Homan, Devi Kurniawati
Bina Nusantara University

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Komunikasi Visual untuk Kampanye Gerakan 3R (Reduce-Reuce-Recycle) di Bandung Devi Kurniawati Homan
Humaniora Vol. 4 No. 1 (2013): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v4i1.3447

Abstract

Bandung, which known as Flower City and Paris van Java, is a city tourism destination for domestic tourists and international tourists. Bandung becomes shopping and culinary travel destination. The consumption for plastic and garbage increases by the increase of tourists. Bandung suffers for garbage problem. To prevent it happens again to Bandung, it needs a campaign for garbage problem solution. It only takes three steps for decrease the garbage problem. The three steps are ‘Reduce, Reuse, Recycle’. Tourists can help to keep clean and comfort for Bandung environment. The campaign itself can be accessed in internet with smartphone, which is common for young generation. Information can easily spread and hope it becomes a good habit for Bandung tourists. 
Social Construction Theory of Reality: A Case Study of Anti Anorexia Campaign Poster Aris Darisman; Doddy Hilman; Devi Kurniawati Homan
Humaniora Vol. 7 No. 2 (2016): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v7i2.3500

Abstract

Although Constructivism Theory of reality is categorized as a Subjective Theory, in terms of the construction process, it also had an objective feel. This could be observed in the three forms of realities that became the entry concept, namely: Objective Reality, Symbolic Reality, and Subjective Reality. The aim of this study was to analyze and understand a cultural tendency today's society through the lens of a philosophical. The philosophical theory of culture which had been regarded as something far beyond the reach became clear glasses in a tendency to see and understand the socio-cultural community. This research told about the dangerous of socio-culture community that could affect someone’s life. In this case was people who suffer anorexia and bulimia. This phenomenon could be avoided by doing campaign and some advertisement about the danger of this disease. The research method was assessing visual data in the form of a social campaign poster, study or library research, strengthened with the supporting theoretical basis study. In this research, the data obtained from photo documentation, literature study through books and scientific studies regarding social issues related to the theme. This research finds out that society, in general, is associated with the philosophical and socio-cultural studies. It is expected to occur a parallel relationship between disciplines (social, cultural, philosophical) and practices that occur in people's daily behavior. 
Perancangan Character Merchandising Berbasis Kudapan Tradisional Indonesia Setiawan, Indra; Santoso, Frans; Homan, Devi Kurniawati
Jurnal Desain Vol 5, No 03 (2018): Jurnal Desain
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (807.134 KB) | DOI: 10.30998/jurnaldesain.v5i03.2225

Abstract

Dalam jurnal ini, penulis mengemas hasil riset yang dilakukan penulis, dalam rangka memenuhi kebutuhan informasi untuk perancangan desain karakter sebuah IP (intellectual property), yang bertemakan makanan khas Indonesia, tepatnya jajanan pasar dan kue-kue yang mulai sukar untuk ditemui dan mulai dilupakan oleh masyarakat modern di Indonesia. Melalui pembuatan dan pengembangan IP ini, penulis berharap masyarakat akan diingatkan kembali akan keberadaan makanan-makanan khas Indonesia tersebut.  Selain itu, penulis berharap melalui pengangkatan kembali salah satu bagian dari kebudayaan Indonesia ini, masyarakat akan terpicu untuk dapat mengingat kembali kebudayaan-kebudayaan Indonesia lainnya yang juga keberadaannya mulai terlupakan oleh masyarakat modern. IP yang dibuat oleh penulis akan memiliki output pertamanya dalam rupa mobile game, melalui media ini, yang tidak dapat dipungkiri merupakan salah satu sarana paling dekat dengan kehidupan masyarakat modern, karakter-karakter yang telah dikembangkan, akan lebih mudah diingat oleh masyarakat dan pesan yang ingin disampaikan oleh penulis pun akan tersampaikan melalui karakter-karakter IP di dalam mobile game tersebut. Setelah sukses melakukan pendekatan melalui mobile game tersebut, penulis akan menjaga hubungannya dengan target market melalui berbagai merchandising, yang diharapkan akan selalu melekat dalam setiap aspek kehidupan para target market dan membuat mereka selalu ingat dan semakin menyukai karakter-karakter tersebut.
Designing Character for Bandung Tourism Campaign Devi Kurniawati Homan; Aris Darisman
Journal of Games, Game Art, and Gamification Vol. 2 No. 1 (2017): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v2i1.7214

Abstract

Bandung is the capital of west java province in Indonesia. It was referred to Paris van Java because of the beauty. Nowadays, since access to the city of Bandung is easier both domestically and international, Bandung become the travel destination. Like other travel destination in Indonesia, Bandung known as shopping and culinary tourism destination. To differentiate Bandung with other destination city in Indonesia, it need a differentiator that will help to characterize the city. A character design that used as a soft tourism campaign is needed. It will become the ambassador to persuade the target market to come and love Bandung as a city tourism destination. First of all, mascot will be a good way to represent and branding the city. The mascot should be developed to represent a culture and positive image of the city and become the pride for its citizens. Object of this study was Cepot from wayang golek Sunda. The Research covers visual aspects, philosophical and ideological. Every character designs are influenced by the culture. Each culture has different visual traditions with different ideological backgrounds. The best approach before make a character design, is to recognize the character design in every culture. How a culture affect the human figure and its visual style and the living creatures. The character culture can be found in its design history, anatomy and story. It become the basis of the new character creation.Â