cover
Contact Name
Arif Try Cahyadi
Contact Email
arif3cahyadi@email.unikom.ac.id
Phone
+6281998522354
Journal Mail Official
jurnalvisualita@email.unikom.ac.id
Editorial Address
Universitas Komputer Indonesia, Fakultas Desain, Desain Komunikasi Visual Jl. Dipatiukur No. 112-116, Kota Bandung, Smart Building Unikom, 6th Floor, Room 6027
Location
Kota bandung,
Jawa barat
INDONESIA
Visualita : Jurnal Online Desain Komunikasi Visual
ISSN : 26552140     EISSN : 23015144     DOI : https://doi.org/10.34010/visualita
Core Subject : Humanities, Art,
The Online Visual Communication Design Visualita Journal is dedicated to disseminating findings or research and original ideas about design, applied arts, and visual culture, which is published in 2 (two) episodes a year, namely in April and October. The scope of the Visualita Journal covers an unlimited variety of visual culture starting from visual, contemporary, and traditional arts, visual communication design, and graphic and technical design with other sciences such as communication, culture, sociology, marketing, psychology, language, etc.
Articles 8 Documents
Search results for , issue "Vol 12 No 1 (2023)" : 8 Documents clear
Analisis Warna pada Pembentukan Suasana Ruang di Kedai Kopi Semi Purworejo Prastomo, Agustinus Dicky
Visualita Jurnal Online Desain Komunikasi Visual Vol 12 No 1 (2023)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v12i1.9327

Abstract

The space atmosphere of a coffee shop today, shaped by the natural monochrome colors, has a negative impact on the perceptions of young target consumers. This negative impact emerged during a focus group discussion (FGD) at Kopi Semi coffee shop, Katerban village, Donorejo, Purworejo Regency, Central Java. Apart from FGDs, data collection was also carried out through interviews, questionnaires, physical observations and social media as well as various coffee communities and related agencies under distric government and regional development planning agency. Kopi Semi coffee shop uses the concept of natural dark brown and black coffee colors. This color identification appears in the identity of the logo, furniture, as well as the spatial environment which is then simulated through the visual design. This color is visually perceived as dull, old-fashioned and old by young consumers aged 25-35 years who are targeted as an extension. So that currently loyal consumers are more than 40 years old. It seems that color plays an important role in forming the space atmosphere in the Kopi Semi coffee shop. This research shows that changes to the color concept need to be made. Positive perceptions of color changes in the future, are expected to increase the attractiveness of the space atmosphere in the Kopi Semi coffee shop.
Perancangan Web Komik Angling Dharma Sebagai Pengenalan Cerita Rakyat Jawa Timur Kepada Dewasa 18-25 Tahun Febyanti, Feby; Ayuswantana, Alfian Candra; Wulandari, Sri
Visualita Jurnal Online Desain Komunikasi Visual Vol 12 No 1 (2023)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v12i1.9598

Abstract

In this modern era, it is necessary to design a culture in Indonesia that attracts the interest of the younger generation so they don't forget their country's identity. Literature is one area of culture that can be raised. This design aims to introduce one of Indonesian literature, namely the folklore of Angling Dharma to the target age group of 18-25 years. The media that is effectively used is comics. There are several types of comics, one of which is web comics. Web comics were chosen because this type of comic is cheaper and has a wider reach than printed comics. The design will use a qualitative descriptive method to analyze interview data, questionnaires and feedback which will then be followed by the implementation of the design concept, and then the implementation of the design. The design will focus on the fantasy genre as the main attraction. From the results of the research, designers can find out how to get the younger generation interested in learning Angling Dharma folklore. Like the character designs in an anime/cartoon style, the main characters have issues that are close to the reader, and the setting designs are fantasy-like. With this design, it is hoped that the Angling Dharma web comic can attract the curiosity of the younger generation.
Analisis Konten Visual pada Akun Instagram Desa Ciburial sebagai Sarana Promosi Wisata Rahman, Yanuar
Visualita Jurnal Online Desain Komunikasi Visual Vol 12 No 1 (2023)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v12i1.10736

Abstract

Tourist villages as part of Indonesia's tourism sector hold a significant position and value. After facing the challenges of the global pandemic, the tourism industry is now gradually recovering, with tourist villages gaining attention for offering authentic and unique travel experiences compared to conventional destinations. One of the tourist villages experiencing a resurgence is Desa Ciburial, located in the northern region of Kabupaten Bandung, West Java Province. It presents diverse potential tourist destinations, including cultural experiences, natural attractions, culinary delights, and homestays. The main issue faced by Desa Ciburial is the decline in tourist visits due to the pandemic. Therefore, smart and effective promotion strategies are necessary to support growth and increase visitor numbers. Social media, particularly Instagram, is acknowledged as a powerful promotional platform due to its ability to share visual content. The research employs a qualitative descriptive method, involving data collection and interpretation from the Instagram account @desaciburial. The data analyzed consists of visual content such as photos, videos, and infographics/illustrations published by the account. The analysis categorizes the types of content and message conveyed to form strategies for enhancing the promotion of the tourist village. This research contributes to understanding the importance of effective promotion in increasing visits to Desa Ciburial. By identifying the types of content and messages that successfully capture tourists' attention, it is hoped that the study can assist in formulating more effective and impactful promotional strategies to boost the quantity of visits to Desa Ciburial.
Peran Brand Kolaborator Dalam Memperkuat Produk Kustom Interaktif - Studi Kasus Kolaborasi Uniqlo dengan Indomie, Tolak Angin dan Gojek. Siswanto, Riky Azharyandi; Yunidar, Dandi
Visualita Jurnal Online Desain Komunikasi Visual Vol 12 No 1 (2023)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v12i1.10079

Abstract

This study discusses how brand collaborations can enhance personal relationship with customers through interactive custom product offerings. The focus of this analysis is the collaboration between Uniqlo, a Japanese retail clothing company, and three local Indonesian brands - Indomie, Tolak Angin, and Gojek. The findings of this research reveal that these collaborations not only produce unique custom products but also strengthen the relationship between brands and customers with interactive products, creating a more intimate and personal shopping experience. This study highlights the importance of the right partner selection for maximum results in collaborations, considering the relevance and value that each brand can offer. Therefore, this study examines what factors support the success of this collaboration from the perspective of the strength of the brands chosen by Uniqlo in this collaboration. Applying a phenomenological study approach, the conclusion drawn from this study affirms that inter-brand collaboration plays a crucial role in creating the interactivity of the series of product experiences offered.
Pembuatan Karakter Animasi “Rani” Sebagai Contoh Fenomena Gegar Budaya Mahasiswa Asal Pulau Sumatera di Pulau Jawa Yulianti, Shakila Dwi; Rachman, Anung; Kurniawan, Rendya Adi
Visualita Jurnal Online Desain Komunikasi Visual Vol 12 No 1 (2023)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v12i1.10136

Abstract

Culture shock is a phenomenon that often occurs among migrants. The high mobility in Indonesia causes people to move from one region to another, hence the phenomenon of culture shock is inevitable. Therefore, the phenomenon of culture shock cannot be avoided. In this context, the character of an immigrant from Sumatra who experiences the phenomenon of culture shock is created as an animated character. This animated character with the theme of culture shock is is adapted to the background and cultural identity that is used as a visual attribute of the character. Character creation pays attention to character features that can be remembered by the audience, These features include the identity, hobbies, activity patterns and preferences of an animated character. character. In addition, this animated character is introduced with animated media featuring simple activities played by this character. The animation was produced using Adobe Animate CC software with frame to frame technique and VSDC Video editor for compositing stage
Kajian Strategi Branding UMKM Quiinz Bowl Bojongsoang sebagai Adaptasi Pasca Pandemic: Studi kasus UMKM Quiinz Bowl Prahara, Gema Ari
Visualita Jurnal Online Desain Komunikasi Visual Vol 12 No 1 (2023)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v12i1.10446

Abstract

The development of the post-pandemic culinary business has experienced various problems, especially for micro businesses. Problems exist in internal and external elements. In general, there is growth in the culinary sector on a local and regional scale. This problem is experienced by MSMEs Quiinz Bowl, a home-based business that continues to survive and continue to do business in the midst of a changing market. The Quiinz Bowl is trying to try to get out of the post-pandemic barrier. Even though demand is declining, this business is still looking for a way out that can maintain the existence of its micro business. The Quiinz Bowl uses a branding strategy in determining the way forward. This study uses qualitative methods with recommendations for branding strategy analysis implemented in concrete steps in visual communication media Branding strategy with the rejuvenation of previous visual characters is a step to trigger novelty. The use of instore media, is a solution used as an early stage of strengthening Quiinz Bowl products.
Visualisasi Muslim dalam Video Game sebagai Citra Islam dalam dunia Game. Studi Kasus : Call of Duty, Assassins Creed & Battlefield Albar, Deni
Visualita Jurnal Online Desain Komunikasi Visual Vol 12 No 1 (2023)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v12i1.10645

Abstract

Secara ekonomi, pasar game global menghasilkan keuntungan sekitar 2 triliun rupiah pada tahun 2020. Separuh dari pendapatan tersebut berasal dari kawasan Asia Pasifik. Dalam video game terdapat pesan-pesan yang disampaikan kepada para pemainnya, pesan tersebut dapat berupa ideologi, politik, ekonomi, sosial dan budaya. Salah satu pesan dalam dunia game yang menarik untuk dikaji adalah citra umat Islam dalam dunia game yang dikembangkan oleh developer dari Barat atau Eropa yang menampilkan bias budaya, terutama sejak peristiwa 9/11 di Amerika Serikat hingga perkembangannya pada tahun 2022. Hal in menjadi urgensi penelitian terhadap kerukunan beragama yang dipengaruhi oleh citra dalam game. Penelitian ini bertujuan untuk menemukan rumusan konseptual dalam penerapan pencitraan suatu agama khususnya Islam dalam media game. Penelitian ini berorientasi pada penjelasan dalam mengantisipasi fenomena/gejala religi dalam mendukung proses penerapannya dalam dunia game. Metode yang digunakan dalam penelitian ini adalah penelitian kualitatif deskriptif dengan metode data kepustakaan. Penelitian ini dilakukan dengan mengkaji representasi visual dari simbol visual agama Islam dalam berbagai video game, khususnya video game yang dikembangkan oleh developer barat, kemudian mengaitkannya dengan gameplay dalam game tersebut. Deskripsi menggunakan fakta-fakta dari data yang diperoleh sebagaimana adanya. Hasil penelitian ini diharapkan mampu menunjukkan rumusan konsep dalam merepresentasikan Islam dalam dunia game dan menjadi acuan yang tepat dalam penerapannya.
Perancangan Strategi Kreatif Konten Visual Sosial Media Situ Cileunca Pangalengan Kab. Bandung Muthmainnah, Ligar; Yusup, Nuke Rahmadina
Visualita Jurnal Online Desain Komunikasi Visual Vol 12 No 1 (2023)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v12i1.10950

Abstract

The city of Bandung has natural beauty that is still beautiful, especially in the Bandung Regency area. There are still many green lands that have now begun to be managed properly, neatly arranged, and made more comfortable for visitors. One of them is Situ Cilenca located in Pangalengan, Bandung Regency, is a tourist destination that has views of green hills and dense forests and vast expanses of lakes. In addition to having amazing natural beauty, Situ Cileunca offers several game attraction facilities offered in the form of outbound training such as rafting, flying fox, ATVs and also have a camping ground. With an affordable entrance ticket price, Situ Cileunca already has facilities that can be said to be complete. Moreover, currently the Bandung Regency Disbudpar is arranging the existing facilities in Situ Cileunca in stages. But unfortunately Situ Cileunca has not made maximum use of social media, so it is not uncommon for many who do not know Situ Cileunca in detail. This design was made to implement creative strategies in social media to maximize the promotion of low budget high impact for Situ Cileunca. In collecting data, this design uses a mix method, by conducting interviews, observations, and distributing questionnaires to Bandung residents aged 19-25 years. The results of this plan can be seen that by maximizing social media will be more effective in introducing and disseminating information about Situ Cileunca Pangalengan Kab. Bandung.

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