Cognitive Aspect of Dhakon Games in Painting Art Creation with Augmented Reality Technology

Arum Wilis Kartika Ayuningtari, Martinus Dwi Marianto
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Abstract

This art creation was born because of the author's anxiety about the lack of child-friendly nowadays games. Games on gadgets are mostly not very child-friendly and will have a negative impact on them, so there is a need for educational games such as traditional dhakon games. This creation aims to create a work of painting that comes from one of the hidden essences of dhakon games, which can hone the cognitive aspects of children. The painting art creation uses practice-based research method. The process of collecting data is obtained through observation, literature study, and interviews. The result of this creation is a two-dimensional painting that is representational, deformative, and has symbolic meaning with acrylic on canvas media combined with AR (augmented reality) technology trough trans-media approach. This painting has the title “Gemi, Setiti, Ngastiti, Ngati-ati”. This creation is useful as a medium of criticism and as a medium of education to the public about the essence of a game has a big role in the child's growth and development process, so parents must be selective in choosing children's games. In addition, this art creation is also an attempt to revitalize the dhakon game as a product of the past culture that is full of educational values but sadly has been abandoned by many people.
基于增强现实技术的绘画艺术创作中Dhakon游戏的认知层面
这一艺术创作源于作者对当今缺乏儿童友好型游戏的担忧。电子设备上的游戏大多不太适合儿童,而且会对他们产生负面影响,因此需要传统的dhakon游戏等教育游戏。这次创作的目的是创作出一幅绘画作品,它来自于dhakon游戏的一个隐藏的本质,可以磨练孩子的认知方面。绘画艺术创作采用基于实践的研究方法。收集数据的过程是通过观察、文献研究和访谈来获得的。这次创作的结果是一幅具有代表性、变形性和象征意义的二维绘画,以丙烯画布为媒介,通过跨媒体的方式结合AR(增强现实)技术。这幅画的标题是“Gemi, Setiti, Ngastiti, natiti -ati”。这种创作可以作为一种批评的媒介,作为一种教育公众的媒介,让他们了解游戏的本质在孩子的成长和发展过程中起着重要的作用,所以父母在选择孩子的游戏时必须有所选择。此外,这一艺术创作也是一种尝试,试图让这个充满教育价值但却被很多人抛弃的过去文化的产物重新焕发活力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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