Kondisi pandemi yang membatasi pola pergerakan manusia atas ruang, di satu sisi menyebabkan manusia kehilangan makna dan rasa atas kehadiran ruang fisik, tapi di sisi lain memberikan peluang bagaimana cara memaknai ruang dengan cara yang berbeda. Instalasi Kisah Antah-berantah karya Citra Sasmita yang diinisiasi oleh Ruang Seni Anak Komisi UOB Museum MACAN, Jakarta ini berkisah tentang cerita fabel mitologis untuk anak-anak yang diinspirasi dari lukisan kamasan dan karakter cerita rakyat Tantri di Bali. Mempergunakan teknologi web-based augmented reality, Kisah Antah-berantah merupakan perpaduan objek seni dan ruang secara fisik dengan teknologi dunia maya, yang bisa dinikmati secara daring dan luring. Pengamatan karya instalasi Kisah Antah-berantah ini bertujuan untuk memperkaya gagasan atas keterlibatan rute, tur dan bagaimana memaknai batas pada ruang maya.
Pengamatan “mengalami ruang” secara daring oleh penulis dijelaskan melalui 2 cara yaitu mode operasi pasif 360˚ dan mode operasi aktif manual. Mode operasi pasif 360˚ menunjukkan bahwa dengan rute yang statis dan terukur, pengalaman memaknai ruang daring bercerita bisa tercapai, meskipun tidak memberikan pemahaman akan batas ruang yang baru. Sebaliknya dengan mode operasi manual aktif, dengan kebebasan rute yang dipilih dan diciptakan sendiri, pengunjung mampu menciptakan batas dan pemaknaan ruang baru yang berbeda. Dari kedua mode operasi ini, tanda (landmark) berupa titik kode optik hadir melampaui objek fisiknya sebagai bagian dari navigasi dalam ruang maya.
The pandemic condition that limits human movement over space has consequences that humans lose their meaning and sense of the presence of physical space, otherwise, it provides opportunities to interpret space differently. The installation Kisah Antah-berantah by Citra Sasmita, which was held during a pandemic and initiated by the Ruang Seni Anak Komisi UOB Museum MACAN, Jakarta tells the story of mythological fables for children inspired by kamasan paintings and Tantri folklore characters in Bali, Indonesia. Implementing web-based augmented reality technology, this installation has an equal collaboration of art objects and physical space which can be enjoyed virtually and in a real-time exhibition mode. Kisah Antah-berantah investigates ideas on the involvement of routes, tours, and how to define boundaries in architecture and virtual space.
The "experiencing space" will be explained in 2 ways, namely passive 360˚ operation mode and manual active operation mode. The 360˚ passive mode of operation shows that with a static and measurable route, the visitor interprets the virtual space of storytelling completely, although it does not provide a new understanding of spatial boundaries. In manual active of operation mode, visitors potentially create new boundaries and different meanings of space, by creating their routes. In these two modes of operations, an optical code point is presented as a landmark, as an important part of navigation in virtual space.
Ahmad, T. A. (2017). Mengurai makna lukisan Kamasan di Puri Klungkung. Indonesian Journal of Conservation, 5(1).
Arthur, P., & Passini, R. (1992). Wayfinding: People, signs, and architecture. McGraw-Hill Ryerson.
Bell, M. W. (2008). Toward a definition of “virtual worlds.” Journal of Virtual Worlds Research, 1(1), 1–5. https://doi.org/10.4101/jvwr.v1i1.283
Charitos, D. (1997). Designing space in virtual environments for aiding wayfinding behaviour. Dalam C. Hand & R. Holland (Eds.), Proceedings of the Fourth UK Virtual Reality Special Interest Group Conference (hal. 50–59).
de Certeau, M. (1984). The practice of everyday life (S. Rendall, Trans.). University of California Press.
Fuller, M., & Jenkins, H. (1995). Nintendo and new world travel writing: A dialogue. Dalam S. G. Jones (Ed.), Cybersociety: Computer-mediated communication and community (hal. 57–72). SAGE Publications.
Galloway, A. R. (2004a). Protocol: How control exists after decentralization. MIT press.
Galloway, A. R. (2004b). Intimations of everyday life: Ubiquitous computing and the city. Cultural studies, 18(2-3), 384–408. https://doi.org/10.1080/0950238042000201572
Grosz, E. (2001). Architecture from the outside: Essays on virtual and real space. The MIT Press.
Kim, M. J., Wang, X., Han, S., & Wang, Y. (2015). Implementing an augmented reality-enabled wayfinding system through studying user experience and requirements in complex environments. Visualization in Engineering, 3(14), 1–12. https://doi.org/10.1186/s40327-015-0026-2
Lammes, S. (2009). Terra incognita: Computer games, cartography and spatial stories. Dalam A-S. Lehmann, J. Raessens, M. T. Schäfer, M. van den Boomen, & S. Lammes (Eds.), Digital material: Tracing new media in everyday life and technology (hal. 223–236). Amsterdam University Press. https://www.jstor.org/stable/j.ctt46mxjv.19
Manovich, L. (2002). The poetics of augmented space. manovich. Diakses pada September 6, 2021, dari http://manovich.net/index.php/projects/the-poetics-of-augmented-space
Minocha, S., & Hardy, C. (2016). Navigation and wayfinding in learning spaces in 3D virtual worlds. Dalam S. Gregory, M. Lee, B. Dalgarno, & B. Tyann (Eds.), Learning in virtual worlds: Research and applications (hal. 3–41). Athabasca University Press.
Ruang seni anak. Citra Sasmita: Kisah antah-berantah (n.d.). museumacan. Diakses pada Agustus 11, 2021, dari https://www.museummacan.org/cas/kisah-antah-berantah
Steck, S. D., & Mallot, H. A. (2000). The role of global and local landmarks in virtual environment navigation. Presence, 9(1), 69–83. https://doi.org/10.1162/105474600566628
Supriyatini, S. (2019). Tema Tantri pada lukis kaca anak-anak di Komunitas Batubelah Art Space dalam mendukung industri kreatif. Dalam Sandyakala: Prosiding Seminar Nasional Seni, Kriya, dan Desain (hal. 171–180).
Suyasa, I. N. (2010). Transformasi penciptaan seni lukis Bali. Brikolase, 2(2), 1–18. https://doi.org/10.33153/bri.v2i2.299
Tuan, Y. F. (1977). Space and place: The perspective of experience. University of Minnesota Press.
Volbracht, S. (1999). Effective navigation of children in virtual 3D environments. Dalam CHI'99 Extended Abstracts on Human Factors in Computing Systems (hal. 75–76). https://doi.org/10.1145/632716.632763
Worsley, P. (2016). Kisah Brayut dalam lukisan Kamasan dari abad ke-19 dan ke-20. Jurnal Kajian Bali, 6(2), 1–32. https://ojs.unud.ac.id/index.php/kajianbali/article/view/24891