orchestra from Java, Indonesia was used as the object study. A model of gamelan orchestra learning application was proposed to support an easy way to learn how to play gamelan music instruments. Rule-based method was used to develop an interactive system to learn gamelan music instru-ments. The system was implemented into an application which supports us-ers in independently learning to play orchestra music instruments, especially in remembering notes sequences and playing the note according to the tem-po. An experiment involving two groups consisted of control and treatment groups were conducted to evaluate the proposed learning model. The results shows that the averages skill value of the members of the treatment group were higher than the members of the control group.
Utilization of information technology required to support the Micro, Small, and Medium Enterprises (MSMEs)
AbstrakPemanfaatan teknologi informasi diperlukan untuk mendukung Usaha Mikro, Kecil dan Menengah (UMKM). Teknologi informasi mampu mendukung UMKM memiliki daya saing global. Fakta yang ditemukan, masih banyak pemilik UMKM yang tidak memanfaatkan teknologi informasi, dengan alasan tidak mengerti komputer dan biaya yang tidak terjangkau. Sanggar "Amerta Laksita" dan "Gamelan Ndelik" merupakan mitra UMKM yang tidak menerapkan teknologi informasi dengan alasan tersebut. Aplikasi mobile (aplikasi bergerak) menjadi pilihan untuk mendukung pemasaran mitra. Aplikasi bergerak dapat mendukung mitra menjangkau pemasaran sampai ke tingkat global, biaya yang terjangkau, serta memberikan kebebasan bagi mitra untuk mengelola isi konten secara mandiri. Program pendampingan dilaksanakan dalam beberapa kegiatan yaitu analisis pemasaran terkait dengan perencanaan strategi pemasaran secara on-line, transfer pengetahuan tentang aplikasi bergerak, pengembangan aplikasi bergerak untuk pemasaran, teknik mengelola aplikasi bergerak, sampai ke publikasi ke pasar aplikasi, yaitu Google Play. Program ini mampu mendorong mitra untuk lebih mengetahui aplikasi bergerak, sehingga mitra dapat memanfaatkan teknologi informasi dalam usahanya, dan mampu mengelola konten aplikasi, seperti memasang gambar, teks, dan lain sebagainya, secara mandiri.
In a research which involves mathematics and music, information of pitch, such as note, bars, melody line, beat, tempo, and others, was used as dataset to be processed by computer in generating or predicting musical objects. Helmholtz notation and scientific pitch notation used in western music are formal notation writing systems that have been applied in the computer science research as in the topics of algorithmic composition or music information retrieval. A Model of computation-based naming system for musical elements of Java traditional song called gendhing scientific pitch notation or GSPN was proposed to provide a method of information data recording of pitch in a term that can be read and write by human and computer. The method was conducted in two phases, which were Identification of musical elements and formulation of computation-based naming system. The model was successfully implemented in a simple computer program that has a task to read a data in GSPN format and to write by generating a music sheet based on the input data.
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