Visualita : Jurnal Online Desain Komunikasi Visual
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.
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Perancangan Visual Aplikasi "info dusun" sebagai Sistem Informasi Masyarakat
Miyosa, Atmaja Septa
Visualita Jurnal Online Desain Komunikasi Visual Vol 9 No 1 (2020)
Publisher : Universitas Komputer Indonesia
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DOI: 10.34010/visualita.v9i1.2932
SmartCity can be started from the village. The visual design of the InfoDusun application is an innovation on a smartphone. The advantage of the InfoDusun application is creates an information system as a process of sharing information on activities so that citizens are able to make better decisions in planning events. The results of the design are icon logo design, login page design and main page design.
Kembalinya Realisme Seni Kontemporer Sebagai Penyebab Kemunculan Seni Rupa Realisme di Setiap Zaman
Susilowati, Anna
Visualita Jurnal Online Desain Komunikasi Visual Vol 9 No 1 (2020)
Publisher : Universitas Komputer Indonesia
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DOI: 10.34010/visualita.v9i1.2995
Many attacks on Realist Paintings, with emergence of photographic techniques, and the emergence of non-objective art that has a Cold War background between America and Russia. Many artists and critics feel that Realism is no longer sufficient to represent a new spirit after World War II. Disillusionment with war and rationality also made Adorno reject the beautiful and pleasing art of Realism style. Artists who emerged victorious in the 1950s who rejected past creeds of art, such as 'art for the people' or 'art for social reform', instead they opted for personal expression and social alienation. Such trends occur in the world of philosophy, that the theory of correspondence truth based on conformity to reality, has been abandoned. The philosophers replaced it with the Philosophy of Language. But in every period, art style realism always reappears in new forms, such as Pop Art, Photo Realism, Superrealism and Hyperrealism. This article wants to illustrate how realism is rejected and in what way realism always reappears along with its causes and also in the final section will review development of Hyperrealism in Indonesia.
Desain Logo Responsif sebagai Identitas Visual DKV Universitas ‘Aisyiyah Bandung
Faizal, Mochammad
Visualita Jurnal Online Desain Komunikasi Visual Vol 9 No 1 (2020)
Publisher : Universitas Komputer Indonesia
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DOI: 10.34010/visualita.v9i1.3165
The increasing use of the internet in Indonesia, especially during the Covid-19 pandemic, has become an issue that needs to be considered by institutions when designing the Desain Komunikasi Visual study program logo of the Universitas ‘Aisyiyah Bandung. This study aims to design a study program logo that is responsive when applied in various media, which emphasizes geometry shapes as an Islamic visual identity. The design process is done by qualitative methods using a linear design strategy. Data collection was carried out through a literature study, visual observation of three similar logos, and then analyzed using a comparison matrix. The result is a logo that is composed of geometric shapes, has a golden ratio, and has several alternative configurations that reflect its nature as a responsive logo on various digital media. This research can be an example to design other similar logos, especially in the scope of Universitas ‘Aisyiyah which is wrapped with Islamic nuances.
Perancangan Signage Lapangan Gasmin Kota Bandung
Soedewi, Sri;
Murdowo, Djoko;
Wulandari, Ratri;
Yuniati, Arnanti Primiana;
Gunawan, Putu Harry;
Aditsania, Annisa;
Adrin, Athaya Fatharani;
Prabasworo, Bhanu
Visualita Jurnal Online Desain Komunikasi Visual Vol 9 No 1 (2020)
Publisher : Universitas Komputer Indonesia
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DOI: 10.34010/visualita.v9i1.3335
The Gasmin Field is a public facility area located in Antapani, Bandung city. This field often uses for general community activities such as sports, gatherings, bazaars, ceremonies, and other activities. The condition of the environment around the Gasmin Field area is not well maintained. The absence of signage makes comfortless and makes it difficult for visitors when they want to find the target area. Therefore, signage and wayfinding designs are needed to make it easier to access locations around the Gasmin Field and increase visitor convenience. Design-based research use as a design method for Environmental Graphic Design (EGD) includes predesign, design, and post-design and data collection. Observations, interviews, and literature studies were carried out to obtain data and analyzed. The results of data analysis used to design signage and wayfinding in the Gasmin Field, Bandung City, West Java.
Pemanfaatan Video Animasi 3D sebagai Media Promosi Wisata Kota Medan (Studi Kasus: Kawasan Medan Heritage)
Bintarto, Joko Joko;
Lestari, Indah Siti Indah
Visualita Jurnal Online Desain Komunikasi Visual Vol 9 No 1 (2020)
Publisher : Universitas Komputer Indonesia
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DOI: 10.34010/visualita.v9i1.3733
Medan City requires digital promotion of tourist areas. The role of the tourism promotion media is very important to provide information on the state of the area and existing facilities at tourist attractions and to increase the number of tourist visits. This research was made to design the promotional media for the city of Medan, the tourist area chosen as a case study, namely Medan Heritage, an area with historical buildings in the city of Medan which has high historical value so that it gives the characteristics and uniqueness of the city of Medan and builds the image of Heritage tourism. The promotion design is carried out by utilizing 3-dimensional animated videos as promotional media. The 3-dimensional animated video media is considered capable of contributing to promoting tourist attractions by simulating these tourist attractions as the original. This information is useful for potential tourists in order to get an overview of the tourist areas to be visited and to increase interest in traveling. The research method used in this research is the design method (Visual Communication Design) through the stages of Analysis, Synthesis and Evaluation. Also using data collection techniques obtained through literature, questionnaires and observations as part of the analysis stage. The result of this research is a 3D animated video work that simulates the Medan Heritage area as a tourist area with historical buildings in the city of Medan such as the Maimun Palace, Al Mashun Grand Mosque, PT. PP London Sumatera, and Post Office to be like the original.
Peran Elemen Komunikasi Visual pada Media Berita Online Terhadap Kesiapan Mental Pasca Pandemi Covid–19 di Bali
Swandi, I Wayan;
Julianto, I Nyoman Larry
Visualita Jurnal Online Desain Komunikasi Visual Vol 9 No 1 (2020)
Publisher : Universitas Komputer Indonesia
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DOI: 10.34010/visualita.v9i1.3821
The Covid–19 pandemic has a major impact on all sectors of life, especially with regard to the aspect of mental and emotional health of each individual. The Corona virus problem was followed by massive dissemination of information through online-based news media, regarding the development of the spread area and an increase in the number of sufferers. With the involvement of illustrations and text (headlines) as elements of visual stimulation in the delivery of information during the pandemic, it is necessary to understand interpretatively regarding their role in the mental and emotional readiness of readers in facing the post-Covid-19 pandemic in Bali. The qualitative analysis method on the visual approach is carried out in an effort to understand the psychological perceptions which is constructed in the communication structure. The results of the research indicate that the element of visual stimulus in the form of illustrations and text (headlines) is the stimulus that is capable of providing an organism process in generating responses for readers, so that information that seems contradictory will create psychological perceptions. The implicit impact is in the form of disagreement which results in the conception of 'resistance' to the message conveyed. Visual communication design elements in an infodemic indirectly contribute to the mental and emotional readiness of the target audience to be able to face the new normal era of life or post-pandemic life.
KESERUPAAN HIDUP ORANG SUNDA DALAM KOMIK ADEN ENDUL
Kasmana, Kankan
Visualita Jurnal Online Desain Komunikasi Visual Vol 9 No 1 (2020)
Publisher : Universitas Komputer Indonesia
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DOI: 10.34010/visualita.v9i1.3872
Aden Endul a comic strip that was present in West Java Indonesia starting in 1986. With comedy genre, comic raised the theme about Sundanese people (a tribe who inhabit West Java) daily life. This article discusses the comic Aden Endul, as the literary image, seeks to find aspects of Sundanese culture in narration and visual, through structural analysis. The result of the research revealed that comics represent Sundanese culture aspect in the form of Sundanese language usage which shows the teachings of silih asah, silih asih and silih asuh, religious aspect; the syncretism of Sundanese and Islamic teachings, the view of the life of traditional society whose close to nature. The organization of comic composition along with its elements shows the comic artist's knowledge as a Sundanese, possessing an aspect of visuality that presents life experiences and comic life. The humor is intented as an autocritical for the comic artist and also readers.
Penguatan E-Commerce Fesyen Tas Kayu Mindi Berbasis Inovasi Desain di Bantul Yogyakarta
Susanto, Moh Rusnoto;
Retnaningsih, Rahayu;
Kirana, Kusuma Chandra
Visualita Jurnal Online Desain Komunikasi Visual Vol 9 No 1 (2020)
Publisher : Universitas Komputer Indonesia
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DOI: 10.34010/visualita.v9i1.3896
Mindi wood is a local wood that is easy to obtain and is currently in great demand because it is easy to process for the craftsmen considering the nature of the wood with stable dimensions and not easily warped. Mindi wood is commonly used as raw material for making special handicraft items that can be adjusted according to needs because of its texture characteristics which tend to be straight and free from knots so that it tends to be smooth. 'Ruaya' is one of the home industries that focus on making fashion bags based on processed wood by prioritizing the distinctive design image of fashion bags. As a manufacturer of Wooden Fashion Bags, Ruaya focuses on maintaining the quality of its products and unique styles by continuing to innovate to develop its products. The products that are marketed to foreign markets are very diverse, namely fashion wooden bag as a superior product, wooden speakers, wooden wallets, and many other products made from Mindi wood. This study uses a qualitative descriptive approach intended to obtain a clear, objective, systematic, and accurate picture of the facts obtained related to the research objectives. This research design was chosen to provide a description of how the strategy of strengthening Mindi Wooden Fashion Bag E-Commerce based on Design Innovation. The data collection method used is the method of observation, interviews, document recording, and analysis of findings reflected in scientific expositions as a result of SME assistance in PKM Grant activities. The research results obtained include; (1) Strengthening the Mindi Wooden Fashion Bag Brand as a pioneering creative industry through E-Commerce. (2) Strengthening the E-Commerce based Marketing Communication (MARCOM) system as an effort to increase sales turnover and strengthen global market business strategies. (3) The strategy of strengthening Mindi Wooden Fashion Bag E-Commerce based on Design Innovation in Pajangan, Bantul.
Perbandingan antara Arts & Crafts Movement dan Democratic Design dalam Menghadapi Laju Perubahan Revolusi Industri.
Rahadi, Panji Firman
Visualita Jurnal Online Desain Komunikasi Visual Vol 9 No 1 (2020)
Publisher : Universitas Komputer Indonesia
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DOI: 10.34010/visualita.v9i1.3921
The industrial revolution that occurred in Europe until the 20th century is considered as a human achievement that changed the world. The pace of change brought by the Industrial Revolution starting from the first wave (1.0) to the fourth (4.0) led to various responses from various sectors, including from the art world. The Arts & Crafts Movement and the Democratic Design are examples of these forms of response. The relationship between those movements in art history is very afar. The two of them are separated for more over than two centuries. Both are movements that are based on a new thought and are changes in movements that affect changes in the future. This study was conducted to find the similarities of the two movements, to see the thoughts of the two and their impact on the development of design in the world up to this century. The study was conducted based on a literature study.
Pelatihan dan Pameran Desain Poster Daring untuk Remaja Indonesia
Maulina, Rini;
Cahyadi, Arif Try;
Madjid, Wahyu Maulana;
Dewi, Febby Permata
Visualita Jurnal Online Desain Komunikasi Visual Vol 9 No 1 (2020)
Publisher : Universitas Komputer Indonesia
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DOI: 10.34010/visualita.v9i1.3951
Community Service (PKM) have been conducted by Lecturers and students from the Visual Communication Design Study Program, Faculty of Design, Universitas Komputer Indonesia (UNIKOM). PKM is implemented on the basis of the needs of partners, namely SMK Nasional Bandung towards the advancement of creativity, achievement and confidence of its students through competition. PKM program, namely COVID-19-themed Poster Design Training that is agreed can be attended by participants from all over Indonesia. 124 participants, conducted online. The purpose of PKM activities to increase creativity, achievement, and confidence of SMK Nasional Bandung students. The PKM method consists of the implementation method and the method of analysis of the work. The method of implementation of PKM consists of 13 stages, including need assessment, introduction, training, workshop, curation, exhibition, and awards. The visual analysis method argued was used to test the results of the training on 3 works of the best participants. As a result of the poster design training there are 52 poster design works on display on the https://ideas.my.id. the results of the visual argument analysis show trainees understand the training materials.