cover
Contact Name
Marina Wardaya
Contact Email
marina.wardaya@ciputra.ac.id
Phone
-
Journal Mail Official
jurnalvcd@ciputra.ac.id
Editorial Address
CitraLand CBD Boulevard, Made, Kec. Sambikerep, Kota SBY, Jawa Timur 60219
Location
Kota surabaya,
Jawa timur
INDONESIA
VCD (Journal of Visual Communication Design)
ISSN : 25485342     EISSN : 25485350     DOI : https://doi.org/10.37715/vcd
Core Subject : Art, Social,
VCD aims as a forum for academics, educators, and practitioners from around the world to communicate research papers, conceptual papers, and best practices about the dynamics of the creative industry Coverage of VCD includes, but is not limited to issues surrounding: Graphic design Visual Communication Comic and Illustration Advertising Photography Film and Videography Animation Design and Culture Study Game Design
Articles 107 Documents
Visual Effects Analysis in Building Messages Through Sequence in Anti-Hero Music Video William Sanjaya
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.v10i1.4986

Abstract

 Visual effects are image manipulation and the creation of illusions from shooting that lead the audience to see the illusion of reality in the scenes. Visual effects can dramatize scenes so that messages can be conveyed to the audience. Thus, visual effects that are created in the right context could enhance the overall story. "AntiHero" is a music video that tells a story about nightmares and disturbances in the mind that change situations in real life. As a director and songwriter, taylor swift used visual effects to dramatize the scene through narrative point, so that messages of song's lyric could be conveyed to the audience. This study was conducted to discuss the application of visual effects in building messages through the story stage in the music video "Anti-Hero". This research used qualitative method with purposive sampling approach. The theory used is the theory of visual effects proposed by Eran Dinur. The study was conducted by describing the sequence, song lyrics, and types of visual effects applied from director and songwriter's point of view. From the results of the study, it can be concluded that there is an application of visual effects in the form of morphing, cloning, and giant effects that occur throughout the music video. The application of morphing shows the unreal world and wounds experienced by Taylor at the beginning of the story. The clone effect shows the different nature or "anti-hero" of Taylor Swift. The giant effect shows a different nature in size, making Taylor isolated from those around her. Taylor Swift, as both director and songwriter, utilized visual effects to convey profound messages from the lyric of her song through the narrative of each scene. Swift’s storytelling prowess extends beyond mere narrative planning, as she skillfully integrates various visual effects to enhance the impact of her lyrics. By employing diverse characters, both “good” and “bad Taylor”, with distinct characteristics within her surreal world, Taylor elevates her storytelling to new heights. The seamless integration of visual effects throughout the sequences ensures that the song’s lyrics are effectively conveyed, creating a cohesive and immersive experience for the audience.
Enhancing the Market Appeal of 'Pak Boss' Rice Bran Cereal Through Visual Packaging Design Marsha Mafisa Yasdaniar; Putri Dwitasari; Rabendra Yudistira Alamin; Sayatman Sayatman
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.v10i1.4995

Abstract

 Indonesia, as the second-largest rice producer in Asia and third globally, generates a significant amount of rice bran as a by product of the rice milling process. Despite its high nutritional value and potential for human consumption, rice bran remains underutilized. "Pak Boss," a local brand, addresses this gap by processing rice bran into a healthy cereal product. However, the brand faces key challenges in market acceptance, primarily due to limited public awareness and ineffective packaging.This study focuses on the redesign of Pak Boss’s packaging to enhance its visual communication and market appeal. The problem lies not only in consumer unfamiliarity with bran cereal but also in the lack of packaging that effectively conveys the product’s benefits and identity. Employing a combination of methods observation, literature review, surveys, in-depth interviews, experimental design, and user testing using the VIEW model (Visibility, Information, Emotional Appeal, and Workability) this design approach aims to solve these issues. The outcome seeks to position packaging not merely as a container, but as a strategic medium for branding, education, and consumer engagement. Through improved visual design, the study aims to elevate the public perception of bran cereal and strengthen its position as a nutritious, locallysourced product in the competitive cereal market.
Designing an Interactive and Educational Virtual Reality Game for Museum Bahari Fadilah Husna Arief; Aulia Ardista Wiradarmo; Redha Widharsyah; Muliadi Palesangi
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.v10i1.5281

Abstract

 This study explores the potential of Virtual Reality (VR) technology to enhance museum visitor engagement through the “Jelajah Bahari” VR game at Museum Bahari, DKI Jakarta. By integrating VR, the museum offers an immersive and interactive experience that brings Indonesia’s maritime heritage to life. This VR game combines educational content with an engaging narrative, allowing users to embody a Pinisi ship captain on a journey to Kepulauan Seribu. It was tested by museum staff and evaluated qualitatively. It showed positive responses to the game’s design and educational value, highlighting VR game’s potential to increase visitor’s curiosity and engage younger audience. However, challenges like VR unfamiliarity, equipment maintenance, and visitor safety considerations were noted as essential to successful implementation. These findings indicate that, with proper support, VR installations can significantly benefit Indonesian museums by making historical education more engaging and accessible. Overall, the “Jelajah Bahari” VR game serves as a model for other museums seeking to integrate immersive technology, showcasing VR’s potential to elevate traditional exhibits and broaden cultural engagement in an evolving digital landscape.
Visual Communication Strategy in Parody Content: Lessons from the GUSDURian Network Muhamad Lutfi Habibi; Aida Husna Rahmadani; Putri Risqi Damayanti
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.v10i1.5461

Abstract

The parody of political figures is standard in democratic countries, including Indonesia. However, in Indonesia, some cases of political parodies have faced intense backlash, even leading to legal action. In contrast, the parody of Indonesia's fourth president, Abdurrahman Wahid (Gus Dur), created by the GUSDURian Network, is often presented uniquely and eccentrically. This article provides recommendations for strategic communication practitioners, mainly social media activists, to disseminate the thoughts of prominent Indonesian figures through visual political parodies, with a case study on Gus Dur parody content produced by the GUSDURian Network. Based on in-depth interviews with GUSDURian staff and guided by communication strategy indicators from Onong Uchjana Effendy, this study identifies key strategies for creating accessible, humorous, and responsible parody content. These strategies include targeting Millennials and Generation Z (MZ) fans of anime pop culture, utilizing visually engaging social media platforms, positioning parody content as an initial engagement tool (bait), aligning content with current issues, and verifying content with experts before publication.
The Role of Lore in Purchase Decisions for Mecha Plastic Model Rendy Iswanto; Suharto Suharto
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.v10i1.5531

Abstract

 Nowadays, Japanese pop culture is growing rapidly in Indonesia, encompassing Anime, Manga, and Video Games originating from Japanese subcultures. Anime, Manga, and Video Games are not only popular in Japan and Indonesia but are also adored by people from many other countries, making Japanese pop culture a global phenomenon. Like anime films, manga has various genres, one of which is the mecha genre. The mecha genre is a sci-fi or fantasy genre that involves robot characters, commonly referred to as mecha. One of the most successful mecha anime series that has produced numerous merchandise items is Mobile Suit Gundam, Gundam has led to the creation of various merchandise, particularly Gunpla (Gundam plastic models), which are often supported by rich lore through anime and manga. In contrast, newer Chinese mecha model manufacturers frequently release products without any accompanying narrative or backstory. The purpose of this study is to analyze how the presence or absence of lore influences consumer purchasing decisions for mecha plastic models. Through qualitative analysis, the research reveals it was found that the presence of a backstory or lore does not significantly influence the consumer's decision as long as the design, price, and quality of the product offered can compete with Japanese model kits. However, lore can serve as an added value for model kits from China, as this background story provides a deeper understanding for the buyer about the story behind the product.
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.

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