Shafira, Aisyah (2026) Perancangan Video Mapping Interaktif Berbasis Finger-Tracking dengan Pinching Gesture Sebagai Edukasi Konsumsi Ikan. Other thesis, Institut Teknologi Sepuluh Nopember.
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Abstract
Konsumsi ikan di kalangan Generasi Z Indonesia (usia 18–25 tahun) masih rendah meskipun potensi sumber daya perikanan nasional sangat besar. Data menunjukkan hanya 52,9% Generasi Z dan Milenial mengonsumsi ikan 1–2 kali per minggu, meskipun 96,65% di antaranya menyatakan ketertarikan positif terhadap produk olahan ikan. Kesenjangan antara sikap dan perilaku ini mengindikasikan bahwa pendekatan edukasi konvensional yang bersifat satu arah belum efektif menjangkau kelompok usia muda yang terbiasa dengan media digital dan interaktif. Penelitian ini bertujuan merancang video mapping interaktif berbasis teknologi finger-tracking dengan pinching gesture sebagai media edukasi konsumsi ikan bagi Generasi Z. Metode perancangan menggunakan pendekatan riset desain yang terdiri dari dua tahap besar: pengumpulan data (studi literatur, depth interview, dan observasi pasar) dan proses desain (eksplorasi konsep, prototyping, uji teknis sistematis, dan user testing). Sistem interaksi dikembangkan menggunakan MediaPipe Hands untuk mendeteksi gestur pinching sebagai pengganti input mouse, diintegrasikan dengan Unity untuk gamifikasi dan Resolume Arena untuk pemetaan permukaan proyeksi. Hasil pengujian menunjukkan bahwa konfigurasi optimal dicapai pada jarak proyeksi 0,75 meter dengan pencahayaan redup (≤100 lux). Hasil user testing terhadap 32 responden menunjukkan skor pemahaman konten rata-rata di atas 4,00 (skala 5) dan preferensi signifikan terhadap video mapping untuk aspek keterlibatan, meskipun fitur gestur tangan masih memerlukan penyempurnaan. Penelitian ini menyimpulkan bahwa video mapping interaktif berbasis finger-tracking efektif meningkatkan pemahaman dan keterlibatan audiens dalam edukasi konsumsi ikan.
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Fish consumption among Indonesian Generation Z (aged 18–25) remains low despite the country’s vast fishery resources. Data shows that only 52.9% of Gen Z and Millennials consume fish 1–2 times per week, even though 96.65% express positive interest in processed fish products. This attitude-behavior gap suggests that conventional one-way educational approaches have failed to effectively reach younger audiences accustomed to digital and interactive media. This study aims to design an interactive video mapping installation based on finger-tracking technology with pinching gestures as an educational medium for fish consumption among Generation Z. The design method employs a research-through-design approach consisting of two main phases: data collection (literature review, depth interviews, and market observation) and the design process (concept exploration, prototyping, systematic technical testing, and user testing). The interaction system was developed using MediaPipe Hands to detect pinching gestures as a substitute for mouse input, integrated with Unity for gamification and Resolume Arena for surface mapping. Test results show that the optimal configuration was achieved at a projection distance of 0.75 meters under dim lighting conditions (≤100 lux). User testing involving 32 respondents showed an average content comprehension score above 4.00 (on a 5-point scale) and a significant preference for video mapping in terms of engagement, although the hand gesture feature still requires refinement. This study concludes that finger-tracking-based interactive video mapping effectively improves audience comprehension and engagement in fish consumption education.
| Item Type: | Thesis (Other) |
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| Uncontrolled Keywords: | video mapping, finger-tracking, pinching gesture, edukasi konsumsi ikan, Generasi Z, video mapping, finger-tracking, pinching gesture, fish consumption education, Generation Z |
| Subjects: | L Education > L Education (General) N Fine Arts > N Visual arts (General) For photography, see TR N Fine Arts > N Visual arts (General) For photography, see TR > N7433.8 Virtual reality N Fine Arts > NC Drawing Design Illustration N Fine Arts > NK Decorative arts Applied arts Decoration and ornament > NK3600 Other arts and art industries |
| Divisions: | Faculty of Creative Design and Digital Business (CREABIZ) > Visual Communication Design > 90241-(S1) Undergraduate Thesis |
| Depositing User: | Aisyah Shafira |
| Date Deposited: | 28 Jul 2026 07:16 |
| Last Modified: | 28 Jul 2026 07:16 |
| URI: | http://repository.its.ac.id/id/eprint/137913 |
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