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Sistem Identifikasi Geografis & Budaya melalui Aplikasi Grafis pada Gerbang Tol Iman Sudjudi; Alvanov Zpalanzani Mansoor; Lies Neni BUDIARTI; Sari Hatmawarti
Wimba : Jurnal Komunikasi Visual Vol. 1 No. 2 (2009)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (714.116 KB) | DOI: 10.5614/jkvw.2009.1.2.6

Abstract

Gerbang adalah sebuah titik peralihan dari 2 kondisi, situasi, atau wilayah yang berbeda, sebuah pintu yang menghubungkan 2 wilayah yang dibatasi oleh pembatas baik itu berupa pagar, dinding atau sesuatu yang membedakan antara satu dengan yang lain. Dalam kasus Gerbang tol milik PT. Jasa Marga, gerbang disini adalah pintu keluar-masuk dari dan ke suatu wilayah yang memiliki perbedaan geografis atau bahkan perbedaan budaya. Bagaimana keilmuan desain komunikasi visual dapat mewadahi sebuah sistem informasi identifikasi budaya dan geografis dari wilayah-wilayah yang dihubungkannya melalui aplikasi komunikasi visual sebagai bentuk kolaborasi antar ilmu pada elemen lingkungan binaan khususnya gerbang jalan tol di Indonesia.
Manga: Invisible Cultural 'Imperialism' Through Popular Medium Hafiz Aziz Ahmad; Alvanov Zpalanzani Mansoor
Wimba : Jurnal Komunikasi Visual Vol. 1 No. 1 (2009)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2057.99 KB) | DOI: 10.5614/jkvw.2009.1.1.4

Abstract

The medium of comics is mostly known as popular culture medium, kids’ stuff with their spandex superheroes, often sneered and looked down. However, through its long history, comics had proven to be contagious and influential medium toward the society, but unfortunately in the negative side. In United States of America (USA), the anti-comics movement led by Dr. Frederick Wertham accused that comics had bad and dangerous influence towards its young readers. This movement had brought comic in becoming public enemy number one in the past. Although people seem to see only the negative impact of this medium, on the contrary there is also the positive side. The power within comic is enormous, but unlike the tsunamilike power that could devastate anything on its path, comic’s power is unlikely otherwise: powerful yet penetrate in silent even to other culture and society as shown through the expansive ‘export’ of Japanese comics, known as manga. Manga nowadays is known in most part of the world, especially in the South East Asia region. Imported as entertainment medium, manga influence could easily be seen in these countries, especially in Indonesia. Not only it proved to be booming in sales in these ‘foreign’ countries, manga also succeeded in penetrating to their culture, by creating devoted readers turn artists with manga-esque style and storytelling. The majority of young people in Indonesia now draw in this popular manga-esque style, following their favorite manga artists. Furthermore, it also changed how these people ways of reading: from left to right becoming right to left, creating the pretty boys genre in another medium and in the society itself. Unlike other popular culture medium (such as television) that its influence is clearly shown and catch the attention of people who rise against it, comic had proved otherwise. This paper is intended to observe how this phenomenon happened through qualitative analysis of comic culture (especially manga), the content within manga and its powerful and cultural influence with a case study of Indonesia.
Ragnarok Online, Reality of Virtual Phenomenon Alvanov Zpalanzani Mansoor; Hafiz Aziz Ahmad
Wimba : Jurnal Komunikasi Visual Vol. 1 No. 1 (2009)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1122.409 KB) | DOI: 10.5614/jkvw.2009.1.1.5

Abstract

Originated from South Korea, Ragnarok Online is an entertainment product in comics and games which is popular in the world especially South-East Asia. Ragnarok in Nordic Mythology described as the doom of the gods. In the case above, Ragnarok is used as a background setting of a comic, which created, by Lee Myung Jin and Ragnarok MMORPG based on that comic. Internet is described as a many-to-many medium. Games turn out to be one of the first popular settles in the Internet among e-commerce, portals, free advertisers, and sexual exploitation sites. Online Game becomes a new frontier that could connect people to interact and play similar game on the same time and Massive Multiplayer Online Role Playing Game of Ragnarok is one of the best and successful Online Game worldwide. It is one of the phenomena in online gaming today. Recently, official Ragnarok Online Characters (NPC, Monsters and Players Characters) have developed in quantity approximately 200 and still have possibility to increase. In international Ragnarok Online provider, more than 120,000 customers connected in 12 servers on real time basis at the same time everyday and this exclude local Ragnarok Server provided by several countries with similar number of player.Ragnarok Online is a virtual representation of reality, it creates and represents visual social semiotics, which became very important element of communication in recent years. As one of visual product in modern culture, the distance between reality and virtual realm become closer and sometimes it blurred and formed new realm. A new dawn of community born in virtual realm and develop in some way that many though it would consume the community it represented. Is it possible that the characters and environmental design, which is built, really has the enormous attraction? Or is there something else work behind the surface such as the representation and online culture. Although there are many contradictions about the impacts of Ragnarok Online, this paper is endeavors a new insight of Ragnarok Online, which may have not being researched by others. The combination of online culture and virtual media design with interactive and inviting visual interface may open wide the possibilty of encountering new methods and keys of success in designing digital media through descriptive analysis.
Kajian Kampanye Street Smart sebagai Rujukan Kampanye Keselamatan Berlalu Lintas di Indonesia Nellia Nellia; Alvanov Zpalanzani Mansoor
Wimba : Jurnal Komunikasi Visual Vol. 11 No. 2 (2020): Vol.11 No.2 (2020)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (512.876 KB) | DOI: 10.5614/jkvw.2020.11.2.2

Abstract

Indonesia adalah negara dengan tingkat kecelakaan lalu lintas yang tinggi. Untuk mengatasi masalah tersebut, cara yang dapat dilakukan adalah menggunakan kampanye keselamatan lalu-lintas. Street Smart adalah sebuah kampaye keselamatan lalu lintas tentang pejalan kaki dan pesepeda di Amerika yang berpotensi menjadi rujukan untuk kampanye keselamatan lalu lintas di Indonesia. Jenis penelitian adalah penelitian deskriptif eksplanatif. Analisis menggunakan cara analisis teks dan landasan teori yang digunakan adalah definisi kampanye dan iklan layanan masyarakat dan pembuatan iklan layanan masyarakat yang baik. Street Smart memiliki tujuan utama yaitu mengurangi tingkat kecelakaan dan kematian dari pejalan kaki dan pesepeda dengan meningkatkan kesadaran dan kepedulian masyarakat dalam hal keselamatan pejalan kaki dan pesepeda. Kampanye yang berkelanjutan dan konsisten serta merangkul berbagai etnis dan kelompk masyarakat dalam komunikasi keselamatan bberlalu lintas merupakan kunci keberhasilan kampanye Street Smart. Oleh karena itu, Kampanye Sosial Keselamatan Berlalu lintas Street Smart adalh sebuah kampanye yang baik untuk dijadikan rujukan perancangan kampanye keselamatan berlalu lintas di Indonesia. Indonesia has high traffic accidents statistics. In order to minimize such casualties, is to convey safety traffic activities and measures. Street Smart is one of traffic safety social campaign towards pedestrians and cyclists in US that could become a benchmark in developing traffic safety campaign in Indonesia. This is an explanative descriptive research using text analysis based on public service advertising design theory. The aim of Street Smart campaign is to reduce the traffic accidents as well as heightened public awareness on cyclists and pedestrians safety. This research finds that long term and consistent campaign is needed as well as embracing various ethnic and community groups in communicating safety traffic contents. Therefore, Street Smart Traffic Safety campaign is a good benchmark for developing traffic safety campaign in Indonesia.
Kajian Kampanye Sosial Ambient Advertising WWF Turtle Soup Bowl Alvanov Zpalanzani Mansoor; Nucky Artha
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 2 No 01 (2020): Volume 02, Nomor 01, Maret 2020
Publisher : Program Studi Desain Komunikasi Visual, Fakultas Sains dan Teknologi, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/cd.v2i01.293

Abstract

WWF Turtle Soup Bowl is WWF's campaign in response of decreasing sea turtle's population in Bali, Indonesia using outdoor ambient advertising. It won several awards, such as Best Use of Ambient Advertising: Stunts & Live Advertising on Spikes Asia and sixth place of Best Advertising on bestadsontv.com October 2008. The purpose of this research is to analyze Pros and Cons of Out-of-Home (OOH) advertising, focusing on the presentation and media usage. Research result shows that the pros of this campaign includes accessibility advantage by the placing it on Kuta Beach, Bali as a strategic tourism spot, effectively targeting audience with peculiar demographic and geographical aspects as the positive traits. Despite having several awards, this campaign has some notably least positive traits that makes the message delivery being less effective, which are difficulties on audience measurement and controlling the media, limited spot availability and geographical impact.
APP-ASSISTED BOARDGAME AS AN EDUCATIONAL MEDIUM FOR ELEMENTARY SCHOOL’S CHILDREN'S COLLABORATIVE SKILL’S Tegar Priskadana Putra; Alvanov Zpalanzani Mansoor
Wimba : Jurnal Komunikasi Visual Vol. 14 No. 2 (2023): Wimba: Journal of Visual Communication
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/jkvw.2023.14.2.3

Abstract

Boardgame is one form of game that is presently popular. The development of board games is also interesting from board games which were originally just paper and boards, now they are starting to penetrate the digital world. Starting from board games that are present digitally, implementing a hybrid concept between physical and digital, to those that use the latest technology. The addition of digital tools or applications to board games seeks to enhance the playing experience by making games more exciting, fascinating and interactive. With the presence of digital media in a board game, digital media interventions such as the use of audio, video, or even interactive displays are conceivable. In addition to serving as a form of diversion, board games can also serve as an educational tool. With board games as an educational medium, tedious learning can become more enjoyable. Boardgames as learning media are not new; there are already quite a few boardgame titles that contain science and soft skills-related learning content. Students must possess four competencies in the 21st century: critical thinking and problem solving, creativity, communication skills, and problem-solving skills through collaboration. During the pandemic, many online students encountered difficulties collaborating with their classmates. There is a need for learning materials that facilitate student collaboration, and board games are one such medium. Collaboration is nothing new in the realm of collaborative education; it has become an integral part of the existing educational structure. Collaboration is an integral element of the current education system in Indonesia, which emphasises character education, and is even included in the Pancasila student profile. Based on this phenomenon and aided by a review of the relevant literature, research was conducted to determine how board games with digital media are utilised as collaborative learning media for children. It is necessary to dissect the design and concept of a board game to determine how they affect the player's experience. Based on this experience, additional research was conducted to determine what children can learn from board games with digital applications.