cover
Contact Name
Pindi Setiawan
Contact Email
jurnalwimba@gmail.com
Phone
+62222516567
Journal Mail Official
jurnalwimba@gmail.com
Editorial Address
Fakultas Seni Rupa & Desain - Institut Teknologi Bandung Jl. Ganesha No.10 Bandung, 40132
Location
Kota bandung,
Jawa barat
INDONESIA
Wimba: Jurnal Komunikasi Visual
ISSN : 20850948     EISSN : 27147207     DOI : https://doi.org/10.5614/jkvw
Wimba Jurnal Komunikasi Visual (2085-0948) is a peer-reviewed and open access journal in the field of visual communication and aims to publish academic article and to create discussion among lecturers, students, researchers and professionals in the field of visual communication design, graphic design, heritage-related design, illustration, typography, photography, multimedia interactive design, advertising and social campaign, branding, packaging design, sign system, interface design, visual language, animation, game design and other visual commucation-related fields. Published and organized by Visual Communication and Multimedia Research Group of ITB (Bandung Institute of Technology) since 2009, the journal is published twice a year every July and December. Wimba Jurnal Komunikasi Visual (2085-0948) adalah jurnal peer-review dan akses terbuka di bidang komunikasi visual dan bertujuan untuk mempublikasi artikel akademik serta menciptakan diskusi di antara pendidik, mahasiswa, peneliti dan profesional dalam bidang desain komunikasi visual, desain grafis, desain berbasis budaya tradisi, ilustrasi, tipografi, fotografi, desain multimedia interaktif, periklanan dan kampanye sosial, branding, desain kemasan, marka grafis, desain antarmuka, bahasa rupa, animasi, desain game dan bidang lainnya yang terkait pada komunikasi visual. Jurnal ini dikelola dan diterbitkan oleh Kelompok Keahlian Komunikasi Visual dan Multimedia, FSRD ITB sejak tahun 2009 dan terbit dua kali setahun setiap Juli dan Desember.
Articles 131 Documents
BAHASA RUPA DAN KEMUNGKINAN MUNCULNYA SENIRUPA INDONESIA KONTEMPORER YANG BARU Primadi Tabrani
Wimba : Jurnal Komunikasi Visual Vol. 8 No. 1 (2017)
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 (727.845 KB) | DOI: 10.5614/jkvw.2017.8.1.1

Abstract

"Ilmu" Bahasa Rupa lahir di Indonesia (1991) di Fakultas Seni Rupa dan Desain (FSRD) Institut Teknologi Bandung (ITB), dalam disertasi Primadi Tabrani, yang merupakan hasil studi perbandingan berbagai bahasa rupa: gambar anak, gambar gua prasejarah, gambar primitip, gambar Wayang Beber Jaka Kembang Kuning, relief cerita Lalitavistara candi Borobudur dan seni rupa modern. Disertasi ini tebalnya 'satu peti' (58x33x27 cm). Masih ditahun 1991 American Library of Congress dari Amerika Serikat memesan 7 peti yang di bagikan pada berbagai perguruan tinggi seni rupa di Amerika. Mereka berpendapat bahwa apa yang ditemukan disertasi tsb merupakan sesuatu yang baru dan belum ada dalam literatur barat. Ketika saya katakan, "Kan ini dalam bahasa Indonesia", mereka menjawab "Tak masalah, banyak ahli kita yang mampu menerjemahkannya". Hati saya terkesiap, jangan jangan temuan disertasi tsb akan segera disosialisasikan, dan dipraktekkan di Amerika, sedang di Indonesia sendiri belum bergema.
ANALISIS VIRTUAL GUIDE MONUMENT KAPAL SELAM SURABAYA (MONKASEL) MELALUI PENGGABUNGAN "GOOGLE CARDBOARD" DAN AUGMENTED REALITY Robithoh Akbar Irzain; Irfansyah Irfansyah; Hilwadi Hindersah
Wimba : Jurnal Komunikasi Visual Vol. 8 No. 1 (2017)
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 (1555.556 KB) | DOI: 10.5614/jkvw.2017.8.1.2

Abstract

Submarine monument or known as Monkasel is a submarine museum located in  the center of Surabaya. Submarine Monument which was formerly built as KRI Pasopati 410 submarine, is one of Indonesian Navies. Facilities, technical support and human resources are the main obstacles of the Monkasel tourism  beneficiaries. In addition, the way information communicated is less interesting to the visitors of museum. In order to solve this problem, digital media which utilizes visitor's devices is designed. Digital media enables visitor to access more information interestingly using their device. Therefore, the information provided by artefact and analog information board will be enriched by digital media. The aim of this research is to perceive about digital media appication such as Google Cardboard as virtual reality in collaboration with augmented reality that can be implemented to artefact in Museum Kapal Selam Surabaya. Qualitative explanative and action research are the methods used for this research. By examining the cause and impact of a fenomena, interactive media helps to reconstruct the value of the fenomena. As a result, user's application on mobile gadget is developed with information provided by the museum. By using Google Cardboard as virtual reality device, the user experiences immersive result of the media. Google Carboard is a technology of first person view that has 360 degree angle, while augmented reality is a combination of invisible and visible object in reality. Augmented reality delivers information interestingly to Monkasel Surabaya visitor by using visualisation of two or three dimentional virtual object on a real object.
PEMETAAN KARAKTERISTIK VISUAL TIPOGRAFI VERNAKULAR PEDAGANG KAKI LIMA DI KOTA BANDUNG Ira Carella; Naomi Haswanto; Riama Maslan Sihombing
Wimba : Jurnal Komunikasi Visual Vol. 8 No. 1 (2017)
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 (1441.748 KB) | DOI: 10.5614/jkvw.2017.8.1.3

Abstract

Bandung has already become a melting pot of migrant population who come from rural areas, including street vendors society. One distinguishing feature of Bandung's street vendors is its local lettering art, known as vernacular typography. Besides its economic function as a sign to convey information about street vendor's goods, vernacular typography also has a social function to represent the collective identity of street vendors society in Bandung. Collective identity resides in an abstract concept that forms harmony within the diversity in vernacular typography. The aim of this study is to reveal the harmony within diversity in vernacular typography of street vendors in Bandung by systematically assessing its visual characteristics. This study is structured by two continuous steps. The first is synthesizing a mapping method that would be relevant to be applied on vernacular typography. It results in a set of visual aspects with meaning potentials synthesized from van Leeuwen's distinctive features of typography, Machin's inventory of typographical meaning potentials, and Haswanto's morphology of vernacular typography. The second step is assessing vernacular typography samples through content analysis to reveal its visual characteristics. The result suggests that some characteristics are formed by its limited space, materials and processes. Several characteristics tend to create a typical communication system of urban sector informal society in using vernacular typography.
KAJIAN STRATEGI BRANDING CLOTHING UNKL347 Rudy Farid
Wimba : Jurnal Komunikasi Visual Vol. 8 No. 1 (2017)
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 (1170.867 KB) | DOI: 10.5614/jkvw.2017.8.1.4

Abstract

Nowadays the success of a product to penetrate the market its not determined only by physical excellence, functions, pricing and the distribution aspects of the product. Amidst of myriad similar products offered to the consumer, now the key to conquest the competition is also determined by the branding strategy; that is the strategy of implanting the brand into consumer's mind. Because whenever confronted by many options, consumer is inclined to choose the brand that they know, trust and prefer.Regarding the brand building or branding, in 1996 occurred an exceptional phenomenon in Bandung City: UNKL347 a local clothing company was acknowledged to have a solid brand and compete against reputable international and regional brands. This occurrence raised inquisitions about how UNKL347 achieved its branding and perception in consumer's mind.So in order to comprehend this occurrence, a qualitative and case study methodology is employed. Information is investigated through an in-depth interview to UNKL347's principals, a structured interview to some purposive sampling of consumers and by documents observation. The analytical process is using an interactive method so the data's compilation is structured, comprehensible and its interconnectedness is constructed.The result or conclusion is there are some key factors which determined UNKL347's branding strategy achievement: that UNKL347 is unintentionally implementing branding strategy which is unconventional and even contradictory with conventional branding strategy, nevertheless the brand is conceived by personal recommendations among its consumers. This findings are expected to become as reference for brand building strategy in similar case and for a specific consumers / prospects.                      
Kajian Desain Karakter Dalam Game Overwatch dalam Kerangka Metode Perancangan Manga Matrix Fajar Persada Supandi; Alvanov Tzpalanzani Mansoor; Savitri Putri Ramadina
Wimba : Jurnal Komunikasi Visual Vol. 8 No. 1 (2017)
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 (1191.91 KB) | DOI: 10.5614/jkvw.2017.8.1.5

Abstract

Overwatch adalah game dengan genre First Person Shooter(FPS) dan juga Massive Online Battle Arena (MOBA). Terdapat 22 karakter yang dapat dipilih oleh pemain dan setiap karater memiliki kemampuan bertempur, senjata, bentuk badan, dan peran terbagi menjadi empat macam, yaitu: offense, Defense,Tanker, dan Support. 2 karakter wanita tersebut dipilih untuk menjadi objek penelitian, karena dalam permainan Overwatch, kedua karakter tersebut memiliki keterkaitan yang dibangun dengan latar belakang cerita yang kuat. Penelitian ini dilakukan dengan analisis struktur visual dengan pendekatan teori Manga Matrix. Pada 3 matrix dalam karakter yang dikaji, yaitu: matriks bentuk, matriks kostum, matriks personaliti. Hasiltemuan penelitian ini adalah manga matrix dapat diaplikasikan untuk menganalisis karakter dalamvideo game Overwatch. Akan tetapi, karena kedua karakter yang dianalisis keduanya merupakan manusia dalam bentuk wanita yang berbeda usia, mekanisme perancangan chara dalam Overwatch dibalik dari matrix personity, matrix kostum, dan terakhir menggunakan matrix bentuk. kesimpulan lainnya adalah game overwatch pada setiap karakternya lebih memfokuskan pada fungsi permainan dari masing-masing karakter. 
Pendidikan Seni, Hubungannya dengan Ambang Sadar, Imajinasi dan Kreativitas serta Manfaatnya untuk Proses Belajar yang Bermutu Primadi Tabrani
Wimba : Jurnal Komunikasi Visual Vol. 7 No. 1 (2015)
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 (866.454 KB) | DOI: 10.5614/jkvw.2015.7.1.1

Abstract

It seems obvious that all theories of learning, teaching, training, and curriculum are borrowed from developed countries. However, from past and present experience, all of those theories will be less suitable for Indonesia. Therefore, we need the courage to study what happened in the West and compare the results with our own traditional education. Based on our own researches, then we can generate what is the present-day modern education of Indonesia.This article discusses about "inner-communication" "“ "image-communication" within our nerve system, where the awareness, imagination and creativity works. It is also a form of appeal to conduct research on education, especially on visual art education, so it will be suitable for Indonesian environment and society. Art education has the ability to increase the quality in other education fields, because the learning process transform into creation process.
Social Campaign Media Design of Books for Papua Oktavian Eka Wahyuning Tyas; Didit Widiatmoko Soewardikoen
Wimba : Jurnal Komunikasi Visual Vol. 7 No. 1 (2015)
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 (990.549 KB) | DOI: 10.5614/jkvw.2015.7.1.2

Abstract

Education facilities in Papua is insufficient, so the amount of illeteracy is still high in that region. Later, there is a community that named as "@bukuntukpapua", an independent movement which cares about the education issues in Papua. The main purpose of that community is collecting books and donation, that will be managed into a small library in Papua. Those efforts are hoped to improve the education of people in Papua, especially for the children in early age. Reading and writing are one of the efforts to decrease the illeteracy in Papua. Unfortunately, "@bukuntukpapua" doesn't have the actual visual medias for its activities. This problem causes only a few people who know about this movement. In order to solve that problem, the design of promotion medias for this social campaign program should be made. Various data was obtained through observation, interviews, research from the books, and also by spreading the questionnaires to any respondent who are representative for the target audience. The results from that analysis showed customers' will for the social campaign media. By the results of that, the concept of social campaign media is persuading people to get involve in this campaign. The medias which will be used are website, social media, infographic, brochure, poster, digital poster, book drop box, packaging box, and merchandise. Hopefully this design will help "@bukuntukpapua" in implementation of the social campaign, so people will know about this program and participate to make it success.
Perancangan Webcomic Interaktif "Horror Stories Of Indonesia" Anggie Putiamary; Alvanov Z. Mansoor
Wimba : Jurnal Komunikasi Visual Vol. 7 No. 1 (2015)
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 (1031.84 KB) | DOI: 10.5614/jkvw.2015.7.1.3

Abstract

In Indonesian culture, fear is one concept that can be found in traditional folklore which can be seen from various mystical stories from all around the archipelago with implicit moral message. In popular culture, ghost themed folklore then adapted in various media. At the presentation, folklore adaptation medium is closely related with ways to tell tales, or storytelling. One of the effective way in delivering content of a story is by including reader’s interest in a storyline. For example, by using such storyline, or even adding elements that can attract reader’s attention, so the readers may gain different experience in story reading, especially those including visual element. In further development, horror‐themed popular media faces sour response from audience as they fail to present interesting horror content despite the richness of local culture. Meanwhile, as one of the product of media digitalization, webcomic is a form of comic published in a website that can be accesed online. Some Indonesian webcomic sites has enough attention from the readers, but in the content, the comics are still using printed comic visualization standards, which is accessing page by page, and still not using website format content that is more flexible in visualization design and more interactive for readers. Seeing the condition, experiment of using webcomic in translating the sensation we get from horror genre has potential to lift supernatural‐themed folklore culture in Indonesia. Horror stories can be presented as an immersing reading experience using website as a wideworld accesible platform. Mulltimedia’s role, such in webcomic is hoped to give novelty in visual narration and also adding insights through the unique side of Indonesian culture. Keywords: folklore, horror, storytelling, webcomic
Transformasi Pola Visual pada Kemasan Rokok Kretek Produksi PT. Nojorono Tobacco International Kudus Kristia Lani Diana; Naomi Haswanto; Achmad Syarief
Wimba : Jurnal Komunikasi Visual Vol. 7 No. 1 (2015)
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 (888.202 KB) | DOI: 10.5614/jkvw.2015.7.1.4

Abstract

 "Kretek" has been a heritage of Indonesian culture that id inherited for over a hundred years. It serves not only as a cultural aspects, but also as an Indonesia economical boosters; it serves 83% of the Indonesia's' gross income. In the other hand, "Kretek" is also seen as a health threat, many of government regulations are created to limit its market spread by limiting its promotion. From here, the packaging of the products become the connecting link between the producers and the consumers. Content analysis method is chosen to study the aspects that affect transformation of visual patterns in packaging of kretek. In this paper, the alteration of the visual  aspects (such such color choice, illustration, logo, and layout composition) from one periods over another is shown and explained. The object on this research is the kretek packagings that is produced by PT. Nojorono Tobacco International from when it was established in the year of 1932 untill  2013. The packagings are classified into 6 periods of developments.
Mengajak Masyarakat Ikut Aktif dalam Kampanye Friendly Bandung Melalui Instalasi Interaktif Melita Setiawan; Alfonzo R. Kopaha
Wimba : Jurnal Komunikasi Visual Vol. 7 No. 1 (2015)
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 (830.279 KB) | DOI: 10.5614/jkvw.2015.7.1.5

Abstract

Friendly Bandung is an international city branding campaign which developed within different aspect and promoted by creative community in Bandung city. This campaign was initiated because the government's facility has not used effectively by many of pedestrian yet. The increased use of crossing bridge was one alternative way to support the convenience for both pedestrian and the rest of road users. Interactive installation has a potency to persuade pedestrian in using crossing government facilitation as it fits the open minded and friendly characters of Bandung's people. This study collected data through literature study, observation and interview. Moreover, this study also connected the phenomena with several theories such as fun theory and the concept of interaction. The interactive installation could become a pioneer of the safety, security and smooth traffic flow by persuade pedestrian to use crossing bridge.

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