cover
Contact Name
Arif Try Cahyadi
Contact Email
arif3cahyadi@email.unikom.ac.id
Phone
+6281998522354
Journal Mail Official
jurnalvisualita@email.unikom.ac.id
Editorial Address
Universitas Komputer Indonesia, Fakultas Desain, Desain Komunikasi Visual Jl. Dipatiukur No. 112-116, Kota Bandung, Smart Building Unikom, 6th Floor, Room 6027
Location
Kota bandung,
Jawa barat
INDONESIA
Visualita : Jurnal Online Desain Komunikasi Visual
ISSN : 26552140     EISSN : 23015144     DOI : https://doi.org/10.34010/visualita
Core Subject : Humanities, Art,
The Online Visual Communication Design Visualita Journal is dedicated to disseminating findings or research and original ideas about design, applied arts, and visual culture, which is published in 2 (two) episodes a year, namely in April and October. The scope of the Visualita Journal covers an unlimited variety of visual culture starting from visual, contemporary, and traditional arts, visual communication design, and graphic and technical design with other sciences such as communication, culture, sociology, marketing, psychology, language, etc.
Articles 5 Documents
Search results for , issue "Vol 8 No 2 (2020)" : 5 Documents clear
Gim Daring dari Waktu ke Waktu Padiatra, Aditia Muara
Visualita Jurnal Online Desain Komunikasi Visual Vol 8 No 2 (2020)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (588.326 KB) | DOI: 10.33375/vslt.v8i2.2527

Abstract

Masyarakat Indonesia pada umumnya menyukai permainan. Permainan ini sendiri sifatnya bermacam-macam, dari yang dapat dimainkan sendiri ataupun berkelompok, dan biasanya dipergunakan sebagai sarana untuk melepaskan stres ataupun untuk mengisi waktu senggang. Seiring dengan perkembangan teknologi, permainan pun mulai diganti dari yang sebelumnya berada pada area dunia nyata menjadi dunia maya (daring), permainan ini disebut sebagai gim daring, dan banyak dimainkan oleh berbagai kalangan di masyarakat. Merunut kepada fenomena gim daring, penulis akan memfokuskan studi mengenai aspek ungkapan emosi yang divisualisasikan melalui pencitraan simbol-simbol tertentu sebagai media komunikasi pada salah satu gim daring, yaitu Gunbound Mobile. Hal ini menarik karena studi mengenai gim daring masih terbilang sedikit di Indonesia. Melalui analisis ikonografi dan ikonologi yang kemudian dilakukan untuk membedah tiap-tiap simbol tersebut, terlihat bahwa aspek komunikasi yang terjadi pada setiap pemain gim daring di dunia maya tidak hanya melalui teks saja, namun ada varian lain yaitu melalui unsur simbolik yang dicitrakan melalui gambar-gambar yang mewakili emosi atau perasaan-perasaan tertentu dari setiap pemainnya, hal ini tentunya menjadi fenomena yang menarik untuk dapat ditilik lebih lanjut.
Analisis Visual Gim Cuphead Persada, Satria Indra Praja
Visualita Jurnal Online Desain Komunikasi Visual Vol 8 No 2 (2020)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1337.93 KB) | DOI: 10.33375/vslt.v8i2.2666

Abstract

Video games are one of the visual communication design works that are in great demand right now, interactive games have advantages over other design works because they can be played by users and interact directly with objects in the video game, now there are lots of video games in the market with various types ranging from RPG (Role Palying), Adventure, fighting to Racing with various games and Visual concepts, one of which is Cuphead, Cuphead itself is an adventure game that offers unique visual concepts so that it can attract gamers in buying the game, Cuphead itself has sold 5 million copies, this cannot be separated from the unique Visual concept that is carried by Cuphead. The research on the Cuphead Game is based on the visual concept carried by the Cuphead game where the visual concept carried by the Cuphead game uses the visual concept of retro cartoon, while the purpose of this research is to find out the visual elements contained in the game and the method used in the research is a descriptive analysis method where the object of this research will be divided according to the elements contained there in, then a literature study is conducted on each of these elements and an analysis is carried out so that the elements of the elements can be identified, then the results of the research this is an overview and expertise of the element so that it impacts the designer or game developer so that he can consider the visual concept and the visual elements that are stretched so that the game has its own characteristics so that it can compete with other game developers.
Plana Memora: Dekontekstualisasi Wujud Karya Seni Rupa Rahim, Muhamad Ali; Amiarsa, Chandra Ghaisani
Visualita Jurnal Online Desain Komunikasi Visual Vol 8 No 2 (2020)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (772.06 KB) | DOI: 10.33375/vslt.v8i2.2726

Abstract

PLANA MEMORA is a visual work created to respond to the shifting phenomena of contemporary aesthetic discourse. Beginning with the idea of ​​'celebration' will fade the exclusivity of art leading to a pattern of continuity of creation. The conceptual purpose is the manifestation of the location of the authentic-specific personality spirit of postmodern art creative works; in the simplicity of visualization, philosophical elements can be found that require effort to understand their 'depth'. The practical aim is to offer patterns of unconventional work creation techniques, and their visualization becomes an alternative display of two-dimensi works of art. The form of PLANA MEMORA is like a brief note, made to give a simple and quick warning of daily activities plans. It is handwritten using a ballpen on a piece of paper. The rationale is that postmodern artworks characterize the familiar and intense closeness of the creators' daily lives. This reinforces the author that two-dimensi works of art are no longer (merely) about illustrations, representations of real/dreamy nature, imagination or ending in the composition of color splashes, which ends only show the skill of hand techniques in making it. To support the representation of contemporary artworks, the author designed PLANA MEMORA as a response to the ongoing shift in aesthetic discourse symptoms, as a decontextual manifestation of the form of visual works. This work is not an illustration of events, more accurately called the continuity of symptoms itself. Although it may be similar to documentation, but more work (plan) today and the future.
Unsur Visual Kemasan Granola Creations Desintha, Siti; Ayu, Intan Kusuma; Octamediana, Haliza
Visualita Jurnal Online Desain Komunikasi Visual Vol 8 No 2 (2020)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (245.637 KB) | DOI: 10.33375/vslt.v8i2.2769

Abstract

Granola Creations is a food product originating from Bali, Indonesia and produced by Hundred Seeds. The products are health food made from a mixture of cereals, oats, nuts, sugar and baked dried fruits. Granola Creations has the appearance of a packaging with a dominant brown color, and images of the contents of the product. Basically, packaging as the main image provider of a product to the target audience. The results of the research show that Granola Creations packaging uses text, layout, texture and certain colors that are suitable for conveying information, the identity, personality and image of the product. The study was conducted to determine whether the visual elements in the packaging display used are in accordance with the image of the Granola Creations product. This research uses descriptive analysis method with elemental approach, Visual Communication Design principles and analysis based on packaging material. The results showed that Granola Creations successfully displayed communicative packaging through visual appearance and physical form of packaging in one food packaging design
Bahasa Rupa Komik Black Metal Istiqomah pada Pos Instagram (Tokoh Varokah dan Setan) Nasruddin, Merlina Fatimah
Visualita Jurnal Online Desain Komunikasi Visual Vol 8 No 2 (2020)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (508.639 KB) | DOI: 10.33375/vslt.v8i2.2776

Abstract

Achmad Deptian Djenuari Rizky is an Indonesian illustrator who carries emotional black metal themes, horror, and grim spiritual values ​​of western black metal or heavy metal in the style of his illustrations. In Black Metal Istiqomah's post Instagram upload series, Deptian raised Islamic spiritual values, propaganda values, and local values ​​that were paired with a visual theme of the expression of the flow of black metal music. Elements of black metal expression that are aggressive and tend to be rebellious with subtle Islamic values ​​and polite Islamic characteristics are two contrasting elements. The purpose of this study is to discuss the expressions and stories of each object using the Tabrani’s visual language method. The discussion on how to use speech and expressions so that it becomes visual language that can be told based on visible speech, is used to reveal which position is the element of emphasis between Islamic values ​​and thematic black metal in the visual style it carries. In Deptian's Black Metal Istiqomah Instagram post, a version of the Varokah character story with a devil character, Satan's wage is described as having a dominant portion in the frame and has a reference to the demonic illustration in European satanism.

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