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
Video Promotion Prehistoric Sites Archaeology Museum Sangiran Harisna Wahyudihati; Twin Agus Pramonojati
Wimba : Jurnal Komunikasi Visual Vol. 6 No. 1 (2014)
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 (1096.087 KB) | DOI: 10.5614/jkvw.2014.6.1.4

Abstract

This design aims to promote the World Prehistoric Archaeological Museum Sangiran to Indonesian and foreign people through audio-visual media is videography, contains information about Sangiran as National Heritage and included in the World Heritage Site which has been initiated by UNESCO. Besides, as an instrument for the Preservation Hall Ancient Man Sangiran site that can be used directly for educational purposes. Object of this study is the people of Indonesia and Abroad. Methods of data collection are done through literature review, observation, interviews, and questionnaires. Based on the research results, there are still many Indonesian people who do not know about the existence of Sangiran, even people who come from Central Java. This is of course influenced by several factors, one of which is the absence of instruments that functioned to promote to the public Sangiran with audio and visual media.With creative design and innovative video in terms of the concept and the content of a video that is an embodiment of the instrument can be a multimedia audiovisual media campaign appealing to the public.
Identity & Promotional Media of Diradio.Net Deri Deri; Bijaksana Prabawa
Wimba : Jurnal Komunikasi Visual Vol. 6 No. 1 (2014)
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 (850.797 KB) | DOI: 10.5614/jkvw.2014.6.1.5

Abstract

Entering the digital era, a variety of conventional information media transformed into a medium that is based on digital technology. The development of digital information media is capable of providing tremendous influence on human behavior change. One among these is media streaming radio.Expediency owned by streaming radio, not merely make this medium easily accepted by the public.Diradio.net is one company that provides streaming radio services. Unfortunately the market acceptance of the products offered by diradio.net are not too high. The problem of lack of information and education about this new media lead to low use of streaming radio. Other internal problems arise in this company, which is a mismatch in the determination of the target market.Various data obtained through observation, library research, as well as interviews with some input on this design process. Data obtained was analyzed and showed that the company requires a new identity more in line with its target market. The results of further analysis is needed promotional media can educate the market about the benefits of streaming radio. As for the media that is designed magazine ads, e-posters, flyers, stickers, x-banners, t shirt, Sticker gadgets, ambient media, booths, billboards, car operations, web banners, and social media. Through a media campaign is expected that more people are using streaming radio, especially through service diradio.net
Media Informasi sebagai Pengenalan Batik Magelang Dyah Pikaeksi; Patra Aditia
Wimba : Jurnal Komunikasi Visual Vol. 6 No. 1 (2014)
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 (1234.712 KB) | DOI: 10.5614/jkvw.2014.6.1.6

Abstract

Batik is an Indonesian cultural heritage that has a variety of unique and different motifs in each region. Batik Magelang is still a relatively new batik culture compared to other areas so that if put in the category of groups of motifs lifted inland because of cultural elements and the natural conditions in the city. Because there is no history or ancestors batik make batik Magelang less enjoyable and less popular than the classic motif. The lack of information and marketing into the causes of the lack of knowledge about batik Magelang.The method used for data collection is library research, observation for some communities batik and batik artisans in Magelang, and interviews of business owners and makers of batik motifs in Magelang City.This design concept is to create a medium of information to provide knowledge and information about batik motifs Magelang. In this design, the author makes the information book because the book easy to carry around, and can accommodate a lot of information. It is expected that from this design can introduce a variety of batik motif Magelang Magelang that can be appreciated and preserved by the community.
Kajian Social Game Pet Society terhadap Pengaruh Gaya Hidup User Ditinjau dari Segi Konteks Kebudayaan Dewi Isma Aryani
Wimba : Jurnal Komunikasi Visual Vol. 6 No. 1 (2014)
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 (852.798 KB) | DOI: 10.5614/jkvw.2014.6.1.7

Abstract

Pet Society offers a fantasy world of simulation through gameplay and environment as well as game characters. The design of each character is able to arouse its fans curiosity and addictive feeling to improve their pet character to the maximum level. This is a qualitative research conducted through the application of cultural theory that includes internal and external factors on character design and its visual transformation. Proximity analysis on character's visual elements and meaning, conducted to interpret the reflection of the game designer ideas as well as pet lover's ideology. The research shows that every pet character in this game is a form of representation of the player from the real world to the virtual world. Those pet's visual form diversity becomes the essence of player diversed character creation.
Perancangan Konsep Adaptasi Permainan Tradisional Bas-Basan Sepur dalam Permainan Digital "Amukti Palapa" Khamadi Khamadi; Riama M. Sihombing; Hafiz Aziz Ahmad
Wimba : Jurnal Komunikasi Visual Vol. 5 No. 2 (2013)
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 (1153.733 KB) | DOI: 10.5614/jkvw.2013.5.2.1

Abstract

Bas-basan Sepur is a traditional board game, commonly played by teenagers that challenge the strategy skills of two players. Like the other traditional games, the existence of bas-basan Sepur is forgotten due to disconnection of cultural inheritance from parents to their children and also the loss of children’s playground and play time. Children nowadays are more interested in modern digital games such as video games and mobile games. Accordingly, the effort to reintroduce bas-basan Sepur into a digital game design is quite effective to attract children. The game design includes the process of data collecting, data analyzing, and game designing. With ATUMICS methode (Artefact, Technology, Utility, Material, Icon, Concept, Shape), data on bas-basan Sepur were analyzed to obtain the components of traditional culture, which can be transformed into a digital game. In the process of designing digital games, bas-basan Sepur will be combined with historical narrative, Amukti Palapa - the events of Nusantara unification under the influence of the Majapahit kingdom - to provide the motivation of playing which is more attractive to players. Data on Amukti Palapa were analyzed based on chronological events, places, and characters as the basic level design and visualization of the characters and the game environment assets. As a result, an adventure-board digital game of bas-basan Sepur that brought the chronological story of Amukti Palapa.
Perancangan Ensiklopedia Digital Interaktif Tokoh Wayang Kulit Cirebon pada Mobile Device Bima Nurin Aulan; Irfansyah Irfansyah; Alvanov Zpalanzani Mansoor
Wimba : Jurnal Komunikasi Visual Vol. 5 No. 2 (2013)
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 (1801.189 KB) | DOI: 10.5614/jkvw.2013.5.2.2

Abstract

Cirebonese shadow puppet (wayang kulit) is one of the traditional Indonesian wayang cultures. Located in the north beach of Java, the city of Cirebon once functioned as a trading port for foreign merchants from all over China, Arabia and India. While selling their local goodies, the activities triggered an exchange of cultures between the foreign traders and the Indonesians. One of the results from the acculturation is Cirebonese shadow puppet. It combines the root story of Ramayana-Mahabharata from India, Islamic stories from Arabia, and unique color schemes from China. The accelerating technological development today can affect the existence of traditional literature like Cirebonese shadow puppets. The idea is, if we could convert the traditional literature into digital format, we could extend their lives for further development.The main objective of the research is the characters of the Cirebonese shadow puppet. First, they will be classified into several groups based on the story and type of wayang. The research will utilize the typological method and the analysis will be categorized based on the class/rank of wayang, e.g. characters of satria, raksasa (giant), god and goddess. And then we will break-down to the semiotic values from their visual attributes, such as ornaments. The data will be used as the basis in designing interactive application for popular digital media devices. Visual styles, layouts and compositions will be adjusted according to popular design styles of the present day. As a forecast, the design could be constantly modified also further developed within 2 to 5 years ahead. We hope the outcome of the project can enliven the Cirebonese shadow puppet to the next level and inspire other designers and researchers for further development, creating a sustainable future for Indonesian wayang culture.
Perancangan Casual Edugame Mitigasi Bencana Gempa Bumi bagi Remaja Di Bandung Dini Faisal; Irfansyah Irfansyah; Hilwadi Hindersah
Wimba : Jurnal Komunikasi Visual Vol. 5 No. 2 (2013)
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 (838.11 KB) | DOI: 10.5614/jkvw.2013.5.2.3

Abstract

In general, Indonesian society is still don't understand the high level risk of earthquake hazard threat in their own region. Ignorance of this information can be very fatal for the society. City with developing infrastructure and high population density has higher risk of earthquake disasters. These two are the factors of vulnerability that make Bandung as a high risk city of earthquake disasters. The society needs to know about earthquake mitigation in order to minimize the risk of earthquake disasters. One way of informing and introducing earthquake mitigation is through mobile devices such as tablet. As we know, tablet provides entertainment such as casual games. Casual game about earthquake mitigation in tablet devices can be an educational tool packed in the form of entertainment. Society and teenagers in particular can obtain such information and knowledge in order to reduce the risk of accidents during the earthquake. Designing casual edugame of earthquake mitigation includes two phases, (a) identification and data analysis on earthquake mitigation and its stages and (b) designing the visual of the game. The identification and data analysis obtained through books, journals, theses, and previous news (print and electronic). Reviewing and studying similar games contribute in game's design process. The game has two stages where players will gain information about earthquake mitigation. Three main informations are: (a) conducting earthquake-proof facility, (b) preparing survival kit and (c) practicing "drop, cover and hold" responses. The game's story, characters and setting is the representation of everyday life in earthquake potential city. This game aims for teens awareness of their vulnerability and to prepare them for earthquake disaster risk. That way, this game will be able to introduce positive attitude towards their vulnerable environments.
Kajian Visualisasi Karakter dalam Seri Komik Garudayana Mikha Widy; Alvanov Zpalanzani Mansoor; Naomi Haswanto
Wimba : Jurnal Komunikasi Visual Vol. 5 No. 2 (2013)
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 (1878.535 KB) | DOI: 10.5614/jkvw.2013.5.2.4

Abstract

The invasion of Japanese pop culture since 1990's influences contemporary visual art and design development especially comics in Indonesia. Popularity of Japanese comic or manga incites Indonesia's comics that adapting Japanese manga visual style. One of Indonesia's comic which influence by manga is Garudayana. Garudayana adopt storyplot and manga-esque style; however Garudayana still elaborates wayang storyplot from Indonesian tradition, but in different perspective. The creator elaborates wayang purwa, the prequel story of Mahabharata, the ingeneous wayang storyplot. Is Yuniarto the Garudayana creator compose manga-esque style with wayang purwa setting, and redesign the custom wayang character.This study aims to develop understandings the creative processes and production stages, especially in characters' design. The study used observation towards published Garudayana comic series,in depth interview with the creator, and literature studies on wayang and character design theories. The study finding the strong points of Garudayana based on creator's understanding of manga , his ability to combine, and adapt in elaborating cultural content wayang purwa storyline.
Perancangan Game untuk Menumbuhkan Kebanggaan terhadap Indonesia bagi Generasi Muda Indonesia Faikar Izzani; Agung Eko Budiwaspada; Dudy Wiyancoko
Wimba : Jurnal Komunikasi Visual Vol. 5 No. 2 (2013)
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 (1840.004 KB) | DOI: 10.5614/jkvw.2013.5.2.5

Abstract

Indonesia has the potential to become a respected developed nation, but until now it is still riddled with many problems. The pride of Indonesians to their country must be restored to motivate them to contribute to the nation. The media that will be used is mobile game with targeted segment Indonesian middle-class youth aged 15-21 years old. Research method used are observation, literature study, and interview with related parties. The content that will be used are native or acquired Indonesian technology and innovations. This is important because those are the base of a nation's development. Those contents are developed using captology and game designtheories. Basic brief of the designed game are 2D Visuals and using emergent gameplay. Interview with purposive sampling method to the target segment showed that they expect items consumed to be well designed and have significant values embedded. The game will be titled "Bangun Indonesia!", it has three in-game elements that players can explore its relationship with each others. Those three are Solusi, Potensi, and Masalah. The element that can be manipulated directly by the players is Solusi. It will interact with Potensi or Masalah with the purpose of neutralizing Masalah or strengthtening Potensi. The assumptions of game's operational and user's responses are players acquired information about Indonesian technologies and innovations, creative experience by playing game, ability to measure their knowledge, and enlightenment about the potential of Indonesian technologies and innovations in solving the nation's problems.Development potentials for the game are leveling concept, player-updating concept with curatorship scheme, multiplayer concept, strenghtening it's cognitive concept, and analogizing player with government officials.Marketing models for this game areGeneric, Sponsorship, and Policy models. With all of those concepts, Bangun Indonesia! game is expected to develop its player's national pride, and inspiring them to contribute in developing Indonesia.
Kajian Daya Tarik Visual pada Desain Karakter Pokémon Avisenna E. Ramadhana; Alvanov Zpalanzani Mansoor; Naomi Haswanto
Wimba : Jurnal Komunikasi Visual Vol. 5 No. 2 (2013)
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 (1201.284 KB) | DOI: 10.5614/jkvw.2013.5.2.6

Abstract

Pokémon is one of worldwide famous franchise content from Nintendo which released as game in 1996. The game series of Pokémon later massively developed into various entertainment content and media with wide range of merchandising. The basic content of Pokémon is character exploration in a set of world with emphasizing the relationship between Pokémon and its trainers. There are more than 600 Pokémon characters introduced to the public until 2012. The wide numbers of characters are developed in order to embrace the wide variety of audience's interests which are basically developed from imagination of animals and plants around the world. This study is developing understand on the real Pokémon character's point of visual interest through visual structure analysis based on character design theory. The 5th generation of Pokémon characters is the study object. The result of this study shows that combination of forms and colors which emphasize cute features are the basic ingredients of Pokémon character design. Those are the key visual elements of Pokémon's character design which gain audience's interest.

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