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 62 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.
Utilizing interactive art installation and generative quizzes to promote Kawa Daun among generation Z Sucihawa, Putriratu; Matahari, Tombak; Putri, Arum Githa
Deskomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media Vol. 6 No. 2 (2025): Deskomvis: 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.v6i2.123

Abstract

Kawa Daun, a traditional beverage from West Sumatra that made from roasted coffee leaf extracts, is an important cultural product but is now less popular, particularly among Generation Z. This research examines whether interactive art installations, together with generative quizzes and storytelling, can be a means to promote Kawa Daun among young generations. To address these objectives, the study focuses on these research questions: (1) How might an interactive installation be designed to engage Generation Z in spreading Kawa Daun?  (2) How can an interactive art installation use storytelling to promote Kawa Daun and connect with Generation Z's cultural and personal values? This research uses a design thinking approach to develop an installation where the intersectionality between generative quizzes and visual storytelling can communicate the cultural significance surrounding Kawa Daun. A trial was conducted for 56 participants, showing that the installation was successful in engaging the participants effectively, who were encouraged by the quizzes to know more about the cultural heritage of Kawa Daun. The conclusion is that interactive installations can efficiently bridge pre-existing cultural traditions between today's culture to ensure Kawa Daun's longevity for generations to come.
The role of producer in fostering creativity in Child Star Soemarno, Janice Stefani; Ihwanny, Rista
Deskomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media Vol. 6 No. 2 (2025): Deskomvis: 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.v6i2.125

Abstract

This study offers a fresh perspective on the role of the film producer by examining the creative dimensions of their work, an aspect that remains underexplored in film and animation studies, particularly within the Indonesian context. The research addresses the problem of how film production is often perceived primarily as a managerial or logistical process, rather than as a creative practice. The study aims to investigate to what extent film production can be considered a creative endeavor and how such creativity is expressed in practice. To achieve these objectives, the research examines the role of the producer in fostering creativity during the idea and story development as well as the pre-production stages of the short-animated film Child Star, produced by ONN Studio in Tangerang, Indonesia. This study employs a qualitative phenomenological approach, using direct observation, FGD, and reflective analysis to capture the lived experiences of the producer as a creative agent within the animation production process. The findings reveal that the producer’s role extends beyond financial and organizational responsibilities to include creative decision-making, narrative development, and mediation between artistic vision and production constraints. The study concludes that film production, particularly in independent animation contexts, constitutes a creative practice in which the producer plays a crucial role in shaping the final work. This research contributes to the limited scholarship on Indonesian animation and expands discussions on creative labor in animation production.
The application of visual metaphor in designing environment for short animation Lost Steps Gho, Jessica Meriani; Kusumawardhani, Mega Iranti
Deskomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media Vol. 6 No. 2 (2025): Deskomvis: 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.v6i2.126

Abstract

Animation as an art medium comprises many important elements, including the environment. The environment is used to visualize the condition, background, time, location, culture, mood, and atmosphere of certain aspects of animation. Environment design is crucial in creating ‘realistic’ animation; realistic in terms that it is believable through the viewer’s perspective. This article aims to explain the design process of environmental aspects in the “Lost Steps” short animation. “Lost Steps” tells the story of Rahel, a grieving young woman, who lost her steps in the painting world because of her grandmother’s death. This movie focuses on how Rahel goes through her grief to release the emotional baggage that’s eating into her life. The purpose of this paper is to elucidate the importance of good interior environment design in order to convey emotions through visuals. In order to explain all of these, the writer decided to use an embodied visual metaphor. This paper uses qualitative analysis techniques in its writing to discuss the environmental aspects of the movie. The result achieved through this paper is that visual metaphor is used in terms of creating layers of meaning, while mise-en-scène is applied through the use of property set, asset design, color, and lighting to visualize these layers of meaning.
A Peircean semiotic analysis of international poster design: Study of Petra Christian University and Sophia University Dabi-Dabi, Karina Anggi; Natadjaja, Listia; Maer, Bernadette Dian Arini
Deskomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media Vol. 6 No. 2 (2025): Deskomvis: 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.v6i2.128

Abstract

Posters are a form of visual communication that conveys information to the audience. This study analyzes the design of each three international activity posters from Petra Christian University (Indonesia) and Sophia University (Japan) using Peirce's semiotic theory, by dividing signs into icons, indices, and symbols to reveal the meaning of the visual components used. The visual components (signs) observed consisted of dots, lines, shapes, colors, textures, spaces, images, illustrations, typography, and layouts found in each poster. The results of the analysis show that Petra Christian University displays diverse visual components and global collaboration, while Sophia University reflects Japanese culture and local identity. Through the points of difference and similarity that have been explained, Petra Christian University and Sophia University demonstrate consistency in their designs and have very different design characteristics. This research provides insight into how meaning is formed in poster design through a semiotic approach, as well as the importance of understanding the cultural context in visual communication between countries.
Infographics as a visual communication tool in sports: The representation of the Indonesian national team on Okezone.com in June 2025 Masyhudi, Imamul; Prasetyo, Martinus Eko
Deskomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media Vol. 6 No. 2 (2025): Deskomvis: 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.v6i2.131

Abstract

Infographics have become one of the most important journalistic products in online media, especially for young readers who prefer visually rich and concise content. However, infographics are still often perceived merely as tools for presenting data, whereas they contain narratives, visual choices, and symbolism that can influence public emotions and perceptions. The urgency of this research arises from the fact that infographics depicting national representation often shape public perception subtly yet significantly. This study aims to analyze the role of infographics in sports journalism, focusing on infographics published by Okezone.com about the Indonesian National Team (Timnas Indonesia). Timnas holds a privileged position as a national symbol of pride, making its representation in infographics particularly important. The study employs visual content analysis with a descriptive qualitative approach, using seven infographics about Timnas Indonesia published in June 2025. The findings show that infographics do not merely present data and visuals; they also construct narratives and produce meanings for the public. Elements such as the red-white color palette, the Garuda emblem, player photographs, and statistical figures are combined to build the image of the national team. In both pre-match contexts and post-match reporting, the visuals convey optimism and heroism. These findings affirm that infographics play a crucial role in shaping perception and strengthening national identity on the international stage, while also contributing to visual journalism studies and editorial practices in producing more responsible and meaningful visual content.