cover
Contact Name
Marina Wardaya
Contact Email
marina.wardaya@ciputra.ac.id
Phone
-
Journal Mail Official
jurnalvcd@ciputra.ac.id
Editorial Address
CitraLand CBD Boulevard, Made, Kec. Sambikerep, Kota SBY, Jawa Timur 60219
Location
Kota surabaya,
Jawa timur
INDONESIA
VCD (Journal of Visual Communication Design)
ISSN : 25485342     EISSN : 25485350     DOI : -
Core Subject : Art, Social,
VCD aims as a forum for academics, educators, and practitioners from around the world to communicate research papers, conceptual papers, and best practices about the dynamics of the creative industry Coverage of VCD includes, but is not limited to issues surrounding: Graphic design Visual Communication Comic and Illustration Advertising Photography Film and Videography Animation Design and Culture Study Game Design
Articles 65 Documents
Fetishism Towards The Visual Appearance Of The Character's Avatar In The Online Mobile Game Of Ragnarok: Eternal Love Shienny Megawati Sutanto
VCD Vol. 4 No. 1 (2019)
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v4i1.1376

Abstract

Advances in communication technology and the internet, video games developed into games that can not only be played by two people, but many people at once, even up to millions of people. Massive multiplayer online role-playing game or abbreviated as MMORPG is a video game that is played by many people at once and is set in a virtual world. MMORPG generally gives players the freedom to create their own avatars, ranging from race, skin color, hair color, to costumes. In Ragnarok Online Mobile: Eternal Love or usually likened to RoM: Eternal Love, players must pay a sum of virtual money to get (randomly) unique costumes to enhance their character's visual appearance. Players are willing to spend up to millions of rupiah to buy the desired costume. Commodity fetishism is now no longer limited to material objects such as luxury cars, expensive watches and branded bags, but also to virtual commodities and video games. As in the phenomenon of RoM: Eternal Love, fetishism is a virtual commodity.
The Postmodernism Revolution In The Art World Of Lady Gaga Evan Raditya Pratomo
VCD Vol. 4 No. 1 (2019)
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v4i1.1386

Abstract

The art world changes from time to time. Likewise, in the world of singing, this has turned to postmodern. In the field of music industry, it is also shifting to postmodern culture, which is marked by the rise of the interests of popular culture as part of commodity culture and the culture of consumerism, capitalism. The phenomenon of the artist Lady Gaga always attracts public attention. Style, appearance, video clips and choreographers often cause controversy Cultural changes can be seen starting from video clips, choreographers in each stage, appearance, manner of dress, make-up show the characteristics of postmodernism.
Product Development Of Illustrated Children's Storybook Entitled "Senja" Into Children's Animated Video Stories Hutomo Setia Budi
VCD Vol. 4 No. 1 (2019)
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v4i1.1387

Abstract

Product of illustrated story book for children are very commonly found. In the illustrated story books, there are 2 elements, namely image and text. The image content keeps the child interested with the book as well as helps to tell the event that happened. Existing text describes events and stories. This research discusses the product development of an illustrated story book entitled “Senja” into children's animated video stories. This research uses the research and development methodology. This research was limited to discuss on how to process existing data and images into animation and then merged with narration, background music, and put together to form animated videos. This study also discusses whether additional scenes are needed to improve the storytelling quality in animation. The results obtained from this study that the existing image assets in the illustrated children's storybook can be processed and developed into decent children's animated video stories by adding scenes to support storytelling. Background music that suitable with the scene was also needed to build the atmosphere in the animated video. Narration was also needed to strengthen the scene and storytelling.
Logo Analysis Of Meta Bright Vision Company Using The Semiotic Theory Rizki Auliazmi
VCD Vol. 4 No. 1 (2019)
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v4i1.1388

Abstract

A logo will make an indirect communication through visual form and give a message to the target, the logo acts as the sender of the message in a visual form that has meaning. A training and consulting company named Meta Bright Vision has a logo that is needed to give perception to the public and business partners about the vision and mission of the company, by using a visual logo that has a meaning called a logo. The analysis uses a semiotic theory approach from Peirce, John Fiske, and Saussure. And discuss in terms of aesthetics in the visual work of the logo. The semiotics approach is used to find the meaning contained in the visual logo and determine how the logo has been able to send messages to the recipient of the message.
Semiotics Analysis The Art Work By Aliansyah Chaniago Entitled Lanscape Of Barus Andi Hismanto
VCD Vol. 4 No. 1 (2019)
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v4i1.1389

Abstract

The art works have visual and verbal symbols signifying language phenomena. Art works such as paintings can also be called sign phenomena. The sign or symbol used by artists in creating a painting is the process of contemplation, feeling and artists' thoughts about the environment. The art installation by Aliansyah Chaniago entitled "Lanscape of Barus" conveys a message in a form of symbols hidden in the art work. That is the message about Aliansyah Chaniago’s memory on the Barus tree in his hometown. The method used to understand the value in Aliansyah's work is the method of interpretation analysis. Symbols that appear in the work of Aliansyah Caniago show the efforts of Aliansyah Caniago to provide information about the City of Barus and its glory, as well as the effects of excessive exploitation on natural richness in the future.
INDONESIA’S LOCAL CONTENT REPRESENTATION IN ASIAN GAMES 2018 MASCOT DESIGN Saniscara, Pramesti
VCD (Journal of Visual Communication Design) Vol. 5 No. 1 (2020): Journal of Visual Communication Design VCD
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v5i1.2681

Abstract

Indonesia’s Local Content Representation in Asian Games’ 2018 Mascot Design. The Asian Games is a grand event in the field of sports which is held every four years and involves hundreds of athletes from all over Asia. Therefore, the Asian Games, in addition to being a sporting competition, are also allowing the host country to show their development and relevance in the international league. The Asian Games event is also a major concern of President Joko Widodo because of its potential to be the place for attracting investors and also promoting Indonesia’s tourism. One main focus towards this event is shown by using a graphic system and branding following design principles and harmonization with Indonesia’s local wisdom. The representation of Indonesian culture and representation of the motto of the 2018 Asian Games "Energy of Asia" must be embodied in the visual design of the 2018 Asian Games, including logo design, graphic systems, and mascot design Keyword: Asian Games 2018, vernacular design, mascot design, local content.
RACISM ISSUES IN NIKE BRAND ADVERTISEMENT Rafi, Muhammad Abyan; Jasjfi, Elda Franzia
VCD (Journal of Visual Communication Design) Vol. 5 No. 1 (2020): Journal of Visual Communication Design VCD
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v5i1.2682

Abstract

Racialism is a social issue that has become a culture in major countries. Many protest movements against social issues, starting from the community, an organization, to a well-known brand, one of which is Nike. Nike is one of the most well-known and successful sports brands in terms of products and athletes in all sports. This is one of the keys to the success of the Nike brand in awakening the world to the issue of racism, which is widely shown through its visual campaign in the form of an official Nike poster advertisement entitled “Believe in something. Even if it means sacrificing everything "Colin Kaepernick," Speaking up doesn't always make life easier. But easy never changed anything "Raheem Sterling, and George Floyd's official video ad" For once, Don't do it ". The three controversial official Nike advertisements are an interesting topic to discuss in this journal. The method used is a descriptive qualitative method that aims to find out what visual forms the Nike brand is trying to raise in raising the issue of racism by describing the context surrounding the event, describing how the process happened to become an official advertising campaign in the form of a visual object using the technique. semiotics in describing it. The results of this study are to find out how the visual form of Nike's official brand advertisements in conveying the current issue of racism and with a semiotic approach we can find out how Nike is in delivering campaigns about the issue of racism in order to form understanding and sensitivity to the social issues of racism around us. Keywords: racism, advertisement, poster, video, brand, Nike
THE USE OF ADVERTISING AND SOCIAL MEDIA IN TODAY'S TEENAGE LIFESTYLE Pratomo, Evan Raditya
VCD (Journal of Visual Communication Design) Vol. 5 No. 1 (2020): Journal of Visual Communication Design VCD
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v5i1.2683

Abstract

Success in an advertisement or social media is very dependent on an attractive visual appearance and what you want to convey. Social media is a means for consumers to share text, image, audio, and video information with each other and with companies, and vice versa. Social media allows marketers to establish a public voice and online presence. They can effectively strengthen other communication activities. Due to their day-to-day immediacy, they can also encourage companies to stay innovative and relevant. This study used the descriptive qualitative method. Data were collected using the method of observation, literature study, and documentation. The analytical method used is Design Review with stages: Descriptive, Formal Analysis, Interpretation, and Evaluation. The results of this study can be used in advertising appropriately by considering the target audience and product characteristics so that it is useful for students and practitioners to increase knowledge about advertising and social media, know the process of reviewing advertisements, and become a reference in designing communicative, aesthetic, and interesting Keywords: Advertising, Social Media, Social Media Advertising Strategy
THE ROLE OF DESIGNERS IN THE SOCIAL DESIGN DEVELOPMENT IN INDONESIA Indriati, Lisa
VCD (Journal of Visual Communication Design) Vol. 5 No. 1 (2020): Journal of Visual Communication Design VCD
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v5i1.2684

Abstract

Designers have been active promoters who campaign for the wellbeing of life through the convenience and practicality created through design (Manzini, 2015). However, it has only recently been realized that the positive intentions discovered to be unsustainable that leads society to become very consumptive, thus causing a negative impact on the social, economic, and environmental problems we face today. Designers who are contributing to this problem need to be part of the solution, therefore it is necessary to develop tools or methodological frameworks to help designers get new ideas, develop solutions and utilize technology to create engaging sustainability initiatives for society. The major problem that society faces today is the lack of sensitivity to sustainable ways of living. Social problems play an important role in initiating the desired change, the power of design as a means to change behaviour into interests among the people, especially interests in the field of sustainable design or what is now commonly referred to as social design. The main purpose of the social design was to initially design products that require the least energy to produce and can be recycled. However, the development of massive industrialization produces a negative impact on the environment and society so that the development of social design shifts focus on things that affect change, the design must be able to change user behaviour. Keyword: social design, social impact, community, responsibility, sustainability.
THE PARADIGM SHIFT OF COMIC AS STORYTELLING MEDIA Sutanto, Shienny Megawati; Wardaya, Marina
VCD (Journal of Visual Communication Design) Vol. 5 No. 1 (2020): Journal of Visual Communication Design VCD
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v5i1.2685

Abstract

Comics are media stories that are not specific to a particular group of readers. But in reality, comics are often regarded as mere children's reading. This raises a negative paradigm for comics, and comics are considered as reading that degrades children's morale. This article will describe the history, definition, and function of comics as storytelling media, and how the negative paradigm affects the comic industry in Indonesia. As a medium, the comic is a means to convey messages similar to television, radio, newspapers, and magazines. And similar to other media, comics can be used to convey various kinds of information, not merely intended for entertainment only. Various kinds of messages, ranging from advertorials, political propaganda, public services, even education, can all be conveyed using comic media. However, most people still believe the false paradigm that that comic is only for children. This is a misunderstanding and is not true. Since the beginning, the Indonesian comic industry has always tried to grow and counter the negative paradigm. In order to revitalize comics as one Indonesian creative industry subsector, a paradigm shift on how the society values and appreciates comics not just as child reading material needs to happen. Keyword: comic, media, story, paradigm shift, creative industry.