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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
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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
PENGEMBANGAN DESAIN INTERAKTIF SEBAGAI EDUKASI MITIGASI BENCANA TSUNAMI BERBASIS KEARIFAN LOKAL PADA KELURAHAN BARINGIN Sumema, Sumema; Rotama, Hendra; Gusman, Taufik; Firosha, Ardian; Nissa, Wirda
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.2024.16.1.2

Abstract

Indonesia is vulnerable to tsunami disasters due to its location on the Ring of Fire. Education on tsunami mitigation is extremely important, especially in high-risk areas like Kelurahan Baringin. Local wisdom can be a valuable source of knowledge for this education. Interactive design can be an effective medium for education. The objective of this research is to develop an interactive design for tsunami mitigation education based on local wisdom in Kelurahan Baringin to increase community knowledge and preparedness. The research method will employ a qualitative approach with a design research method. Data will be collected through observation, interviews, and focus group discussions. The outcome will be an interactive design that integrates local wisdom, providing information on tsunamis, mitigation, and local wisdom. The design will be packaged in an engaging and easy-to-understand animated video.
EXPLORATION OF JELAMI TECHNIQUES USING NATURAL DYES OF TINGI WOOD (CERIOPS TAGAL) AND JASMINE (JASMINUM SAMBAC) IN ATBM SILK WEAVING FABRIC INTO ENVIRONMENTALLY FRIENDLY TEXTILES Savitri, Savitri; Damayanti, Nuning Yanti; Sunarya, Yan Yan; Widiawati, Dian
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.2024.16.1.1

Abstract

This paper discusses the results of research related to exploration and innovation in utilizing the potential of nature and environmentally friendly technology in creating textile motifs through the Jelami technique (Natural Footprint), which is a way of transferring traces of motifs and colors on fabric, using jasmine flowers as a motif builder and natural dyes of high wood as a form of color traces. This innovation is related to the rapid progress of Indonesia's textile industry, which is considered positive. Still, there are problems with environmental pollution caused by the increasing use of environmentally unfriendly materials, namely chemicals, which are very harmful to the ecosystem of human life and biodiversity. To address this issue, it is essential to anticipate potential problems by exploring alternatives in the textile industry's production process one alternative is research on the use of environmentally friendly materials. The method used is exploratory qualitative research. The initial stage is observation, literature study, and documentation, then the stage is determining jasmine flowers (Jasminum sambac) and natural dyes from high wood (Ceriobs candolleana) applied to ATBM silk fabrics through the jelami technique. The next stage is to experiment and explore the process of the jelami technique on fabrics to get a standard formulation to produce jasmine motifs that are consistent in shape and color. The stages of applying and designing motifs with jelami techniques use a craft creation approach (Gustami, 2006), namely the design, embodiment, and evaluation stages. Munsell's theory expresses color in three dimensions: taste, value and intensity. The result of the study is the novelty of jasmine motifs with natural dyes of high wood through the process of jelami techniques in the form of textiles to be applied to a variety of used objects that have high economic value and are environmental friendly
KAJIAN TRANSLASI WAYANG KULIT TRADISIONAL MENJADI FILM ANIMASI DESA TIMUN Ramadian, Muhammad Fikri; Mansoor, Alvanov Zpalanzani
Wimba : Jurnal Komunikasi Visual Vol. 16 No. 2 (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.2024.16.2.4

Abstract

Timun Village is the first wayang animated film created by Daud Nugraha. Timun Village uses an innovative technique called aniwayang which is inspired by shadow puppets. Desa Timun is unique because it translates traditional shadow puppet shows into a modern animated film. This study aims to find out how the visual translation of traditional wayang kulit into a modern animated film. This study also wants to analyze how the 12 principles of animation are applied to traditional shadow puppets. Based on the analysis, Timun Village made adjustments to the visual aspect by taking into account the existing boundaries of the wayang. By using the aniway technique, you can use various types of shots, add camera movements, and do video editing while applying almost all animation principles. In addition, by adapting animation styles from other countries, it adds a cartoonish impression to shadow puppets.
ANALISIS IDENTITAS VISUAL “YK” SEBAGAI BAGIAN DARI CITY BRANDING KOTA YOGYAKARTA Suryantoro, Davina Naja; Haswanto, Naomi
Wimba : Jurnal Komunikasi Visual Vol. 16 No. 2 (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.2024.16.2.2

Abstract

City branding is an effort to form a brand of a city with the aim of introducing and marketing the city to the target. As a city that is famous for its natural and cultural tourism, city branding is very important for the City of Yogyakarta to develop its region. This study uses qualitative methods with descriptive data analysis. The theories used are the theory of visual identity and city branding hexagon, which are used to analyze YK's visual identity, then analyze it again in terms of the variables in city branding hexagon. The results of the analysis that has been carried out show that the YK logo conveys the City of Yogyakarta's efforts to compete in the globalization era by giving a modern impression through the selected composition and typography that is different from Jogja Istimewa, but this makes YK's position unclear as a part of Jogja Istimewa. Through the city branding hexagon, it can be seen that the use of YK’s branding by the public is still minimal and it does not look optimal in several aspects due to its still short lifespan. This research is expected to be a reference for further research in building the city branding of the city of Yogyakarta.
Analisis Semiotika Properti Bali pada Latar Gim Pamali : The Hungry Witch Rheinilan, Onni Angelica Rheinilan; Mutiaz, Intan Rizky; Ratri, Dianing
Wimba : Jurnal Komunikasi Visual Vol. 16 No. 2 (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.2024.16.2.1

Abstract

Games are in demand by various groups in today's technological age. One of them is Pamali, an Indonesian horror game made by Storytale Studio. The object to be discussed is Pamali: The Hungry Witch series with a Balinese theme. The analysis in this study focuses on the visual of Balinese properties in the setting of the game which are part of the visual element. Visual elements are the most influential elements in connecting players with the game. The main focus is the visual of Balinese properties in the setting of the game. The purpose of this study is to assess whether the relationship between denotative signs and connotative visual of the properties in the setting in the game Pamali: The Hungry Witch is related or not to myths or culture in Bali. The Balinese properties in the setting are examined using Roland Barthes's semiotic approach. This study uses a qualitative descriptive analysis method. The results of the study reveal that there is a relationship between the relation of signs on the properties in the game setting with myths or culture in Bali. Myths in the game are reinforced by myths in Bali, bringing the game's setting closer to reality. Keywords: Visual of the Properties, Denotative, Connotative, Myth, Bali
THE EFFECT OF USING VIRTUAL REALITY-BASED 360° VIDEO TECHNIQUES IN TOURISM PROMOTION ON THE PERCEPTION OF VISITING INTEREST Fitriati, Trimalda Nur; Fajriyah, Siti Zahrotul; Firman, Reza Ramadani; Sujana, Naura Zahra; Shafiq, Muhammad Syahran; Fadillah, Vinnie Ahmad
Wimba : Jurnal Komunikasi Visual Vol. 16 No. 2 (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.2024.16.2.5

Abstract

Virtual Reality (VR) telah berkembang menjadi teknologi yang digunakan dalam industri pariwisata untuk menyediakan pengalaman wisata virtual, dan memberikan pengalaman “try before you buy” kepada wisatawan. Penelitian ini bertujuan untuk menguji pengaruh penggunaan teknik video 360° berbasis VR pada promosi pariwisata terhadap persepsi minat berkunjung. Pengumpulan data menggunakan metode kuantitatif-eksperimen melalui kuesioner berskala likert, kemudian dianalisis menggunakan program SPSS dan teori familiaritas pada minat berkunjung milik Sharifpour et al.,(2014) dan ​​Tan & Wu (2016). Subjek penelitian ini merupakan generasi milenial dan Gen Z, yang menjadi mayoritas wisatawan domestik di Indonesia. Objek penelitian ini berupa video “Bandung 360 Virtual Tour” yang bersumber dari kanal Youtube milik KEMENPAREKRAF. Dalam video tersebut menampilkan keindahan wisata alam Situ Patenggang. Hasil dari penilitian ini diperoleh bahwa variabel visual (X1) dan audio (X2) berpengaruh terhadap persepsi minat berkunjung (Y).
Membangun Empati Remaja terhadap Korban Bullying melalui Komik Digital Firdaus, Anisah; Sutrisno, Arif; Wardani, Nuril Kusuma
Wimba : Jurnal Komunikasi Visual Vol. 16 No. 2 (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.2024.16.2.6

Abstract

Bullying is a repeated act of physical or psychological harm that causes victims to feel oppressed, powerless, and even traumatized. This issue remains prevalent among adolescents, as indicated by KPAI data. This study aims to provide education while raising awareness and empathy among adolescents toward bullying victims through digital comics published on Webtoon, a popular platform in Indonesia. The research employs the ADDIE method (Analysis, Design, Development, Implementation, and Evaluation). The result of this study is a digital comic titled Rough, a drama and angst-themed series consisting of five episodes. The story portrays the struggles of the main character as a bullying victim and conveys educational messages through its narrative. Expert validation in media and content resulted in scores of 93.66% and 94%, respectively. A trial involving 30 tenth-grade students at SMA Negeri 8 Malang achieved an average score of 89.64%, proving that Rough is an effective educational medium for fostering adolescent empathy toward bullying victims.
A Study of Visual–Verbal Relations in Children’s Picture Book "Ibu di Mana?" Arviana, Roswita Nerrisa; Putri, Kintani
Wimba : Jurnal Komunikasi Visual Vol. 16 No. 2 (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.2024.16.2.3

Abstract

Children’s picture books are an effective medium to introduce early learning about self-protection in public spaces. This is crucial because such spaces, including markets and shopping centers, while stimulating children’s curiosity, may also pose safety risks. This study aims to examine the visual-verbal relations in the children’s picture book “Ibu di Mana?” (“Where is Mom?”) and to explore how the interplay between text and illustration can support children’s safety literacy. The research employs a descriptive qualitative approach through observation and literature review, analyzed using Ferdinand de Saussure’s semiotic theory and the picture-text relationship framework of Nikolajeva & Scott. The findings indicate that variations in visual-verbal relations create layers of meaning that enrich the narrative and highlight the role of illustrations as both independent conveyors of meaning and complements to the text, underscoring the importance of understanding text-image relations in the design of children’s picture books.