Perancangan Pertunjukan Musik Dangdut Rhoma Irama Berbasis Remediasi Animasi 3d Vr 360° Bagi Generasi Z (18-25 Tahun)
), (1) Institut Teknologi Bandung 
Corresponding Author
DOI : https://doi.org/10.24036/dekave.v15i4.135381
Abstract
Perkembangan teknologi media digital dan pergeseran preferensi penonton telah mengubah pola konsumsi pertunjukan musik, terutama di kalangan Generasi Z yang merupakan digital natives dan lebih responsif terhadap pengalaman imersif dan interaktif. Di sisi lain, musik dangdut sebagai budaya massa Indonesia memiliki karakter performatif yang khas, namun belum banyak dieksplorasi dalam medium virtual. Rhoma Irama dipilih sebagai objek perancangan karena perannya dalam membentuk estetika visual dan naratif dangdut melalui gestur panggung, busana, dan lirik yang sarat pesan moral. Sementara genre lain mulai mengeksplorasi bentuk pertunjukan digital imersif, representasi dangdut dalam format tersebut masih terbatas. Animasi 3D dan Virtual reality 360° membuka peluang untuk meremediasi pertunjukan musik ke dalam ruang virtual yang menghadirkan pengalaman imersif (immediacy), keterhubungan antarelemen media (hypermediacy), serta memungkinkan desain ulang skenografi, penyusunan sistem petunjuk visual, dan pengembangan bentuk interaksi audiens dalam ruang virtual. VR 360° memberi perspektif bebas dan pengalaman spasial, sedangkan animasi 3D membangun ruang imajinatif visual. Penelitian ini menggunakan metode desain Double Diamond melalui studi literatur, observasi konten digital, kuesioner, dan wawancara. Hasil akhirnya berupa simulasi prototipe pertunjukan animasi 3D VR 360° yang menawarkan cara baru dalam menonton pertunjukan musik dangdut secara imersif, serta menjadi dasar pengembangan pertunjukan virtual berbasis budaya lokal Indonesia.
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