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Contact Name
Handriyotopo
Contact Email
dkv.citrawira@gmail.com
Phone
+62818658114
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Prodi Desain Komunikasi Visual FSRD ISI Surakarta Jl. Ringroad Utara Km 5,5 Mojosongo, Surakarta 57127 Jawa Tengah Indonesia
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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 56 Documents
Analisis Unsur Sensualitas Dalam Iklan Televisi DODO Tahun 2013 Nur An-Nisa
CITRAWIRA : Journal of Advertising and Visual Communication Vol 3, No 1 (2022)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v3i1.4620

Abstract

Advertising is intended to communicate a message to an audience. Advertising is useful in introducing a product and attracting consumers' attention about their product so that consumers want to buy it. However, it is undeniable that in designing an advertisement to make it look attractive to the public, a brand will use a variety of interesting ways to convey its message. So that the main focus is the extent to which a company is able to account for the ethics of a message conveyed in their advertisements. DODO advertisements are considered crossing the line because they show an element of eroticism that is not good when displayed in public. The method used in this study is a qualitative descriptive analysis, this study interprets and describes the data used based on attitudes and views of the ongoing situation with the final step, namely the conclusions obtained from the results of this study.
Makna di Balik Iklan Traveloka PayLater “Baru Dari Traveloka PayLater!” Christo Ronaldo Siahaan
CITRAWIRA : Journal of Advertising and Visual Communication Vol 3, No 2 (2022)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v3i2.4635

Abstract

Advertising is a work of art that can be interpreted. In interpreting advertising, there are meanings that appear depending on the perspective used. These meanings can then be used to determine whether an advertisement is good or bad. The good and bad of an advertisement will be seen from a certain point of view, such as the point of view of a critical consumer. From this point of view, an advertisement can be considered informative, relevant, and honest or it can be considered manipulative, irrelevant and deceptive. Advertisement “New from Traveloka PayLater!” has several meanings that can be interpreted from a certain point of view. Although the advertisement is sufficient to describe the advantages of the service, there are some dangers conveyed through the meanings that spread from the beginning to the end of the advertisement. Advertisement “New from Traveloka PayLater!” considered bad because it promotes consumptive behavior and hedonic culture, especially for the millennial generation.
Buku Ilustrasi Banten Prayascita Gaya Flat Design Sebagai Sarana Pelestarian Budaya Bali Pada Parisada Hindu Dharma Indonesia Bekasi Luh Putu Ayu Cista Cista; Taufik Murtono
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 4 No. 1 (2023)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v4i1.5296

Abstract

This Illustrated Book as a Means of Preserving Balinese Culture was designed after seeing traditions and culture that are slowly being abandoned by the Balinese Hindu community, especially teenagers who are outside the island of Bali. Data collection through observation and interviews with sources from Hindu religious leaders in Bekasi who know about Banten Prayascita. The visual design process for illustration books using the Design Thinking and Style methods in flat design illustrations is taken for its modern, minimalist nature. The illustrations in the book refer to the original form of Banten, Serati Banten as a reference for supporting illustrations, and the color palette is taken from one of the components in Banten such as flowers, leaves, incense and coconut leaves, supergraphics designed from Banten components such as shrimp paste, thread, and so on. The design of promotional media using the work method uses the AISAS method. By designing this Illustrated Book, it is hoped that the Banten Prayascita tradition will be reintroduced to the young Balinese Hindu community and help preserve and inherit the Banten Prayascita tradition.
Video Gagasan Konstruktif “Gameland” sebagai Representasi Masa Depan Kebudayaan Gamelan di Indonesia Irma Tri Anggraeni -; Brilindra Pandanwangi; Denis Setiaji
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 4 No. 1 (2023)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v4i1.5097

Abstract

Gamelan adalah salah satu warisan budaya pertunjukan yang tersebar di Indonesia. Melalui statusnya sebagai sebuah warisan, maka sudah menjadi keharusan untuk mempertahankan gamelan dari masa ke masa. Namun melihat perkembangan zaman yang ada, maka perlu adanya sebuah ide yang menjadi solusi untut mempertahankan serta membuat gamelan lebih muda diakses. Gameland menjadi sebuah gagasan yang mampu menjawab permasalahan tersebut. Gameland terbentuk sebagai ide konstruktif yang bertumbuh. Penggambaran Gameland tersebut tertuang dalam video gagasan konstruktif Gameland yang menghadirkan rangkuman dari realisasi ide konstruktif dalam sebuah video. Penelitian ini bertujuan untuk menemukan bentuk – bentuk representasi masa depan kebudayaan Indonesia dalam video gagasan konstruktif Gameland, menggunakan metode kualitatif dengan dasar teori semiotika Pierce. 
Implementasi Prinsip Animasi dalam Gerak Personifikasi Tokoh di Film Animasi Lakontara Raden Raihan Pradipta Andrika Putra; Asmoro Nurhadi Panindias
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 4 No. 1 (2023)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v4i1.5095

Abstract

GEMASTIK is a competition among college students from all over Indonesia that is based on the utilization of Information and Communication Technology. Animation is one of the competition categories in GEMASTIK. Lakontara Animation participated in this competition by showcasing the story of Ketoprak art through personified characters to convey information. The values and impressions portrayed in each scene will create communication with the audience. The personified characters in this animation are objects that have to be visually presented as humans, even though they are not physically human. This is achieved by implementing animation principles in the movements of the characters in each scene. The movements of their bodies and facial expressions will represent the characters' nature and personality. The implementation of these principles has been successfully carried out in the Lakontara Animation, resulting in a significant impact on the movements of the personified characters, such as the gamelan, stage properties, and tablets as messengers to the audience, making the scenes come to life and conveying the values and impressions effectively
Problematika Penggunaan AI (Artificial Intellegence) di Bidang Ilustrasi : AI VS Artist Alya Nur Fadilla; Putri Munadiyah Ramadhani; Handriyotopo Handriyotopo
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 4 No. 1 (2023)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v4i1.4741

Abstract

Artificial Intelligence (AI) kini banyak dibicarakan publik dimana teknologi kecerdasan ini telah masuk ke dunia desain khususnya di bidang ilustrasi. Penelitian ini dilakukan karena kehadiran AI disebut-sebut akan menggantikan posisi para seniman. Hal ini dilatarbelakangi akibat adanya peristiwa di sebuah penghargaan seni tahunan, Colorado State Fair yang dimenangkan pekerja kreatif yang memanfaatkan kecerdasan buatan bernama Midjourney. Fenomena ini memantik diskusi besar dalam dunia seni visual. Berbagai tanggapan muncul, ada yang pro penggunaan AI sebagai tools desain, ada yang kontra dengan menyebutkan bahwa AI dapat mematikan sektor pekerja kreatif. Penelitian ini menggunakan pendekatan metode kualitatif deskriptif yang dilakukan berdasarkan studi kasus di lapangan. Tujuannya adalah untuk menganalisis tren AI agar dapat memberi manfaat seperti rekomendasi kebijakan dari perusahaan AI terkait standar publikasi, solusi, prosedur sampai pengetahuan untuk mengindustrialisasikan karya hasil AI agar kedepannya tidak ada masalah atau isi plagiasi lainnya di dunia ilustrasi. Hasil penelitian ini menunjukkan bahwa AI kedepannya akan sangat membantu sebagai tools desain bukan sebagai authority.
Seni Pertunjukan Ketoprak Sebagai Sumber Ide Perancangan Background Film Animasi Lakontara Pada Kompetisi GEMASTIK XV Tahun 2022 Cahyaning Brian Paramarta; Rendya Adi Kurniawan
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 4 No. 1 (2023)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v4i1.5096

Abstract

The performing arts of Ketoprak is one of Indonesia’s cultural arts which is currently experiencing a decline in interest due to globalization and the rapid development of technology that has influenced the tastes of modern society in choosing entertainment. Ketoprak art competition with modern art has an impact on the unpreparedness of art workers to respond to the challenges of the times in order to provide creative, innovative, and attractive presentations. So that the urgency in this research is the art of Ketoprak which has experienced a decline in prestige and minimal conservation efforts that threaten the existence of this art. The design of this background aims to complement the visual assets in the Lakontara 2D animation which is contested at the Pagelaran Mahasiswa Nasional Bidang Teknologi Informasi dan Komunikasi  (GEMASTIK) XV 2022. The method used is primary and secondary data collection, as well as for the design using the animation pipeline method from pre-production to production.
Metode Desain Karakter Aaron Blaise dengan Penerapan Antropomorfisme dalam Animasi Lakontara sebagai Upaya Pelestarian Ketoprak Nawawel Sakti Aroisi; Rendya Adi Kurniawan
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 4 No. 1 (2023)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v4i1.5093

Abstract

The Marmalade team with their animation titled "Lakontara" has successfully won a gold medal in the GEMASTIK XV 2022 event. In their animation, Marmalade raises the issue of the low interest of the community in traditional Javanese theater (ketoprak) performances, and how ketoprak can remain relevant and compete with other modern entertainments. In the character design of Lakontara, it can be seen that the characters are predominantly non-human characters given human attributes and behaviors, indicating that the characters are designed using anthropomorphism. This is commonly found in popular animations such as Cars, Toy Story, and SpongeBob SquarePants. Anthropomorphism is claimed to make animations appear funnier and more appealing because it can bring something impossible in the real world into the animation. 
Analisis Semiotika Poster Video Gagasan Konstruktif GAMELAND Diky Aldiansyah; Basnendar Herry Prilosadoso; Denis Setiaji
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 4 No. 1 (2023)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v4i1.5098

Abstract

Menurut Kurniasih dalam Sitompul Poster adalah alat komunikasi visual berupa gambar dan teks yang saling tergabung dalam elemen-elemen visual berupa ilustrasi, tipografi, warna, tata letak, dan konsep penggambarannya. Poster berfungsi sebagai media informasi publik yang bertujuan untuk menyampaikan informasi dari produk yang ditawarkan dan memiliki peran penting didalamnya, seperti poster dari video gagasan konstruktif GAMELAND. Video gagasan konstruktif GAMELAND merupakan sebuah konsep video gagasan berjudul “GAMELAND: Inovasi Ruang Pertunjukan, Pendidikan, dan Industri Berbasis Virtual dalam menciptakan Era Baru Gamelan Dunia” yang dalam pemecahannya dibuat secara konstruktif. Gagasan GAMELAND diikutsertakan dalam perlombaan Pekan Kreativitas Mahasiswa (PKM) dalam skim Video Gagasan Konstruktif (VGK). Poster GAMELAND merupakan jenis poster infografis, terdapat penanda verbal dan nonverbal yang dapat dianalisis berdasarkan teori semiotika Ferdinand de Saussure.
Analisis Brand Awareness Konsumen Melalui Iklan “Sumba Scarf Signature” Wearing Klamby di Media Sosial Sulis Maulida Hannani; Ana Rosmiati
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 4 No. 2 (2023)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v4i2.4728

Abstract

Abstract :The increase in social media users has made many brands nowadays use it as an advertising medium, especially YouTube and Instagram. Seeing this, the researcher wanted to know the level of brand awareness of ten followers from Klamby's Instagram through the Sumba Scarf Signature ads, which were selected using purposive sampling method. Data collection methods that are applied to this descriptive qualitative research are observation, interviews, and literature study. Then, those data are processed through three stages of Miles and Huberman's interactive analysis. As for analyzing the value and knowing the level of brand awareness, researchers use the theory of David A. Aaker. The results obtained from this study are there is a fairly good response and subject knowledge regarding visual advertisements and the products displayed, and the Klamby brand occupies the position of Brand Recognition in the Brand Awareness pyramidKeywords : Social Media Advertising, Brand Awareness Abstrak :Meningkatnya pengguna media sosial membuat banyak brand kini memanfaatkannya sebagai media periklanan, terutama YouTube dan Instagram. Menilik hal tersebut, peneliti hendak mengetahui bagaimana tingkat brand awareness sepuluh follower Instagram Klamby melalui iklan Sumba Scarf Signature yang diseleksi melalui metode purposive sampling. Metode pengumpulan data yang diterapkan pada penelitian kualitatif deskriptif ini ialah observasi, wawancara, dan studi pustaka. Kemudian, data tersebut diproses melalui tiga tahap analisis interaktif Miles dan Huberman. Adapun untuk menganalisis nilai dan mengetahui tingkat brand awareness, peneliti menggunakan teori David A. Aaker. Hasil yang diperoleh dari penelitian ini ialah adanya tanggapan dan pengetahuan subjek yang cukup baik terhadap visual iklan beserta produk yang ditampilkan, dan brand Klamby menempati posisi Brand Recognition pada piramida Kesadaran Merek.Kata Kunci : Iklan Media Sosial, Kesadaran Merek