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 6 Documents
Search results for , issue "Vol. 15 No. 1 (2024)" : 6 Documents clear
ANALISIS PERKEMBANGAN DAN PENGARUH TIPOGRAFI PADA SAMPUL MAJALAH BOBO TERHADAP KETERTARIKAN ANAK Michelle Jacqueline Setiawan; Riama Maslan Sihombing
Wimba : Jurnal Komunikasi Visual Vol. 15 No. 1 (2024)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/jkvw.2024.15.1.1

Abstract

Bobo Magazine has been in production since 1973 and there are thousands of Bobo magazines that have been published. Bobo magazine has a cover design that is unique and different from other magazines. Its unique design has its own charm for readers, especially children. One of the most important design elements in cover design communication is typography. This study aims to analyze the development of typography in Bobo magazine and determine its effect on children's interests. This research refers to the theory of four main typographic principles including legibility, readability, visibility, and clarity. This research method uses a qualitative approach, with data collected from the results of documentation, observation, and literature. From the results of the analysis, it is known that there is a change in the typography design on the cover of Bobo magazine with the application of better typographic principles. The use of correct and appropriate typographic principles makes Bobo magazine successful in attracting children's attention. Typographic design can communicate well to readers and can convey information well, clearly, and precisely.
ANALISIS VISUAL DESAIN KARAKTER FAUST PADA GAME “MY LOVELY DAUGHTER” MENGGUNAKAN METODE MANGA MATRIX Tiara Andhienia Fitriadi Putri
Wimba : Jurnal Komunikasi Visual Vol. 15 No. 1 (2024)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/jkvw.2024.15.1.2

Abstract

Video games are a popular entertainment phenomenon among people today. Various genres of video games have sprung up and have their own impression on the players. In it, video games have visual elements that have their own uniqueness and aesthetic value. These visuals can provide information, especially on character design in the game world. Like the visual elements in the game "My Lovely Daughter", where the visual elements in it have meaning to each other and form a narrative in the game itself. Characters that are created with certain characteristics will attract the attention of players. The purpose of this research is to interpret each visual element in the character and how important character design is to build the identity of a game characteristic using the manga matrix method. Through the analysis, the visual elements of the character design in the game show that the design references chosen for the Faust character have been carefully considered, from the face, clothes, accessories to the personality part of the character.
Analisis Rebranding Produk Kecantikan Lokal “Luxcrime” pada Perkembangan Brand Valerie Effendy
Wimba : Jurnal Komunikasi Visual Vol. 15 No. 1 (2024)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/jkvw.2024.15.1.3

Abstract

Local beauty products such as Viva, Purbasari, Sariayu, and Mustika Ratu have been present since the 1960s, but their branding has primarily targeted adults. However, since the 2010s, there has been a growing development of local beauty products specifically for teenagers. The peak of this trend occurred during the pandemic, as teenagers became more conscious of self-care, resulting in significant growth for local beauty brands like Luxcrime. This research aims to analyze the relationship between Luxcrime's rebranding and its progress in the Indonesian beauty industry before and after the pandemic. The study employs qualitative methods of visual content analysis and descriptive analysis to examine Luxcrime's re-branding from the perspective of Conceptual Branding Theory and Brand Equity. The findings indicate that Luxcrime’s rebranding has a significant impact on brand advancement by creating opportunities for product expansion and expanding market share through the introduction of new visual elements.
MAKNA ILUSTRASI SAMPUL MAJALAH TEMPO EDISI ‘KEJARLAH DAKU, KAU KUBEKAP’ Azhar Natsir Ahdiyat; Acep Iwan Saidi; Agus Sachari
Wimba : Jurnal Komunikasi Visual Vol. 15 No. 1 (2024)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/jkvw.2024.15.1.4

Abstract

Cases of corruption involving well-known figures in Indonesia always draw public attention. One such figure is the politician Setya Novanto, who was embroiled in the e-KTP corruption case in 2017. This case was considered a significant corruption case, thus the topic also expanded and became a concern for the society. Due to the importance of this case, Setya eventually became the main figure in the cover illustration of Tempo Magazine's edition titled "Kejarlah Daku, Kau Kubekap" (Chase Me, I'll Smother You) which indicates certain implicit elements including signs and meanings that are interesting to uncover. The purpose of this study is to analyze the visual sign structure and reveal the meanings contained in the cover illustration of Tempo Magazine's edition "Kejarlah Daku, Kau Kubekap". Unveiling the meanings behind the signs present in the magazine cover illustration is made possible using a visual semiotics approach, specifically Barthes' semiotics concept. This study concludes that the meaning contained in the cover illustration of Tempo Magazine is Tempo highlighting news about indications of Setya Novanto's dramatic steps using the central government as a hiding tool from the pursuit of the Corruption Eradication Commission (KPK) related to the e-KTP corruption case. keywords: illustration, magazine cover, visual semiotics, signs, meanings.
Meningkatkan Kesadaran tentang Penyandang Autisme untuk Dewasa Muda melalui Animasi Eksperimental: Meningkatkan Kesadaran tentang Penyandang Autisme untuk Dewasa Muda melalui Animasi Eksperimental Sabine Luna; Banung Grahita
Wimba : Jurnal Komunikasi Visual Vol. 15 No. 1 (2024)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/jkvw.2024.15.1.6

Abstract

Many with Autism Spectrum Disorder (ASD) struggle to achieve independence due to a lack of understanding and acceptance, particularly among young adults. To bridge this gap, this project proposes an experimental animation designed to foster empathy. Through a combination of literature review, interviews with psychologists and ASD companions, and participatory observations at an autism center, the project will gain insights into the lived experiences of ASD and the challenges young adults pose to social inclusion. The animation itself will leverage the flexibility of experimental animation to portray the frustrations and difficulties encountered by people with ASD due to social exclusion. Ultimately, the project aims to create a bridge of understanding through emotional connection, fostering empathy and acceptance among young adults towards individuals on the autism spectrum.
TAHAP PERANCANGAN LOGO INSPIRASI (INDONESIA–NTU SINGAPORE INSTITUTE OF RESEARCH FOR SUSTAINABILITY AND INNOVATION) Yudha Pratama putra
Wimba : Jurnal Komunikasi Visual Vol. 15 No. 1 (2024)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/jkvw.2024.15.1.7

Abstract

The Ministry of Education and Culture (Kemdikbud) in collaboration with UGM, UI, ITB, ITS, and NTU Singapore has initiated the INSPIRASI Program (Indonesia–NTU Singapore Institute of Research for Sustainability and Innovation). These five universities, with funding from LPDP, aim to establish centers of excellence to attract researchers, students, and industry partners to create concrete solutions for climate change mitigation and sustainability. INSPIRASI focuses on three main pillars: Renewable Energy, Circular Economy, and Smart Cities, involving aspects of research, education, enterprise, and community. This design-based research aims to produce the INSPIRASI logo and brand guidelines. The method used is descriptive qualitative, and the logo design method follows Robin Landa's 5-stage model: Orientation, Analysis, Concept Design, Design, and Implementation. The logo design is inspired by the international Atom Symbol, depicting three well-defined electron orbits around a nucleus. The three electron orbits represent the three main pillars, while the atom's nucleus represents the aspects of research, education, enterprise, and community.

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