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. 4 No. 2 (2012)" : 6 Documents clear
Identitas dan Karakter Budaya Lokal pada Kemasan Makanan Oleh-Oleh Nina Nurviana; Priyanto Sunarto; Achmad Syarief
Wimba : Jurnal Komunikasi Visual Vol. 4 No. 2 (2012)
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 (2835.669 KB) | DOI: 10.5614/jkvw.2012.4.2.1

Abstract

"Oleh-oleh"has become an important thing to buy. "Oleh-oleh" package with prominent characteristic of the local culture can be found in a small number of "oleh-oleh" shops or stalls. This characteristic might be hard to find in other areas. Nowadays, the number of such packaging is still limited. With its various cultures, Indonesia should have become a great source of inspiration to develop packaging design"oleh-oleh". This background triggered the idea that "oleh-oleh" packaging design has great potential to be developed. Such "oleh-oleh" packaging can be considered to have a unique position for several reasons. In addition to its design, its existence in the area of tourism activities and cultural environment has been continually living side by side with the identity where it is marketed. "Oleh-oleh" packaging will be deeply assessed by using a combination method of qualitative and quantitative approaches. Qualitative approach is used to identify the physical and graphic of it. The theory underlining this study is a packaging design theory and theories related to the form of culture. To identify the character of the packaging, theory associated with uniqueness, exotics and emotions are employed. Making use of questionnaire, consumer perceptions of the design are collated. To identify the average opinion of the respondents, a quantitative approach with Semantic Differential assessment method is adopted. The study of the food "oleh-oleh" packaging which can be useful source in design planning, shows that: (1) form, materials and how to package are the aspects influencing the construction of the package; (2) cultural context viewed at the packaging is cultural context seen as exotics, nostalgic experience, visual experience, (3) recognition from consumers is needed to show evidence of physical experience to the place visited and the desire to collect (4) aspects of culture on the packaging can be considered as an opportunity to increase sales; (5) the efforts of food manufacturers in decorating the package is considered quite successful in highlighting the uniqueness and the attractiveness of the appearance.
Konsep Plesetan sebagai "Visual Pun" Lokal pada Media Promosi Luar Ruang Usaha Kuliner Masyarakat Yogyakarta Sudjadi Tjipto; Imam Santosa; Naomi Haswanto
Wimba : Jurnal Komunikasi Visual Vol. 4 No. 2 (2012)
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 (3852.832 KB) | DOI: 10.5614/jkvw.2012.4.2.2

Abstract

In Yogyakarta form of humor in communicating called the (language) plesetan. Interesting phenomenon occurs when plesetan that was originally a lingua franca is then used as an advertising concept culinary business. Actors’ culinary business with the help of graphic design utilizing digital printing technology in producing a media campaign with the concept of a plesetan. The research methods used in this study play purely descriptive phenomenology methodology pioneered by Edmund Husserl. Data was collected through field observations by documenting the work of the media campaign culinary business in Yogyakarta and surrounding areas. Interviews were conducted to reveal the informant lived experience of a first person perspective. With this method are expected to be found in the explanation of the concept of Javanese plesetan culture. Then also sought various forms of plesetan in the media and the promotion of outdoor culinary business in Yogyakarta. From the initial observations that have been made assumed plesetan performed by the high level of culinary competition. Found an interesting proof of the theory that good plesetan will continue spoofed.
Konstruksi Selera Remaja Putri dalam Dunia Digital Dyanningrum Pradhikta; Ruly Darmawan; Hendy Hertiasa
Wimba : Jurnal Komunikasi Visual Vol. 4 No. 2 (2012)
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 (1288.342 KB) | DOI: 10.5614/jkvw.2012.4.2.3

Abstract

Website imaging can be built by using visual design such as layout, graphic/ image, typography and color. Website through the visual display has huge potential to form teenager disposition. Website visual display has relation which related with user perception. Teenager disposition is formed from perception to Website. Media brings certain influence to adolescent preference. Website also distribute message by audience target taste approach. Teenager curiosity and interest to website, attract teens to think and then produce disposition. Besides, website indirectly has message inside it, whcih is a metaphor of lifestyle room, consumption and taste. Media capacity included in taste conditioning, which is, website gives offers through choices, not just information content displayed, but also via various visual display. In that time, this variety will be construct taste.
Peran Film Animasi "Pocoyo" dalam Upaya Pengkondisian Imajinasi Anak Autis Iska Dwi Athma Putri Rosyadi; Lies Neni Budiarti; Ruly Darmawan
Wimba : Jurnal Komunikasi Visual Vol. 4 No. 2 (2012)
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 (1209.62 KB) | DOI: 10.5614/jkvw.2012.4.2.4

Abstract

Pocoyo is a film that used as a trigger, especially in SDLB Autis Lab Univ. Malang. Autism is a kind of developmental disorder, and its diagnosis is based on certain criterias that have been previously defined. Generally, when people watch a film, there is a process imagination in them. All people, which is a normal one or has special needs, have imagination. It is because of humans are basically creative creature. Therefore, animated films Pocoyo’s role in conditioning autism imagination is important for further study. This master theses used qualitative approach in order to achieve that objective. Content Analysis, Visual Analysis, and Flow concept are used to find out the role of Pocoyo animated film in developing autism imagination. By using colouring work of subjects (child with autism), imagination that formed within children with autism are ascertainable. This research revealed that Pocoyo animated film could condition on subject’s imagination. When he on colouring activity, there was “komunikasi-dalam” within him. Imagination was formed because the film has a blank background, and minimal property. Emptiness made subject feel free to fill it with imagination he had. Subject also had Flow experience, which can be seen in the totality of the coloring pictures. This totality raised because he might have seized the opportunity that offered by emptiness of Pocoyo animated film to be filled with a variety of imaginations.
Pengenalan Peran TNI AD melalui Mobile Game untuk Remaja Aditya Satyagraha; Alfonzo Ronald Koapaha; Widihardjo Widihardjo
Wimba : Jurnal Komunikasi Visual Vol. 4 No. 2 (2012)
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 (1846.877 KB) | DOI: 10.5614/jkvw.2012.4.2.5

Abstract

Role of Indonesian Army (TNI AD) as military institution which was maintaining the sovereignty of the Unitary Republic of Indonesia (NKRI ) from all forms of threats was vital, and needed to be supported by other elements of nations, especially the young generation of Indonesia. Therefore we needed recognition and understanding of the role of the army to teenager in order to create synergy between the Army and the younger generation in an effort to defend the country. In this study, researcher was trying to provide information and knowledge about the role of the army to teenager through mobile game. The method which was used in this study was descriptive-qualitative method, the theory of communication which associated with the delivery of messages and information technology, and the Army as theme and content in the game. The technique was observations data and facts in the field than developed it into game of new theme of TNI AD. The purpose of this research was to design learning media and recognition of the role of the TNI AD by using turn-based strategy game. The preparation of this thesis performed an assessment of the technology, collected information about TNI AD, game concept, Android operation system, and another necessary supported concept. Then continued with analysis, system design, implementation and system testing. Result from this research was a game design, titled Jejak Garuda. This game was turn-based strategy game and played individualy in platform mobile device with Android operation system based. Visual game was created in 2D, in purpose to make it attractive and light for mobile device, but the gameplay was created as attractive as possible in order to make high replay value.
Perancangan Game "Galah Asin" untuk Memperkenalkan Budaya Tradisional Jawa Barat Rama Dwissa Wiana; Intan Rizky Mutiaz; Alvanov Zpalanzani Mansoor
Wimba : Jurnal Komunikasi Visual Vol. 4 No. 2 (2012)
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 (2241.651 KB) | DOI: 10.5614/jkvw.2012.4.2.6

Abstract

Galah Asin is a cultural product that is gradually displaced along with the changing time. This is due to the discontinuation of cultural inheritance that made the previous generation. Traditional children’s games as a product of cultural tradition are not registered, nor socialized to the succeeding generation. The advancement of various electronic media also distract the public, especially children, who tend to leave traditional games that are not considered practical, because they often require a game field. PC gaming is one of the popular media among urban community that can be used as a medium for introducing traditional games in a digital form. Designing game of Galah Asin for children 6-12 years on the PC platform aims to reintroduce Galah Asin as West Java traditional game through more interesting and fun media. Interesting and fun because by playing, players are not only obtaining verbal information, but also, but game is also capable of displaying simulation that is roughly equal to the original game, although not replace the experience of playing the original game. The methodology of design / research conducted was descriptive qualitative, research with problem solving orientation. The methods adopted including data searching, data processing, designing games (pre-production), game development (production), testing the game (post-production), and then draw conclusions from the findings. From this research, Galah Asin game application is produced which ready for socialization or can be developed further. We came to the conclusion that the existence of digital games can be used as a more interesting and fun medium of publication of information about traditional games. Thus, information about the traditional culture would be preserved, even in the demands of sustainable era.

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