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 152 Documents
Kajian Gaya Hipster dalam Logo Sarah Sofia S. Putri; Alvanov Zpalanzani Mansoor; Naomi Haswanto
Wimba : Jurnal Komunikasi Visual Vol. 5 No. 2 (2013)
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 (1290.588 KB) | DOI: 10.5614/jkvw.2013.5.2.7

Abstract

Hipster logo is popular through online interaction among designers. The theme hipster which refers to modernizing old stuffs is becoming a trending logo design style in 2012. Through structural analysis on 12 confirmed logos as hipster logo, this study will depict the significant graphic elements of hipster logo. This study is conducted to identify what makes a logo called hipster logo. This study will also explain the reasons of certain graphic elements works as iconic visual elements of hipster logo. Through structural analysis, this study finds that circular shape, X symbol or X composition of icons, monogram colors, and sans serif type lettermarks are the basic ingredients in making hipster logo. Those graphic elements then added with certain icons such as triangle, 'estimated' or similar texts, and several images which represent activities or things in 1800s will create a perfect hipster logo. But in the end, it is not the trend or style hype which makes a logo will be remembered, but the shared value between company and its logo is.
Borobudur Story Relief, A Silent Visual Narration Primadi Tabrani
Wimba : Jurnal Komunikasi Visual Vol. 5 No. 1 (2013)
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 (934.919 KB) | DOI: 10.5614/jkvw.2013.5.1.1

Abstract

Our research team found out that prehistory, primitive, traditional and children drawings havenearly the "same" visual language. It uses a different system of drawing then ours. We call these drawings as the 'Introductory' phase of drawing history. Their visuals have its 'grammar', so like in word language, visual language can tell stories. Both have time dimension needed for telling stories. So drawings from the 'introductory' phase are one picture that tells a story. This is one picture silent sequence that can have some scenes, without grids, without texts. This is in tune with Einstein General Relativity Theory (1916), which state that time and space cannot be separated, it is one entity. For a plane Einstein named it STP (Space "“ Time "“ Plane). In tune with it, this writer calls this 'new' system of drawing as the STP system of drawing. It has several modes, as: the Pradaksina, most characteristic view, multiple view, multiple time and place, twin, layers, film scene, X ray, make larger, make smaller, no perspective, no frame, no zoom ins/outs, etc. The onlookers can 'read' their pictures, because the artist and the onlookers use the same visual language. It is not a 'dead' still picture like a photo without time dimension, it is a 'living' still picture, which have time dimension.
Kreativitas Kode Visual Golek Asep Sunandar Sunarya dalam Media TV Irfansyah Irfansyah; Priyanto Sunarto
Wimba : Jurnal Komunikasi Visual Vol. 5 No. 1 (2013)
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 (697.943 KB) | DOI: 10.5614/jkvw.2013.5.1.2

Abstract

'Golek' show is a typical Sundanese art that had been built for generations by the convention (golek as a puppet made from wood that can moved). Convention as the reference in the performance golek set to 'standar' or 'tetekon'. Standard be 'rules' or 'code' in the making and golek play. Previously, the golek show was held in open spaces and performed at night until early morning. Nowdays, staged golek becomes shorter only take place within 2-3 hours. Since the television media increasingly showing its existence; and as well as the emergence of other entertainment stage such as 'dangdut', pop music, 'Malay orchestra', or 'solo organ'.In such condition, there was emergence of Golek Stage by Asep Sunarya. He creates breakthoughs by designing many tricks in his wayang-golek show: character smoking, dancing 'jaipongan', doing material arts pencak silat, or spewing noodle. Asep's wayang golek-performance can regain the attention of the people (mosly Sundanese). On the top of that, Asep style becoming new inspiration for other dalang. The evolving of Asep's golek show, then attracted television industry. At this point, the show becoming more entertaintment than before. In television, golek show perform new encoding, like advertizing code, interaactive broadcasting code, and digital visual effect code.The aim of this study is to reveal the convertion of traditional-golek visual code to modern-television visual-code. The methodologies used are structural visual code, and also ethnometodologi approach. Ethnometodologi method used observation's in-depth interview, and unstructural interview upon selective omnicient informants.
Perancangan Game Puzzle sebagai Media Pembelajaran Aksara Sunda untuk Remaja Rendra M. Ridwan; Alvanov Zpalanzani Mansoor; Ifa S. Mustikadara
Wimba : Jurnal Komunikasi Visual Vol. 5 No. 1 (2013)
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 (1356.895 KB) | DOI: 10.5614/jkvw.2013.5.1.3

Abstract

Sunda ethnic group have their own writing system, but because of various events in Indonesia, Sunda script is no longer used. After three centuries, West Java government and Sundanese scholars try to re-introduce the script. But teenagers, as one of potential target for Sundanese script socialization, have limited time learning this script in school, while there is also limited learning media for this script outside the school. To give teenagers a better interaction with Sundanese script, such as seeing, memorizing and writing, there is a need of instructional media for Sundanese script, outside the school. One of the media that can be used for learning purposes is game. Apart from the long history, game also known for the entertainment aspect and have a good impact for learning environment such as learning strategy findings, problem solving capability and intelectual, visual and motoric capability. With the possibilities to combine Sundanese script learning and game, this research designed to create entertaining learning media for students and broader audience, in attractive and fun alphabet learning process, outside the school environment. The Sundanese script game is designed using action research, compiling data from literature review about learning system, educational game, and Sundanese script. Data also contain expert interview about Sundanese script topic. After the required data is processed, learning system that is going to be used is rote learning, while the design frameworks used is intrinsic motivation for instructional environment. Research output is composed with rote learning sytem and puzzle genre, with the consideration of many implementation of language learning using this genre. There is wide range possibilty to using different learning method and different gameplay for the same purpose. This research able to be adapted for other Indonesia traditional writing system such as Batak, Java and other syllabic writing system.
Perancangan Aplikasi (App) Buku Digital Sri Pohaci untuk Anak Pra-Sekolah: Pengenalan Sembilan Tanaman Pangan Pokok Citra Remi; Priyanto Sunarto; Riama Maslan
Wimba : Jurnal Komunikasi Visual Vol. 5 No. 1 (2013)
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 (755.765 KB) | DOI: 10.5614/jkvw.2013.5.1.4

Abstract

Folktales need to be modified and packaged in a variety of media to preserve classic literature. The myth of Sundanese goddess of rice, Sri Pohaci is modified to fit the current context, without changing the basic structure of the story. As the story told, Sri Pohaci incarnated into nine plants. These plants are modified to nine consumptive plants, to support diversification of food consumption program through the story of Sri Pohaci, intended for pre-school children. The pre-design phase for this research applies qualitative methodology based on action research. The e-book application (app) design utilizes digital storytelling method, combined with touch-screen technology to enable interactive animated features. The concept of storytelling through narration, visual, audio and interactivity can increase the sensation of two-way interaction to encourage children's comprehension and enjoyment of storybook.
Analisa Karakteristik Visual dan Strategi Visual Iklan Wall Painting: Studi Kasus Iklan Wall Painting Empat Operator Telekomunikasi Nasional Gema Arifrahara; Naomi Haswanto; Deddy Wahjudi
Wimba : Jurnal Komunikasi Visual Vol. 5 No. 1 (2013)
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 (1098.593 KB) | DOI: 10.5614/jkvw.2013.5.1.5

Abstract

Advertising billboards is outdoor media conventional, but currently there are phenomena advertising by utilizing wall house or store in a public hall in town. Utilization wall as advertisement media is approach alternative against outdoor advertising at the research is done. The purpose of this research is to know about development advertising wall painting based on characteristic and strategies the visuals on the media. Method research used writer is descriptive analysis in finding and develop object research with the adoption of data via process interview observation and a questionnaire interview structure. Parameters research reviewed based on aspects characteristic visual contained in object radiotelegraphy; tataletak, color, logo, typography, texture, and graphics groundswell. Aspect strategy visual radiotelegraphy; visualization coquet; attached in memory, strengthen trust, maintain attention, and form Attached in memory, strengthen trust, maintain attention, and forming association. Characteristic of visual and strategy visual advertising wall painting show the form visualizations simple. Logo and color is most important element make advertising now that can work effective. Notch advertising wall painting in the series of processes of communication advertising is as an advertisement amplifier and reminder that becomes a fastener of the series a promotion is there.
Kajian Interaksi dan Persepsi Visual pada Game Cut The Rope dan Angry Birds untuk Mengetahui Challenge Based Immersion Elizabeth Elizabeth; Intan Rizky Mutiaz; Imam Santosa
Wimba : Jurnal Komunikasi Visual Vol. 5 No. 1 (2013)
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 (1013.92 KB) | DOI: 10.5614/jkvw.2013.5.1.6

Abstract

Technological progress supports the development of digital game, so that, through people's lifestyle that relies more and more on wireless devices, games become mobile, easy to access, likable and popular. Accordingly, the purpose of this study is to find the relation between games and its players in regards to the communication process and interactive pattern that exist in Cut The Rope and Angry Birds as mobile physics game.This research is an explorative field analysis that uses Creswell case study divided into literature study, case identification, primary data collection and interpretation as the synthesis of the whole. The result of this research is focused on the visual perception and interaction between players and two researched objects.The result shows that visual element, game play, puzzle-like character and sound effect are the most influential aspects of the games since they are considered suitable to the condition and the ability of the casual game players. Besides that, it is known that visual perception is a representation of the function of a common-theme-object with its interpretation that fits the context in a game. Therefore, visual interaction between the players and the researched games are based on four crucial factors: theme, game play, physics movement and simplified presentations of the visual elements. Through the perceptive process, similar kind of games would create a bonding, called challenge based immersion experience, in which this involvement demands the players to understand rules of the games. Such interaction is not influenced by playing time duration and usually does not cause an addiction to the games. Hence, it is clear that the concept of a mobile game has to be understandable through the games' highly comprehensible way, rules, and purpose.This research is mostly focused on the study of the visual aspect of a mobile game, so others still have the chance to do deeply study of the other three crucial aspects of the mobile game: game play, puzzle-like character, and sound effect.
Kajian Proses Adaptasi Narasi Visual "Scott Pilgrim Vs The World" dari Komik Menjadi Film Sophia Purbasari; Alvanov Zpalanzani Mansoor; Acep I. Saidi
Wimba : Jurnal Komunikasi Visual Vol. 5 No. 1 (2013)
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 (1114.166 KB) | DOI: 10.5614/jkvw.2013.5.1.7

Abstract

Film and comic are visual narrative media which emphasize visual elements in delivering its message towards its audiences. Although both media emphasize similar elements, but in comic adaptation movies, there are several changes in visual narrative structure. The research object, Scott Pilgrim VS The World is analyzed through structural adaptation analysis in order to understand the specific aspects of structural changes. The changes are analyzed especially from four elements of visual narrative aspects from both media, which are narration, layout, image, and sound. The overall adaptation processes in Scott Pilgrim VS The World are emphasized in pictorial sequence changes which heavily influenced other visual structure elements. The visual sequence compression in adapting the story from comic to movie while maintaining the story essence is the fundamental adaptation process.
Identitas dan Karakter Budaya Lokal pada Kemasan Makanan Oleh-Oleh Nina Nurviana; Priyanto Sunarto; Achmad Syarief
Wimba : Jurnal Komunikasi Visual Vol. 4 No. 2 (2012)
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 (2835.669 KB) | DOI: 10.5614/jkvw.2012.4.2.1

Abstract

"Oleh-oleh"has become an important thing to buy. "Oleh-oleh" package with prominent characteristic of the local culture can be found in a small number of "oleh-oleh" shops or stalls. This characteristic might be hard to find in other areas. Nowadays, the number of such packaging is still limited. With its various cultures, Indonesia should have become a great source of inspiration to develop packaging design"oleh-oleh". This background triggered the idea that "oleh-oleh" packaging design has great potential to be developed. Such "oleh-oleh" packaging can be considered to have a unique position for several reasons. In addition to its design, its existence in the area of tourism activities and cultural environment has been continually living side by side with the identity where it is marketed. "Oleh-oleh" packaging will be deeply assessed by using a combination method of qualitative and quantitative approaches. Qualitative approach is used to identify the physical and graphic of it. The theory underlining this study is a packaging design theory and theories related to the form of culture. To identify the character of the packaging, theory associated with uniqueness, exotics and emotions are employed. Making use of questionnaire, consumer perceptions of the design are collated. To identify the average opinion of the respondents, a quantitative approach with Semantic Differential assessment method is adopted. The study of the food "oleh-oleh" packaging which can be useful source in design planning, shows that: (1) form, materials and how to package are the aspects influencing the construction of the package; (2) cultural context viewed at the packaging is cultural context seen as exotics, nostalgic experience, visual experience, (3) recognition from consumers is needed to show evidence of physical experience to the place visited and the desire to collect (4) aspects of culture on the packaging can be considered as an opportunity to increase sales; (5) the efforts of food manufacturers in decorating the package is considered quite successful in highlighting the uniqueness and the attractiveness of the appearance.
Konsep Plesetan sebagai "Visual Pun" Lokal pada Media Promosi Luar Ruang Usaha Kuliner Masyarakat Yogyakarta Sudjadi Tjipto; Imam Santosa; Naomi Haswanto
Wimba : Jurnal Komunikasi Visual Vol. 4 No. 2 (2012)
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 (3852.832 KB) | DOI: 10.5614/jkvw.2012.4.2.2

Abstract

In Yogyakarta form of humor in communicating called the (language) plesetan. Interesting phenomenon occurs when plesetan that was originally a lingua franca is then used as an advertising concept culinary business. Actors’ culinary business with the help of graphic design utilizing digital printing technology in producing a media campaign with the concept of a plesetan. The research methods used in this study play purely descriptive phenomenology methodology pioneered by Edmund Husserl. Data was collected through field observations by documenting the work of the media campaign culinary business in Yogyakarta and surrounding areas. Interviews were conducted to reveal the informant lived experience of a first person perspective. With this method are expected to be found in the explanation of the concept of Javanese plesetan culture. Then also sought various forms of plesetan in the media and the promotion of outdoor culinary business in Yogyakarta. From the initial observations that have been made assumed plesetan performed by the high level of culinary competition. Found an interesting proof of the theory that good plesetan will continue spoofed.

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