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
REPRESENTASI NUANSA WARNA HOROR PSIKOLOGIS DALAM GAME “OMORI” Linda Chikita; Dianing Ratri; Irfansyah Irfansyah
Wimba : Jurnal Komunikasi Visual Vol. 13 No. 2 (2022)
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.2022.13.2.1

Abstract

The psychological horror game genre generally revolves around the use of black and white or monochrome colors to convey the mental condition of their characters, but not Omori. This game is dominated by the use of pastel colors and neon colors in environment so that it offers a unique experience compared to games with similar themes. This journal examines the use of color in using color psychology theory and horror psychology using visual content analysis methods to find out how the role of color nuances in building psychological horror effects. Based on the results of the analysis, the dominating mixture of colors that often appears is black-white and red which represents the theme of the Omori game about coping mechanisms of pain due to grief from the death of a loved one that lasts too long.
PENGARUH BUDAYA INGGRIS RAYA DALAM DESAIN MONSTER DAN WORLD BUILDING GAME “POKEMON SWORD” DAN “POKEMON SHIELD” Nabila Husna Al'Arifah; Dianing Ratri; Irfansyah Irfansyah
Wimba : Jurnal Komunikasi Visual Vol. 13 No. 2 (2022)
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.2022.13.2.2

Abstract

Pokemon Sword and Pokemon Shield is a pair of Role Playing Game (RPG) that were released for Nintendo Switch Console. Pokemon itself is known as the monster collecting game, as their slogan, "Gotta Catch 'Em All". Pokemon is also known for its world which takes visual references from certain regions in the real world, for example, Pokemon X and Pokemon Y are based on French, and Pokemon Sun and Pokemon Moon are based on Hawaii. As for Pokemon Sword and Pokemon Shield, they are based on the United Kingdom. This research will be examined by using the Matrix Manga theory and Building Imaginary World theory to gain an understanding of the visual approach considered by the creators of this game in creating a United Kingdom atmosphere. It is hoped that this research can be used as a reference in world building and its monsters to create a specific atmosphere based on real life place and phenomenon.
PENGGUNAAN ZINE SEBAGAI MEDIA PENGENALAN STAGE OF GRIEF KEPADA REMAJA Frederick Argindo; Riama Maslan Sihombing
Wimba : Jurnal Komunikasi Visual Vol. 13 No. 2 (2022)
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.2022.13.2.3

Abstract

There are various response and reaction when someone is facing grief. Most of the people who went through it, will experience the Stage of Grief. The theory of Stage of Grief is still unusual to some people because the lack of literacy about related theory, especially for teenagers. Another factor that takes effect is teenager’s reading interest. Nowadays, zine is a visual media that is appealing and effective enough for the young readers. This research will study some literacy that contains Stage of Grief theory using the qualitative descriptive method. Based on the theories that are used (Stage of Grief theory, theory about effects of visual elements on reading interest, and theory about zine), a conclusion was made that zine is an appropriate literacy choice for young readers, where the text and illustration have a balanced proportion. Zine as a visual media is enough to make the readers to understand the contents easier.
Kampanye Work Life Balance kepada Ibu Berkarier dalam Lingkungan Kerja dari Rumah Deandra Marvela
Wimba : Jurnal Komunikasi Visual Vol. 13 No. 2 (2022)
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.2022.13.2.4

Abstract

Work-life balance is important for working mothers who work from home to avoid physicaland mental fatigue. This study aims at devising a social campaign to mitigate conflict. The goal of thiscampaign is for working mothers from home achieve work-life balance through personal change. Theresearch methodology is carried out through literature studiesrelated to work and family conflict, burnout, work-life balance, and career mothers. In addition, questionnaires were distributed to 119 athome working mothers to learn about what was going on in the field. Following this, in-depthinterviews were conducted on the management and psychology topics of the sources investigated.Based on the results of the analysis, the concept of designing a work-life balance campaign wassuccessfully compiled. It provides an ideal work balance model for at-home working mothers. Thecampaign is expected to allow career mothers to consciously balance their lifestyles and preventpotential conflicts.
PERANCANGAN KAMPANYE SOSIAL UPAYA PELINDUNGAN BAHASA DAERAH UNTUK REMAJA SEBAGAI BAGIAN MASYARAKAT URBAN DI INDONESIA Eleanora Josephine
Wimba : Jurnal Komunikasi Visual Vol. 13 No. 2 (2022)
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.2022.13.2.5

Abstract

It is undeniable that technological advances and globalization have brought many positive changes to various aspects of human life. However, the advent of cross-cultural phenomena and the flow of information that knows no boundaries are gradually shifting the cultivation of Indonesian culture within its society. As a country diverse both biologically and culturally, Indonesia currently acknowledges 718 native languages throughout the archipelago. However, the use of native languages within the general public has been diminishing compared to national or even international languages due to several reasons concerning the functionalities of native languages that often may not benefit the parties who use them. As a result, some native languages are in critical condition or, to a greater extent, towards extinction – Indonesia’s Badan Bahasa claimed that 11 native languages in Indonesia have become extinct. Government officials have begun to activate protection programs for native languages. Still, they have yet to reach youth audiences fully – the supposed generation to inherit them – and interest them in the subject. Therefore, to revitalize native languages, it is crucial to incorporate a social campaign that could influence the youth to participate in the protection program. The design thinking model is practiced upon defining the core problem, discovering insights of the target audience, and determining the direction until prototyping the social campaign in question. The data analysis from survey results and interviews has helped gain insights into the targeted audience. The result proves that nearly half of the survey participants do not know about the dire situation of regional languages in Indonesia and its protection program. At the same time, a part of them needs a proper platform to express their concerns. Hence, the social campaign is expected to convince a change of perspective and encourage youth’s participation in revitalizing Indonesia’s native languages.
PEMAKNAAN DESAIN KARAKTER SOSOK IBU PADA AKUN INSTAGRAM “PARENTING IS EASY” BAGI IBU MUDA Palupi Argani; Riama Maslan Sihombing
Wimba : Jurnal Komunikasi Visual Vol. 13 No. 2 (2022)
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.2022.13.2.6

Abstract

This study aims to discover how the construction of meaning is formed in young mothers regarding theappearance of the character design of the mother figure on the Instagram account Parenting is Easy. The urgencyof this research relates to the phenomenon of using Instagram and the design of the character of the motherfigure as a media for parenting education. This phenomenon will affect the meaning of young mothers in thecharacter design of the mother figure, which beginsto shift due to technological factors and different generations.The meaning of young mothers in the character design of the mother figure will also affect the identity andparenting pattern formed. This study uses a qualitative approach with phenomenological methods. Theconclusion of this study obtained the construction of meaning formed in the design of the character of the motherfigure. These meanings are categorized into two groups: the emotional young mother category and the trendyyoung mother category, which also construct the meaning of two different parenting patterns.
ANALISIS BENTUK STEREOTIP MASKULINITAS PADA VISUAL TOKOH UTAMA LAKI-LAKI DALAM BUKU CERITA ANAK TERBITAN LET’S READ! INDONESIA Kaira Sulasmoro; Riama Maslan Sihombing
Wimba : Jurnal Komunikasi Visual Vol. 14 No. 1 (2023): Wimba: Journal of Visual Communication
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.2023.14.1.4

Abstract

Gender discrimination in the form of stereotyping towards males is an issue that is often overlooked. In order to meet the demands of being a “real man”, men are often generalized into stereotypes such as: acting rough, aggressive, forbidden to show weakness, and are expected to do jobs and activities that rely more on physical strength and exist in public spaces. Let’s Read! Indonesia is an organization from Asia with a digital library for children that is able to address heavy issues such as gender equality, providing a platform for children to learn while also being a means to reconstruct masculine stereotypes from an early age. This research aims to analyse the visual representation of male main characters in Let’s Read! Indonesia’s books and determine whether these depictions embody masculine stereotypes or not. The characters’ visuals were analysed using the ideational metafunction, which examines their characteristic form (expression, attitude, and appearance), activities, and the activity space. From the five books that were examined, three of the main characters were found to exhibit masculine stereotypes, while the other two exhibited conflicting characteristics towards masculine stereotypes.
ILUSI ANAMORPHIC PADA MEDIA BILLBOARD 3D Lies Neni Budiarti; Alvanov Zpalanzani
Wimba : Jurnal Komunikasi Visual Vol. 14 No. 1 (2023): Wimba: Journal of Visual Communication
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.2023.14.1.3

Abstract

The phenomenon of animating Calico Cat anamorphic on 3D billboards that started in Shinjuku-Tokyo, Japan spread rapidly throughout the world, including Indonesia. A digitally engineered Calico cat plays and attracts the attention of visitors to the Shinjuku area to stop and enjoy an optical illusion displayed on the digital billboard screen of the Cross Shinjuku-Tokyo building, Japan. The resulting optical illusion called anamorphic gives a sensation to the audience that sees the displayed object as if it has volume and also interactive. This study aims to dissect how optical illusions from anamorphic animation are constructed to enrich vocabulary in the advertising and multimedia creative industries. This study examines the illusions produced through literature studies and visual observation of coverage of the 3D animation of the Shinjuku Calico Cat uploaded on the YouTube platform. These optical illusions are studied with theories from the Psychology of Perception and Visual Communication, especially through the theory of Gestalt and Visual Language. The optical illusions produced are deceptive effects on the eye senses (trompe-l'oeil) which play distance cues through anamorphic, virtual space cues through occlusion, and the application of digital technology both in the aspect of selecting and producing content with cat characters as well as aspects of public presentations. However, this phenomenon has become viral due to uploaders on social media whose role is to spread this illusion worldwide.
KAJIAN PERSEPSI VISUAL PENGGUNA PETA DIAGRAM RUTE KRL JABODETABEK Dody achmad Nawawi; Acep Iwan Saidi
Wimba : Jurnal Komunikasi Visual Vol. 14 No. 1 (2023): Wimba: Journal of Visual Communication
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.2023.14.1.5

Abstract

Jakarta and its surrounding supporting cities are intertwined with the electric train transportationsystem known as the Jabodetabek KRL. In using this rail-based mass transportation facility, currentusers/prospective users are assisted by wayfinding information signs in the form of a diagrammaticmap of the Jabodetabek KRL route. One of the official route maps currently in use is the four-way(north-south, east-west) route simplification map. As a result of the simplification of the visualizationof space and distance, navigation confusion occurs on the map, where the positions of station points /between stations and geographical locations are very inaccurate / far from the actual spatialconditions. This of course will distract the basic ability of the user's spatial cognition. This study triesto explore the problems of visual perception and non-verbal communication between users (assubjects) and currently used KRL information signs (as objects) that occur as a result of the variety andmethod of visualization. Using the method of direct observation of the object under study andcomparing it with the spatial conditions of the official geographic map of Jabodetabek, then proceedwith a confirmation process to users (respondents) regarding the misperceptions that have occurred.The results of this study are expected to provide input to the designer of the Jabodetabek KRL routediagram map to pay attention to the fundamental problems of opportunities for misperceptions thatoccur and to improve the communication presentation in the next publication of the route diagrammap.
KEUNIKAN KARAKTER UTAMA JAWA KUNA DALAM VISUAL BERCERITA RELIEF KARMAWIBHANGGA BOROBUDUR Hendy Hertiasa
Wimba : Jurnal Komunikasi Visual Vol. 14 No. 1 (2023): Wimba: Journal of Visual Communication
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.2023.14.1.2

Abstract

The Karmawibhangga relief depicts a series of short stories embedded in a full circle at the base of Borobudur Temple in Central Java, Indonesia. Currently, the visual narrative of these reliefs is not fully understood by most cultural tourists visiting Borobudur. In any visual narrative medium, it is known that the main character becomes the focal point for the audience or readers in a story. The ability to read and interpret the main character, especially as the anchor of the story, is essential for visitors to gain a more meaningful experience and knowledge of Borobudur's cultural tourism. This study focuses on the gestures of the main and supporting characters to unfold the story. It employs an analytical approach to the visual narrative structure, examining how the events build actions and occurrences, while the existence can be represented through characters and the story's setting. The Bahasa Rupa method, specifically the Wimba and Isi Wimba techniques, is utilized to analyze the detailed and comprehensive portrayal of the visual reliefs. Additionally, the Navarasa aesthetics are used as a method to classify nine meanings of body movements, expressing both physical and mental actions of the main character. From the analysis, it is evident that most Karmawibhangga reliefs depict the daily life of ancient Javanese society, showcasing various behaviors, social stratifications, cultures, and customs. While the Navarasa aesthetics originated from ancient Indian culture and were brought to Java as a standard pattern of Hindu-Buddhist iconography, they have undergone creative transformation, becoming a unique and distinctive form of ancient Javanese aesthetics. This can be observed in the visual gestures of the main and supporting characters in the Karmawibhangga relief. One distinctive stylistic feature of the Karmawibhangga reliefs is the characteristic size of ancient Javanese human figures, which are drawn based on the tala (palm) measurement, a typical method found in Borobudur reliefs. This measurement serves as a reference in developing the main characters of the relief, allowing us to discover the uniqueness of ancient Javanese main characters in the visual storytelling of the Karmawibhangga relief at Borobudur.