cover
Contact Name
Wayong
Contact Email
jeskovsia@asia.ac.id
Phone
+6281331899389
Journal Mail Official
jeskovsia@asia.ac.id
Editorial Address
Jl. Soekarno Hatta, Rembuksari 1A, Kota Malang, Jawa Timur, Indonesia.
Location
Kota malang,
Jawa timur
INDONESIA
Jeskovsia (Jurnal Desain Komunikasi Visual Asia)
ISSN : 25808753     EISSN : 25974300     DOI : https://doi.org/10.32815/jeskovsia
Core Subject : Art,
Published by Institute for Research and Community Service (Lembaga Penelitian dan Pengabdian Kepada Masyarakat / LP2M) of INSTITUT TEKNOLOGI DAN BISNIS ASIA MALANG as a periodical publication that provides information and analysis on the science of Visual Communication Design.
Articles 108 Documents
Narasi Tragis Dalam Manga : Sebuah Kajian Estetika Aristotelian Terhadap Komik 5 Centimeters per Second: Sebuah Kajian Estetika Aristotelian Terhadap Komik 5 Centimeters per Second Aditya Nirwana; Evelyne Afriliana Gultom
Jurnal Desain Komunikasi Visual Asia Vol 2 No 2 (2019): Volume 2 Nomor 2 (5)
Publisher : Lembaga Penelitian Pengembangan dan Pengabdian Kepada Masyarakat STMIK Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jeskovsia.v2i2.320

Abstract

Comics, or in Indonesian, are often referred to as cergam (cerita bergambar), later they have found urgency in the science of art and literature as sequential art, whose existence can be appreciated both in art and literature. This study will highlight literary aspects or ideoplastic aspects of 5 Centimeters per Second, especially in flow and character . The purpose of this study is to reveal or explain how the tragedy was revealed in 5 Centimeters per Second. In achieving these objectives, the theorization in this study was done deductively to answer the research questions. The theory used to explain the problem is the concept of Aristoteles's Tragedy, which relates to his work Poetics as a work of classical Greek philosophy. With an explanation of the flow and the order of comics that have advantages in two respects (visual and literary technical achievements), the results of this study are expected to be a consideration in making comics. The results of this study can be concluded that the manga is present by imitating objects, events, actions, and character in a moral category that is better than humans or the world in general. In addition, in this manga story, almost all the characters (or 'actors' in Aristoteles's terminology) are aware of how to act, they really know but don't do it, eventually sinking into a puddle of suffering. According to Aristoteles, a tragic story like this is the worst.
Perancangan Corporate Identity Sebagai Media Promosi Untuk Museum Panji didit prasetyo nugroho
Jurnal Desain Komunikasi Visual Asia Vol 2 No 2 (2019): Volume 2 Nomor 2 (5)
Publisher : Lembaga Penelitian Pengembangan dan Pengabdian Kepada Masyarakat STMIK Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jeskovsia.v2i2.321

Abstract

The story of Panji is a native culture of Javanese society that has spread to foreign countries. The human values in the Panji stories are an integral part of Javanese culture. The Panji Museum which is a place to preserve and maintain that the Panji culture is not lost to the times will soon be ready to be opened to the general public. However, the Panji Museum currently does not have a visual identity to introduce and promote its existence. The purpose of this study was to design a visual identity design from Panji Museum in the form of corporate identity as a promotional medium. It is hoped that this research can produce corporate identity designs in the form of logos, museum catalogs, museum merchandise, posters and booklets that are in accordance with the characteristics of the Panji Museum.
Kreasi Cerita Bergambar Berbasis Budaya Lokal Malang Habiby Rahmadianto
Jurnal Desain Komunikasi Visual Asia Vol 3 No 1 (2019): Volume 3 Nomor 1 (5)
Publisher : Lembaga Penelitian Pengembangan dan Pengabdian Kepada Masyarakat STMIK Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jeskovsia.v2i2.322

Abstract

Cerita bergambar merupakan salah satu cara untuk menarik perhatian anak. Cerita bergambar menarik buat anak karena dengan gambar anak melihat berbagai hal yang dilihatnya. Melalui cerita bergambar anak bisa mengembangkan imajinasi mereka. Dari imajinasi atau fantasi anak akan muncul ide-ide baru sesuai dengan imajinasi anak. Dari dunia imajinasi anak, anak akan mempraktekkan apa yang ada dipikiran mereka. Banyaknya anak-anak yang belum mengenal Budaya Lokal Malang Salah satunya yang terkenal adalah Wayang Topeng Malang, namun kini semakin terkikis oleh kesenian modern. Penelitian ini merupakan penelitian pengembangan untuk menyusun produk media pembelajaran Budaya Lokal Malang. Oleh sebab itu perlu dikembangkannya media yang memperkenalkan Budaya Lokal Malang.
Perancangan Motion Graphics Asal Usul Sepur Kluthuk Jaladara Tegar Andito
Jurnal Desain Komunikasi Visual Asia Vol 3 No 1 (2019): Volume 3 Nomor 1 (5)
Publisher : Lembaga Penelitian Pengembangan dan Pengabdian Kepada Masyarakat STMIK Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jeskovsia.v3i1.323

Abstract

Sepur Kluthuk Jaladara adalah salah satu daya tarik pariwisata yang relatif baru di kota Surakarta. Wahana wisata ini adalah sebuah rangkaian kereta api yang ditarik lokomotif uap C1218 yang melewati jalur st. Purwosari - st. Solo Kota (PWS-SLK). Lokomotif C1218 dan jalur di antara stasiun Purwosari dan Solo Kota/Sangkrah ini sebenarnya masing-masing memiliki latar belakang cerita menarik tersendiri. Cerita-cerita ini berpotensi menjadi daya tarik tersendiri yang menjadikannya nilai lebih bagi wahana wisata ini. Saat ini belum ada yang pernah merangkai dan mengekspos latar belakang cerita tersebut menjadi sebuah cerita utuh. Ada beberapa cara untuk menyampaikan cerita ini agar mampu memberikan ketertarikan secara maksimal kepada audiens. Salah satunya adalah dengan merancang audio visual berwujud motion graphics.
Konsistensi Identitas Visual: Kajian Visual Branding Media Publikasi Borobudur Muh Ariffudin Islam
Jurnal Desain Komunikasi Visual Asia Vol 2 No 2 (2019): Volume 2 Nomor 2 (5)
Publisher : Lembaga Penelitian Pengembangan dan Pengabdian Kepada Masyarakat STMIK Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jeskovsia.v2i2.329

Abstract

ABSTRACT Many entities still do not understand the importance of consistently using graphic elements. In the absence of consistency between media, it will create an "impression" of a gap within a brand, so that the media does not seem to support each other. Borobudur, which is one of the largest tourist assets in Indonesia, certainly has its own charm from domestic and foreign tourists. Along with the development of information technology, the carrying capacity of tourism continues to be improved and developed, one of which is publication media. So much Borobudur publication media, makes it interesting to study. This study aims to determine the constants and variables of design in the media used for the interests of Borobudur branding identity. These objectives will be achieved by a descriptive-analysis path that is based on qualitative methods. The effort that is done is by describing the visual variable to find out the reality of the actual sign. Some examples of publication media used as object of analysis can show the consistency level of publication media used by Borobudur managers. The existence of a visual consistency gap shown in each media can weaken Borobudur's brand identity from the perspective of society. Keywords: branding, design, identity, consistency, visual
Perancangan Video Company Profile Universitas Nurul Jadid dengan Teknik Motion Graphic Sebagai Media Promosi Nicholaus Wayong Kabelen; Saifullah Al Maslul
Jurnal Desain Komunikasi Visual Asia Vol 4 No 1 (2020): Jeskovsia 4.1
Publisher : Lembaga Penelitian Pengembangan dan Pengabdian Kepada Masyarakat STMIK Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jeskovsia.v4i1.357

Abstract

Universitas Nurul Jadid (UNUJA) merupakan salah satu Perguruan Tinggi yang berada di naungan Yayasan Pondok Pesantren Nurul Jadid Paiton. UNUJA merupakan Perguruan Tinggi yang mengampu lima Fakultas, yaitu Fakultas Agama Islam, Fakultas Teknik, Fakultas Kesehatan, Fakultas Sosial dan Humaniora dan Program Pasca Parjana. Namun, masyarakat Paiton - Probolinggo dan wilayah tapal kuda pada umumnya masih banyak yang belum mengetahui seputar UNUJA, akibat kurangnya informasi seputar UNUJA. Untuk dapat memberikan informasi yang tepat kepada masyarakat UNUJA perlu memiliki media promosi yang lebih Inovatif dari media promosi sebelumnya. Media promosi yang digunakan saat ini oleh UNUJA yaitu berupa brosur, Website, serta kunjungan ke sekolah-sekolah oleh tim marketing UNUJA dalam mempromosikannya. Solusi dari masalah di atas penulis berinisiatif membuat video company profile UNUJA dengan teknik motion graphic, sebagai media promosi yang baru di UNUJA, Tujuannya untuk meningkatkan kualitas media promosi yang sebelumnya. Isi dari video company profile disesuaikan dengan hasil data penelitian, yaitu dari gedung kampus, program studi, prestasi, beasiswa, unit kegiatan mahasiswa, kerja sama Internaional dan fasilitas. Hasil dari video tersebut dijadikan sebagai media promosi UNUJA, Video ini diharapkan dapat membantu tim marketing UNUJA dalam mensosialisasikan kampus UNUJA kepada masyarakat umum dan hasil dari kuisioner yang telah penulis buat (30 responden dengan 7 pertanyaan) adalah 78 persen menilai (baik), sehingga video tersebut layak dijadikan media promosi UNUJA.
Perancangan Perancangan In Store Media Sebagai Inovasi Media Promosi Couple Distro Adita Ayu Kusumasari
Jurnal Desain Komunikasi Visual Asia Vol 3 No 1 (2019): Volume 3 Nomor 1 (5)
Publisher : Lembaga Penelitian Pengembangan dan Pengabdian Kepada Masyarakat STMIK Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jeskovsia.v3i1.368

Abstract

The development of the fashion business is currently experiencing rapid development. This was marked by profileration of innovative and quality fashion products and a variety of loyal fashion followers. A paradigm shifts towards the function of clothing occurs, clothing function does not only to cover and protect the body, but as a reflection of personality, lifestyle, and social status. This has a broad impact on the fashion industry in Indonesia, especially distros. The word distro stands for various kinds of fashion products. Couple Distro is on of the distro located in Malang City. The TOWS method is used to analyze data that has been collected and will be used as a concept for design. The purpose of this study was to design t-shir hang tags, hang tag accessories, shirt hangers, business cards, sales notes, packagin boxes, stuffler, shopping bags, flyers, flyer dispensers, pins, mini banners, x banners, poster in stores, in store catalog, store assistant uniform, cashier table design, room fittings, window display, interior display, and exterior tabel
Perancangan Multimedia Interaktif Tentang Kesenian Jaranan Turangga Yaksa Sebagai Media Pembelajaran Di SDN 3 Pringapus Kabupaten Trenggalek abdulloh eizzi irsyada; nerin sulistiani; faldi hendrawan
Jurnal Desain Komunikasi Visual Asia Vol 1 No 2 (2018): Volume 1 Nomor 2 (5)
Publisher : Lembaga Penelitian Pengembangan dan Pengabdian Kepada Masyarakat STMIK Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jeskovsia.v1i2.375

Abstract

Understanding of regional culture needs to be owned by everyone from an early age. At SDN 3 Pringapus studied the art of jaranan Turangga Yaksa to introduce his students. But the learning process is only fixed on the book and the lack of interactive factors, so that students' interest in learning decreases. With the development of information technology, efforts to increase children's learning interest can be done with various media, one of which is using interactive media. Therefore designed an interactive multimedia using multimedia processing software. The character used is the character of the child complete with jaranan clothes with a cheerful face, the dominant color is green, and the basic colors and text are simple so that it is easy to read to understand the material conveyed by students. After the process is complete, then testing the effectiveness of the product by distributing questionnaires. The results obtained in the study through the distribution of questionnaires that have been conducted at SDN III Pringapus in Dongko sub-district, Trenggalek district, can be concluded that 93% of the learning media are said to be effective.
Perancangan Video Infografis Bahaya Merokok untuk Anak SD Menggunakan Teknik Motion Graphics Nira Rusanti; Nindi Oktaviani; Faldi Hendrawan; Widya Adhariyanty Rahayu
Jurnal Desain Komunikasi Visual Asia Vol 1 No 2 (2018): Volume 1 Nomor 2 (5)
Publisher : Lembaga Penelitian Pengembangan dan Pengabdian Kepada Masyarakat STMIK Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jeskovsia.v1i2.376

Abstract

Health is one important aspect in human’s life. Nowadays, there are many disease that attack many people caused by bacteria, not only that bad habit and unhealthy lifestyle of human being also caused it. Smoking is one of unhealthy lifestyle. Moreover, smoking can give a horrible disease because cigarette contains of dangerous chemicals. If many children and teenagers have been started for being a smoker in their young age, there will be some bad impact that happen to them. Therefore, to prevent someone for being smoker, it will be better to use a media. One of the media that can be used is info graphic video. Additionally, there were two ways to gather the data for making an info graphic video, those are interview and literature review. In design process, the researcher tried to make the children in Elementary School interested and understood the video easily by making the illustration, animation with the language and image that were easy for them. Besides, by giving motion graphics technique in this video, it would be interesting for them. Info graphic video is one of visual communication media that consisted of some information and ideas about something that affected the children to get some responses. Info graphic video were made by busing some visual aesthetic elements such as images, colors, audio, and typography to make the video more interesting. In addition, it needed a software, Adobe After Effect, to make those visual aesthetic elements in order all of the components could be integrated each other’s. The researcher expected the info graphic video about smoking made the children in Elementary School understood about the video and gave a good response. On the other hand, from the result of questionnaire that was given to the children in Elementary School, the researcher got 75%. It means that the info graphic video was good for the children in Elementary School and it could be published as an educative media for Elementary School about the dangerous of smoking.
Perancangan Video Interaktif Profil Tim Arema Cronus 2016 Nicholaus Wayong Kabelen; Ramadhani Pratama Putra; Faldi Hendrawan; Widya Adhariyanty Rahayu
Jurnal Desain Komunikasi Visual Asia Vol 1 No 2 (2018): Volume 1 Nomor 2 (5)
Publisher : Lembaga Penelitian Pengembangan dan Pengabdian Kepada Masyarakat STMIK Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jeskovsia.v1i2.377

Abstract

Football is a sport that is very popular throughout the world, including in Indonesia. Arema Cronus is one of the Indonesian football team which is professionally managed and has big amount of fans. The lack of in-depth information about the profile of the team, coaches and players of Arema Cronus make the fans get a little trouble in finding such information. Designing interactive video is selected to facilitate the search for profile information of Arema Cronus team as well as the latest breakthrough in the delivery of information in the form of interactive video through a web portal Youtube. To support the completion of the study used several methodologies namely literature review conducted by reading a book to learn the theory of shooting to the editing process. Interviews methodology with sources to get the correct information. Observations by direct observation when Arema Cronus held a practice or game. Methods of documentation is used to collect data such as photos or videos. Several stages of the production process those are the object taking photos or video, editing photos, creating layouts with CorelDraw, using Adobe Premiere video editing and uploading videos to Youtube portal. The conclusion of this discussion was to design interactive video as a introduction media of the Arema Cronus profile displayed interface to make it easy to understand, accessible everywhere and everytime. For the future, the design is suggested to have interactive video in the offline version.

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