cover
Contact Name
Intan Rizky Mutiaz
Contact Email
intanrm@itb.ac.id
Phone
+6288212348559
Journal Mail Official
deskomvisjurnal@gmail.com
Editorial Address
Jl. Lodan Raya No.2, RT.12/RW.2, Ancol, Kec. Pademangan, Jakarta Utara, Jakarta, 14430, Indonesia
Location
Kota adm. jakarta utara,
Dki jakarta
INDONESIA
Deskomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media
ISSN : 27213927     EISSN : 27213919     DOI : https://doi.org/10.38010/deskomvis
Core Subject : Art,
Deskomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media published by Asosiasi Program Studi Desain Komunikasi Visual Indonesia (Asprodi DKV). Deskomvis focused to publish high-quality articles dedicated to all aspects of the latest outstanding research reports, conceptual ideas, studies, theories, using qualitative approach in the field of Visual Communication Design, Digital Arts, and Media. Focus and scope of Deskomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media includes: Typography, Branding, Design Thinking, Visual Culture, Photography, Advertising, Film, Animation, Videography, Illustration, Nirmana, Painting, etc.
Articles 55 Documents
Preserving Balinese dance through hyperreal digital humans: A motion capture and projection mapping approach Tombak Matahari; Arya Harditya; Aras Darmawan
Deskomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media Vol. 6 No. 1 (2025): Deksomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media
Publisher : Asosiasi Program Studi Desain Komunikasi Visual Indonesia (Asprodi DKV)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38010/deskomvis.v6i1.93

Abstract

This research explores how motion capture and projection mapping technologies can be structured to preserve traditional Balinese dance while supporting creative education in higher learning. The project aimed to create a hyperreal digital human that authentically embodies traditional choreography, guided by the Balinese philosophy of Tri Hita Karana, which emphasizes harmony among the divine, humans, and nature. The production pipeline integrated students and professionals across all stages—from ideation and narrative development to technical execution—using an OptiTrack motion capture system, Blender for 3D modeling, and Unreal Engine for real-time rendering. The cleaned motion data was mapped onto a detailed 3D character representing a celestial Balinese dancer. This digital performance was then projection-mapped onto large structures during the Indonesia Bertutur 2024 festival, engaging audiences with a fusion of tradition and digital art. Results show that motion capture can retain the integrity of traditional movements, while projection mapping serves as a powerful medium for public storytelling. The collaborative model also provided students with direct exposure to industry workflows and cultural material. This study concludes that emerging media can meaningfully support cultural preservation and pedagogical innovation when implemented with respect, structure, and collaboration.
Implementasi edugame mobile untuk pembelajaran anggah ungguhin basa Bali di SD negeri 5 Mengwitani, Badung Bali I ketut Setiawan; Putu Candra Kharisma Dewi
Deskomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media Vol. 6 No. 1 (2025): Deksomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media
Publisher : Asosiasi Program Studi Desain Komunikasi Visual Indonesia (Asprodi DKV)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38010/deskomvis.v6i1.94

Abstract

The decline in students’ interest and understanding of Anggah Ungguhin Basa Bali presents a significant challenge in Balinese language learning at the elementary level. This study aims to design and implement an interactive mobile-based edugame to enhance the comprehension of fifth-grade students at SD Negeri 5 Mengwitani. The research employed a research and development (R&D) method using both qualitative and quantitative approaches. Data were collected through observation, interviews, documentation, and pre-test and post-test assessments. The results indicate a substantial improvement in students’ average scores, increasing from 40.9 in the pre-test to 91.3 in the post-test. Expert evaluations from media, content, and user perspectives also rated the edugame in the “highly feasible” category, with percentages above 90%. These findings demonstrate that mobile-based edugames are not only effective in improving learning outcomes but also play a vital role in preserving the Balinese language. The applied visual communication design successfully created a contextual, engaging, and student-friendly learning experience, making the edugame an innovative solution for teaching local content in elementary schools.
Documentary video on DJ playing techniques in the analog and digital era Farah Fauziah; Kelso Lineus; Bonifacia Bulan Aruming Tyas
Deskomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media Vol. 6 No. 1 (2025): Deksomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media
Publisher : Asosiasi Program Studi Desain Komunikasi Visual Indonesia (Asprodi DKV)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38010/deskomvis.v6i1.95

Abstract

This documentary explores the evolving techniques of Disc Jockeys (DJs) from the analog to the digital era. It addresses the shift from the intricate art of vinyl manipulation in the 1990s to the more accessible, technology-driven methods of today, such as auto-sync features on digital DJ software. The production involved comprehensive pre-production, including research, story development, and scriptwriting, followed by a multi-day production phase for A-roll, B-roll, and audio recording. Post-production focused on editing and creating supporting media. The resulting documentary effectively illustrates the differences in DJing techniques across eras, receiving positive feedback for its engaging visual and audio elements, clear messaging, and success in delivering new knowledge to its audience.
Matrix-based character design systems: Parallel principles in manga matrix and lora for neural networks Anthoni Reza Pahlevi; Alvanov Zpalanzani Mansoor
Deskomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media Vol. 6 No. 1 (2025): Deksomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media
Publisher : Asosiasi Program Studi Desain Komunikasi Visual Indonesia (Asprodi DKV)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38010/deskomvis.v6i1.96

Abstract

The integration of AI in character design lacks systematic frameworks that translate traditional visual design principles into computational parameters, creating a conceptual gap between designers' artistic intent and AI tool configuration. This research identifies four parallel principles—structural decomposition, modular recombination, granular control, and hierarchical organization—shared between Hiroyoshi Tsukamoto's Manga Matrix and Low-Rank Adaptation (LoRA), developing the first translation framework that maps visual design decisions to specific LoRA parameters. We reveal how matrix-based organizational principles create actionable pathways for designer-AI collaboration, establishing that these systems share fundamental operational mechanisms despite their distinct domains. Through literature review and comparative analysis, we examine how Manga Matrix's visual grid elements correspond to LoRA's rank values and weight distributions, establishing practical implementation guidelines for each principle. The research establishes foundational methodology for human-AI co-creation, contributing to more practical and consistent AI-assisted design workflows.
Aesthetic and cultural study of the Indoculinire logo Dwi Ramayanti
Deskomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media Vol. 6 No. 1 (2025): Deksomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media
Publisher : Asosiasi Program Studi Desain Komunikasi Visual Indonesia (Asprodi DKV)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38010/deskomvis.v6i1.97

Abstract

This study aims to examine the aesthetic and cultural values ​​of the Indoculinaire logo, which represents a brand identity that embodies Indonesian culinary heritage. The first focus of this study is design elements such as color, typography, illustration, and composition. Second, the logo's principles are simplicity, product description, effectiveness in black and white, and clarity when the logo is reduced in size. Third, the brand embodies cultural aesthetic values. The research method used was qualitative with a descriptive-interpretive approach. Data were obtained using observation, interviews, documentation, and literature studies. In practice, interviews and observations were conducted in a complementary manner. The results show that the Indoculinaire logo embodies cultural aesthetic values, with a spirit of preserving and sustaining Indonesian culinary diversity. The design elements and logo principles applied to the logo create a modern impression without eliminating cultural values. The conclusion of this study is that Indoculinaire is a brand capable of representing a modern and cultured identity. This study demonstrates that the application of cultural aesthetics in brand identity design, particularly logos, is crucial in strengthening brand values ​​based on local wisdom.