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
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.
Komunikasi: Nyata, Maya dan Hubungannya dengan Pendidikan Primadi Tabrani
Wimba : Jurnal Komunikasi Visual Vol. 4 No. 1 (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 (2765.962 KB) | DOI: 10.5614/jkvw.2012.4.1.1

Abstract

Human communication is the topic of this article. It begins with Direct-Contact Communication in prehistory and during childhood. Than follows Distance-Communication that begins with talking, than writing and reading follows. Since the beginning there are always criticism every time a new communication media emerge. This criticism accelerate with the habit of indulging reading literature in the train, chatting by amateur radio and end up in BB's cyberspace and its facebook. Besides its positive effect, we are intoxicated by this IT communication. So we loose many productive hours of working time. The IT (Information Technology) becomes frightening with its "clever" CDs in general education and so is the training of skills and competency with the help of IT simulators. Are we educating real human or virtual humans? Is this excess of IT happening a common happening, a risk of being modern? Or are there somekind of education missing? How to overcome it?
Silent Scenes in Manga as the Powerful and Universal Visual Languages Hafiz Aziz Ahmad
Wimba : Jurnal Komunikasi Visual Vol. 4 No. 1 (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 (1711.356 KB) | DOI: 10.5614/jkvw.2012.4.1.2

Abstract

Comics as the popular medium of communication, especially medium for the children due to its capabilities in telling stories with its visual narrative has been known for quite long. Manga as the form of comic medium that came from Japan is also well known for its uniqueness. Due to the strong relation within the Japan cultural background, manga has integrated its own distinctive way in telling the stories, visually. One of the methods is known as the silent sequences. The silent sequences term is used to mention the scene in comics that told using minimal sequence and with very little -if any- text or narration. Some even used several of unconnected scenes to create a specific mood or a sense of place. Such scenes could be found in abundance in various manga works, notably in the works of Osamu Tezuka or Mitsuru Adachi. Scott McCloud "“a comic scholar- relates these sequences as the solid example of moment-to-moment and aspect-to-aspect type of panel transition. By using mostly visual images with less text and narration as the way of telling stories and creating the exact mood for the scenes, the silent sequences could serve as a good example of the universality and power of comic language. This paper is intended to take further analysis behind the context of the silent sequences and the possibilities in using it as a more universal way in visual communication as part of the power in children's literature.
Perancangan Permainan Digital Kisah Dewa Ruci sebagai Media Pengenalan Wayang bagi Remaja Miki Tjandra; Irfansyah Irfansyah; Imam Santosa
Wimba : Jurnal Komunikasi Visual Vol. 4 No. 1 (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 (1457.136 KB) | DOI: 10.5614/jkvw.2012.4.1.3

Abstract

Teenagers today are more interested in modern western cultures and have gradually loosing respects for their own traditional cultures. Many of them have already started to forget the stories and arts of wayang. One form of modern culture that is increasingly favored by teenagers is digital game that presents diverse contents and ease of access as it can be played on a variety of electronic devices. This project is trying to reintroduce Indonesian wayang culture in the form of digital game to regain the interest of the teenagers. The story introduced in the game design is based on the legend of Dewa Ruci from the myths of wayang purwa. The story resolves around Bima and his journeys to find the water of life. The design method incorporates data collecting, data analysis and game design process. Fullerton's iteration method is applied in the process of game development. The methods used for data mining are based on the descriptive methods, implementing researches on the narratives and characters found in Dewa Ruci story both visually and philosophically, along with the substances of the story respectively. Data collections are derived from literatures and interviews. Information gathered such as Bima's heavy coarse features and his vicious Pancanaka, attributes such as Bima's poleng cloth and Candrakirana armlets, sacred mantras such as Jalasengsara and Bayu Braja, and Bima's adversaries confronted along the paths in finding the water of life are analyzed and developed into various visual assets in the game. The model of the game which is being developed is an action adventure side-scrolling platformer with a distinctive iconic character style, utilizing visual concepts derived from traditional shadow puppet's performance.
Kajian Emotional Branding dan Budaya Etnik Sunda pada Restoran Tradisional Sunda (Studi Kasus: Restoran Sindang Reret dan Restoran Bumbu Desa) Monica Hartanti; Imam Santosa; Alfonso Ronald Koapaha
Wimba : Jurnal Komunikasi Visual Vol. 4 No. 1 (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 (1005.428 KB) | DOI: 10.5614/jkvw.2012.4.1.4

Abstract

Emotional Branding is an incorporated four strategic key factors, such as relationship, sensory experience, imagination, and vision. These four key factors create a "dialogue" among one brand and its consumer which fulfill their needs as well as their desires. This research aim for a determination of the branding strategies used in two Sundanese restaurants. The analysis focused on the corporate identities from two Sundanese restaurants as well as their tangible and intangible identities that regarded to the Sundanese culture. Data were collected through several observations, evaluations, and interview completed through a Focus Group Discussion. Afterward, the data were compiled and analyzed through the theory of Emotional Branding and the study of Sundanese culture. Therefore, this research is considered as a Qualitative Descriptive Analysis research. The findings of this research show that the a corporate identities of these two restaurants has been using the Sundanese ethnic culture for a while till today. A local ethnic culture considered as one of the trends in the branding design which involve several parties (especially designers) to process the design components in such a way that the local ethnic culture is not turned into a merely "cosmetic" of brand identity. Through Emotional Branding, someone could make Sundanese's culinary as a lifestyle by promoting the authenticity of its tradition supported by the four factors that exist in Emotional Branding.
Evaluasi Desain Media Sosialisasi Kebencanaan Ditinjau dari Kemampuan Literasi Visual (Studi Kasus Media Sosialisasi Tsunami Kabupaten Bantul Yogyakarta) Danang Febriyantoko; Naomi Haswanto; Y. Martinus Pasaribu
Wimba : Jurnal Komunikasi Visual Vol. 4 No. 1 (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 (1882.45 KB) | DOI: 10.5614/jkvw.2012.4.1.5

Abstract

There society requires an adequate understanding of disaster risk in order to react appropriately to save themselves. The role of disaster media socialization as one source of information is an important element in disaster management. Understanding disaster media socialization reflects community level preparedness in an area. This research is the study of visual literacy measured to evaluate the tsunami socialization media given to the coastal districts of Bantul, Yogyakarta. From the research facts about the level of literacy communities are affected by the social and cultural environment. Based on the results the easy disaster media needed to be found in relation to daily in order to foster disaster preparedness.
Pemetaan Komik Indonesia Periode Tahun 1995-2008 Irawati Tirtaatmadja; Nina Nurviana; Alvanov Zpalanzani Mansoor
Wimba : Jurnal Komunikasi Visual Vol. 4 No. 1 (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 (2499.41 KB) | DOI: 10.5614/jkvw.2012.4.1.6

Abstract

Indonesia's comics in 1995-2008 are rich in visual and story exploration. It is unfortunate that there are no efforts to do the charting for this creative industry. This research focus is documenting the 1995-2008 Indonesia's comics through systematical and descriptive statistic review. It is an empirical study in order to set the footing for further research on Indonesia's comics especially on 1995-2008 time periods. It is the starting point of the new and rich yet debatable for its origin and identity of Indonesia's comic development. Based on research findings, there are three aspects that generate new Indonesia's comics. They are the competitive spirit that ignites the Indonesia's comic artists to strive in making comics, abundance of visual and sequential reference in elaborating slice of life and enhancing story in comics from translated manga, and lots of comic events held to make the comic artists busy producing comics and promoting towards new and eager to explore the new taste of Indonesia's comics.

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