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 7 Documents
Search results for , issue "Vol. 6 No. 1 (2014)" : 7 Documents clear
An Evaluation Tool for Story-Relatedinteractive Features in Children App-Book Dianing Ratri; Yoomi Choi
Wimba : Jurnal Komunikasi Visual Vol. 6 No. 1 (2014)
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 (633.198 KB) | DOI: 10.5614/jkvw.2014.6.1.1

Abstract

This study discusses existing analysis tools that evaluate the quality of interactive feature inside children app-book especially its correlation with the story in order to find a better app-book design to support story comprehension for young children. To implement the evaluation, a narrative review approach is used from selected studies and field. Five analysis tools related to e-book design were reviewed based on their purpose, coding, advantages and limitation. For knowledge base, the study seeks across interactive design field along with children literature and children education field to presents what it needs to produce coding for story-related interactive feature. The combination between existing analysis tool and literature studies are extracted into coding of story-related interactive feature. Finally, the result presents an evaluation tool with coding which can define the correlation function between interactive features in story inside children app-book, which also can improve users' story comprehension.
Re-Designing Sign System in Kiaracondong Railway Station Bandung Ruth Dina Mentari Hutasoit; I Dewa Alit Dwija Putra
Wimba : Jurnal Komunikasi Visual Vol. 6 No. 1 (2014)
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 (1108.582 KB) | DOI: 10.5614/jkvw.2014.6.1.2

Abstract

Sign system is a media information that help people to find their way or destination in an environment. Good sign system can be understood by viewer through the information and visualization indeed. Some of public location that craves sign system is a railway station. However as a high accessibility place, actually railway station has many activities in there, like to buy tickets, waiting for the train, obtaining information operational and others. All of that are needed sign system. Kiaracondong Railway Station as one of well known stations in West Java that had plenty visitors. But, the media information like sign system in there is not yet enough to fulfill the visitors requirement, such as some of them are broken, unsupported materials, the visibility and letter size are not standard measure, and minimum quantity sign system.For more clearly this case, it will be required to aggregation and review the data. Actually, the methods that to be used such as directly observation to station area, collecting theoretical data, share some questionnaire to visitors, make an interview to officers, comparing with several similar projects, and matrix analysis.So based on the situation and data management, we need to redesign the sign system with good integration in Kiaracondong Railway Station for help visitors in railway station to acquire their needs like informations and navigations. In other goal, the redesign sign system can be increase the image of PT KAI in business transportation.
Analisis Web Series dalam Format Film Pendek (Studi Kasus Web Series 'Malam Minggu Miko Episode Nissa') Iqbal Alfajri; Irfansyah Irfansyah; Budi Isdianto
Wimba : Jurnal Komunikasi Visual Vol. 6 No. 1 (2014)
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 (699.903 KB) | DOI: 10.5614/jkvw.2014.6.1.3

Abstract

A web series is a series of scripted videos, generally in episodic form, released on the Internet or also by mobile or cellular phone, and part of the newly emerging medium called web television. A single instance of a web series program is called an episode or webisode. This is an entertainment medium without a lot of history or precedent. As soon as one path to success is established, it quickly becomes obsolete and is replaced by additional innovations in the marketplace.Some web series shows are created by total amateurs, requiring little cost for equipment, special effects or anything else. Others are produced by businesses or bigger media networks, and there are a lot of them out there that are so good that they're comparable to real TV shows, especially if they involve well-known actors and professional directing or production.Web series creator posted new content on a consistent basis and built an audience of regular viewers. Berkala content is absolutely critical online. Successful online creators have had consistent content coming out on a regular schedule and creates a habit. More than any other medium, web series allow content creators to receive feedback from, interact with, their viewers almost instantaneously.Producing web series requires a blend of both independent film or short film and television techniques. Web series 'Malam Minggu Miko' is one of the web series produced in Indonesia that successfully uses the short film format to attract audiences adolescence. Web series also managed to become a pioneer in the use of the mockumentary approach as a story telling approach.
Video Promotion Prehistoric Sites Archaeology Museum Sangiran Harisna Wahyudihati; Twin Agus Pramonojati
Wimba : Jurnal Komunikasi Visual Vol. 6 No. 1 (2014)
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 (1096.087 KB) | DOI: 10.5614/jkvw.2014.6.1.4

Abstract

This design aims to promote the World Prehistoric Archaeological Museum Sangiran to Indonesian and foreign people through audio-visual media is videography, contains information about Sangiran as National Heritage and included in the World Heritage Site which has been initiated by UNESCO. Besides, as an instrument for the Preservation Hall Ancient Man Sangiran site that can be used directly for educational purposes. Object of this study is the people of Indonesia and Abroad. Methods of data collection are done through literature review, observation, interviews, and questionnaires. Based on the research results, there are still many Indonesian people who do not know about the existence of Sangiran, even people who come from Central Java. This is of course influenced by several factors, one of which is the absence of instruments that functioned to promote to the public Sangiran with audio and visual media.With creative design and innovative video in terms of the concept and the content of a video that is an embodiment of the instrument can be a multimedia audiovisual media campaign appealing to the public.
Identity & Promotional Media of Diradio.Net Deri Deri; Bijaksana Prabawa
Wimba : Jurnal Komunikasi Visual Vol. 6 No. 1 (2014)
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 (850.797 KB) | DOI: 10.5614/jkvw.2014.6.1.5

Abstract

Entering the digital era, a variety of conventional information media transformed into a medium that is based on digital technology. The development of digital information media is capable of providing tremendous influence on human behavior change. One among these is media streaming radio.Expediency owned by streaming radio, not merely make this medium easily accepted by the public.Diradio.net is one company that provides streaming radio services. Unfortunately the market acceptance of the products offered by diradio.net are not too high. The problem of lack of information and education about this new media lead to low use of streaming radio. Other internal problems arise in this company, which is a mismatch in the determination of the target market.Various data obtained through observation, library research, as well as interviews with some input on this design process. Data obtained was analyzed and showed that the company requires a new identity more in line with its target market. The results of further analysis is needed promotional media can educate the market about the benefits of streaming radio. As for the media that is designed magazine ads, e-posters, flyers, stickers, x-banners, t shirt, Sticker gadgets, ambient media, booths, billboards, car operations, web banners, and social media. Through a media campaign is expected that more people are using streaming radio, especially through service diradio.net
Media Informasi sebagai Pengenalan Batik Magelang Dyah Pikaeksi; Patra Aditia
Wimba : Jurnal Komunikasi Visual Vol. 6 No. 1 (2014)
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 (1234.712 KB) | DOI: 10.5614/jkvw.2014.6.1.6

Abstract

Batik is an Indonesian cultural heritage that has a variety of unique and different motifs in each region. Batik Magelang is still a relatively new batik culture compared to other areas so that if put in the category of groups of motifs lifted inland because of cultural elements and the natural conditions in the city. Because there is no history or ancestors batik make batik Magelang less enjoyable and less popular than the classic motif. The lack of information and marketing into the causes of the lack of knowledge about batik Magelang.The method used for data collection is library research, observation for some communities batik and batik artisans in Magelang, and interviews of business owners and makers of batik motifs in Magelang City.This design concept is to create a medium of information to provide knowledge and information about batik motifs Magelang. In this design, the author makes the information book because the book easy to carry around, and can accommodate a lot of information. It is expected that from this design can introduce a variety of batik motif Magelang Magelang that can be appreciated and preserved by the community.
Kajian Social Game Pet Society terhadap Pengaruh Gaya Hidup User Ditinjau dari Segi Konteks Kebudayaan Dewi Isma Aryani
Wimba : Jurnal Komunikasi Visual Vol. 6 No. 1 (2014)
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 (852.798 KB) | DOI: 10.5614/jkvw.2014.6.1.7

Abstract

Pet Society offers a fantasy world of simulation through gameplay and environment as well as game characters. The design of each character is able to arouse its fans curiosity and addictive feeling to improve their pet character to the maximum level. This is a qualitative research conducted through the application of cultural theory that includes internal and external factors on character design and its visual transformation. Proximity analysis on character's visual elements and meaning, conducted to interpret the reflection of the game designer ideas as well as pet lover's ideology. The research shows that every pet character in this game is a form of representation of the player from the real world to the virtual world. Those pet's visual form diversity becomes the essence of player diversed character creation.

Page 1 of 1 | Total Record : 7