cover
Contact Name
Handriyotopo
Contact Email
dkv.citrawira@gmail.com
Phone
+62818658114
Journal Mail Official
dkv.citrawira@gmail.com
Editorial Address
Prodi Desain Komunikasi Visual FSRD ISI Surakarta Jl. Ringroad Utara Km 5,5 Mojosongo, Surakarta 57127 Jawa Tengah Indonesia
Location
Kota surakarta,
Jawa tengah
INDONESIA
CITRAWIRA : JOURNAL OF ADVERTISING AND VISUAL COMMUNICATION
Core Subject : Education, Social,
Fokus utama jurnal ini adalah untuk mempromosikan forum diskusi secara akademik global dan pertukaran interdisipliner maupun multidisiplin keilmuan dari para cendekiawan peneliti yang mengeksplorasi topik pada permasalahan periklanan dan komunikasi visual. Serial ini akan mendorong inovasi dan penelitian, berkontribusi pada pemahaman yang lebih baik tentang dampak naratif, teknologi, ekonomi, promosi, periklananan dan persoalan artistik desain dalam lingkup desain grafis, multimedia, animasi, game yang meliputi seluruh rumpun dalam desain komunikasi visual. Analisis naratif fenomena tertentu, dengan fokus pada periklanan dan komunikasi visual; Studi tentang pengaruh promosi dan periklanan maupun komunikasi visual oleh teknologi media sosial; Analisis promosi dan periklanan yang mempengaruhi strategi baru dalam desain untuk mempersuasi konsumen seperti ambien media; Studi tentang hubungan antara desain grafis, animasi, game dan multimedia terhadap rasa estetika desain dan keinginan pasar strategis. Kajian tentang formula ekonomi dan inovatif dalam hal rantai produksi dan strategi pemasaran untuk periklanan cetak, periklanan TV, film iklan web series, animasi, game, fotografi iklan dalam aspek komunikasi visual. Dampak dan signifikansi strategi pemasaran untuk periklananTV, film iklan web series, animasi, game, iklan korporat, fotografi iklan, brand dan branding dari perspektif ekonomi politik atau pendidikan; Pendekatan historis dalam konteks sejarah periklanan untuk menemukan dan mengidentifikasi pengaruh-pengaruh terhadap strategi promosi, film iklan web series, animasi, game dan fotografi iklan, visual merchandising dalam ranah komunikasi visual; Kajian tentang fenomena baru pada periklanan, promosi, film iklan web series, animasi, game fotografi iklan, ambien media, baik media cetak maupun media online; Analisis dan studi yang berfokus aspek persuasi konsumen terhadap dampak dari nilai iklan.
Articles 6 Documents
Search results for , issue "Vol 1, No 2 (2020)" : 6 Documents clear
PERANCANGAN GAME DESAIN "RETURN OF THE AJI SAKA" SEBAGAI UPAYA PELESTARIAN AKSARA JAWA Kurniawan Ganda Saputra; Asmoro Nurhadi Panindias
CITRAWIRA : Journal of Advertising and Visual Communication Vol 1, No 2 (2020)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v1i2.3520

Abstract

This design aims to make games not only for entertainment but also as a means of education, especially for the younger generation. Therefore, this design focuses on game design by incorporating historical elements such as Javanese script. Javanese script lessons have been taught to us since we were in elementary school, but unfortunately it is almost forgotten. In this modern era, information technology is not only used in the educational aspect, but also as entertainment in cyberspace. Many people like games which have several positive benefits and impacts, such as memory skills, practicing problem-solving skills, relieving stress, and increasing happiness. As in the process of designing the game "Return of the Aji Saka" is an approach tool for learning about culture, especially Javanese script. The inclusion of Javanese script into the design of this game can cause players to absorb cultural elements in it. In designing this game an initiative was taken to make all the characters in it like in the folklore "Legend of Javanese Script" so that it can make this game easier to understand as an educational game. This design method uses a sequential approach, in which a progress is seen as water flowing through the phases of planning, gathering the necessary requirements, identifying, conceptualizing, and designing. The results of this design can be in the form of promotional media such as artbooks, exhibition booths, online advertising as top line media (Above the line) and posters, X-banners, stickers, T-shirts, mugs, pins, key chains as lower line media (Below the line). The game design is expected to increase the younger generation's sense of concern for cultural preservation, especially Javanese script. In addition, it is hoped that it can become an alternative for teenagers to learn Javanese Script culture in the digital era like today. 
EKSISTENSI KOMUNITAS HANDLETTERING SURAKARYA DI SURAKARTA Rizky Priya Aji; Taufik Murtono
CITRAWIRA : Journal of Advertising and Visual Communication Vol 1, No 2 (2020)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v1i2.3521

Abstract

The existence of the Surakarya Handlettering Community in Surakarta. This community is a learning group to write handlettering art in Surakarta, which was formed in 2014, where currently dozens of members have joined who have creativity and expertise in the art of handlettering. This research uses descriptive qualitative method which aims to examine how the role of the Surakarya Community in the development of handlettering in Surakarta and how to develop the style and work of handlettering in Surakarta. Data analysis was carried out by interviewing several community members, direct observation by means of observation and making a questionnaire, and documenting community activities in the form of pen meet-ups. This research found that the existence of communities in popularizing the arts of handlettering and calligraphy was formed through two aspects, namely the role through several internal and external activities such as exhibitions, belcor (belmen corner), pen meet up, ngangsu kaweruh and lettering camp. The second aspect is in the form of alternative styles and handlettering works that have been developed covering 7 (seven), namely: decorative lettering, script lettering, chalk lettering, watercolor lettering, calligraphy brushes, modern calligraphy and calligraphy blackletter. The art of handlettering is in the form of murals that decorate several cafes and corners of the city of Surakarta, besides the work of the Surakarya community which is applied in the form of media such as helmets, tote bags, packaging, pillow covers and t-shirts. For the Surakarya community in the future it will be more developed and promote the community in cultivating the arts of handlettering and calligraphy both at the local and national levels. 
PERANCANGAN AUGMENTED REALITY BERBASIS ANDROID SEBAGAI PROMOSI TAMAN SRIWEDARI SURAKARTA Nur Hanifati Widayaningsih; Handriyotopo Handriyotopo
CITRAWIRA : Journal of Advertising and Visual Communication Vol 1, No 2 (2020)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v1i2.3298

Abstract

Taman Sriwedari Surakarta is a cultural heritage treasure that needs efforts to preserve and introduce historical buildings and cultural values to the public, especially young people, through Android-based augmented reality technology. The purpose of this design is that the public can enjoy historical videos, exterior buildings, and the revitalization of the 2018 Surakarta Sriwedari Park video based on android. The design of Augmented Reality becomes more attractive, interesting, and educational as well as a means of preserving Surakarta Sriwedari Park as a cultural heritage. This design uses the diffusion analysis of innovation, the Multimedia Development Live Cycle method, layout design, selection of typography and colors that have aesthetic values. The results of this design are in the form of identity creation, a catalog book containing markers and information, and an application called SriwedARi. An advertising promotion strategy in an effort to introduce this product uses above and below the line media as well as through online stores. Keyword: Taman Sriwedari Surakarta, Augmented Reality, diffusion of innovation, marker.
BLUE FIRE SEBAGAI SUMBER IDE PERANCANGAN IDENTITAS VISUAL DAN PROMOSI IJEN BATIK DI BONDOWOSO MELALUI DESAIN KOMUNIKASI VISUAL Titin Sriwahyuni; Basnendar Herry Prilosadoso
CITRAWIRA : Journal of Advertising and Visual Communication Vol 1, No 2 (2020)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v1i2.3522

Abstract

Ijen Batik is one of the new batik industries in Tamanan Subdistrict, Bondowoso Regency, which has its own characteristics compared to other batik industries, namely from the main motive inspired by the blue fire Ijen Crater, as one of the best known natural attractions in Bondowoso. The motif coloring uses the spray technique which produces a gradation color which is a distinctive feature for Ijen Batik. In its development, promotion is carried out only from mouth to mouth and there is no visual identity and promotional media used by Ijen Batik, many people inside and outside Bondowoso do not know about this batik industry, so it is necessary to design a visual identity in accordance with the character of the company and promotional media through communication design. visuals in order to produce an effective media to introduce and promote to the wider community. The initial stage of this design is by collecting data through the approach of observation, interviews, analyzing data with qualitative methods, SWOT analysis and promotional design methods, so that Ijen Batik can create a visual identity according to the company's character, namely using blue fire as a design concept that differentiates it from other industries. The identity created is then applied to various promotional media such as stationery, sign systems, packaging, paper bags and merchandise, posters, billboards, banners, and websites that visually look thematic to form a distinctive image. It is hoped that this design can make this industry known to the public with its uniqueness and character and can have a positive impact on the development of Ijen Batik.  
KARAKTER CERITA WANA RAMA DALAM KOMIK PIKOLO ( KOMPILASI KOMIK SOLO) EDISI 1 KARYA IKATAN KOMIKUS SOLO Nurul Laily; Ana Rosmiati
CITRAWIRA : Journal of Advertising and Visual Communication Vol 1, No 2 (2020)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v1i2.3300

Abstract

Komik merupakan sebuah bacaan dengan visual yang membuat para pembacanya tertarik dan ketagihan untuk membaca serta mengoleksinya. Saat ini banyak komik yang beredar di Indonesia di dominasi oleh komik luar atau komik manga. Penelitian ini bertujuan untuk menganalisis karakter cerita Wana Rama dalam komik PIKOLO (Kompiasi Komik Solo) edisi 1 karya Ikatan Komikus Solo. Tokoh yang dianalisis merupakan tokoh utama. Karakter dianalisis menggunakan ciri karakter komik yang meliputi jiwa, bentuk tubuh, cara berpakaian, ekspresi wajah, dan ciri ekspresif. Metode yang digunakan dalam penelitian ini adalah pendekatan kualitatif dengan analisis deskriptif. Dalam analisis visual karakter diambil beberapa tokoh yang merupakan tokoh utama dari cerita Wana Rama dalam komik PIKOLO edisi 1. Tokoh tersebut adalah Rama, Wana, dan Cinta. Berdasarkan analisis karakter tokoh Rama memiliki sifat seorang pemberani, pemarah, pantang menyerah, peduli dan sedikit cengeng.Terkadang juga memiliki sifat yang kekanak-kanakan. Wana memiliki karakter yang keras kepala, kuat, pemarah, dan sedikit cengeng. Cinta memiliki karakter cengeng dan sedikit pemurung/ sedih. Dilihat dari hasil tabulasi ekspresi wajah. Karakter dalam komik PIKOLO (Kompilasi Komik Solo) tidak sama dengan cerita Ramayana di Prambanan.
LANDMARK SEBAGAI STRATEGI KREATIF IKLAN TEH BOTOL SOSRO VERSI “UNIKNYA NEGERI” PRODUKSI 25 FRAMES Dewi Kunti; Fitri Murfianti
CITRAWIRA : Journal of Advertising and Visual Communication Vol 1, No 2 (2020)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v1i2.3303

Abstract

Competition to attract consumer attention through television advertising is getting tighter. Ad designers are required to develop creative strategies to get consumers' attention. This research examines landmarks as a creative strategy for the advertisement of Teh Botol Sosro, the Unique Version of the Country which was produced by 25 Frames to attract the attention of television audiences. Observations and documentation, as well as in-depth interviews with the Art Director and the Director of Photography were carried out to obtain valid data from the ad designers. By applying the SWOT concept and Madjadikara's television ad design process, it can be understood that the creative process of designing a teh botol sosro advertisement. The results showed that the big idea of using landmarks was obtained from the client brief process which was followed up in the creative brief process to get a more mature concept to fit the tagline "Whatever ... Drinking Teh Botol Sosro". The Ad Designer tries to remind the audience and inform consumers about the Teh Botol Sosro products through the city landmarks and the diversity of Indonesia contained in the advertisement.

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