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East Java Gamelan Learning Media (Kempul) Using Virtual Reality Technology

Media Belajar Gamelan Jawa Timur (Kempul) Menggunakan Teknologi Virtual Reality

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DOI:

https://doi.org/10.21070/ups.12406

Keywords:

Virtual Reality, Meta Quest 2, Kempul

Abstract

This research develops a virtual reality (VR)-based learning application for the kempul gamelan as an effort to preserve East Javanese culture. By utilizing VR devices such as Meta Quest 2, users can learn to play the kempul gamelan virtually and interactively. The application is equipped with supporting features such as tradisional song exprerience, this application is expected to increase young people``````'s interest in the kempul gamelan and facilitate access to learning this traditional music. The use of VR technology in the context of cultural preservation offers an innovative solution to address the challenges of preserving Javanese gamelan in the modern era.

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Posted

2026-09-29