cover
Contact Name
Mita Purbasari
Contact Email
ijvcdc@binus.edu
Phone
-
Journal Mail Official
ijvcdc@binus.edu
Editorial Address
Jl. Kebon Jeruk Raya No. 27 Kebon Jeruk, Jakarta 11530
Location
Kota adm. jakarta barat,
Dki jakarta
INDONESIA
Indonesian Journal of Visual Culture, Design, and Cinema (IJVCDC)
ISSN : -     EISSN : 28291808     DOI : https://doi.org/10.21512/ijvcdc.v1i1.8195
IJVCDC (Indonesian Journal of Visual Culture, Design, and Cinema) is a national journal published in April and October hosted by the School of Design, Bina Nusantara University. IJVCDC provides a forum for lecturers, academicians, researchers, practitioners, and students to deliver and share knowledge in the form of empirical and theoretical research articles, case studies, and literature reviews. The journal invites professionals in the world of education, research, and entrepreneurship to participate in disseminating ideas, concepts, new theories, or science development in the field of Visual Communication Design, Interior Design, Animation, Fashion Design, Cinema, Movie and Film through this scientific journal.
Articles 38 Documents
Reseach on the Application of Pixel Art in Game Character Design Zufri, Tubagus; Ardani, Nurul Aqmarina
Indonesian Journal of Visual Culture, Design, and Cinema Vol. 2 No. 1 (2023): Indonesian Journal of Visual Culture, Design, and Cinema
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/ijvcdc.v2i1.8238

Abstract

This paper analyses the trend, design fundamentals, and design principles of contemporary character design from digital game. It discusses that even though the design styles of today’s digital art era are flourishing with diverse thinking and visual approach, the classic pixel art style will never go out of style. The fundamental element of artistic design in pixel art style is a single element, a pixel. Many designers prefer using the single pixel style as the fundamental element of their artistic design, which has led to the creation of various intriguing design categories. Despite the prevalent use of full high-definition 3D rendering images in contemporary digital game design, the pixelated style remains a timeless tribute to the classics with an enduring impact, given its promising development prospects. Pixelated design is now being applied to practice by more designers and artists, and it has gradually become a unique form of artistic visual expression.
Adolescent Responses to the Social Campaign Video on Kemdikbud.RI Account about Cyber-sexual Harassment Rumahorbo, Karinda Amilia; Mutiaz, Intan
Indonesian Journal of Visual Culture, Design, and Cinema Vol. 2 No. 1 (2023): Indonesian Journal of Visual Culture, Design, and Cinema
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/ijvcdc.v2i1.8239

Abstract

The primary purpose of a social campaign is to change a person's behavior or attitude regarding some social issues under the message conveyed by the communicator. It is described as persuasive communication. Furthermore, this study aimed to analyze the video content of the #GerakBersama social campaign from the cerdasberkarakter.kemdikbud.ri account about cyber sexual harassment and the audience's responses to the campaign related to awareness of this new phenomenon on social media. This study used mixed methods with data collection through in-depth interviews and surveys to obtain a thorough understanding from audiences and advertising experts regarding video advertising messages. The authors used Aristotle's theory of persuasion communication with three main pillars, namely ethos, pathos, logos, and the AISAS communication model to analyze the responses of the campaign video. These theories were processed and modified to obtain conclusions about the target audience's response to social advertisement videos regarding cyber-sexual harassment and to identify persuasive communication strategies in social campaigns as a reference for advertising professionals and academics in responding to new social problems in online media. The study results were also expected to reference further communication strategies and understanding related to persuasive communication in advertising and social campaigns.
Layout Furniture in Supporting the Visually Impaired People at the Dining Area of PSBN Wyata Guna Wasilah, Deanawati Insani; Amalia, Friska
Indonesian Journal of Visual Culture, Design, and Cinema Vol. 2 No. 1 (2023): Indonesian Journal of Visual Culture, Design, and Cinema
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/ijvcdc.v2i1.8275

Abstract

The dining room at PSBN Wyata Guna is used for visually impaired people when it's time to eat in the dining room. This room has high potential complexity and level of activity. Because of the activities that occur, the movement of visually impaired persons is essential in this dining room. But the lack of treatment in the dining room causes frequent collisions and difficulties for the visually impaired person in finding directions. Therefore, we need a stimulus that can support the movement of the visually impaired person in circulation. Through previous research, stimuli that play a high role are sound and layout. This study uses an experimental method to determine how significant the layout and sound stimuli are for visual impaired person in circulation. And it has been concluded that distance is not significant to determine the time of movement in circulation in the dining room, the most important thing for people with visual impaired person is the instructions located in the area of circulation and sound stimuli which are located at critical points. The instructions referred to can be in the form of furniture or other objects if they do not inhibit circulating movements and have a consistent distance, while sound is needed to convince persons with disabilities that their direction is correct. Furthermore, this research can be a recommendation for further research, both academics and related institutions as well as input for interior designers and architects in designing dining rooms for persons with disabilities on a small scale.
The Use of New Media in a Virtual Website Exhibition A Mild "A Space" Renzina, Yudha Delonix
Indonesian Journal of Visual Culture, Design, and Cinema Vol. 2 No. 1 (2023): Indonesian Journal of Visual Culture, Design, and Cinema
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/ijvcdc.v2i1.9909

Abstract

The Covid-19 pandemic that hit various countries has limited the public's space movement in the community. The emergence of new rules in the new normal era makes difficult for artists to perform any art performances. A MILD as one of the biggest drivers of the economy in Indonesia held a virtual exhibition called "A space" through the power of the internet network. The appearance of this new media will facilitate the artists to be able to work again and help the public to continue enjoy the art in the pandemic era. The research method that used is descriptive exploratory analysis to examine the phenomena that are happening descriptively. The purpose of this research is to provide a discourse or view to the public as a new perspective in viewing an exhibition or work of art.
Graffiti Artist’s Historiographical Writing Model “Bansky” The Man Behind The Wall” in The Perspective of Johan Joachim Wincklemann Suminto, RA Sekartaji; Carollina, Donna
Indonesian Journal of Visual Culture, Design, and Cinema Vol. 2 No. 1 (2023): Indonesian Journal of Visual Culture, Design, and Cinema
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/ijvcdc.v2i1.9933

Abstract

History writing can be understood as a way of writing, exposing, or reporting the results of historical research that has been carried out as a matter of embodiment of research reports or historical writing itself. Furthermore, historical writing became known as historiography. Before writing the historiography of graffiti artists in Indonesia, it is necessary to understand the writing model that has been done by previous historians, one of which is Johan Joachim Wincklemann. Thisarticle will use a book entitled "Bansky: The Man Behind The Wall", to then review his historical writing style with Winckelmann's historiographical writing methodology. Although Jones in his book writes about Bansky's life, when viewed from the perspective of Winckelmann's historical methodology, there are still shortcomings in the process of writing Jones in this book. Thus from this review, it can be found that to create a good historiography for the writing of the history of graffiti artists requires closeness and accuracy in observing the work and graffiti artists observed.
Disembodied Surreal Tendencies of Silent Hill the Film: Traces of Japanese Abreaction Terror Jaka Pratama, Andreas
Indonesian Journal of Visual Culture, Design, and Cinema Vol. 2 No. 2 (2023): Indonesian Journal of Visual Culture, Design, and Cinema
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/ijvcdc.v2i2.8244

Abstract

The Silent Hill live action cinema was an adaptation of a survival horror videogame title that explored the theme of loss, delusion, but also of internal conflict that leads to the ultimate self-redemption. Through the psychoanalytical reading, the surreal tendencies and symbolisms are analysed, the signs of abreaction terror sourced historically from the post-war Japan made manifest. This article looks at the possible point of origin of the surreal symbolism utilized by first the videogame iterations, then secondly the adaptation to the silver screen which may not translate into its contextually accurate adaptation. Exposing the roots of such subconscious historical trauma realizes how much the live action films made disembodiment of that spirit resulting in its failure to reach down deeper into the source material.
The Study of 'Don't Hug Me I'm Scared' Web Series Storytelling For IP Design Regarding Safe Viewing Content For Children Ilona Matakupan, Nikita
Indonesian Journal of Visual Culture, Design, and Cinema Vol. 2 No. 2 (2023): Indonesian Journal of Visual Culture, Design, and Cinema
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/ijvcdc.v2i2.9709

Abstract

In 2022 the internet was getting more advanced, and every age can use it. For a long time, the mass media has become a tool used in children's socialization. The easiest way to teach children is via the internet, specifically through child-friendly shows. The shows are usually educational, such as learning about colors, letters, numbers, social teachings, etc. They can imitate or learn the teachings they watch in everyday life. This children's content has positive and negative impacts, but one of the problems is the delivery of indecent content such as violence, pornography, or wrong teachings inserted into the spectacle. Apart from problems with YouTube's algorithm, irresponsible adults make children who watch it participate in acts of violence or are traumatized by watching it. This does not mean that all children's viewing of content is terrible, but that there needs to be discretion and initiative on the part of parents. This case could create a big scandal in the internet world. This research aims to dissect and analyze a well-known web series on YouTube, 'Don't Hug Me I'm Scared' by Joseph Pelling, Baker Terry, and Rebecca Sloan, in terms of storytelling and create an Intellectual Property (IP) to create safe content for children. One of the theories circulating about this animation is the problem of children's content being deviated due to the actions of adults and their criticism, making this series suitable as the main foundation for research.
Sensuality Representation Of Guinness Dark Beer Advertising Migotuwio, Namuri; Ika Indrayati, Refita; Wisnu Wijaya, P.G.
Indonesian Journal of Visual Culture, Design, and Cinema Vol. 2 No. 2 (2023): Indonesian Journal of Visual Culture, Design, and Cinema
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/ijvcdc.v2i2.10750

Abstract

This study examines the rhetorical meaning of "stout" dark beer advertising photos with the Guinness trademark presented with a sensuality approach. Roland Barthes' semiotics is used to reveal symbolic meaning in advertising. In addition, to explain the concept of secrecy and the psychological aspects implied in the advertisement elaborated using Lacan's psychoanalytic theory. Based on an in-depth analysis, it was concluded that the sensuality approach through bodily on Guinness dark beer advertising posters was considered in line with the spirit of the company that wanted to present an elegant, masculine impression and able to accommodate the cultural spirit of patriarchal society in Ireland and the world. In addition, the use of legs and the use of black are considered to be able to represent the history of the slave trade in Ireland and express the discourse of sensuality that developed in the country. Visualization with digital imaging techniques is a bridge to the ideological conflict between sensuality as a concept that is still considered taboo by society and advertising as a medium for commodification of Guinness products.
Art, Ideality, and Reality: A Feminist Review through Griselda Pollock's Lens Sekartaji Suminto, RA
Indonesian Journal of Visual Culture, Design, and Cinema Vol. 2 No. 2 (2023): Indonesian Journal of Visual Culture, Design, and Cinema
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/ijvcdc.v2i2.10751

Abstract

This article explores the intricate connection between art, ideality, and reality from a feminist perspective, focusing on the influential insights of Griselda Pollock, a renowned art historian, and feminist scholar. By critically analyzing Pollock's work, this study uncovers the complexities of feminism within the art realm and its intersections with idealized notions and tangible realities. The article begins by contextualizing Pollock's contributions to feminist art theory and her approach to understanding artistic practices. It highlights how Pollock challenges patriarchal frameworks and amplifies the marginalized voices of women artists. Examining the concept of ideality, the study explores how idealized standards and societal expectations shape artistic representations and their impact on gender inequalities. Pollock's lens reveals art as a powerful tool for feminist resistance, disrupting dominant ideologies and asserting diverse narratives. The investigation of reality within the feminist review uncovers the interplay between art and the material world. Pollock's perspective illuminates how art reflects and responds to women's lived experiences, addressing social, political, and cultural realities. It showcases art's potential as a platform for feminist activism, shedding light on social injustices and advocating for change. This article emphasizes the significance of Pollock's feminist lens in understanding the dynamics of art, ideality, and reality. It underscores art's transformative potential as a vehicle for feminist critique and activism, challenging gender representation and power structures. The insights contribute to feminist art theory and its relevance in contemporary discourse. It highlights the ongoing need to engage with diverse feminist perspectives to critically examine art and its relationship to broader societal issues.
Designing User Interface (UI) & User Experience (UX) Mobile Website Templates Digital Wedding Invitations Siregar, Parlindungan; Haswanto, Naomi
Indonesian Journal of Visual Culture, Design, and Cinema Vol. 2 No. 2 (2023): Indonesian Journal of Visual Culture, Design, and Cinema
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/ijvcdc.v2i2.10756

Abstract

Wedding invitations have been using the conventional way, with paper. Costs are not cheap, invitation printing takes a long time, and environmental issues in the use of paper. Wedding invitations no longer use paper media. Wedding invitations with user interface (UI) and user experience (UX) designs provide a new experience. UI/UX design is an important stage because it gives an initial impression to potential users. The design of digital wedding invitations uses a design thinking method approach which is consists of several stages, namely empathize, define, ideate, prototype, and testing. Empathize process using questionnaires and interviews. Respondents to the questionnaire were 92 people with an age range of 25 to 35 years and had a middle to upper economic level.Apart from being well educated, the respondents are active internet users. The results showed that respondents preferred the simple modern invitation design style. In the define process, users need several digital wedding invitation templates with international and traditional nuances. It is designed to be interactive, user friendly, and has features that can be customized. Furthermore, the ideation process is carried out based on the analysis of the define process, namely the design of mobile website templates for digital wedding invitations. Bride and groom are made easy with several template choices. The prototype process is carried out by getting the initial design, then testing it and doing it iteratively to get feedback from the bride and groom in order to get the digital wedding invitations that the bride and groom need.

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