WebGL 3D Virtual Exhibition as a Media to Increase the Visibility of Digital Artwork

  • I Made Suandana Astika Pande Institut of Technology and Business STIKOM Bali
  • I Gede Bintang Arya Budaya Institut of Technology and Business STIKOM Bali
  • Padma Nyoman Crisnapati Institut of Technology and Business STIKOM Bali
Keywords: Virtual Gallery, 3D Modelling, TAM, ADDIE, Metaverse

Abstract

The ongoing digital transformation continues to shape various domains, including the realm of art, which adopts social media to digitally promote artworks. Nonetheless, physical art exhibitions maintain their allure as they provide a direct experiential interaction for visitors. Consequently, the development of exhibition platforms that amalgamate user experience with accessibility becomes imperative. One emerging solution involves leveraging information technology and multimedia for virtualization, such as utilizing WebGL for creating a 3D Virtual Exhibition (3DVE). Employing the ADDIE methodology and evaluating it through the Technology Acceptance Model (TAM), the assessments affirm the robust performance and positive responses of 30 participants towards WebGL 3DVE. This development yields practical benefits, particularly for artists seeking to enhance the visibility of their creations. Furthermore, the inherent ease of use and broad accessibility can expand the potential audience for enjoying artworks. The percentage acceptance rates according to TAM validate favorable responses across usability (88%), ease of use (74%), satisfaction (90.6%), and technological acceptance (84.6%). Thus, the deployment of WebGL 3DVE in art exhibition development showcases strong potential in delivering a deeper and more inclusive experiential journey.

Downloads

Download data is not yet available.

References

A. Kozarkiewicz, “General and Specific: The Impact of Digital Transformation on Project Processes and Man-agement Methods,” Foundations of Management, vol. 12, no. 1, pp. 237–248, 2020.

E. Selen, A. Sunam, A. İ. Akın, H. Biçakcı, and A. Kaplan, “The impacts of processes of digitalization on the re-ception of contemporary art in Turkey during Covid-19,” Cultural Trends, vol. 32, no. 1, pp. 70–87, 2023.

S. Al Hashimi, A. Al Muwali, Y. Zaki, and N. Mahdi, “The effectiveness of social media and multimedia-based pedagogy in enhancing creativity among art, design, and digital media students,” International Journal of Emerging Technologies in Learning, vol. 14, no. 21, pp. 176–190, 2019, doi: 10.3991/ijet.v14i21.10596.

J. Snels, “Virtual connectedness in times of crisis: Chinese online art exhibitions during the COVID-19 pandemic,” World Art, vol. 12, no. 1, pp. 95–118, 2022, doi: 10.1080/21500894.2021.1991465.

Y. Wang and X. Hu, “Three‐dimensional virtual VR technology in environmental art design,” International Journal of Communication Systems, vol. 35, no. 5, p. e4736, 2022.

X. Zhang, “Virtual digital communication feature fusion based on virtual augmented reality,” Security and Communication Networks, vol. 2022, 2022.

L. He and S. Zhu, “Virtual reality technology in Visual design of artistic images: Analysis and applications,” Sci Program, vol. 2022, pp. 1–6, 2022.

D. H. Fudholi, R. Kurniawan, D. P. E. Jalaputra, and I. Muhimmah, “Development of Virtual Reality Applications with the ADDIE Model for Prospective Educators of Children with Autism,” Jurnal RESTI (Rekayasa Sistem Dan Teknologi Informasi), vol. 4, no. 4, pp. 672–681, 2020.

I. Idris et al., “Developing Smart Tourism Using Virtual Reality as a Tourism Promotion Strategy in Indonesia,” Geo Journal of Tourism and Geosites, vol. 35, no. 2, pp. 332–337, 2021.

R. Rahman and M. R. Islam, “VREd: A Virtual Reality-Based Classroom for Online Education Using Unity3D WebGL,” arXiv preprint arXiv:2304.10585, 2023.

S. Setyawan and C. Tho, “Design and Development of Web and Unity3D WebGL Based Immersive Virtual Ex-hibition Application,” in 2022 4th International Conference on Cybernetics and Intelligent System (ICORIS), IEEE, 2022, pp. 1–6.

R. Estriegana, J.-A. Medina-Merodio, and R. Barchino, “Student acceptance of virtual laboratory and practical work: An extension of the technology acceptance model,” Comput Educ, vol. 135, pp. 1–14, 2019.

O. El-Said and H. Aziz, “Virtual tours a means to an end: An analysis of virtual tours’ role in tourism recovery post COVID-19,” J Travel Res, vol. 61, no. 3, pp. 528–548, 2022.

N. M. Janna and H. Herianto, “Konsep uji validitas dan reliabilitas dengan menggunakan SPSS,” 2021.

B. Darma, Statistika Penelitian Menggunakan SPSS (Uji Validitas, Uji Reliabilitas, Regresi Linier Sederhana, Regresi Linier Berganda, Uji t, Uji F, R2). Guepedia, 2021.

Published
2023-09-08
How to Cite
[1]
I. M. S. A. Pande, I. G. B. A. Budaya, and P. N. Crisnapati, “WebGL 3D Virtual Exhibition as a Media to Increase the Visibility of Digital Artwork”, jtim, vol. 5, no. 3, pp. 186-195, Sep. 2023.
Section
Articles