cover
Contact Name
Pindi Setiawan
Contact Email
jurnalwimba@gmail.com
Phone
+62222516567
Journal Mail Official
jurnalwimba@gmail.com
Editorial Address
Fakultas Seni Rupa & Desain - Institut Teknologi Bandung Jl. Ganesha No.10 Bandung, 40132
Location
Kota bandung,
Jawa barat
INDONESIA
Wimba: Jurnal Komunikasi Visual
ISSN : 20850948     EISSN : 27147207     DOI : https://doi.org/10.5614/jkvw
Wimba Jurnal Komunikasi Visual (2085-0948) is a peer-reviewed and open access journal in the field of visual communication and aims to publish academic article and to create discussion among lecturers, students, researchers and professionals in the field of visual communication design, graphic design, heritage-related design, illustration, typography, photography, multimedia interactive design, advertising and social campaign, branding, packaging design, sign system, interface design, visual language, animation, game design and other visual commucation-related fields. Published and organized by Visual Communication and Multimedia Research Group of ITB (Bandung Institute of Technology) since 2009, the journal is published twice a year every July and December. Wimba Jurnal Komunikasi Visual (2085-0948) adalah jurnal peer-review dan akses terbuka di bidang komunikasi visual dan bertujuan untuk mempublikasi artikel akademik serta menciptakan diskusi di antara pendidik, mahasiswa, peneliti dan profesional dalam bidang desain komunikasi visual, desain grafis, desain berbasis budaya tradisi, ilustrasi, tipografi, fotografi, desain multimedia interaktif, periklanan dan kampanye sosial, branding, desain kemasan, marka grafis, desain antarmuka, bahasa rupa, animasi, desain game dan bidang lainnya yang terkait pada komunikasi visual. Jurnal ini dikelola dan diterbitkan oleh Kelompok Keahlian Komunikasi Visual dan Multimedia, FSRD ITB sejak tahun 2009 dan terbit dua kali setahun setiap Juli dan Desember.
Articles 6 Documents
Search results for , issue "Vol. 2 No. 1 (2010)" : 6 Documents clear
Les Defferance* Du Nyeni: Dalam Latar Bahasa Rupa dan Semiotik Pindi Setiawan
Wimba : Jurnal Komunikasi Visual Vol. 2 No. 1 (2010)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (3253.09 KB) | DOI: 10.5614/jkvw.2010.2.1.1

Abstract

Semiotika atau ilmu tanda lahir di dalam kekentalan budaya tulis. Semiotika adalah keilmuan yang berkembang dengan membedah gejala bahasa dan teks. Kepustakaan semiotika pada kenyataannya sangat bernuansa teks bahasa bukan 'teks' gambar. Atas dasar itu, perlu ditinjau sejauh apa perbedaannya dan sedekat apa persamaan antara tanda pada gambar dengan tanda pada bahasa, tentunya di dalam latar komunikasi rupa.
Simulacra dalam Industri Hiburan Visual; Studi kasus Ragnarok Online Alvanov Zpalanzani Mansoor; Yasraf Amir Piliang
Wimba : Jurnal Komunikasi Visual Vol. 2 No. 1 (2010)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (7981.19 KB) | DOI: 10.5614/jkvw.2010.2.1.2

Abstract

Comic is one of media that emphasize its content delivery through visual sequence. It attracts many researchers because this media is a plane based media (2D) instead of most media which delivers its content in time based media. In designing a story based on visual sequence, there are framing, imaging, wayfinding acitivities in forming a complex visual storytelling especially in comics. Especially in Japan, the development of framing, imaging, and methods of designing a sequence which makes the reader easily read the story through panels in comics are well developed and shared from comic artists toward their assistants. This method is known as graphic narrative and visual storytelling and applied not only on comics but almost on all visual entertainment media and influence each other then creates cycle of media. The cycle of media surfaces simulacra and unique hypereality phenomenon. This paper tries to depict the uniqueness of simulacra of media cycle phenomenon on Ragnarok Online case study in Indonesia which will enrich the study of visual culture.
Kajian Grafis Uang Logam Indonesia Periode Tahun 1951-2009 Puji Antari Rahayu; Naomi Haswanto; Alvanov Zpalanzani Mansoor
Wimba : Jurnal Komunikasi Visual Vol. 2 No. 1 (2010)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2826.986 KB) | DOI: 10.5614/jkvw.2010.2.1.3

Abstract

Mostly, coins are made from metals, because of their function as an exchange device in minor transaction. In addition to another function of coins, is their value as collectible items. Both sides of coins have been keeping a great story on it, but less people are notice about this tiny forgettable stuff. Focused on Indonesian Rupiah, sorts of cultural elements and wonder of Indonesian natures are showed up on most of these coins. Equals to an archive, they captured every government's movements in some social programs on its surface. This research is going to examine and lists every details of samples, consist of 72 coin emissions in time period 1951-2009 by learning them with content analysis method and visual analysis theory. In visual communication design study, this research is trying to know further about nation's history through the story of a coin.
Karakter Game Berbasis Tokoh Raut Golek Sunda Donny Trihandono; Irfansyah Irfansyah
Wimba : Jurnal Komunikasi Visual Vol. 2 No. 1 (2010)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (6399.193 KB) | DOI: 10.5614/jkvw.2010.2.1.4

Abstract

This article is a note from the research concerning on bringing character traits and visual forms of Sundanese golek puppetry into game character. The distinctive side of golek puppetry itself is located in its measurement for the relation between the personality of a character and its visual appearance. This makes golek puppetry as an entertainment with spirit. This research itself is a basis for development of game character (research and development). The conclusions derived from this research used as bases for character development, therefore creating a new and distinctive work. Moreover, this research is equipped with preliminary data-collection and narratives about golek and characters derived from literatures and interviews. A result from this research is a new kind of characters that have its distinctive side compared to usual characters in the gaming world. Uniqueness is come out from the distinctive side of golek puppetry in performing visual form that's match with the personality of the characters performed.
Urban Screen pada Ruang Publik: Media Interaksi Kreatif dalam Meningkatkan Makna Tempat Litta Primasari; Setiawan Sabana
Wimba : Jurnal Komunikasi Visual Vol. 2 No. 1 (2010)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (3653.009 KB) | DOI: 10.5614/jkvw.2010.2.1.5

Abstract

Urban screen is a new media screen that performs on the public space. Its existence isnot only enriches the visual landscape of public space, it also indirectly creating public participation both passive and active. If properly created, urban screens can produce relational space that useful to increase the meaning of place. The emergence of relation between physical space and virtual space, material and immaterial, dynamic and static, and between public and private interests will produce the augmented place. The Augmented place will continually create a new different place from we have known. The existences of new media screen may inspire the public to interact among people and people with the place and in the end creates engagement with the place. This paper contributes to inspire the urban planners to increase the meaning of the place in the city of space which have decreased in space quality and provide motivation for the artists to build interaction between art work and public sphere. This paper will focuses on the emergence of relational space in the form of public response to the urban screen.
Visualisasi Wanita Indonesia dalam Majalah Pria Dewasa Diani Apsari; Didit Widiatmoko Soewardikoen
Wimba : Jurnal Komunikasi Visual Vol. 2 No. 1 (2010)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2745.241 KB) | DOI: 10.5614/jkvw.2010.2.1.6

Abstract

Women usually visualized as model for ads or illustration with the purpose of gaze. Mostly representation of women in mass media related with tradition and culture. Fashion manner and attitude of Indonesian women is one of eastern tradition in Indonesian culture. Today male magazines are Indonesian publication, showing Indonesian woman as their models. How is the visualization pattern built the image of Indonesian Woman? Through visual interpretation and content analysis from sampling of male magazines(For Him Magazine or FHM and Male Emporium or ME), we could find that the image of Indonesian women as eastern tradition shifted and faded toward emphasizing high sex appeal that exploits certain parts of their bodies. Indonesian women has represented almost the same manner as western women on male magazines.

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