TECHNICAL IMMERSION ON LEARNING BASIC LIGHTING IN VIRTUAL REALITY FILM CAHAYA CINTA PERLAHAN MENYILAUKAN

The film Cahaya Cinta Perlahan Menyilaukan was developed as an alternative way of learning vocational skills, especially in a film production environment. The purpose of this research was to find how the technical immersion which includes visual cues, audio cues, orientation cues, and disorientation cues associated with the competencies in SKKNI No. 154/2020 for national competence of film lighting operator, including key functions, main functions, and basic functions in the delivery of lighting learning materials through virtual reality media which is also a contemporary media that is currently widely used. Immersion in practice itself is an attempt to involve the audience so that they can go in depth and be able to absorb. This film has two episodes and three different interactive levels in order to learn the basics of film lighting. The research uses qualitative characteristics which are applied through analysis of the technical immersion. The material of interactivity, visual and audio show that technical immersion provides direction in learning and attracts the attention of the audience without reduce the substance of the learning content based on competencies in SKKNI No. 154/2020.


INTRODUCTION
Virtual Reality (VR) is now a common thing that is transitioning from a luxury laboratory instrument that only available to technical elite people, to a mainstream content consumption pattern.
VR is not a currently designed technology and only has the potential to change the extensive world of fiction but also change the real life of people today.
VR is a new reality and one of its important developments today is the remediation process that is redefining the digital world.This remediation process has become an integral part of media progress, which now revolves around constant fussing over reproduction, and things that ultimately replace the media themselves.(Bolter & Grusin, 2000b).

The film Cahaya Cinta Perlahan
Menyilaukan was recorded using a 360degree camera as a tool to help creates the immersion, as a VR experience in addition to the interactivity contained in it.This is

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Immersive material is still in its early stages, VR in the mainstream aspect is starting to move forward with completely new developments.VR is capable and has been defined in a variety of mediums.Dialectical experts believe that panoramic painting is an early way of creating the illusion that the viewer is in a place where they are not at that time while simultaneously filling the entire field with vision (Bucher, 2017).Immersion is the objective level, how VR systems and applications enter in a way that is extensive, matching, surrounding, vivid, interactive, while providing plot information in projecting stimuli up to the sensory part, the receptors of the audience (Jerald, 2016).
Immersion is a technological objective that has the quality of involving the audience in the experience.However, immersion is only part of the VR experience, requiring human involvement to understand and interpret the stimuli presented.
Immersion can indeed lead the mind but immersion cannot control the mind (p.46).Technical immersion is how the audience interacts with the film.The audience have the ability to see in all directions through the cues.The initial analysis of general cues is used to find aspects of 360 film that are very immersive, while specific cues are used to observe how immersive is realized in 360-degree film (Elmezeny, Edenhofer, & Wimmer, 2018).
The technical aspects of immersion in film, both beneficial and disruptive elements were coded to build atmosphere in the storyline, this can create a narratively immersive experience.In this case, the audience, whom is able to see in all directions because the immersive film has a 360-degree characteristics.The audience needs clues to be able to follow the story world and the objectives of the film.This deictic cues are used to emphasize the presence of the audience character within the story world.By involving the audience in the virtual environment and the narrative of other characters, it creates its own spatio-temporal immersion (Elmezeny, Edenhofer, & Wimmer, 2018).(Idrus, 2007).Qualitative research data is obtained from what the researcher observes, hears, feels and thinks.This information is related to the focus of the research (Idrus, 2007).
The case study research method produces data which is then analyzed.As with the procedures for obtaining qualitative research data, case study data is obtained from interviews, observations and archives.The author tries to be thorough in various ways to study as closely as possible an individual, a group, or an event.The researcher aims to provide a complete and in-depth description of the subject under study (Kriyantono, 2006).

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data so that it is in line with the researcher's expectations (Samsu, 2017).The main data was obtained from the film Cahaya Cinta Perlahan Menyilaukan and secondary data used to complete and expedite the research process was obtained through existing literature.
The characteristic of the research is descriptive, namely an in-depth depiction of the situation or process being studied.
Qualitative methodology as a research procedure produces descriptive data in the form of written or spoken words from the people or symptoms observed.The qualitative-interpretive approach is directed at the symptom background in a holistic and natural way so that the qualitative methodology does not isolate symptoms into variables.However, examine the object according to its natural setting.Therefore, it is also commonly called naturalistic research (Vardiansyah, 2008).
A paradigm is a basic belief system or way of looking at the world that guides the writer not only in choosing methods but also fundamental methods that are       The key function in this case is to manage the implementation of lighting support facilities and the main function is to prepare lighting support facilities, while the basic function of the competency element is selecting lighting equipment to be used with performance criteria, namely lighting equipment is identified according to procedures.This competency unit acts as a checking tool in listing the lighting devices that will be used.
Immersiveness can also be felt in the space between the characters in each scene.This space can give the audience a sense of involvement and like they are in it to participate because the alignment of the characters' views is parallel to the audience's view.In terms of audio cues, which can also be called spatial audio, it is something that can be used to direct the audience's gaze.Even though the difference in audio may sound small, spatial audio has the ability to amplify other interactive elements so that it can direct the audience's gaze.Some sound elements that can be used include conversations between characters, screams, sound effects and background music.In the aspect of disorientation cues, which are cues that can make the audience lose focus and become confused when watching this film.This can happen with image movement because the user's head is always moving lightly so that the image composition becomes unbalanced because information that is too fast like this will only make the audience confused.
the first virtual reality based interactive film produced by the Film and Animation Department of Multimedia Nusantara University.This film was developed as an alternative way of learning vocational skills, especially in a film production environment.This film has two episodes and three different interactive levels in order to learn the basics of film lighting based on SKKNI No. 154/2020 for national competence of film lighting operator.The Film Development Center, Ministry of Education and Culture of the Republic of Indonesia pays special attention to building national character through the film industry.SKKNI No. 154/2020 was issued as a work competency standard for film workers, especially in the field of film lighting.The aim is to increase quality and competitive professionalism which includes the positions of Key Gaffer, Gaffer, Electrical Technician, Generator Operator, and Assistant Lights Man.

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Some of the tools that are generally used to navigate the audience throughout the film, the first is visual cues.Visual cues include movement of objects or characters, body movements, object alignment, character gaze, lighting, extreme contrast, semantic opposites, picture in picture, text, graphics, special effects, and camera movement.The next are audio cues which include character conversations, screams, picture in picture, sound effects and music.Then there are Orientation cues which can motivate the audience to follow certain movements, see the source of movement or sound, explore the virtual surroundings, or to be alert.And Disorientation cues which can leave the audience in darkness or use unnatural camera positions and montages.When multiple cues are combined, they can highlight details within the panoramic view, or distract the audience from a secondary storyline in another field of view that can be changed by movement of the head or device (Elmezeny, Edenhofer, & Wimmer, 2018).Elaboration of competencies in SKKNI No. 154/2020 and immersiveness in LayaR: Jurnal Ilmiah Seni Media Rekam, Vol. 10 No. 2 Desember 2023 102 VR makes This research seeks to answer the following questions, how VR-based technical immersion can be an alternative way of learning vocational skills for the field of lighting in films and how technical immersion through the medium of VR provide knowledge based on competencies in SKKNI No. 154/2020 for film competency participants, especially in the field of lighting in films.METHODOLOGY The virtual worlds are now a major theme in new media culture.The concept is closely related to other existing concepts, especially simulation and immersion.At the same time, other even older concepts related to the study of images, representation, illusion, mimesis, picture, copy, and fiction were drawn into the scope of the virtual world (Lister, Dovey, Giddings, Kelly, & Grant, 2003).The research method of learning basic lighting in the VR film Cahaya Cinta Perlahan Menyilaukan will be using the technical immersion which includes visual cues, audio cues, orientation cues, and disorientation cues associated with the implementation of SKKNI No. 154/2020, including key functions, main functions, and basic functions.Technical immersion is manifest in 360-degree films through these cues in the context of directing the viewer's attention as well as cues to acknowledge the audience as part of the virtual environment.This research uses a qualitative research type with a case study research method.Qualitative research activities often portray and describe the way subjects interact with their surroundings related to the research theme.That way, all movement activities, behavior, attitudes, verbal and non-verbal expressions become the focus of research Data collection techniques are systematic and standard procedures for obtaining the required data.There is always a relationship between data collection techniques and the formulation of research problems, and data collection techniques are used to obtain data using certain observation channels.Determining the data collection method depends on the research problem raised so that the researcher can determine the appropriate data collection technique to be used in the research(Nasir, 2005).The data collection techniques used by researchers include primary data, namely data directly obtained from the first source, then accompanying data is secondary data which is useful for adding Frans -Technical Immersion on Learning.....
ontological and epistemological(Denzin &   Lincoln, 2017).The paradigm used in this research is the constructivist paradigm, namely the view that social reality is not a natural reality, but is formed from the results of construction.Therefore, the concentration of analysis in the constructivist paradigm is to discover how the event or reality is constructed, in what way the construction is formed.Constructivist paradigm is often referred to as the meaning production and exchange paradigm.In the constructivist paradigm, the consequences of the writer must use epistemological, ontological and axiological assumptions that are in line with the constructivist paradigm.Ontological refers to the nature of what is studied, about existence, epistemological refers to how to obtain true knowledge (how you know), while axiological refers to the value of use (what for) (p.88-91).RESULT AND DISCUSSIONA challenge if we create 360-degree stereoscopic content technically.The camera that captures the content will only be from a limited number of views.Actually, this content can work quite well with VR, especially when the viewer starts sitting in a fixed position and then only makes head movements from left to right or from right to left.However, if the viewer tilts their head to look down or rolls their head to twist their head while still looking straight ahead, then the perception of presenting stereoscopic cues no longer applies and the viewer will experience a different result.The aspect of technical immersion that is the initial analysis is visual cues, which is something that is the dominant modality for perceiving travel, especially in terms of navigation.Navigation is determining and maintaining a direction or trajectory towards something you are aiming for.Navigation tasks can be divided into exploration tasks and search tasks(Jerald, 2016).The cue is for the audience to make interactive choices about what to watch.