The Computer Science in Art and Culture (CSAC) team at Universitas Dian Nuswantoro (Udinus) played a part in developing a digital-based education program initiated by the government. The campus contributed to this digital program through innovative outputs equipped with Artificial intelligence (AI), two of which were the Gamelan Metaverse and Virtual Museum.
Those two innovations were developed by the CSAC team at Udinus, and they will later be showcased at the 2023 TIK Utilization. This event was initiated by the Information Technology and Education and Culture Development Center (BPTIK Dikbud) of Central Java. It was among many government programs aimed at developing a digital-based education system.
In an attempt to maximize the 2023 TIK Utilization, a total of 51 participants engaged in coordination. Those participants encompassed school superintendents, school principals, and teachers from many different high schools, as well as special schools within Central Java.
At the coordination, Sigid Hariadi, the head of the committee from BTIK Dikbud of Central Java, served as the moderator. On that occasion, he mainly discussed the theme of the 2023 TIK Utilization, namely, Immersive Learning. The theme was chosen as a major breakthrough in presenting educational, artistic, and cultural content by utilizing AI combined with the Virtual Reality (VR) technology.
“By employing this method, students will be able to learn and actively gather information without being limited by the environment. This is because they can garner every piece of information in our newly developed VR scope,” he explained.
Furthermore, Kristiawan Nurdianto, S.Kom., M.Kom., the Head of BTIK Dikbud of Central Java, hoped for this collaboration between academicians and the government to be further improved. Thus, knowledge transfer concerning skills and technology to stakeholders within the educational sector, particularly schools, could no longer be a mere concept.
“Through this coordination, we would like for the 2024 TIK Utilization to run well. Even more, we expect the CSAC team at Udinus to give a new perspective and insight to training participants regarding the utilization of immersive learning for education, art, and culture,” uttered Kristiawan Nurdianto.
Training
The CSAC serves as the center of arts and cultures based on the concept of generative AI. On the same occasion, the CSAC team also gave a training program, with Dr. Arry Maulana Syarif, SS., M.Kom. (the Secretary of the CSAC) as the coach. At the program, Dr. Arry discussed a basic understanding of the Immersive Learning Approach in Art and Culture. During his explanation, he also explored the immersive learning system, which would later be the theme of the event.
“Immersive learning is a form of a metaphor of life experiences being digitized in the form of a video game. In this game, students will be able to recite, analyze, and assess the learning materials. This can be done by providing a virtual environment simulating the real world to students,” he highlighted.
“The Gamelan Metaverse is a research output created by the CSAC, and it serves as a prime example of VR-based immersive learning. This is because it simulates a real-world gamelan in the virtual world, along the users to interact with it directly,” Arry Maulana uttered. (Humas Udinus/Haris. Foto: Dok. CSAC Udinus)