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INDONESIA
DeKaVe
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Core Subject : Humanities, Art,
Jurnal "dekave" diterbitkan oleh Program studi Desain Komunikasi Visual Fakultas Seni Rupa FSR, Institut Seni Indonesia Yogyakarta sebagai media publikasi ilmiah berupa karya penelitian maupun rancangan dalam bidang komunikasi visual, yang mencakup: bahasa rupa, budaya visual, desain grafis, multi media, dan lain-lain.
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Articles 214 Documents
CRAFTMANSHIP DALAM PENCIPTAAN POSTER FILM FIKSI ILMIAH “TENGKORAK” Yusron Fuadi
DeKaVe Vol 13, No 1 (2020): Jurnal DeKaVe Vol. 13 No. 1 2020
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (701.927 KB) | DOI: 10.24821/dkv.v1i1.3872

Abstract

PERANCANGAN KOMUNIKASI VISUAL GUNA MEMBERI EDUKASI BAGI REMAJA PECANDU MOBILE ONLINE GAMES HERNANDA, LAMBANG
DeKaVe Vol 1, No 1 (2020): Jurnal DeKaVe Vol. 1 No. 1 2020
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/dkv.v1i1.3294

Abstract

The rapid development of science and technology brings changes in all walks of life. Human creativity is growing so as to encourage the acquisition of new findings in the field of technology that is used as a means of improving the welfare of humanity. One product of human creativity is an online game. As a media, internet games are very influential on the human mind which is absorbed through the two senses, namely seeing and hearing.Online gaming is a new lifestyle for some people in every age group. In the perspective of sociology, people who make online games opium, tend to be egocentric and put forward individualism. This is dangerous for the social life of the individual, they naturally move away from the surrounding environment and it is possible to marginalize themselves so that they assume that their life is in cyberspace and their social environment is only where they play the game. From the problems above, we need a solution that is expected to reduce, manage the level of addiction to mobile online games for adolescent behavior. This design is expected to be able to contribute to the prevention and management of mobile online games addiction for teenagers so that the future of the nation's next generation is more qualified.
Tubuh-Tubuh dalam Perayaan Analisis Wacana kritis foto Pertandingan Sepak Bola Tim Nasional Indonesia Pada Piala AFF U-22 2019 di Media Sosial Instagram Daru Tunggul Aji
DeKaVe Vol 13, No 1 (2020): Jurnal DeKaVe Vol. 13 No. 1 2020
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (503.676 KB) | DOI: 10.24821/dkv.v1i1.3868

Abstract

Optimalisasi Pesan Dalam Buku Edukasi Pasien Diabetes Melitus Melalui Komunikasi Visual Tegar Andito; Martanty Aditya
DeKaVe Vol 12, No 2 (2019): Jurnal DeKaVe Vol. 12 No. 2 2019
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/dkv.v12i2.3180

Abstract

The limited number of healthcare personels affects failure on theraphy. In diabetes mellitus patients accellerates complication risks of micro or macrovascular so constant monitoring must be done. Most diabetes mellitus victims begins their diseases at age 45 or older which their cognitive abilities degrade but education is important for diabetes patients. Most healthcare personels educate their patients verbally. With cognitive abilities degradation of diabetes patients,  verbal communication becomes less effective. To overcome this communication problem, the best way is to communicate with less verbally but more visually. Visual communication in this case becomes an effective communication alternative to deliver educational messages which is easier to understand and minimize communication bias. This booklet design hopefully overcomes existing communication barrier in order to improves life quality of patients.
PERANCANGAN IKLAN LAYANAN MASYARAKAT BAHAYA CYBERCRIME DALAM BENTUK MOTION GRAPHIC Ekoprabowo, Raihan Widi
DeKaVe Vol 1, No 1 (2020): Jurnal DeKaVe Vol. 1 No. 1 2020
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/dkv.v1i1.3610

Abstract

. Motion Graphic is a trendy audio visual media to inform nowadays.With the massive technology growth people are addicted to internet.Everybody is able to use internet start with kids and until elderly are able to use internet.Because of that some of villain take the advantages from it,they use internet for robbing people without making any physical contact to the victim.So the design of this public advertise is to give warn message to all people that using internet to be warn from cybercrime.
CRAFTMANSHIP DALAM PENCIPTAAN POSTER FILM FIKSI ILMIAH “TENGKORAK” Fuadi, Yusron
DeKaVe Vol 1, No 1 (2020): Jurnal DeKaVe Vol. 1 No. 1 2020
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/dkv.v1i1.3597

Abstract

Science fiction is a rare film genre in Indonesia. Indonesian audience do watches science fiction in cinema, but Indonesian production house seems to be less than eager to make as such. Tengkorak is an independent science fiction designed with all the good intention to break those genre barrier.Film poster is a compulsory byproduct of a feature film. It was made to market the film and to be placed mainly in cinema. The nature of independent production of Tengkorak made it impossible to simply put popular face of a-list Indonesian actors. The inspiration of Tengkorak, which is 1980s science fiction, open up an opportuniy to explore design possibilities, to make it distinctive and memorable.
Perancangan Iklan Instastory Daily Sebagai Pesan Bijak Berkendara Di Jalan Raya Diptya Aristo Sahisnu
DeKaVe Vol 13, No 1 (2020): Jurnal DeKaVe Vol. 13 No. 1 2020
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (914.17 KB) | DOI: 10.24821/dkv.v1i1.3869

Abstract

KAJIAN POST-KOLONIALISME PADA MEDIA DALAM-RUANG DI JOGJA CITY MALL Fatia Nurilmi Magistra
DeKaVe Vol 12, No 2 (2019): Jurnal DeKaVe Vol. 12 No. 2 2019
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/dkv.v12i2.3024

Abstract

Media in non-Wester country has tendency to use various Western element as effect of culture system in which West is seen as the centre of culture. This manifests in various visual media in Indonesia, a country formed by ex-colonised archipelago of the Dutch, including in mal, a place designed to sell goods and services. This research attempts to observe visual indoor media in Jogja City Mall from post-colonial perspective, a perspective that studies the relation between powers, and see whether post-colonialism in the form of mimicry and hybridity forms there. Manifestation will be measured by how far the post-colonial effect exists and the reason why. Visual indoor media will be researched using case study, or more precisely cross-case study, a method chosen for the plentiful of the research population of indoor media in a mall. The research then shows that mimicry happened in indoor media and that it manifested because of the media’s context, or the mall as consumptive location, as where the media was placed.  
KONSTRUKSI FOTO PERTANDINGAN SEPAK BOLA TIM NASIONAL INDONESIA PADA PIALA AFF U-22 2019 DI MEDIA SOSIAL INSTAGRAM Aji, Daru Tunggul
DeKaVe Vol 1, No 1 (2020): Jurnal DeKaVe Vol. 1 No. 1 2020
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/dkv.v1i1.3508

Abstract

Penelitian ini membahas bagaimana fotografi bukan saja digunakan sebagai penyampai pesan dan gagasan, namun aspek visual dalam fotografi banyak diberdayakan dalam ragam kepentingan, dari isu-isu sosial, politik hingga kebutuhan reklame. Pada tanggal 26 Februari 2019, tim nasional Indonesia U22 berlaga di partai final melawan Thailand U22 kejuaran AFF. Banyak foto-foto yang bermunculan di media sosial Instagram. Melalui tanda pagar piala AFF U22 (#pialaaffu22) peneliti mencoba menelusuri dan melakukan kategorisasi terhadap kemunculan foto-foto pada tanggal tersebut. Dalam pengumpulan data, didapatkan sebanyak 504 unggahan dengan material foto, dan 134 unggahan berupa video.Setelah melalui proses reduksi data, materi visual  mengarah pada tiga hal, yakni Modifikasi Foto Marinus Manewar, Foto yang diberdayakan menjadi material iklan, dan Menyoal persoalan tubuh dalam pertandingan. Melalui metode analisis wacana kritis model Norman Faiclough, penelitian ini berusaha membedah fenomena fotografis dan bagaimana masyarakat virtual memproduksi, mengonsumsi dan bahkan melakukan konstruksi realitas fotografis
Kajian Intertekstualitas Sampul Album 'Viva La Vida' dari Coldplay Brian Alvin Hananto
DeKaVe Vol 12, No 2 (2019): Jurnal DeKaVe Vol. 12 No. 2 2019
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/dkv.v12i2.3327

Abstract

Every design objects had meanings that borrowed their meanings from other texts. This understanding comes from the notion of intertextuality, in which this notion isn’t absent from graphic design. This article will discuss about the design of Coldplay’s 2008 ‘Viva La Vida’ album cover design. The study for the design will be done in two ways, in a formalistic manner which elaborates the design and visual elements of the design, and also in a contextual manner which discusses the meanings that come from external texts. The study is approached with a qualitative perspective, using the artifact analysis and literature review method. The result of the study is the conclusion that ‘Viva La Vida’ had borrowed references from other popular texts that enriches the value of the design. The author hoped that this writing can open up new perspective on how to see graphic design objects.

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