Abstrak-Digitalisasi adalah salah satu tanda bahwa saat ini Indonesia telah memasuki era Industri 4.0. Industri makanan dan minuman merupakan salah satu dari lima industri yang menjadi fokus implementasi Industri 4.0 di Indonesia, termasuk didalamnya adalah makanan oleh-oleh yang diproduksi oleh jutaan UMKM. Makanan oleh-oleh terkait dengan pariwisata dan desain kemasannya dapat menjadi duta budaya untuk menyampaikan identitas kelokalan sebuah daerah tertentu. Augmented Reality (AR) merupakan salah satu teknologi yang digunakan untuk mendukung industri 4.0, hal ini juga sesuai dengan Roadmap Making Indonesia 4.0 tahun 2018. Adapun objek studi yang dipakai dalam penelitian ini adalah karya Tugas Akhir Mahasiswa tentang kemasan dodol Stroberi khas Ciwidey-Jawa Barat. Penelitian ini membandingkan desain kemasan yang menggunakan teknologi cetak saja dengan desain kemasan yang dilengkapi teknologi AR. Penelitian menggunakan metode Triangulasi, yang menggabungkan Metode kualitatif dalam bentuk FGD dengan metode kuantitatif dalam bentuk kuesioner sebagai pelengkap. Luaran penelitian ini mengkaji kesiapan masyarakat dalam menerima teknologi AR melalui media desain kemasan.Temuan penelitian ini mengungkapkan bahwa responden menganggap AR adalah teknologi yang masih baru.Di kemudian hari, teknologi AR pada desain kemasan berpotensi sebagai alat promosi dan dapat memuat berbagai informasi, salah satunya adalah sebagai duta budaya.Sebagian besar responden menganggap teknologi AR lebih sesuai untuk anak muda. Kelokalan akan lebih terasa, setelah ditambahkan teknologi AR dalam elemen desain kemasan. technologies used to support industry 4.0, and this is also by the Making Indonesia 4.0 Roadmap in 2018. The object of study used in this study is the Student Final Project work on the packaging of typical Strawberry-West Java dodol. This study compares packaging designs that use print technology only with packaging designs that are equipped with AR technology. The study uses the Triangulation method, which combines qualitative methods in the form of FGD with quantitative methods in the way of questionnaires as a compliment. The output of this study examines the readiness of the community in accepting AR technology through media packaging design. The findings of this study reveal that respondents consider AR to be a new technology. At a later time, AR technology in packaging design has the potential as a promotional tool and also contains various information, one of which is as a cultural ambassador. Most respondents consider AR technology more suitable for young people. Locality will be more pronounced, after adding AR technology in packaging design elements. Kata Kunci: Augmented Reality , Desain Kemasan Makanan oleh-oleh, UMKM Abstract-Digitalization is one sign that Indonesia has entered the Industrial 4.0 era. The food and beverage industry is one of the five industries that are the focus of the implementation of Industry 4.0 in Indonesia, including souvenirs produced millions by UMKM. Food souvenirs related to tourism and pac...
Different varieties of local community products have sprung up, one of which is a food souvenir. The souvenirs certainly require a proper packaging design. Thus, the government has provided several facilities to cater to the needs. However, there is still a problem concerning the limited number of facilitators to keep up with the fast-growing number of MSME businesspeople, which hampers education for them. This further results in the packaging design of existing MSME products, despite having been functional, nonconceptual, still looks "me-too" and does not reflect the local characteristics. In the era of digital product marketing, a packaging design that functions as a promotional tool and a cultural ambassador must be the one that is creative and promotes locality simultaneously. To materialize the goal, it is necessary to accelerate further education for MSME businesspeople on how to design their product packaging designs appropriately using independent learning methods and based on digital applications. In this particular research, two research methods, namely observation, and FGD, are utilized. In addition, traditional transformation methods, namely ATUMICS and the design process theory to design the features of digital applications, are applied. This digital simulation application will hopefully be useful to accelerate the education of packaging design for MSME businesspeople, so that in the future, the packaging design of West Java food products can be more conceptualized, customized and creative with a strong local identity
Batik motifs are a medium for perpetuating collective memory based on the creator’s point of view of social, cultural, and political conditions of the time. There are differences in meaning and ideology in batik motifs made during colonial and post-colonial era. Using the theory of collective memory and postcolonial mimicry, we want to reveal the differences in meaning and ideology between batik made during the colonial era and after independence. The method in this study is descriptive analysis, using a purposive sample of batik motifs of Dutch East Indies soldiers made by Indo-European, Indo-Arab, Chinese Peranakan, and Bumiputera entrepreneurs. The results show that the Javanese and Lombok War Batiks made during the colonial era are a medium to documentthe collective memory of the colonial community with the ideology that the Dutch East Indies soldiers were brave and great protagonists. Batik Kompeni, contrastingly, is a documentation of the collective memory of the colonized people with the ideology that the Dutch East Indies soldiers were the cruel antagonists. The findings reveal that batik is a medium of collective memory; its creation is closely related to the ideology of the batik creator.
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