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Journal : VCD (Journal of Visual Communication Design)

THE PARADIGM SHIFT OF COMIC AS STORYTELLING MEDIA Sutanto, Shienny Megawati; Wardaya, Marina
VCD (Journal of Visual Communication Design) Vol. 5 No. 1 (2020): Journal of Visual Communication Design VCD
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v5i1.2685

Abstract

Comics are media stories that are not specific to a particular group of readers. But in reality, comics are often regarded as mere children's reading. This raises a negative paradigm for comics, and comics are considered as reading that degrades children's morale. This article will describe the history, definition, and function of comics as storytelling media, and how the negative paradigm affects the comic industry in Indonesia. As a medium, the comic is a means to convey messages similar to television, radio, newspapers, and magazines. And similar to other media, comics can be used to convey various kinds of information, not merely intended for entertainment only. Various kinds of messages, ranging from advertorials, political propaganda, public services, even education, can all be conveyed using comic media. However, most people still believe the false paradigm that that comic is only for children. This is a misunderstanding and is not true. Since the beginning, the Indonesian comic industry has always tried to grow and counter the negative paradigm. In order to revitalize comics as one Indonesian creative industry subsector, a paradigm shift on how the society values and appreciates comics not just as child reading material needs to happen. Keyword: comic, media, story, paradigm shift, creative industry.
Resin Coaster Business Innovation Through Design Thinking Connie Wijaya Utomo; Marina Wardaya
VCD Vol. 8 No. 1 (2023): Journal of Visual Communication Design VCD
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v8i1.2713

Abstract

The purpose of this study is to establish innovations for an arts & crafts business in the form of resin coasters through solving a common problem from the target users, which is work stress. This research used a design thinking method to yield solutions and the innovations for the product. The research method used in this study is both qualitative and quantitative method through questionnaires with Google Form. The questions given were answered using a scaling system called Likert scale (1 - 5). For the qualitative data, literature review and opinions from respondents were asked through the questionnaire. Questionnaires were done twice, for empathize and testing steps, and both have passed validity and reliability tests. This study used the technique of purposive sampling, with a total of 30 respondents having certain criterias (not required to pass all) such as: Indonesian people, 18-40 years old, coffee/tea/other drinkers, office/desk-job workers, or students. The result of the design thinking method suggested that innovations by adding motivational quotes and adding unique designs/color (thermochromic) is suitable for developing the resin coaster product. It concludes that the prototype made has met the wants and needs of the target users, although there is still some room for improvements as mentioned by the respondents. Further research in looping the design thinking method from step 1 to 5 is needed to create the best version of the prototype that is ready to be sold to the market.
Visual Media as Assisting Instrument to Improve Students' Listening Ability Marina Wardaya
VCD Vol. 3 No. 1 (2018)
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (231.856 KB) | DOI: 10.37715/vcd.v3i1.797

Abstract

Visual media is not merely for designers or visual communication design department, but also as the way to use visual media for teaching. Teaching by lecturing method frequently made students to become simply bored and did not pay attention and consequently did not graduate from college. It is believed that through visual media will help students to pay attention to the lessons and be enthusiastic in learning. The purpose of this study is to find out how visual media as Assisting Instrument to Improve Students’ Listening Ability. It is expected that this research can be useful for educators or lecturers to improve the quality of teaching and be able to improve students' ability to pay attention.
Visual Language of Angling Dharma Relief at Jago Temple Marina Wardaya; I Wayan Mudra; A. A. Gde Bagus Udayana; I Nyoman Suardina
VCD Vol. 9 No. 1 (2024): Journal of Visual Communication Design VCD
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v9i1.4717

Abstract

The relief panels depicting the Angling Dharma story on the Jago Temple offer a valuable resource for researchers, similar to the Kresnayana story reliefs in Prambanan. These reliefs serve as visual narratives, conveying the Angling Dharma epic. The sculptors meticulously selected key scenes from the text, translating them into captivating visuals and arranging them within individual panels. These panels, when assembled, form a cohesive narrative of the Angling Dharma story. In a modern context, this sequence of panels resembles a movie, unfolding the story through a series of images. To encompass the entirety of the narrative within the confines of the relief's surface, the sculptors employed a distinct drawing method known as the "space-time-flat" system. This approach differs significantly from modern Western artistic conventions. The unfamiliar style can pose challenges in interpreting the depicted scenes. This research proposes a descriptive and qualitative analysis of the "space-time-flat" method used in the Angling Dharma reliefs. By delving into this unique drawing system, the study aims to glean valuable insights that can be applied in the creation of various visual media. The analysis can shed light on artistic practices that predate the arrival of Western drawing techniques with their emphasis on naturalism, perspective, and single-moment depiction.
Unleashing Charisma: The Impact of Bing Dwen Dwen On National Identity and Tourism In China Lovjoyla Belinda Lenial; Selena Cheryl Willyam; Marina Wardaya
VCD Vol. 10 No. 1 (2025): Journal of Visual Communication Design VCD
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v10i1.5617

Abstract

 Bing Dwen Dwen is a panda mascot that became the official mascot for Beijing’s 2022 Winter Olympics in China. This research aims to identify and recognize the main factors that make Bing Dwen Dwen, popular and very eye-catching. Its charm attracts people from around the world and thus the second objective of this research is to analyze its impact on the tourism industry. Through qualitative and quantitative approaches, this research uses case studies, interviews with experts, and visitor surveys to reveal design elements and marketing strategies that contribute to the success of Bing Dwen Dwen. From all the approaches conducted, it is found that an attractive and relevant mascot design can effectively reflect cultural values, traditions, and unique characteristics of a country. Such mascots could also gain emotional attachment from the public, making the people have pride with their own country’s emblem or symbol representation. The mascot's popularity also plays a role in strengthening China's national image and increasing its tourism appeal at the global level. Further analysis revealed that visual elements, such as color and shape, have a significant influence on people's perceptions. The implications of this research emphasize the importance of strategic planning in mascot development, including public involvement and collaboration with experienced designers. The discovery provided insights for Indonesia in designing and creating tourism branding strategies, as well as strengthening national identity through mascots as a practical cultural promotional element.
Utilizing Cultural Inclusivity as an Attraction to Increase Commercial Games' Locals and Foreign Players Fenie Fedora Wijaya; Gracelyn Elizabeth; Marina Wardaya
VCD Vol. 10 No. 1 (2025): Journal of Visual Communication Design VCD
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v10i1.5618

Abstract

 This study analyses the role of cultural representation in the attractiveness of video games to both domestic and foreign audiences. This study also wants to fills a gap by examining how cultural representation in video games influences player engagement and market appeal, an area often overlooked in game design research. The scope of this analysis includes Genshin Impact and Coral Island, which are representative of Chinese and Indonesian culture, respectively. This research uses a mixed method with a quantitative approach through a survey of 46 respondents and a qualitative approach through interviews and focus group discussions (FGDs) with 12 participants from Indonesia, Taiwan and Paraguay. Incorporating different cultural perspectives, the scope of this study aims to analyze how inclusivity and cultural representation in games can increase game appeal and player loyalty and expand market reach. The findings of this study are expected to assist game producers in building the appropriate strategies in integrating cultural elements to increase competitiveness in the global market.