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 158 Documents
Meningkatkan Kesadaran tentang Penyandang Autisme untuk Dewasa Muda melalui Animasi Eksperimental: Meningkatkan Kesadaran tentang Penyandang Autisme untuk Dewasa Muda melalui Animasi Eksperimental Luna, Sabine; Grahita, Banung
Wimba : Jurnal Komunikasi Visual Vol. 15 No. 1 (2024)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/jkvw.2024.15.1.6

Abstract

Many with Autism Spectrum Disorder (ASD) struggle to achieve independence due to a lack of understanding and acceptance, particularly among young adults. To bridge this gap, this project proposes an experimental animation designed to foster empathy. Through a combination of literature review, interviews with psychologists and ASD companions, and participatory observations at an autism center, the project will gain insights into the lived experiences of ASD and the challenges young adults pose to social inclusion. The animation itself will leverage the flexibility of experimental animation to portray the frustrations and difficulties encountered by people with ASD due to social exclusion. Ultimately, the project aims to create a bridge of understanding through emotional connection, fostering empathy and acceptance among young adults towards individuals on the autism spectrum.
TAHAP PERANCANGAN LOGO INSPIRASI (INDONESIA–NTU SINGAPORE INSTITUTE OF RESEARCH FOR SUSTAINABILITY AND INNOVATION) Pratama putra, Yudha
Wimba : Jurnal Komunikasi Visual Vol. 15 No. 2 (2024): Wimba: Jurnal Komunikasi Visual
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/jkvw.2024.15.2.3

Abstract

The Ministry of Education and Culture (Kemdikbud) in collaboration with UGM, UI, ITB, ITS, and NTU Singapore has initiated the INSPIRASI Program (Indonesia–NTU Singapore Institute of Research for Sustainability and Innovation). These five universities, with funding from LPDP, aim to establish centers of excellence to attract researchers, students, and industry partners to create concrete solutions for climate change mitigation and sustainability. INSPIRASI focuses on three main pillars: Renewable Energy, Circular Economy, and Smart Cities, involving aspects of research, education, enterprise, and community. This design-based research aims to produce the INSPIRASI logo and brand guidelines. The method used is descriptive qualitative, and the logo design method follows Robin Landa's 5-stage model: Orientation, Analysis, Concept Design, Design, and Implementation. The logo design is inspired by the international Atom Symbol, depicting three well-defined electron orbits around a nucleus. The three electron orbits represent the three main pillars, while the atom's nucleus represents the aspects of research, education, enterprise, and community.
BRAND IDENTITY ANALYSIS OF FACEBOOK META LOGO. INC. AND M-SENSE MIGRAINE USING SEMIOTICS AND VISUAL COGNITIVE Varlina, Vivi; Noviandari, Auriza Cantika; Irnando, Hadrian
Wimba : Jurnal Komunikasi Visual Vol. 15 No. 2 (2024): Wimba: Jurnal Komunikasi Visual
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/jkvw.2024.15.2.2

Abstract

Logo has a significant role in building brand identity. Nevertheless, the understanding of visual identity from one brand to another often experiences visual cognitive differences. This affects the identity of a brand due to a lack of knowledge of visual information such as the case of M-sense Migraine and Meta Facebook. In this study, researcher used the descriptive analysis as a method with semiotics and visual cogntive approach. The results explained that there is misinterpretation of visual information related to Meta logos and M-sense. The lack of knowledge of the audience towards both brands which ultimately creates confusion in the minds of the audience and undermines an exclusivity elements in building brand identity.
Strategi Visual Merchandising Dengan Meningkatkan Tampilan Display Tenant Fashion Studi Kasus Pada Laswee Creative Space Larasati, Asri
Wimba : Jurnal Komunikasi Visual Vol. 15 No. 2 (2024): Wimba: Jurnal Komunikasi Visual
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/jkvw.2024.15.2.6

Abstract

One of the important entities supporting creativity in Bandung is Laswee Creative Space. However, there are issues in visual merchandising, particularly in the display of fashion tenants, which appears cluttered and unattractive. Poor display arrangements can diminish the appeal and image of Laswee as a creative hub. Visual merchandising plays a crucial role in creating a unique shopping experience. The use of elements such as lighting, color, and proper product arrangement can enhance the attractiveness and effectiveness of the display. This research aims to optimize visual merchandising strategies by improving the display of fashion tenants at Laswee Creative Space. The research employs a design thinking approach that involves five stages: empathize, define, ideate, prototype, and testing. Data collection was conducted through observation, interviews, questionnaires, and secondary data. The collected data was then analyzed using SWOT analysis. The findings reveal that the use of mannequins in the visual merchandising strategy at Laswee Creative Space significantly impacts the shopping experience of visitors and their perception of the area as a creative hub. By designing creative and attractive mannequin displays, Laswee Creative Space can create an inspiring and captivating environment for visitors. Keywords: Laswee Creative Space, Visual Merchandising, Design Thinking
Pemetaan Buku Cerita Anak di Indonesia 1975-1985: Indonesia Sihombing, Riama Maslan; Zundaro, Naidi Atika; Wiratmo, Triyadi Guntur; Rachmadian, Anneke Defa
Wimba : Jurnal Komunikasi Visual Vol. 15 No. 2 (2024): Wimba: Jurnal Komunikasi Visual
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/jkvw.2024.15.2.1

Abstract

This study examines the development of children's storybooks in Indonesia during the period of 1975-1985, known as the golden age of children's literature. Using a qualitative approach and Content Analysis method, this study maps 131 children's book titles in terms of publishing aspects and visual characteristics. The results show that the development of children's storybooks in this era was heavily influenced by the Presidential Instruction No. 10 of 1973 and the removal of paper subsidies. Mapping of publishing aspects reveals the dominance of male authors and illustrators, as well as the significant role of publishers such as Pustaka Jaya, Gramedia, and Balai Pustaka. The majority of books have 50-70 pages with text dominating. Analysis of visual characteristics shows a preference for simplified style, outline and shading techniques, and the dominance of black and white colors. Visual representation is dominated by human characters in everyday life settings, with portrait visual structure and symmetrical composition. The themes raised tend to be monotonous, often reflecting government propaganda. This research highlights the importance of documentation and recognition of the contributions of writers and illustrators of that era, and provides valuable insights into the dynamics of the children's publishing industry in Indonesia during the New Order era. keyword: children's storybooks, illustration, New Order, propaganda, content analysis
KOMODIFIKASI PERKEMBANGAN KREATIVITAS SEBAGAI UPAYA STRATEGI BRANDING LEMBAGA SEKOLAH SENI ANAK Moersid, Rambo
Wimba : Jurnal Komunikasi Visual Vol. 15 No. 2 (2024): Wimba: Jurnal Komunikasi Visual
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/jkvw.2024.15.2.5

Abstract

This branding study focuses on the process of commodification at Ganara Art Studio, a non-formal art institution. The analysis is conducted at two levels. Firstly, at the commodification level, it explores how creative learning practices at Ganara Art Studio can be understood through Piaget's theory of child development. Secondly, at the branding level, the study examines the broader context, specifically how Ganara Art is positioned in social and commercial relations. By addressing these two levels, a comprehensive understanding of children's education at Ganara Art is obtained, encompassing not only its pedagogy but also how the pedagogy operates within a broader social context: encompassing South Jakarta, prestige, and urban parents. This research is undertaken as a branding strategy study, emphasizing how the brand highlights the holistic experience provided by Ganara Art to students aged 3-4 years and urban parents. This study is supported by the theory of Experiential Branding, focusing on sensory, emotional, cognitive, and relational aspects. The research was carried out using a descriptive qualitative approach, and data was collected through interviews with the main subject being the founder of Ganara.
AUGMENTED REALITY CHILDREN STORYBOOK TIMUN MAS MEMBENTUK PERSEPSI VISUAL ANAK USIA DINI Erste Panggayuh Putri, Kinanti
Wimba : Jurnal Komunikasi Visual Vol. 15 No. 2 (2024): Wimba: Jurnal Komunikasi Visual
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/jkvw.2024.15.2.4

Abstract

Technology-based visual literacy reading activities are an implementation of the smart education concept that is starting to be popularly introduced to the digital native generation. The strategy to combine the power of visual-based learning media and virtual reality technology is a new innovation that seeks to present a more interesting and enjoyable reading experience for early childhood. The research aims to examine how the Augmented Reality Children Storybook (ARCS) Timun Mas media can shape early childhood cognitive-visual responses. The research was conducted using a qualitative case study method on children aged 4-6 years at Darrunajwa Kindergarten, Jombang District, East Java. The data collection techniques chosen to obtain in-depth information were observation, interviews, literature study, and documentation. The results showed that the Augmented Reality-based Timun Mas storybook media can form five indicators of children's visual-cognitive abilities including visual sensory, visual attantion, visual memory, visual spatial relation, and visual sequention memory. The visual response will then form a better visual perception of children towards the forms of visual elements, storylines to moral messages contained in the ARCS Timun Mas.
The Perkembangan Visualisasi Ilustrasi Cerita Pendek Majalah Bobo Tahun 1975-1985: Perkembangan Visualisasi Ilustrasi Cerita Pendek Majalah Bobo Tahun 1975-1985 Muryanto, Nathalia Andita
Wimba : Jurnal Komunikasi Visual Vol. 16 No. 1 (2025): Wimba: Jurnal Komunikasi Visual
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/jkvw.2024.16.1.5

Abstract

Bobo Magazine is one of the popular children's readings that remains popular to this day. Bobo Magazine was first published in 1973 during the New Order era. From 1975 to 1985, book publishing in Indonesia experienced rapid growth due to national development, and during that time, there were advancements in the visualization of illustrations in Bobo Magazine's short stories.This study aims to determine the factors that contribute to the development of illustration visualization in Bobo Magazine. The data used consists of documentation of Bobo Magazine's short story illustrations from 1975 to 1985. The obtained data was then observed and reviewed through literature studies to identify the factors that caused the advancement of illustrations during that period, including both social factors and technological advancements that contributed to the progress of illustration in Indonesia
Analisis Isi Mengenai Kekerasan Seksual Pada Film Like & Share Safitri, Nur Aida; Nurlita, Ita
Wimba : Jurnal Komunikasi Visual Vol. 16 No. 1 (2025): Wimba: Jurnal Komunikasi Visual
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/jkvw.2024.16.1.4

Abstract

ABSTRACT Currently, films have educational capabilities, namely the utilization of films in the world of education. In order to convey messages to audiences, one of the films that has a message that occurs in problems in Indonesia regarding sexual violence is a film entitled "Like & Share". This film has a lot of moral messages conveyed so that this film tells the situation about sexual violence that occurs. For this reason, the purpose of this researcher is to find out the content analysis of sexual violence in the Like & Share movie. The method used is content analysis with quantitative descriptive. The results of the discussion (1) Verbal Violence with an Overall Percentage gets 16% results with indicators of Harsh Words, Threats, Coercion, and Flirting, (2) Physical Violence with an Overall Percentage gets 20% results with indicators of Rape, Low facial expressions, Persecution, and Poking (3) Gender-Based Cyber Violence with an Overall Percentage gets 51,3% with indicators of Video Dissemination, Photo Dissemination, Pornosuara, Child Grooming, and Cyber Bullying (4) Psychological Violence with an Overall Percentage of 16% with indicators of Suicide, Self-Isolation, Uncontrolled Emotions, and Loss of Self-Confidence So that in total there are 26 scenes of Sexual Violence. Keywords: Sexual Violence, Movie, Content Analysis
The Understanding Visual Language in Palestine-Israel conflict humanitarian Crowdfunding Campaigns:: The Role of Machine Learning (AWS Rekognition) Tafakur, Muhammad; Zpalanzani , Alvanov
Wimba : Jurnal Komunikasi Visual Vol. 16 No. 1 (2025): Wimba: Jurnal Komunikasi Visual
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/jkvw.2024.16.1.3

Abstract

Indonesia is widely acknowledged for its significant generosity globally, rooted deeply in cultural inclinations towards charitable activities and donations. This study explores the role of visual language in humanitarian crowdfunding campaigns, focusing on the Palestine-Israel conflict, and highlights the pivotal role of machine learning, specifically AWS Rekognition and Digital Content Analysis, in enhancing these campaigns. It categorizes campaign images into classifications such as superior fundraising activities, success levels, and degrees of poverty porn, leveraging demographic factors and thematic content to enhance campaign effectiveness. The study emphasizes how machine learning facilitates strategic deployment of visual elements—such as optimized shot composition, scale variations, and naturalistic portrayals—to ethically enhance viewer empathy and perception. Insights aim to deepen understanding of machine learning’s crucial role in shaping donor behavior and campaign success, proposing future directions in refining algorithms and ethical guidelines for impactful visual representation in humanitarian contexts. Keywords: Visual Language, Humanitarian Fundraising, AWS Rekognition, Poverty Porn, Digital content Analysist.