基于增强现实的民歌使用游戏推广

IF 0.4 Q4 COMPUTER SCIENCE, INFORMATION SYSTEMS African Journal of Information Systems Pub Date : 2018-05-31 DOI:10.24167/SISFORMA.V5I1.1029
Baskara Arya Pranata, Ridwan Sanjaya, W. AlbertusDwiYoga
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引用次数: 2

摘要

摘要-印尼的民歌是我国祖先最丰富的文化遗产。在这个近代,由于外来文化的涌入,他们对自己民歌的认识越来越狭隘。增强技术是一种在现实世界中显示数字视觉的新技术。这项技术应用于娱乐领域是非常有趣的。这份研究报告包含了如何创建一个名为Tembang的游戏,旨在保护该地区起源于印度尼西亚的歌曲。在这个游戏中,将提供有关当地歌曲及其来源的信息,在增强现实技术中包装,挑战测验,并有一个礼物功能,使玩家有兴趣完成游戏。
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Promote Folksong Use Game Based On Augmented Reality
Abstact- folk songs in indonesia's is wealth cultural heritage most of our ancestors. In this modern era narrower the knowledge of their own folk songs due to the influx of foreign cultures. Augmented is a new technology to display digital visual in the real world. This technology is very interesting when applied in the field of entertainment. This Research Report contains about how to create a game titled Tembang which aims to preserve the songs of the region that originated from the Indonesian. In this game will provide information about the local songs along with their origin, packed in Augmented Reality technology, with challenge quizzes, and there is a gift feature to make players interested in completing the game.
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来源期刊
African Journal of Information Systems
African Journal of Information Systems COMPUTER SCIENCE, INFORMATION SYSTEMS-
自引率
14.30%
发文量
0
审稿时长
30 weeks
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