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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 5 Documents
Search results for , issue "Vol. 2 No. 2 (2010)" : 5 Documents clear
Pengaruh Visual Storytelling Komik Asing pada Komik Indonesia Terbitan PT Elex Media Komputindo Tahun 2004-2008 Yohan Alexander; Irfansyah Irfansyah
Wimba : Jurnal Komunikasi Visual Vol. 2 No. 2 (2010)
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 (5853.124 KB) | DOI: 10.5614/jkvw.2010.2.2.1

Abstract

In Indonesia, especially in the decade of 2000s, Japanese comic style was adapted and mimicked by Indonesian comic artists that tried to resurrect Indonesian comics industry that collapsed in the 1980s era. These comics were published by PT Elex Media Komputindo. There are possibilities that these comic artists indirectly also influenced by American and European comics imported and published in Indonesia at the end of 1980 decade. At the same time, this is an era where these comic artists have possibilities of great significant visual input before Japanese comics influenced them in the 1990s. So, the American and European comics could possibly had an impact for local comic artists.The research was done by defining visual storytelling theories before having an insight of the influence of foreign comics to the local comics. These theories would serve as a defining frame for American, European, Japanese comics to describe the influence on Indonesian comics. Some Indonesian comics published by PT Elex Media Komputindo at 2004-2008 span were used as case studies.From the research studies it had been discovered that American comics have the tendencies to visualize ideal form of human being in heroic acts. European comics have the tendencies to visualize everyday, ordinary characters doing adventures in extraordinary places. Japanese comics have the tendencies to visualize a journey story of a warrior in having his or her skills improved with in depth personal storytelling.Indonesian comics published by PT Elex Media Komputindo at 2004-2008 span had tendencies to be extensively influenced by Japanese comics. It could also be suggested by the restraining Japanese comics format proposed to the comic artists by the publisher. But on the other hand, Japanese comics were populer during 2000s decade, making the Japanese comics the main comic references for the comic artists. The research also discovered that American and European comics that were read also give some minor influences for the comic artist.
Kajian Tanda dan Simulasi pada Game Nusantara Online Rahina Nugrahani; Yasraf Amir Piliang
Wimba : Jurnal Komunikasi Visual Vol. 2 No. 2 (2010)
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 (3160.291 KB) | DOI: 10.5614/jkvw.2010.2.2.2

Abstract

Game as a cultural interactive product can be understood by its idea in producing message. Nusantara Online is one of MMORPG (Massively Multiplayer Online Role Playing Game) developed by Indonesian game developer. As a game with historical theme, there are some efforts to reconstruct the classical Majapahit social life. Through virtual comodity offered by game, the value and naration of the history potentially change.This research is aimed to analyse the signs that build a system presenting reality and simulation in the game. In the context of hypersemiotics, the fussion of reality and non reality is a result of sign using that creates hypereality (hypersigns). Identification of hypersigns explained in simulation frame of character, environment, space and time. Some aspects related to the background of simulation explained in logic of simulation.As the result of this research found the signs that construct visual element of this game are a system that makes player exist in a virtual world of Majapahit. History aspect has been through a framing process that makes some events in Majapahit history no longer being dominant in this game. In the other hand, historical aspect seems dominant in the using of Majapahit figure's name, some visual elements and some things related to legend and myth. History in Nusantara Online game is an artificial history, its naration depends on the player's choice in experiencing every details of the game. Simulations in the elements of character, environment, space and time are related to contemporary aspect and postmodernism culture where the players live in.
Perubahan Visual Karakter The Sims 2 ke The Sims 3 dan Interaksi Pemain Ratna Ratna; Iman Sudjudi
Wimba : Jurnal Komunikasi Visual Vol. 2 No. 2 (2010)
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 (4208.625 KB) | DOI: 10.5614/jkvw.2010.2.2.3

Abstract

Character is an essential element in a game, which connects players with the world of game. As an instrument, visual Character plays a major role in eliciting the excitements from the player as user. Today many game characters changed into becoming more humanlike, one of them is a character from The Sims 2 to The Sims 3.Research was conducted to discover whether visual character transformation from The Sims 2 to The Sims 3 gives off more emotion of enjoyment to characters and creates an interaction between player and character that is entertaining. To achieve this, quantifiable quantitative methods were used to learn a player's perception about visual character transformation between the two games. Upon ascertaining the player's perception, emotion elicited from the transformation and discrepancies in interaction were also examined.The results showed that TS3 has a distinctive character more dynamic and emotional in talking behavior, but omit the features of the content of conversations and background characters. Perception of respondents on the basis of this assessment that they prefer TS3 polished character of his attitude. This polishment adds visual strength of character associated with the emergence of identity, character, behavior of speech, emotion and dynamism role. TS3 visual character of the more interesting it makes the interaction between respondents with TS3 lasted more pleasant character.
Retorika Iklan Kampanye Politik Pemilihan Presiden Indonesia 2009 dalam Media Televisi I Nyoman Larry Julianto; Yasraf Amir Piliang
Wimba : Jurnal Komunikasi Visual Vol. 2 No. 2 (2010)
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 (9458.585 KB) | DOI: 10.5614/jkvw.2010.2.2.4

Abstract

Indonesian presidential election campaign advertisement 2009 in its realization through the medium of television has a wide variety of creative concepts to change the state of mind of the audience target. The creative concept was created to build up the rhetoric to communicate his political message. The main purpose of this research is to know aspects of rhetoric that is used by participants of presidential election 2009 in communicating a political message that reflects the vision and mission through the medium of television political campaign advertisement.Data in the form of political campaign advertisement of presidential election 2009 television media was analyzed by looking directly series of motion picture which has been captured then described with text analysis method in which the overall visual and narrative elements of advertising is a cultural text that became the focus of the study object. To understand aspects of the rhetoric used in political campaign advertisement of each Indonesian presidential election participants 2009, identified with the method of text analysis which is associated with the theory of rhetoric so that will be known the forms of rhetoric and rhetorical strategies used by each presidential candidate and vice presidential candidates in communicating their political message and in it represented an ideology which underlying the combination of signs behind those advertisement. While, understanding the rhetoric of work processes in sign system is identified with the method of text analysis associated with the order of narrative story advertisement. The purpose of understanding of the two main things above is to dissect more critical about aspects of rhetoric, concept of rhetoric and logic rhetoric used in the three advertisements. Critical understanding that is meant here is comparative analysis of rhetorical strategies of each presidential candidate and vice presidential candidates communicating their political messages to build a visual image through a system of signs which is constructed on a political campaign advertisement on television in relation to the concept of rhetoric and logic of rhetoric of each presidential candidate and vice presidential candidates become a rhetorical discourse Indonesian presidential election advertisement 2009 thoroughly through the process of interpretation.
Sensualitas Iklan "The Axe Effect" Didit Widiatmoko Soewardikoen
Wimba : Jurnal Komunikasi Visual Vol. 2 No. 2 (2010)
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 (1335.863 KB) | DOI: 10.5614/jkvw.2010.2.2.5

Abstract

Pleasure of viewing used as strategic approach on advertisement. The most attractive and frequent using pleasure of viewing is sensuality. Axe as a product of men’s body odor utilize it as advertisement strategy. These ads become unique because representing a different occurrence that woman pursuing a man. By mean of visual analysis with psychoanalysis approach would be describe how Axe ads persuade the target audience through gestures and sensualities.

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