Diterbitkan Oleh:
Lembaga Penelitian Pengabdian Masyarakat Universitas Nusa Mandiri
Creation is distributed below Lisensi Creative Commons Atribusi-NonKomersial 4.0 Internasional.
This study investigates the integration of VTuber into Wayang Digital as a strategic initiative to promote Indonesian cultural heritage. By leveraging advanced technologies such as real-time motion capture and artificial intelligence (AI), the project aims to enhance the animation quality and interaction of VTuber, creating a more immersive and engaging experience for audiences. The research focuses on three key aspects: VTuber integration's effectiveness in attracting international audiences, optimizing real-time motion capture for high-quality animation, and applying AI algorithms to create adaptive, responsive interactions between VTubers and their viewers. Through these innovations, the study aims to enrich the narrative and visual appeal of Wayang Digital, making it more accessible and appealing to a diverse global audience. The findings show that integrating advanced technologies enhances Wayang Digital's storytelling, aesthetics, and effectiveness as a powerful tool for cultural promotion. AI-enabled adaptive interactions create a personalized viewer experience, deepening audience connections with the traditional art form. High-quality animation preserves and effectively communicates Wayang's cultural nuances to audiences, enhancing its impact and cultural promotion. This study underscores the importance of continuous technological innovation and strategic implementation in the preservation and globalization of Indonesian heritage through digital media, suggesting that the future of cultural preservation lies in the seamless integration of tradition with cutting-edge technology.
Alqahtani, F., Banks, J., Chandran, V., & Zhang, J. (2020). 3D Face Tracking Using Stereo Cameras: A Review. IEEE Access, 8, 94373–94393. https://doi.org/10.1109/ACCESS.2020.2994283
Angmo, P., & Mahajan, R. (2024). Virtual influencer marketing: a study of millennials and gen Z consumer behaviour. Qualitative Market Research: An International Journal, 27(2), 280–300. https://doi.org/10.1108/QMR-01-2023-0009
Budach, G., & Sharoyan, G. (2020). Exploring ‘vibrant matter’ in animation making. Language and Intercultural Communication, 20(5), 464–481. https://doi.org/10.1080/14708477.2020.1784912
Budiwaspada, A. E., & Fadilah, F. (2021). The Autonomy of Digital Native Generation in Building Nation Branding. Proceedings of the ICON ARCCADE 2021: The 2nd International Conference on Art, Craft, Culture and Design (ICON-ARCCADE 2021), 261–272. Atlantis Press. https://doi.org/10.2991/assehr.k.211228.034
Cahya Ningsih, A. (2023). Harmonization of Prophetic Dimensions and Locality in Bawor Characters. International Proceedings of Nusantara Raya, 2(1 SE), 7–13. Retrieved from https://proceedings.uinsaizu.ac.id/index.php/nuraicon/article/view/366
Cai, Y., Dong, H., Wang, W., & Song, H. (2022). Realization of interactive animation creation based on artificial intelligence technology. Computational Intelligence, 38(1), 51–69. https://doi.org/https://doi.org/10.1111/coin.12443
Campbell, C., Sands, S., Ferraro, C., Tsao, H.-Y. (Jody), & Mavrommatis, A. (2020). From data to action: How marketers can leverage AI. Business Horizons, 63(2), 227–243. https://doi.org/https://doi.org/10.1016/j.bushor.2019.12.002
Chen, R., Hsiao, Y.-C., & Yang, M.-W. (2023). When AI Meets AI - Artificial Intelligence Competition. 2023 11th International Conference on Information and Education Technology (ICIET), 497–501. https://doi.org/10.1109/ICIET56899.2023.10111413
Chen, X., Wang, Z., Hua, Q., Shang, W.-L., Luo, Q., & Yu, K. (2023). AI-Empowered Speed Extraction via Port-Like Videos for Vehicular Trajectory Analysis. IEEE Transactions on Intelligent Transportation Systems, 24(4), 4541–4552. https://doi.org/10.1109/TITS.2022.3167650
Degner, M., Moser, S., & Lewalter, D. (2022). Digital media in institutional informal learning places: A systematic literature review. Computers and Education Open, 3, 100068. https://doi.org/https://doi.org/10.1016/j.caeo.2021.100068
Ferreira, J. C. V., Regis, R. D. D., Gonçalves, P., Diniz, G. R., & Tavares, V. P. da S. C. (2024). VTuber concept review: The new frontier of virtual entertainment. Proceedings of the 24th Symposium on Virtual and Augmented Reality, 83–96. New York, NY, USA: Association for Computing Machinery. https://doi.org/10.1145/3604479.3604523
Hartono, Nuryani, W., & Kusumastuti, E. (2024). Javanese art conservation in Indonesia inheriting potentials of local wisdom through Wayang Wong Bocah. Research in Dance Education, 25(2), 234–249. https://doi.org/10.1080/14647893.2022.2062317
Hasan, M. K., Ahsan, M. S., Abdullah-Al-Mamun, Newaz, S. H. S., & Lee, G. M. (2021). Human Face Detection Techniques: A Comprehensive Review and Future Research Directions. Electronics, Vol. 10. https://doi.org/10.3390/electronics10192354
Hermawan, H., Mahardika, F., Darmayanti, I., Sumantri, R. B. B., Saputra, D. I. S., & Aminuddin, A. (2023). New Media as a Tools to Improve Creative Thinking: A Systematic Literature Review. 2023 IEEE 7th International Conference on Information Technology, Information Systems and Electrical Engineering (ICITISEE), 64–69. https://doi.org/10.1109/ICITISEE58992.2023.10404556
Hololist. (2024). HoloList — A comprehensive database of virtual content creators, including VTuber (Virtual YouTuber), VStreamer (Virtual Streamer) and VUP (Virtual UP). Retrieved from https://hololist.net/
Hu, T., Liang, C., Min, G., Li, K., & Xiao, C. (2020). Generating video animation from single still image in social media based on intelligent computing. Journal of Visual Communication and Image Representation, 71, 102812. https://doi.org/https://doi.org/10.1016/j.jvcir.2020.102812
Jamali, A., Mahdianpari, M., Brisco, B., Mao, D., Salehi, B., & Mohammadimanesh, F. (2022). 3DUNetGSFormer: A deep learning pipeline for complex wetland mapping using generative adversarial networks and Swin transformer. Ecological Informatics, 72, 101904. https://doi.org/https://doi.org/10.1016/j.ecoinf.2022.101904
Jhawar, A., Kumar, P., & Varshney, S. (2023). The emergence of virtual influencers: a shift in the influencer marketing paradigm. Young Consumers, 24(4), 468–484. https://doi.org/10.1108/YC-05-2022-1529
Jiang, H., Pan, D., & Lu, J. (2023). Better Technology, but Less Realism: The Perplexing Development and Application of VTuber Technology. 2023 International Conference on Culture-Oriented Science and Technology (CoST), 168–173. https://doi.org/10.1109/CoST60524.2023.00042
Johnson, D., Damian, D., & Tzanetakis, G. (2020). Detecting Hand Posture in Piano Playing Using Depth Data. Computer Music Journal, 43(1), 59–78. https://doi.org/10.1162/comj_a_00500
Kwiatkowski, A., Alvarado, E., Kalogeiton, V., Liu, C. K., Pettré, J., van de Panne, M., & Cani, M.-P. (2022). A Survey on Reinforcement Learning Methods in Character Animation. Computer Graphics Forum, 41(2), 613–639. https://doi.org/https://doi.org/10.1111/cgf.14504
Lam, K. Y., Yang, L., Alhilal, A., Lee, L. H., Tyson, G., & Hui, P. (2022). Human-Avatar Interaction in Metaverse: Framework for Full-body Interaction. Proceedings of the 4th ACM International Conference on Multimedia in Asia, MMAsia 2022, 1–7. https://doi.org/10.1145/3551626.3564936
Liu, X. (2022). Animation Special Effects Production Method and Art Color Research Based on Visual Communication Design. Scientific Programming, 2022(1), 7835917. https://doi.org/https://doi.org/10.1155/2022/7835917
Lu, W.-T., Huang, C.-H., Hung, C.-H., Hsiao, Y.-Y., & Liu, X.-W. (2024). Design and Implementation of a Virtual Assistant by Using 3D Modeling Techniques. 2024 IEEE International Conference on Consumer Electronics (ICCE), 1–2. https://doi.org/10.1109/ICCE59016.2024.10444182
Lu, Z., Shen, C., Li, J., Shen, H., & Wigdor, D. (2021). More Kawaii than a Real-Person Live Streamer : Understanding How the Otaku Community Engages with and Perceives Virtual YouTubers. Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, 1–14.
Manik, H. F. G. G., Christanti, R., & Setiawan, W. (2024). Knowledge management and community-based enterprise: an initiative to preserve the shadow puppet traditional knowledge in Yogyakarta, Indonesia. VINE Journal of Information and Knowledge Management Systems, 54(3), 638–656. https://doi.org/10.1108/VJIKMS-11-2021-0265
Mathis, A., Schneider, S., Lauer, J., & Mathis, M. W. (2020). A primer on motion capture with deep learning: principles, pitfalls, and perspectives. Neuron, 108(1), 44–65.
Muhathir, M., Khairina, N., Karenina, R., Barus, I., Ula, M., & Sahputra, I. (2023). Preserving cultural heritage through ai: Developing lenet architecture for wayang image classification. International Journal of Advanced Computer Science and Applications (IJACSA), 14(9).
Noviani, R., Handayani, R., & Jamil, S. (2023). Mediatisation, the Ambivalent Preservation of Cultural Tradition, and the Appeal of Luxurious Death in Toraja, Indonesia: Social Media Depictions of Rambu Solo in a Digital Age. Asian Studies Review, 1–18. https://doi.org/10.1080/10357823.2024.2371388
Oh, J.-E., & Kong, A. (2022). VR and Nostalgia: Using Animation in Theme Parks to Enhance Visitor Engagement. Journal of Promotion Management, 28(2), 113–127. https://doi.org/10.1080/10496491.2021.1987951
Pan, Y., Zhang, R., Wang, J., Chen, N., Qiu, Y., Ding, Y., & Mitchell, K. (2022). MienCap: Performance-based Facial Animation with Live Mood Dynamics. 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), 654–655. https://doi.org/10.1109/VRW55335.2022.00178
Pandey, R., & Kumar, V. (2020). Exploring the Impediments to Digitization and Digital Preservation of Cultural Heritage Resources: A Selective Review. Preservation, Digital Technology & Culture, 49(1), 26–37. https://doi.org/doi:10.1515/pdtc-2020-0006
Panfili, G. (2020). Wayang Kulit at the Time of Unesco. Universidade NOVA de Lisboa (Portugal).
Park, H., Grama Srinivasan, S., Cong, M., Kim, D., Kim, B., Swartz, J., … Sifakis, E. (2024). Near-realtime Facial Animation by Deep 3D Simulation Super-Resolution. ACM Trans. Graph. https://doi.org/10.1145/3670687
Pataranutaporn, P., Danry, V., Leong, J., Punpongsanon, P., Novy, D., Maes, P., & Sra, M. (2021). AI-generated characters for supporting personalized learning and well-being. Nature Machine Intelligence, 3(12), 1013–1022. https://doi.org/10.1038/s42256-021-00417-9
Prahmana, R. C., & Istiandaru, A. (2021). Learning Sets Theory Using Shadow Puppet: A Study of Javanese Ethnomathematics. Mathematics, Vol. 9. https://doi.org/10.3390/math9222938
Raimo, N., De Turi, I., Ricciardelli, A., & Vitolla, F. (2022). Digitalization in the cultural industry: evidence from Italian museums. International Journal of Entrepreneurial Behavior & Research, 28(8), 1962–1974. https://doi.org/10.1108/IJEBR-01-2021-0082
Riyaz, M., Sawant, P. D., Raju, S., Nijhawan, G., Deepika, N. M., & M., L. B. (2023). Artificial Intelligence for Customer Relationship Management: Personalization and Automation. 2023 10th IEEE Uttar Pradesh Section International Conference on Electrical, Electronics and Computer Engineering (UPCON), 10, 547–551. https://doi.org/10.1109/UPCON59197.2023.10434568
Saputra, D. I. S., Hatta, H. R., Kamila, V. Z., & Wijono, S. (2023). Multimedia as a tools to improve critical thinking: A systematic literature review. AIP Conference Proceedings, 2798(1), 20061. https://doi.org/10.1063/5.0154906
Saputra, D. I. S., & Manongga, D. (2021). The Concept and Future of Intelligent Personal Assistant Based on Artificial Autonomy for Gamers in Indonesia. Design Engineering, 2021(5).
Saputra, D. I. S., Manongga, D., & Hendry, H. (2021). Animation as a Creative Industry: State of The Art. 5th International Conference on Information Technology, Information Systems and Electrical Engineering (ICITISEE), 6–11. IEEE. https://doi.org/10.1109/icitisee53823.2021.9655839
Saputra, D. I. S., Murjiatiningsih, L., Hermawan, H., & Handani, S. W. (2022). cARica: Enhancing Travelling Experiences in Wonosobo Through Location-Based Mobile Augmented Reality. Journal of Soft Computing Exploration, 4(1), 23–30. https://doi.org/10.52465/joscex.v4i1.97
Saputra, D. I. S., & Setyawan, I. (2021). Virtual YouTuber (VTuber) sebagai Konten Media Pembelajaran Online. Seminar Nasional Sistem Informasi Dan Teknologi (SISFOTEK), 5(1), 14–20. Organisasi Profesi Ikatan Ahli Informatika Indonesia (IAII).
Singh, A. (2023). Future of Animated Narrative and the Effects of Ai on Conventional Animation Techniques. 2023 7th International Conference on Computation System and Information Technology for Sustainable Solutions (CSITSS), 1–4. https://doi.org/10.1109/CSITSS60515.2023.10334104
Singh, D. K., Kumar, P., Sharma, M., & Arora, P. (2023). A Decade of AI and Animation Convergence: A Bibliometric Analysis of Contributions. 2023 1st DMIHER International Conference on Artificial Intelligence in Education and Industry 4.0 (IDICAIEI), 1, 1–5. https://doi.org/10.1109/IDICAIEI58380.2023.10406710
Sun, D., Zhang, X., Choo, K.-K. R., Hu, L., & Wang, F. (2021). NLP-based digital forensic investigation platform for online communications. Computers & Security, 104, 102210. https://doi.org/https://doi.org/10.1016/j.cose.2021.102210
Tang, M. T., Zhu, V. L., & Popescu, V. (2021). AlterEcho: Loose Avatar-Streamer Coupling for Expressive VTubing. 2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), 128–137. https://doi.org/10.1109/ISMAR52148.2021.00027
Tiwari, R. G., Rout, S. K., & Kumar, A. (2023). Indonesia’s Cultural Heritages Preservation: Knowing Wayang More Deeply. 2023 International Conference on Sustaining Heritage: Innovative and Digital Approaches (ICSH), 7–12. https://doi.org/10.1109/ICSH57060.2023.10482836
Trček, D. (2022). Cultural heritage preservation by using blockchain technologies. Heritage Science, 10(1), 6. https://doi.org/10.1186/s40494-021-00643-9
Udayana, A. A. G. B., & Dwijendra, N. K. A. (2022). Implementation Model of the Tri Hita Karana Concept in the Media Promotion of Tourism in Bali, Indonesia. Webology, 19(1), 2900–2919. https://doi.org/10.14704/web/v19i1/web19193
Wang, B., & Shi, Y. (2023). Expression dynamic capture and 3D animation generation method based on deep learning. Neural Computing and Applications, 35(12), 8797–8808. https://doi.org/10.1007/s00521-022-07644-0
Wang, H., Sharma, A., & Shabaz, M. (2022). Research on digital media animation control technology based on recurrent neural network using speech technology. International Journal of System Assurance Engineering and Management, 13(1), 564–575. https://doi.org/10.1007/s13198-021-01540-x
Yaqoob, I., Salah, K., Jayaraman, R., & Omar, M. (2023). Metaverse applications in smart cities: Enabling technologies, opportunities, challenges, and future directions. Internet of Things, 23, 100884. https://doi.org/https://doi.org/10.1016/j.iot.2023.100884
Yu, L., Gong, W., & Zhang, D. (2024). Live streaming channel recommendation based on viewers’ interaction behavior: A hypergraph approach. Decision Support Systems, 184, 114272. https://doi.org/https://doi.org/10.1016/j.dss.2024.114272
Zhang, P., Zheng, J., Lin, H., Liu, C., Zhao, Z., & Li, C. (2023). Vehicle Trajectory Data Mining for Artificial Intelligence and Real-Time Traffic Information Extraction. IEEE Transactions on Intelligent Transportation Systems, 24(11), 13088–13098. https://doi.org/10.1109/TITS.2022.3178182
Zheng, J. (2023). Research on Energy Saving Control of 3D Animation Rendering Cluster Based on Programmable Processor. 2023 IEEE International Conference on Control, Electronics and Computer Technology (ICCECT), 1268–1271. https://doi.org/10.1109/ICCECT57938.2023.10141163
Zhu, Y., Lu, W., Gan, W., & Hou, W. (2021). A contactless method to measure real-time finger motion using depth-based pose estimation. Computers in Biology and Medicine, 131, 104282. https://doi.org/https://doi.org/10.1016/j.compbiomed.2021.104282
Copyright (c) 2024 Hellik Hermawan, Pungkas Subarkah; Anwar Tri Utomo; Fatah Ilham, Dhanar Intan Surya Saputra
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
An author who publishes in the Pilar Nusa Mandiri: Journal of Computing and Information System agrees to the following terms:
Diterbitkan Oleh:
Lembaga Penelitian Pengabdian Masyarakat Universitas Nusa Mandiri
Creation is distributed below Lisensi Creative Commons Atribusi-NonKomersial 4.0 Internasional.