Digitalisasi Cagar Budaya di Indonesia: Sudut Pandang Baru Pelestarian Cagar Budaya Masa Hindu-Buddha di Kabupaten Semarang

https://doi.org/10.22146/bb.55505

Aditya Revianur(1*)

(1) Departemen Arkeologi, Universitas Gadjah Mada
(*) Corresponding Author

Abstract


Abstract

Our recent technologies, such as digital photography, 3D scanner, and augmented reality, provide an alternative idea to preserve cultural heritages, i.e. building, artefact, and structure. The main point of this article is to continue the discourse on the advantages of digital preservation on several cultural heritage sites in Semarang, called Ancient Medang Project. Semarang Regency located in Central Java Province that has many cultural heritages from ancient Java period, such as temples, artefact, sculptures, etc. However, mostly cultural heritages in Semarang Regency have been lost due to rapid modernization. The writer and several local communities who concern about cultural heritage preservation created a project to digitalize the cultural heritage in Semarang to prevent further destruction and encourage the importance of the cultural heritage sites to the public through digital media. This project is a multidisciplinary project that involved archaeologists, IT experts, and the local community to create an interactive system database regarding cultural heritages in Semarang. Three main perspectives were carried out to develop the project, i.e. content information based on archaeological surveys, construction of website design, and evaluation. The first perspective was used to collect information regarding the archaeological aspects of cultural heritage in Semarang. The second perspective was conducted to develop website prototype based on data from previous study. The final perspective was to evaluate and enhance the website prototype. The results show that the cultural heritage digitization is not only useful for preservation, but also for public engagement and facilitate cultural learning.

----------

Abstrak

Kemajuan teknologi terkini, seperti fotografi digital, pemindai 3D, dan augmented reality, memberikan ide alternatif untuk melestarikan warisan budaya, misalnya bangunan, artefak, dan struktur. Poin utama dari artikel ini adalah untuk melanjutkan wacana tentang manfaat digitalisasi pelestarian pada beberapa situs warisan budaya di Semarang, yang disebut dengan Proyek Medang Kuno. Kabupaten Semarang terletak di Provinsi Jawa Tengah yang memiliki banyak warisan budaya dari zaman Jawa kuno, seperti kuil, artefak, patung, tetapi sebagian besar warisan budaya di Kabupaten Semarang telah hilang karena modernisasi yang cepat. Penulis dan beberapa komunitas lokal yang peduli dengan pelestarian cagar budaya menciptakan sebuah proyek untuk mendigitalkan cagar budaya di Semarang untuk mencegah perusakan lebih lanjut dan mendorong pentingnya situs cagar budaya kepada publik melalui media digital. Proyek ini adalah proyek multidisiplin yang melibatkan arkeolog, pakar IT, dan masyarakat setempat untuk membuat basis data sistem interaktif mengenai warisan budaya di Semarang. Tiga perspektif utama dilakukan untuk mengembangkan proyek, yaitu informasi konten berdasarkan survei arkeologi, konstruksi desain situs web, dan evaluasi. Perspektif pertama digunakan untuk mengumpulkan informasi mengenai aspek arkeologis warisan budaya di Semarang. Perspektif kedua dilakukan untuk mengembangkan prototipe situs web berdasarkan data dari penelitian sebelumnya. Perspektif ketiga adalah untuk mengevaluasi dan meningkatkan prototipe situs web. Hasilnya menunjukkan bahwa digitalisasi warisan budaya tidak hanya berguna untuk pelestarian, tetapi juga untuk keterlibatan publik dan memfasilitasi pembelajaran budaya.


Keywords


Cultural heritage; digitalization; Semarang; Cagar budaya; digitalisasi; Semarang

Full Text:

PDF


References

Abubakar, J.A., Jahnkassim, P.S., & Mahmud, M. (2013). “User Requirements for Architectural Heritage Learning through Virtual Reality”. International Journal of Interactive Digital Media, 1, 1–9.

Dave, B. (2008). “Mediating Space, Time, and Perspectives”. Dalam Y. E. Kalay, T. Kvan, & J. Affleck (Eds.), New Heritage: New Media and Cultural Heritage 2 , 40–52. New York: Routledge.

Degroot, V. (2009). “Candi, Space and Landscape. A study on the distribution, orientation and spatial organization of Central Javanese temple remains”. Disertasi. Leiden: Leiden University.

Ibrahim, N. & Ali, N. M. (2018). “A Conceptual Framework for Designing Virtual Heritage Environment for Cultural Learning”. Journal on Computing and Cultural Heritage, 11(2), 1–27.

Imaduddin, M. (2018). Membuat Kelas Online Berbasis Android Dengan Google Classroom: Terobosan Pembelajaran Era Revolusi Industri 4.0. Yogyakarta: Penerbit Garudhawaca.

Kalay, Y. E. (2008). “Preserving Cultural Heritage through Digital Media”. Dalam Y. E. Kalay, T. Kvan, & J. Affleck (Eds.), New Heritage: New Media and Cultural Heritage, 1–10. New York: Routledge.

Kim, Y. E., Schmidt, E. M., Migneco, R., Morton, B. G., Richardson, P., Scott, J., … Turnbull, D. (2010). Music Emotion Recognition: A State of the Art Review. In The 11th International Society for Music Information Retrieval Conference (ISMIR 2010), 255–266. Utrecht: Universiteit Utrecht.

Krom, N.J. (1923). Inleiding Tot De Hindu Javaansche Kunst. 's-Gravenhage: Martinus Nijhoff.

Marshall, Y. (2002). “What is Community Archaeology?”. World Archaeology, 34(2), 211–219.

Miksic, J.N., & Goh, G.Y. (2017). Ancient Southeast Asia. New York: Routledge.

Munandar, A.A. (2018). Antarala Arkeologi Hindu-Buddha. Jakarta: Wedatama Widya Sastra.

Murphy, J. W. (2014). Community-Based Interventions, International Perspectives on Social Policy, Administration, and Practice. New York: Springer.

Riyanto, S. (2013). “Situs-Situs "Tersembunyi" Masa Klasik di Kabupaten Semarang, Jawa Tengah”. Berkala Arkeologi, 33(1), 33–50.

Robin, B. (2006). “The Educational Uses of Digital Storytelling”. Dalam C. M. Crawford, R. Carlsen, K. McFerrin, J. Price, R. Webe r, & D. A. Willis (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference 2006, 709–716. Orlando, Florida, USA: Association for the Advancement of Computing in Education (AACE).

Rodil, K., & Rehm, M. (2015). “A decade later: Looking at the past while sketching the future of ICH through the tripartite digitisation model”. International Journal of Intangible Heritage, 10, 47–60.

Rodil, K., & Winschiers-theophilus, H. (2018). “Why is she naked ? An Iterative Refinement of the Digitisation of ICH with the OvaHimba Tribe in Namibia”. International Journal of Intangible Heritage, 13, 144–154.

Rodil, K., & Winschiers-Theophilus, H. (2016). “Indigenous Storytelling in Namibia: Sketching Concepts for Digitization”. Proceedings - 2015 International Conference on Culture and Computing, Culture and Computing 2015, 80–86. https://doi.org/10.1109/Culture.and.Computing.2015.42.

Sitokdana, M. N. N. (2015). “Digitalisasi Kebudayaan di Indonesia”. Dalam Seminar Nasional Teknologi Informasi dan Komunikasi 2015 (SENTIKA 2015) Yogyakarta, 28 Maret 2015, 99–108.

Tanaamah, A. R., & Wenas, M. R. (2014). “Javanese Culture Digitalization in a Knowledge Management Framework at Kasunanan Surakarta Palace”. IJCSI International Journal of Computer Science Issues, 11(3), 125–133.

UNESCO. (2003). Charter on the preservation of the digital heritage. Paris: UNESCO.

Perundangan-undangan:

Undang-Undang Dasar 1945 Amandemen Ke-IV

Undang-Undang Nomor 11 Tahun 2010 tentang Cagar Budaya.



DOI: https://doi.org/10.22146/bb.55505

Article Metrics

Abstract views : 6714 | views : 15032

Refbacks

  • There are currently no refbacks.


Copyright (c) 2020 Bakti Budaya

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

ISSN: 2655-9846 (Online)


-BB's WebStat