Designing and Manufacturing Virtual Museum Applications
"Museum Keris Nusantara" based on Virtual Reality (VR)
Yudho Yudhanto, Winita Sulandari, Lucia Dinta Pratiwi, Katherin Secondthania Novit and Mia
Agustina
Faculty of Mathematics and Natural Science, Universitas Sebelas Maret, Surakarta, Indonesia
mia96agustin}@gmail.com
Keywords: Virtual Reality, Museum Keris Nusantara Surakarta, Interactive, Visitors, VR.
Abstract: Museum of Keris Nusantara is one of museums located in Surakarta City. Unfortunately, the people of
Surakarta and the surrounding area are still not well informed about this museum. This is due to the lack of
publication to the public. How to make the community interested in visiting museum is a challenging matter
to be solved. This study presents a virtual reality of Museum Keris Nusantara Surakarta as a tool for interactive
publication that can introduce the various cultural heritage offered by the museum. By implementing the
interesting features, the virtual museum application provides many fascinating experiences in exploring the
virtual world of Museum Keris Nusantara Surakarta. Hence, this application can increase the number of
museum visitors.
1 INTRODUCTION
Indonesia has a lot of cultural heritage that need to be
preserved. According to the Ministry of Education
and Culture (2017) Indonesia has approximately 434
museums (Sekjen Kemdikbud, 2017) and more than
54 museums are in Central Java. The museum is
managed by the government and private companies.
Museums are valuable assets as well as a medium for
the cultural preservation and as the tourist attraction.
According to government regulation (PP) number 6
of 2015 the museum has a function as a place of
research, educational facilities and recreational
tourism (Peraturan Pemerintah Republik Indonesia
Nomor 66 Tahun 2015 Tentang Museum).
Surakarta City is one of the cultural cities in
Central Java that has 9 museums. One of them is the
Museum Keris Nusantara. Museum Keris Nusantara
(see Figure 1) was inaugurated on August 9, 2017.
This museum is located at Jalan Bhayangkara No. 2
Surakarta, Central Java Province, precisely behind
Sriwedari R.Maladi Stadium. The area of the
Museum is ± 6,968 square meters. The museum has 5
floors. Each floor has a unique name except for the
basement in the lowest floor. The 2
nd
floor is the
Wedharing Wacana, which includes the main door,
administration section (counter) and information,
custody of goods, office and audio room. In the 3
rd
floor named by Purwaning Wacana, we can find
showrooms, libraries, play rooms for children, and
kris restoration rooms. The Cipta Adihulung is on the
4
th
floor consists of the diorama room, and the
blessing of the area while the Esthining Lampah is on
the top floor has the space for the creativity and the
storage of kris, swords, spears and other traditional
tools.)
Figure 1: Museum Keris Nusantara
Based on the results of interviews with the
manager of the museum, there were some problem
that need to be solved. The main problem faced by the
museum was the declining of the number of visitors.
Bambang MBS, the Head of the UPT Museum of
Culture in Solo, said that at the beginning of the
opening of the kris museum, the number of visitors
was quite a lot, but it decreased over time as well as
136
Yudhanto, Y., Sulandari, W., Pratiwi, L., Novit, K. and Agustina, M.
Designing and Manufacturing Virtual Museum Applications "Museum Keris Nusantara" based on Virtual Reality (VR).
DOI: 10.5220/0008518301360141
In Proceedings of the International Conference on Mathematics and Islam (ICMIs 2018), pages 136-141
ISBN: 978-989-758-407-7
Copyright
c
2020 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
the number of visitors at the book counter. Visitors of
the museum usually have an interest in kris or in
unique historical objects.
This work provides a solution to the museum
problem by optimizing the latest technology. The
solution is to create a virtual museum in the form of
interactive mobile media applications based on
mobile virtual reality technology. Virtual Reality
(VR) is a technology that combines 3D objects with
hearing and stereotypical vision that produces user
effects as if in a virtual and real environment. By
using a special electronic equipment, VR is the
computer-generated simulation of 3D environment,
which can produce things that seem alive to anyone
who sees them (Linowes, 2015).
2 RESEARCH METHODOLOGY
In this study, the Multimedia Development Life
Cycle (MDLC) proposed by (Sutopo, 2012) is used to
produce a virtual museum application. The procedure
is depicted in Figure 2 and presented below:
Figure 2: Multimedia Development Life Cycle (MDLC)
(Sutopo, 2012)
2.1. Determine the object of research
In this study, we take the objects in the form of kris,
wangka kris, spear, and weapons from various
regions in Indonesia. The museum has nearly 2000
kris so we just took several dozens of kris to be used
as modeling objects.
2.2 Data collection
We carry out the data collection techniques which
consist of several ways, namely:
2.2.1 Interview
We do direct interviews with the managers of the
Nusantara Keris Museum and visitors.
2.2.2 Observation
We do direct observations at the location. Calculate
the number of visitors and observe the character of
visitors when visit the museum.
2.3 The Process of Developing
Applications
The process of developing applications that consist of
six stages, they are:
2.3.1 Concept
The basic concept is organized based on the data. In
this stage we use cases, activity diagrams and
flowcharts to explain the planning of making this
virtual museum. A use case is a methodology used in
system analysis to identify, clarify, and organize
system requirements. The use case is made up of a set
of possible sequences of interactions between
systems and users in a particular environment and
related to a particular goal (Rumbaugh, 1998).
Activity diagrams are graphical representations of
workflows of stepwise activities and actions
(Chaudhuri, 2008).
2.3.2 Design
At this stage, we make an application design starting
from making an application menu in the form of a
storyboard. Storyboard is a medium that is used to
provide an overview from the beginning to the end of
the design for each object created (Simon, 2005).
Storyboard is used as a reference for making this
application.
2.3.3 Material Collecting
We create and collect image, audio, icon, and 3D
objects. In this process, we use the tools like
Coreldraw, Adobe Photoshop, Unity and Blender.
2.3.4 Assembly
This stage is the stage of making all 3D objects based
on the designs that have been made previously. In the
Assembly process can include covering the process of
making 3D objects and creating virtual reality
showrooms.
2.3.5 Testing
Testing stages are carried out to test the functionality
of the applications. The testing method used in this
research is a black box test. Black-box testing is a
Designing and Manufacturing Virtual Museum Applications "Museum Keris Nusantara" based on Virtual Reality (VR)
137
method of software testing that examines the
functionality of an application without peering into its
internal structures or workings (Liu, 2009). The first
test was carried out by an internal team and is
followed by several users. The users are asked to fill
out the questionnaire containing the evaluation of the
application being tested.
2.3.6 Distribution
In this stage the process of packaging the application
results are done so that the user can enjoy it easily.
One of them is by uploading it to Google Play store
to facilitate Android phone users.
3 RESULTS AND DISCUSSION
3.1 Storyboard Making Process
Storyboard is a visualization of ideas from an
application that will be built, so that it can provide an
overview of the application that will be produced.
Table 1: Sample Storyboard
Draft
Real
When visitors have entered the museum, they will see
a cube-shaped table on which there is glass. Inside the glass
there is a storage place or display of a conical keris and
when the user approaches one of the krises, information
from the kris will appear.
The left side of the visitor will see a row of storage or
display of a keris collection and when the user approaches
one of the kris, an information will appear from the keris.
The right side and the middle part of the room the user
will see 2 pieces of storage or a medium and small size keris
display placed in the middle. And when the user approaches
one of the krises, information from the keris will appear.
Visitors will be able to see 2 packages for spear-type
weapons. When the user approaches one of the spears,
audio information about the object will appear.
3.2 Use Case
Figure 3: Use Case Diagram User
This use case diagram describes the relationship
between the player and the system, which displays
each menu (see Figure 3 and Figure 4) contained in
the museum's virtual application. This can be selected
by the user.
The following is a use case diagram that describes
functions that can be used by actors or system users
ICMIs 2018 - International Conference on Mathematics and Islam
138
Figure 4: Use Case Diagram Character
3.3 Activity Diagram
This activity diagram explains the flow of the works
or the activities of the virtual museum application that
the player first chooses a menu starting and then the
system will display the virtual reality games and
players can run the game (see Figure 5).
Figure 5: Activity Diagram
3.4 Flowchart
A flowchart is a type of diagram that represents an
algorithm, workflow or process. It shows the steps in
the form of the various kinds of boxes, and connects
them with arrows according to their order
(Chaudhuri, 2005)
Figure 6 : Application Flowchart
3.5 Implementation
We designed the Virtual Museum application
menu as follows:
Figure 7: Splash Screen
When the application is run, the first display that
will come out is the logo of Museum Keris (see
Figure 7)
Figure 8: Main Menu Virtual Museum
This is the main view of the application of the 3
Dimensions of the Virtual Reality Museum Keris
Nusantara. (see Figure 8)
Designing and Manufacturing Virtual Museum Applications "Museum Keris Nusantara" based on Virtual Reality (VR)
139
Figure 9: 3D images from user exploration
This image is an example of a display animation
when a user travels in a virtual museum using the
right and left eye (see Figure 9)
Figure 10 : Main Menu of Games Tebak Warisan
The virtual museum application also provides
games for user education (see Figure 10)
Figure 11: The museum manager is testing VR
products
3.6 Testing
The device we use is a cellphone that has a Gyro
sensor. We configure the equipment in the headset
and control it with a bluetooth joystick (see Figure
11). We use the black box method to test the function
of this virtual museum. Black box testing is also
called as functional testing. A functional testing
technique designs the test cases based on the
information from the specification (Simon, 2005).
Table 2: Test Results by Blackbox method
No
Input
Resul
t
Concl
usion
1
Display
Splash
Screen
As
Expe
cted
[√]
Valid
2
Display and
press the
main menu
button
As
Expe
cted
[√]
Valid
3
Move with
the joystick
As
Expe
cted
[√]
Valid
4
Switch
walking
scan space
As
Expe
cted
[√]
Valid
5
Turn on the
wardrobe
lights
As
Expe
cted
Valid
6
Issues
narrative
audio sound
As
Expe
cted
[√]
Valid
7
Showing
educational
games
As
Expe
cted
[√]
Valid
8
Pressing the
button asks
for help
As
Expe
cted
Valid
The test was successful because of the eight
testing scenarios that were run it had produced the
expected success output
3.7 Evaluation
The internal testing process has been carried out
successfully. The next step is to test the visitors and
managers directly by trying the virtual museum
application and then being able to fill out the
questionnaire. There were 40 respondents who were
willing to test and write questionnaire answers
Table 3: Evaluation by questionnaire
No
Aspects
Percen
t
Number
of
Responde
nts
1
Aspects of knowledge
about virtual museums
a. Strongly agree
b. Agree
c. Simply Agree
d. Less Agree
e. Disagree
61 %
39 %
0 %
0 %
0 %
24
16
-
-
-
2
Aspects of Ease of Using
Virtual Museums
a. Strongly agree
b. Agree
c. Simply Agree
31 %
63 %
6 %
12
26
2
-
L
R
ICMIs 2018 - International Conference on Mathematics and Islam
140
d. Less Agree
e. Disagree
0 %
0 %
-
3
Aspects of completeness
of information
a. Strongly agree
b. Agree
c. Simply Agree
d. Less Agree
e. Disagree
83 %
13 %
2 %
2 %
0 %
32
4
2
2
-
4
Aspects of design
excellence
a. Strongly agree
b. Agree
c. Simply Agree
d. Less Agree
e. Disagree
54 %
44 %
2 %
0 %
0%
22
16
2
-
-
4. CONCLUSION
The conclusion of the Designing and Manufacturing
Virtual Museum Applications "Museum Keris
Nusantara" based on Virtual Reality (VR) is as
follows:
1. This Virtual Museum application is based on
Android using Virtual Reality technology
provided that there is a gyroscope sensor that is
embedded in the smartphone.
2. This Virtual Museum application is created
using the Multimedia Development Life Cycle
(MDLC) method.
3. This application is tested functionally using the
blackbox method
4. Based on the results of the questionnaire shows
that according to the 40 respondents the
application provides convenience to aspects of
knowledge, facilitation aspects, aspects of
information, and aspects of good design, this
can be concluded that this application is able to
provide visitors convenience in exploring the
museum.
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