cover
Contact Name
Benny Muhdaliha
Contact Email
benny.muhdaliha@budiluhur.ac.id
Phone
+628562691690
Journal Mail Official
kartala@budiluhur.ac.id
Editorial Address
http://jurnal.budiluhur.ac.id/index.php/kartala/about/editorialTeam
Location
Kota adm. jakarta selatan,
Dki jakarta
INDONESIA
Kartala Visual Studies
ISSN : -     EISSN : 28090411     DOI : 10.36080/kvs.v2i1.5
Fokus dan Cakupan Kartala Visual Studies merupakan publikasi untuk pertukaran informasi dan pengetahuan Desain Komunikasi Visual. Cakupan jurnal meliputi studi yang mendukung pengembangan keilmuan desain grafis, animasi, game, media digital, seni rupa, dan budaya visual. Proses Peninjauan Sejawat Kebijakan proses peninjauan sejawat (peer review process) jurnal Kartala Visual Studies adalah: Setiap naskah yang masuk akan diperiksa menggunakan web anti plagiarisme,Turnitin. Setiap naskah yang masuk akan melalui proses peninjauan (review). Proses peninjauan menggunakan metode double-blind review. Dalam proses peninjauan, mitra peninjau (reviewer) akan memberikan pertimbangan terkait dengan kebaruan, dampak ilmiah, simpulan dan referensi yang digunakan. Keputusan peninjau akan menjadi pertimbangan editor untuk menentukan status naskah, yaitu: Menerima naskah Naskah perlu direvisi Naskah perlu ditinjau ulang Mengirimkan naskah ke jurnal lain Menolak naskah Naskah dapat ditolak untuk publikasi karena beberapa alasan, yaitu: Naskah tidak sesuai dengan cakupan jurnal Naskah tidak mengikuti aturan penulisan karya ilmiah atau pedoman penulisan jurnal Kesalahan fatal dalam metodologi Penulis menolak saran perbaikan yang diberikan oleh peninjau tanpa alasan yang bisa diterima Naskah terindikasi plagiarisme dengan tingkat kesamaan lebih dari 20% Kebijakan Akses Terbuka Jurnal ini memberikan akses terbuka pada kontennya atas dasar keterbukaan akses terhadap hasil riset bagi publik dapat mendukung pertukaran pengetahuan global yang lebih baik. Pengarsipan Jurnal ini menggunakan sistem LOCKSS untuk menciptakan sistem pengarsipan terdistribusi antara perpustakaan yang terlibat dan mengizinkan perpustakaan tersebut untuk membuat arsip permanen untuk tujuan preservasi dan restorasi. Penyaringan Plagiarisme Naskah yang dikirimkan pada Kartala Visual Studies akan disaring secara otomatis menggunakan Turnitin. Naskah yang mengandung unsur plagiarisme yang besar (termasuk plagiasi karya sendiri) akan ditolak secara otomatis. Etika Publikasi Etika Publikasi dan Pernyataan Malpraktik Kartala Visual Studies berupaya untuk menjadi platform peninjauan sejawat dan sumber informasi yang autoritatif. Kami mempublikasikan naskah riset, meninjau naskah, dan studi kasus yang berfokus pada keilmuan Desain Komunikasi Visual dan topik yang terkait yang belum pernah dipublikasikan sebelumnya. Pernyataan berikut mengklarifikasi etika dari semua pihak yang terlibat dalam proses penerbitan artikel dalam jurnal ini, termasuk penulis, editor, peninjau, dan penerbit (Universitas Budi Luhur). Pernyataan ini berlandaskan pada COPE’s Best Practice Guidelines for Journal Editors. Kewajiban Penulis Standar Pelaporan: Penulis harus menyajikan riset original yang akurat dan diskusi objektif mengenai signifikansinya. Peneliti harus menyajikan hasil studinya secara jujur tanpa rekayasa, pemalsuan, dan manipulasi. Naskah harus mengandung detail dan referensi yang memadai agar dapat direplikasi oleh penulis lainnya. Pemalsuan atau kesengajaan dalam mencantumkan pernyataan yang tidak akurat merupakan perilaku tidak etis dan tidak dapat diterima. Naskah harus mengikuti panduan penulisan jurnal. Orisinalitas dan Plagiarisme: Penulis harus memastikan bahwa mereka menulis naskah yang original secara menyeluruh. Naskah tidak dapat dikirimkan pada lebih dari satu publikasi kecuali para editor memiliki perjanjian penerbitan bersama. Publikasi terdahulu yang relevan, baik dari penulis lain ataupun karya penulis naskah, harus diakui dan dikutip secara benar. Literatur primer harus dikutip jika memungkinkan. Pernyataan original yang diambil dari publikasi lain oleh penulis lain harus ditulis dalam tanda kutip dan dengan pengutipan yang benar. Publikasi Redundan dan Bersamaan: Penulis tidak dapat mengirimkan naskah yang sama pada lebih dari satu jurnal secara bersamaan. Penulis juga diharapkan untuk tidak menerbitkan naskah redundan atau naskah yang mendeskripsikan penelitian yang sama pada lebih dari satu jurnal. Mengirimkan naskah pada lebih dari satu jurnal secara bersamaan merupakan perilaku tidak etis dan tidak dapat diterima. Apabila terdapat lebih dari satu publikasi yang berasal dari penelitian yang sama, maka perlu diidentifikasi secara jelas dan publikasi primer harus dikutip. Pengutipan Sumber: Penulis harus mengakui seluruh sumber data yang digunakan dalam penelitian dan mengutip publikasi yang berpengaruh pada naskah. Pengakuan terhadap karya ilmiah lain harus selalu dilakukan. Kepemilikan Naskah: Kepemilikan publikasi riset harus mencerminkan kontribusi individual terhadap penelitian dan penulisannya. Kepemilikan naskah harus dibatasi pada penulis yang berkontribusi signifikan pada perumusan konsep, desain, eksekusi atau interpretasi hasil studi. Pihak lain yang memberikan kontribusi signifikan harus ditulis sebagai co-author. Penulis harus memastikan bahwa para penulis telah melihat dan setuju dengan naskah yang dikirimkan dan mencantumkan nama-namanya. Pemberitahuan dan Konflik Kepentingan: Semua penulis harus menyatakan segala bentuk kepentingan finansial atau konflik substantif lainnya yang dapat mempengaruhi hasil atau interpretasi penelitian dalam naskahnya. Semua sumber finansial dalam proyek penelitian harus dicantumkan dalam naskah. Kesalahan Fundamental dalam Karya Terbitan: Apabila penulis menemukan kesalahan atau ketidakakuratan yang signifikan pada naskah yang dikirimkan, maka penulis harus segera memberitahukan editor jurnal atau penerbit dan bekerjasama dengan editor untuk menarik atau memperbaiki naskah. Bahaya dan Subjek Penelitian Hewan dan Manusia: Penulis harus mengidentifikasi dengan jelas dalam naskahnya apabila penelitiannya melibatkan zat kimia, prosedur, atau peralatan yang mengandung bahaya tak lazim pada penggunaannya. Kewajiban Editor: Kerahasiaan: Informasi terkait naskah yang dikirimkan penulis harus dirahasiakan dan diperlakukan sebagai informasi berharga. Naskah tidak boleh diperlihatkan atau didiskusikan dengan pihak lain kecuali seizin penulis. Pengakuan Sumber: Peninjau harus memastikan bahwa memastikan bahwa penulis telah mengakui semua sumber data yang digunakan dalam penelitian. Peninjau harus mengidentifikasi karya terbitan yang relevan yang belum dikutip oleh penulis. Setiap pernyataan bahwa observasi, derivasi, atau argumen telah dilaporkan sebelumnya harus disertai dengan kutipan yang relevan. Peninjau harus segera memberitahu jurnal jika mereka menemukan penyimpangan, kekhawatiran tentang aspek etika pekerjaan, menyadari kesamaan substansial antara naskah dan penyerahan bersamaan ke jurnal lain atau artikel yang diterbitkan, atau menduga bahwa kesalahan mungkin telah terjadi. Selama penelitian atau penulisan dan penyerahan naskah; peninjau harus merahasiakan dan tidak menyelidiki secara pribadi lebih lanjut kecuali jurnal meminta informasi atau saran lebih lanjut. Standar Objektivitas: Tinjauan naskah yang diserahkan harus dilakukan secara objektif dan peninjau harus mengungkapkan pandangan mereka dengan jelas dengan argumen pendukung. Peninjau harus mengikuti instruksi jurnal tentang umpan balik spesifik yang diperlukan dari mereka dan, kecuali ada alasan untuk tidak melakukannya. Peninjau harus konstruktif dalam ulasan mereka dan memberikan umpan balik yang akan membantu penulis untuk memperbaiki naskah mereka. Peninjau harus memperjelas penyelidikan tambahan yang disarankan yang penting untuk mendukung klaim yang dibuat dalam naskah yang sedang dipertimbangkan dan mana yang hanya akan memperkuat atau memperluas pekerjaan Pemberitahuan dan Konflik Kepentingan: Informasi atau ide istimewa yang diperoleh melalui tinjauan sejawat harus dirahasiakan dan tidak digunakan untuk keuntungan pribadi. Peninjau tidak boleh mempertimbangkan manuskrip ketika mereka memiliki konflik kepentingan yang dihasilkan dari persaingan, kerja sama, atau hubungan lain dengan penulis, perusahaan, atau institusi mana pun yang terkait dengan naskah. Dalam kasus double-blind review, jika mereka mencurigai identitas penulis, informasikan pada jurnal jika hal ini menimbulkan potensi konflik kepentingan. Ketepatan: Peninjau harus merespon dalam kerangka waktu yang masuk akal. Peninjau hanya setuju untuk meninjau naskah jika mereka yakin bahwa mereka dapat mengembalikan ulasan dalam kerangka waktu yang diusulkan atau disepakati bersama, segera memberitahu jurnal jika memerlukan perpanjangan. Ketika peninjau merasa tidak mungkin menyelesaikan tinjauan naskah dalam waktu yang ditentukan maka informasi ini harus disampaikan kepada editor, agar naskah dapat dikirim ke peninjau lain.
Articles 49 Documents
ZINE SEBAGAI REPRESENTASI BUDAYA PERKOTAAN DI JAKARTA Purnama Putra, Dhika
Kartala Vol 1 No 2 (2022): Mei 2022
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1123.185 KB) | DOI: 10.36080/kvs.v1i2.84

Abstract

The study of zines as a representation of urban culture is seen from the application of its layout design. Zines in the context of urban culture have a complex relationship with the social dynamics of humans and their groups. As a product of today's subculture, Zine adapts to a particular segmentation based on the values espoused by zine makers and their communities. Zines will always evolve following their parent culture born from a particular subculture community. In the absence of standard rules regarding the format and practice, Zine will always develop following the dynamism of the subcutaneous urban community. This research is qualitative descriptive research with a layout design analysis approach which is then done reading the context and discussing the visual content of zines and seeing the meaning contained using Roland Barthes theory of visual semiotics. With this analysis, the study tried to un urban culture through Zines in cultural studies. The problem to be solved in this paper is how urban culture affects layout design in Zines as a representation of urban culture. In this study it was revealed that the relationship of cities and Zines is interrelated in the process of forming and forming. Cities can form Zines and vice versa. The study looked at Zines as a representation of urban culture.
MEDIA EDUKASI DIABETES MELITUS BERBASIS MOTION GRAPHIC Marthana Yusa, I Made; Suarya Putra, I Nyoman Agus; Ayu Anggraini, Sintia
Kartala Vol 1 No 2 (2022): Mei 2022
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (648.003 KB) | DOI: 10.36080/kvs.v1i2.85

Abstract

This article reveals the process of designing motion graphic-based educational media that conveys important things that the audience must discovered regarding the prevention and medical treatment procedure of diabetes melitus. Data regarding the need for media formats, diabetes melitus, models and communication approaches were collected by means of observation, documentation, interviews, literature study and documentation in the preliminary design or pre-production process. Based on the content analysis and the need for media formats, it was decided that educational media was realized in motion graphic format with an emphasis on visual communication approach, especially to put forward the iconic aspects to achieve effective understanding of information. This motion graphic-based educational media was tested at the Rumah Sakit Angkatan Darat Tk.II Udayana. The test results reveal that educational media has a success rate of 80% in terms of motion graphics and content quality, and 100% in audio quality, so it is recommended for distribution.
ESTETIKA VIRTUAL DALAM GAME 3D “DREADEYE VR”: (PENDEKATAN MDA FRAMEWORK) Misky, Fatma; Widyananda Putra, Ricky
Kartala Vol 1 No 2 (2022): Mei 2022
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (584.724 KB) | DOI: 10.36080/kvs.v1i2.86

Abstract

Indonesia is very rich in myths that exist in society, the wealth of myths found in the archipelago is illustrated by the many community stories that are still found today. One example is the myth about Indonesian ghosts and their various frightening forms. Fear arises from human ignorance of something and develops into a wild fantasy in humans, until finally it can be accepted by human logic. This can be seen from the many kinds of entertainment media that take the theme of horror, one of the media currently used is video games. One of the games from Indonesia that has developed this virtual aesthetic using 3D visualization technology is the game studio Digital Happines from Bandung, with the game title Dreadeye VR. This game is a Virtual reality game where to play it requires a VR device. With the concept of Virtual reality, this game provides deeper interactivity for users to explore real spaces in the virtual world. Virtual reality brings a new experience for users to continue to enjoy objects in the game, even if they do not make direct contact. This can lead to being carried away to bring new meaning to each individual. So the problem of this research is, how the Dreadeye VR game presents virtual aesthetics for the players and the purpose of this research is to find out the factors that form virtual aesthetics in the Dreadeye VR game. The methodology of this research is qualitative, while the approach and theory used is MDA (Mechanic, Dynamic, Aesthetic), the MDA approach describes each interrelated component such as mechanics, dynamics, and aesthetics. Mechanics explain programming and game rules, dynamics describe interactive games and playing experiences, aesthetics describe the sensations felt when interacting with games.
PERANCANGAN INFOGRAFIS “KENALAN DULU YUK DENGAN INDUSTRI 4.0” SEBAGAI MEDIA INFORMASI KONDISI DUNIA KERJA KEPADA PELAJAR OLEH KEMENTERIAN PERINDUSTRIAN Cempaka, Gilang
Kartala Vol 1 No 2 (2022): Mei 2022
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1852.522 KB) | DOI: 10.36080/kvs.v1i2.87

Abstract

Digital technology today has become integral aspect in our daily life. This advanced technology, which also called industry 4.0, disrupt how things work in almost everything in life, such as how we do our jobs. Some jobs have become irrelevant, but new kinds of jobs also emerge as the technology continues to grow. These new jobs required a new set of skills to master, so new workforce candidates could survive and thrive. But in fact many Indonesian worker still don’t have those digital skills, nor able use it to help them to do their job. One of the important aspects that led to this problem is that the students were under informed and lacked a socialization program about today’s world of work. Therefore, to answer this concerns, author and Ministry of Industry of Indonesia, as a government stakeholder responsible of preparing workforces with high competencies in industry4.0 sectors, create program to inform high school students regarding to this world of work condition in industry 4.0 ages topic through infographics, as well as to do a socialization campaign to spread out the informations even further. Hopefully with this infographics and socialization campaign, high school students as new workforce candidate will have awareness and knowledge about this phenomenon, and they will be able to make an informed decision to wisely choose their career path.
Perancangan Ambient Media sebagai Media Kampanye Pencegahan Pelecehan Seksual di Lingkungan Kampus Tommi
Kartala Vol 2 No 2 (2023): Juni 2023
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (820.049 KB) | DOI: 10.36080/kvs.v2i2.90

Abstract

The phenomenon of sexual violence and harassment can happen anywhere and by anyone. This phenomenon often occurs also in educated environments, one of which is the campus. Ideally the place is the safest place to gain knowledge for students. So that further education is needed about this phenomenon through social campaigns on campus. To prevent future incidents, an effective solution involves using ambient media in elevators for social campaigns addressing violence and sexual harassment on campus. By utilizing this medium, the messages can be conveyed quickly and clearly to students, raising awareness and helping prevent such acts in the campus environment.
PERANCANGAN ANIMASI 2D EDUKASI MENGENAI VIRUS OMICRON DESAIN KOMUNIKASI VISUAL Adji Wicaksono, Reuben
Kartala Vol 2 No 2 (2023): Juni 2023
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1321.691 KB) | DOI: 10.36080/kvs.v2i2.91

Abstract

Currently, there are still many people who still lack knowledge about the omicron virus in terms of how it works and how to prevent it so that it can be detrimental to many people who still lack knowledge of the omicron virus. With that, I will create a 2d animation that is educational in nature about the omicron virus. With the existence of social media, in terms of learning or educating many people, it is possible to make education more effective and efficient. Based on the results of the data that has been collected, this asks about what we already know about Omicron from the way it works, the appearance of Omicron from a variant of the Corona virus that has mutated into the newest virus and can also stop all protection from the vaccine that we make. Based on the results of the data that has been collected, this asks about what we already know about Omicron from the way it works, the appearance of Omicron from a variant of the Corona virus that has mutated into the newest virus and can also stop all protection from the vaccine that we make.
PERANCANGAN ILUSTRASI NOVEL “AKU ANAK BROKEN HOME” KARYA DENNIS CHRISTOPHER Rinaldi, Rana Syakirah; Ruslan, Arief
Kartala Vol 2 No 2 (2023): Juni 2023
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (351.397 KB) | DOI: 10.36080/kvs.v2i2.93

Abstract

Reading a novel book isn’t that hard, because it’s light reading and neat reading flow make it’s easy to understand. This paper explain how an illustration could be a media support for a novel book. According to interview with a novelist, Dennis Christopher himself that he needs an illustration as a story reinforcement for a novel he wrote named “ I’m A Broken Home Kids”. This novel book is about how it feels to be a broken home kids, in this novel book Dennis want something different from his previous books, he wanted to add an illustration for each story in this book. According to Dennis himself visualization is very important, adding an illustration in each page can touch audience emotions and also strengthen the content of the story. therefore the creator finally made an illustration for each sheet of Dennis’s novel book named “ I’m A Broken Home Kids”.
RETORIKA VISUAL IKLAN SOSIAL MEDIA KOLABORASI VINDES DAN RANS ENTERTAINMENT DALAM ACARA TIBA-TIBA TENIS Widyanira, Shelyn; Zpalanzani Mansoor, Alvanov; Satria, Firmanda
Kartala Vol 2 No 2 (2023): Juni 2023
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (673.667 KB) | DOI: 10.36080/kvs.v2i2.95

Abstract

Marketing strategy is a fundamental element for companies and media to introduce events to their target consumers. Collaboration is a widely used marketing strategy in the entertainment industry, where parties come together to generate integrated creativity and synergy. The advertisements in the Tiba-Tiba Tenis campaign, created by VINDES in partnership with RANS Entertainment on social media, exemplify collaboration in advertising and marketing. Tiba-Tiba Tenis, organized by VINDES in 2022 as part of the VINDES Sport segment, represents the implementation of Visual Communication Design, specifically in conveying persuasive messages through visual media to stakeholders. Through content analysis and the visual rhetoric theories of Sonja K Foss, Hesford, and Brueggemann, this research examines the photography and videography of the campaign using observation techniques and literature review. The findings demonstrate that the presented content not only promotes the event but also serves as educational media about tennis for VINDES and RANS Entertainment fans. The content showcases visual rhetoric that extends beyond design elements or images, incorporating cultural elements and the meanings conveyed by the visual artwork.
ANALISIS DESKRIPTIF STRATEGI DIVERSIFIKASI PRODUK PADA AKUN MEDIA SOSIAL @INDOMUSIKGRAM Tenri Nahla, Mevlied
Kartala Vol 3 No 1 (2024): Januari 2024
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/kvs.v3i1.126

Abstract

Product diversification is an effort to create new products with the aim of developing a business. This research describes the horizontal product diversification strategy carried out by the Instagram account @indomusikgram as the largest Instagram music community in Indonesia. This research is a descriptive qualitative research. The research method used is an open interview method. Data analysis carried out includes data presentation and drawing conclusions. The results of this study indicate that the @Indomusikgram account diversifies content in the form of 1) Re-uploading music videos, 2) #IMGNews, 3) Memes, 4) Events, and 5) Competitions/Challenges. Since @indomusikgram has been supervised by PT. BAKAT KREASI MUSIK DAN VISUAL (Indomusik Group), product diversification includes broader services such as 1) Media network, 2) Media production, 3) Intellectual Property, 4) Talent network, 5) Event network, and 6) Commerce Network . Based on these data, the @indomusikgram account under PT. BAKAT KREASI MUSIK DAN VISUAL is diversifying horizontally to accommodate services in the music industry with a similar target market, namely people who have an interest and involvement in the music industry in Indonesia.
PERANCANGAN APLIKASI PEMAINAN “BISINDOKU”SEBAGAI MEDIA KOMUNIKASI PENGENALAN BAHASA ISYARAT Duwi Saputra, Lana; Widyananda Putra, Ricky
Kartala Vol 3 No 1 (2024): Januari 2024
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/kvs.v3i1.127

Abstract

Indonesian Sign Language (BISINDO) is a non-verbal communication system used by the deaf and speech impaired community in Indonesia. In recent years, the use of technology has grown rapidly, including the use of technology in education in the form of alternative media for educational games. The problem encountered in this creation was in the form of communication patterns that were less effective for the community towards deaf and speech impaired friends. This creation aims to teach the importance of Indonesian Sign Language (BISINDO) as a form of communication pattern with deaf and speech impaired friends. This study uses a theory UI & UX design. Meanwhile, the creation method uses field observations, literature studies and interviews with informants. Designing this game, the results obtained from its creation are contributing to expanding understanding of the potential for using BISINDO as a means of communication in the realization of educational games. It is hoped that the creation of the BISINDO game can inspire game developers, especially educators, to consider and implement Indonesian Sign Language in the development of inclusive educational games.