REPRESENTATION OF THE ART SPACE IN THE RECONNECTED ACCESS MEMORY MUSEUM BY RIYAN KRESNANDI

The purpose of this study is to investigate the Reconnected Access Memory Museum: Post New Order Edition (RAMM:PNOE) as a virtual museum that uses the Minecraft online game platform in the development of an art space. A qualitative approach was used for this investigation. Utilizing art sociology ba...

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Main Author: Kai, Kayla
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/80329
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Institution: Institut Teknologi Bandung
Language: Indonesia
id id-itb.:80329
spelling id-itb.:803292024-01-22T10:17:33ZREPRESENTATION OF THE ART SPACE IN THE RECONNECTED ACCESS MEMORY MUSEUM BY RIYAN KRESNANDI Kai, Kayla Indonesia Final Project Virtual Museum, Reconnected Access Memory Museum, Development of Art Spaces. INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/80329 The purpose of this study is to investigate the Reconnected Access Memory Museum: Post New Order Edition (RAMM:PNOE) as a virtual museum that uses the Minecraft online game platform in the development of an art space. A qualitative approach was used for this investigation. Utilizing art sociology based on the concept of Hans van Maanen, who established a system in the art world thatconsists of four primary components: production, distribution, reception, andcontextualization. The significant entertainment value of Minecraft poses a challenge since it could reduce RAMM:PNOE's educational value, putting users in a challenging position to choose between experiencing fun and ensuring education. The objects on display have a high degree of abstraction, making it challenging for spectators to comprehend and appreciate the artworks. Marketing appealed to a variety of demographics, but visitor segmentation between art fans and gaming fans was an obstacle. As a virtual museum, RAMM:PNOE has certain technological requirements, which may hinder accessibility for some socioeconomic groups. The game's use of virtual spaces offers opportunity to enhance narrative value despite these difficulties. RAMM:PNOE, by going beyond physical constraints, protects controversial archives without the constraints of a conventional museum. RAMM:PNOE poses as a real example of how the integration of art and technology, in a virtual space can revolutionize and innovate art spaces. text
institution Institut Teknologi Bandung
building Institut Teknologi Bandung Library
continent Asia
country Indonesia
Indonesia
content_provider Institut Teknologi Bandung
collection Digital ITB
language Indonesia
description The purpose of this study is to investigate the Reconnected Access Memory Museum: Post New Order Edition (RAMM:PNOE) as a virtual museum that uses the Minecraft online game platform in the development of an art space. A qualitative approach was used for this investigation. Utilizing art sociology based on the concept of Hans van Maanen, who established a system in the art world thatconsists of four primary components: production, distribution, reception, andcontextualization. The significant entertainment value of Minecraft poses a challenge since it could reduce RAMM:PNOE's educational value, putting users in a challenging position to choose between experiencing fun and ensuring education. The objects on display have a high degree of abstraction, making it challenging for spectators to comprehend and appreciate the artworks. Marketing appealed to a variety of demographics, but visitor segmentation between art fans and gaming fans was an obstacle. As a virtual museum, RAMM:PNOE has certain technological requirements, which may hinder accessibility for some socioeconomic groups. The game's use of virtual spaces offers opportunity to enhance narrative value despite these difficulties. RAMM:PNOE, by going beyond physical constraints, protects controversial archives without the constraints of a conventional museum. RAMM:PNOE poses as a real example of how the integration of art and technology, in a virtual space can revolutionize and innovate art spaces.
format Final Project
author Kai, Kayla
spellingShingle Kai, Kayla
REPRESENTATION OF THE ART SPACE IN THE RECONNECTED ACCESS MEMORY MUSEUM BY RIYAN KRESNANDI
author_facet Kai, Kayla
author_sort Kai, Kayla
title REPRESENTATION OF THE ART SPACE IN THE RECONNECTED ACCESS MEMORY MUSEUM BY RIYAN KRESNANDI
title_short REPRESENTATION OF THE ART SPACE IN THE RECONNECTED ACCESS MEMORY MUSEUM BY RIYAN KRESNANDI
title_full REPRESENTATION OF THE ART SPACE IN THE RECONNECTED ACCESS MEMORY MUSEUM BY RIYAN KRESNANDI
title_fullStr REPRESENTATION OF THE ART SPACE IN THE RECONNECTED ACCESS MEMORY MUSEUM BY RIYAN KRESNANDI
title_full_unstemmed REPRESENTATION OF THE ART SPACE IN THE RECONNECTED ACCESS MEMORY MUSEUM BY RIYAN KRESNANDI
title_sort representation of the art space in the reconnected access memory museum by riyan kresnandi
url https://digilib.itb.ac.id/gdl/view/80329
_version_ 1822281586003935232