A video went viral on social media in September 2020 showcasing an intriguing phenomenon: scanning a 75,000 Rupiah banknote seemingly triggered a rendition of the Indonesian national anthem, Indonesia Raya. This sparked curiosity and discussion online, particularly regarding the use of augmented reality (AR) technology with Indonesian currency.
Another video surfaced demonstrating a similar effect with a 100,000 Rupiah banknote, utilizing an augmented reality application known as Ivive. These videos led many to believe that Bank Indonesia (BI), the central bank of Indonesia, had incorporated AR features into these banknotes.
However, when contacted for confirmation, Bank Indonesia’s Executive Director of the Communication Department, Onny Widjanarko, clarified that BI had not designed any augmented reality features for the 75,000 Rupiah Commemorative Banknote, nor any other Indonesian Rupiah denominations. He stated unequivocally that AR is not a standard feature of Indonesian Rupiah banknotes issued by Bank Indonesia.
According to Onny, augmented reality technology can be applied to a wide array of objects, not exclusively banknotes. This implies the viral phenomenon was likely created independently, rather than being an official feature of the currency itself.
Infographic detailing the design of the Indonesian 75,000 Rupiah banknote, often used in augmented reality scanning demonstrations.
To understand the technology behind these viral videos, Nurchaya Pradana Taufik Prakisya, a lecturer in Informatics and Computer Engineering Education at Universitas Sebelas Maret (UNS) Solo, explained the potential of augmented reality. He confirmed that the appearance of the Indonesia Raya song when scanning the 75,000 Rupiah note was indeed likely achieved through AR technology.
“If it’s indeed happening, it’s very likely AR. AR can be created using anything, as long as there is a target,” Nurcahya explained. The “target” in this context refers to anything with a discernible pattern. He elaborated that the unique pattern of the 75,000 Rupiah banknote makes it a suitable target for AR applications. When scanned using a specifically designed application, this pattern can trigger the display of various multimedia elements, including 2D images, 3D models, and videos. Nurcahya also noted that AR applications are commonly used for games and educational media, illustrating the versatility of the technology.
Rosihan Ari Yuana, also a lecturer in Informatics and Computer Engineering Education at UNS, further clarified the technical aspects. He pointed out that not all scanning applications are capable of producing augmented reality experiences. “While scanning applications can indeed trigger AR, not every scanning app can do so. Only specific applications are designed for this purpose,” Rosihan stated.
He explained that AR-capable scanning applications are programmed to recognize specific markers. Upon detecting a designated marker, the application is designed to display predetermined content, such as videos or animations. In the case of the viral video, the augmented reality application identified was Ivive, now known as Artivive.
Delving into the background of Artivive, its official website reveals that the application was founded in January 2017 in Vienna, Austria, by Sergiu Ardelean and Codin Popescu. Their aim was to create an accessible AR solution for artists, bridging the gap between classical and digital art. The Artivive application empowers artists to add a new dimension to their work, allowing viewers to engage more deeply with art through animations, narratives, and insights into the creation process, simply by scanning the artwork with a smartphone or tablet. Artivive has gained considerable traction within the art world, with over 68,000 users creating AR-enhanced artworks and exhibitions held in 92 countries. For art institutions like museums and galleries, Artivive provides an innovative method to enhance audience engagement and interaction with exhibits.
In conclusion, while the viral videos of the 75,000 Rupiah banknote playing Indonesia Raya were not due to an official feature by Bank Indonesia, they effectively demonstrated the capabilities of augmented reality technology. Applications like Artivive can be independently used to create such interactive experiences by leveraging unique patterns on objects like banknotes as markers, offering a glimpse into the expanding possibilities of AR beyond conventional applications.