通过虚拟现实中的游戏和外观来介绍蜡染的意义

Ag. Dicky Prastomo, Bayu Widiantoro
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引用次数: 0

摘要

蜡染不仅在视觉上很诱人,而且在哲学上也很诱人。1755年,在“角顿泗水”和“角顿日惹”时代,每个王国都有自己的风格,包括主题和色彩。制作蜡染不仅仅是简单的装饰,它也是一种信仰和价值观的储存。青年或年轻的人,需要考察和了解蜡染与具体满足他们的方式。一个数字原生代。视觉传达研究设计提供了一个案例研究和视觉志或视觉解码来描述、比较和评估模式、信念和价值观。总的来说,对调查结果的分析清楚地表明,大多数目标用户对《Batik》的含义并不感兴趣,但他们将智能手机游戏作为日常活动。喜欢通过二维游戏来了解事物。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Introducing the Meaning of Batik through Game and Appearance in Virtual Reality
Batik is not just visually but also philosophically enticing. a brief history in 1755, in the era of “Keraton Surakarta” and “Keraton yogyakarta”, each kingdom has developed their own style including motif and coloring. Making a Batik is not just simply decorating, it is also form a repository of beliefs and values. youth or young one, need to examine and understand Batik with spesific meet their ways. A digital native generations. Visual communication research design offers a case study and visual etnography or visual decoding to describe, to compare, and to evaluate the pattern, beliefs and values. Overall, analysis of findings would clearly indicate that most of the target audiences are not interested to know what the meaning of Batik meaning, but they relay on smartphone gaming as daily activity. the like to know things through 2 dimesional game.
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