Rendra M. Ridwan, A. Z. Mansoor, I. S. Mustikadara
{"title":"Perancangan Game Puzzle sebagai Media Pembelajaran Aksara Sunda untuk Remaja","authors":"Rendra M. Ridwan, A. Z. Mansoor, I. S. Mustikadara","doi":"10.5614/jkvw.2013.5.1.3","DOIUrl":"https://doi.org/10.5614/jkvw.2013.5.1.3","url":null,"abstract":"Sunda ethnic group have their own writing system, but because of various events in Indonesia, Sunda script is no longer used. After three centuries, West Java government and Sundanese scholars try to re-introduce the script. But teenagers, as one of potential target for Sundanese script socialization, have limited time learning this script in school, while there is also limited learning media for this script outside the school. To give teenagers a better interaction with Sundanese script, such as seeing, memorizing and writing, there is a need of instructional media for Sundanese script, outside the school. One of the media that can be used for learning purposes is game. Apart from the long history, game also known for the entertainment aspect and have a good impact for learning environment such as learning strategy findings, problem solving capability and intelectual, visual and motoric capability. With the possibilities to combine Sundanese script learning and game, this research designed to create entertaining learning media for students and broader audience, in attractive and fun alphabet learning process, outside the school environment. The Sundanese script game is designed using action research, compiling data from literature review about learning system, educational game, and Sundanese script. Data also contain expert interview about Sundanese script topic. After the required data is processed, learning system that is going to be used is rote learning, while the design frameworks used is intrinsic motivation for instructional environment. Research output is composed with rote learning sytem and puzzle genre, with the consideration of many implementation of language learning using this genre. There is wide range possibilty to using different learning method and different gameplay for the same purpose. This research able to be adapted for other Indonesia traditional writing system such as Batak, Java and other syllabic writing system.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116716123","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Iluminasi sebagai Sistem Penyajian Konten Cetak (Studi Kasus Iluminasi Injil Abad Ke-15)","authors":"Haris Mustafa, A. Z. Mansoor, Naomi Haswanto","doi":"10.5614/jkvw.2011.3.1.2","DOIUrl":"https://doi.org/10.5614/jkvw.2011.3.1.2","url":null,"abstract":"Illumination is visual decoration in form of coloured fonts, designed or illustrated page in print media. In middle age bibles or manuscripts, there are forms and type of illuminations that may applied as a system of content delivery in books. A framework of illumination design methodology may elaborated through content analysis on several illuminations in bibles and religious manuscripts. This research will enrich visual communication design study, especially typography and illustration study in developing an information system delivery based on visual elements.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123996226","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Keberfungsian Desain Penanda Identitas Berhuruf Cina pada Restoran dan Cafe Di Bandung","authors":"E. Gunawan, Naomi Haswanto, Dody Achmad","doi":"10.5614/jkvw.2011.3.1.4","DOIUrl":"https://doi.org/10.5614/jkvw.2011.3.1.4","url":null,"abstract":"After the revocation of prohibition of Chinese language usage in 2000 by President Abdurrahman Wahid, corporate's identity signs using Chinese letters are flourishing Indonesia. The appearances of identity sign using Chinese letters in the last 10 years is quite confusing considering not many people can read them. The function of identity signs to convey information for public are not fully achieved. Study about how the usage of Chinese letter as a foreign language in identity sign in Bandung with low level of interpretation but can create strong image with high rate of effectiveness and also about the philosophy of Chinese culture contained in the elements that formed identity sign such as name selection, logo shape, Chinese typography, and color, has not been written.This study assess the existence of restaurant's/cafe's identity sign located in Bandung, West Java. By analyzing the elements in Chinese letter identity sign, this study seeks to evaluate the legibility of Chinese letter identity signs. Knowing the exact level of effectiveness of a identity sign for the next design, designers can notice more the recipient background, so they can still functioning as identity sign and convey information about the existence of restaurants and cafes. In addition, this study tries to identify the elements of Chinese culture contained in the Chinese letter identity sign, by elaborating visual element analysis of identity signs, such as: the selection of names, colors, shapes, the usage of symbols in Chinese culture and font type. Chinese society is a society that its culture has evolved over thousands of years. Starting from the color in Chinese culture has its own significance, also typical objects in Chinese culture has profound meaning for the people. Some elements of Chinese culture can be felt so deeply in restaurant/cafe identity sign that is designed in Chinese letter.Chinese letter that serves as text to convey information becomes ineffective, because of its presence in Bandung, a city that the majority of communities can not speak Chinese. Therefore, Chinese characters used in identity signs in Bandung shift their function from text (logotype) to be ornaments (logogram) that give the feel and identity of Chinese. So text message is no longer the main thing to be said, but image is, as a primary goal to be conveyed.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130764292","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Analisis Tanda Visual Kesucian melalui Pendekatan Semiotik: Studi Kasus Kartu Imlek, Natal dan Idul Fitri","authors":"Dwi Retno Palupi, Riama Maslan Sihombing","doi":"10.5614/jkvw.2011.3.1.1","DOIUrl":"https://doi.org/10.5614/jkvw.2011.3.1.1","url":null,"abstract":"The religious greeting cards that are based on paper, e-card, e-mail, Short Message Service (SMS), and Multimedia Message Service (MMS) are very beneficial media to strengthen a religious greeting cards is regardes as representation of the value of a related religious celebration itself. Most religious greeting cards use holy visual sign on them, in which it is extremely interesting to be studied. Therefore, this study was concentrated on the use of holy visual sign on Chinese New Year, Christmas, and EID Mubarak greeting cards. This study conducts in semiotics approach. As for the research methodology, this study employed the text analysis that is based on the semiotics approach. This text analysis used to identify and to describe the holy visual signs of the above-mentioned greetings cards. The holy aspect include such things as nature, space and time, commandment and speech, and figure. The study shows that there are some similarities and differences concerning the appearance of holy visual sign on the greeting cards to celebrate Chinese New Year, Christmas, and EID Mubarak. The study also shows that there were some similarities and differences about the meaning of holy visual signs on each of them could be the reasult of the similarities and differences of culturaly, religious background of the people in Indonesia.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122728507","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Desain Emoticon dalam Komunikasi Interaktif","authors":"Mahatma Putri, A. Z. Mansoor, Naomi Haswanto","doi":"10.5614/jkvw.2011.3.1.3","DOIUrl":"https://doi.org/10.5614/jkvw.2011.3.1.3","url":null,"abstract":"Internet becomes part of worldwide daily urban activities. Communication among people is intensified through various interfaces and media because of information technology convergence and the application of visual icons which represents emotion.The icons that represent emotions, expressions and feelings are titled emoticons. Emoticons are highly used in IT based communication gadgets such as portable PCs or cellulars. This paper develops and depicts the creation process, perception and cultural aspetcs that influenced the development of emoticon through visual communication design study theoretical and historical review.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"69 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127406579","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Strategi Kreatif Iklan Kartu Kredit (Studi Kasus Iklan Kartu Kredit Bank BNI, Bank Mandiri, dan Bank BCA)","authors":"Darfi Riskavirwan, Agung Eko Budiwaspada","doi":"10.5614/jkvw.2011.3.1.5","DOIUrl":"https://doi.org/10.5614/jkvw.2011.3.1.5","url":null,"abstract":"Credit card becomes one of the popular banking transaction media. One of the facts is that nowadays credit cards are used in most product and service businesses. Another fact is that credit cards can accommodate their user's lifestyle and shopping habit. In fact, in Indonesia the credit card advertisements have been so abundant that they give an impression of the aggressiveness of the companies producing them and the an impression that it is easy to get the advertised credit cards. Each established bank like BNI, BCA, and Mandiri has its own way of advertising its credit card. It was found that the three banks used each own creative strategy to market or advertise its own credit card and its other credit card-like products.The purpose of this research to see the similarities among the three banks' credit cards and among their other credit card-like products, both of which were the subjects of this study. The methodology used in this study is juxtaposition one. In addition, the approach employed was semiotics. The latter was used to analyze the message construction in each visual advertisement, particularly in its message meaning and visual sign. Since both the semiotics and creative strategy approach are not adequate to analyze the message construction, the interdisciplinary approach was used. Therefore, advertising, message, and persuasive psychology theory were employed in this study. The advertising theory was used to analyze the anatomy, type, and display of advertisement. As for the message theory, it was used to analyze both the message delivery techniques and the message styles that were used in the advertisements. As to the persuasive psychology, it was used to analyze the method each credit card advertisement employed in persuading its target audience.The analyses shows that the credit cards of the three banks shared some similarities and differences as far as the creative strategy is concerned. One of the similarities is that they tend to use emotional strategy in their advertisements although each bank, in fact, use different emotional strategy approach. BNI bank tends to use psychological approach in its creative strategy; Mandiri Bank tends to use psychological and sociological approach equally; and BCA bank tends to use sociological approach thoroughly in its creative strategy.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129157064","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Cara Wimba dan Tata Ungkap Bumper MTV: Sebuah Kajian Bahasa Rupa Media Rupa Rungu Dinamis","authors":"I. Mutiaz, Primadi Tabrani","doi":"10.5614/jkvw.2009.1.1.3","DOIUrl":"https://doi.org/10.5614/jkvw.2009.1.1.3","url":null,"abstract":"Media adalah sebuah pesan. Ini bukan hanya sekadar konsekuensi sosial dan personal dari suatu media saja. Ini merupakan hasil dari acuan baru dalam hidup kita yang diperkenalkan oleh perluasan pemikiran kita atau oleh sebuah teknologi yang baru. Struktur pesan yang dipakai oleh Music Television (MTV) melalui bumper MTV adalah untuk menyampaikan sebuah identitas. Identitas dibangun MTV dengan konsep non-linear dan menolak hubungan konvensional antara masa lalu, masa sekarang dan masa depan karena MTV menempatkan dirinya pada masa sekarang yang tanpa batas.Permasalahan utama penelitian ini menyangkut penggunaan Cara Wimba dan Tata Ungkap pada bumper MTV sebagai sebuah kajian bahasa rupa media rupa rungu dinamis atau lebih populer dengan sebutan media audio visual dinamis. Lebih tegasnya lagi, pertanyaan makalah ini menyangkut persoalan-persoalan tentang: (1) bagaimanakah bahasa rupa yang digunakan MTV pada setiap bumper-nya, ditinjau dari Cara Wimba dan Tata Ungkap; (2) sejauh mana kita mengetahui pemanfaatan Naturalis-Perspektif-Momen Opname dan Ruang-Waktu-Datar pada bumper MTV; (3) bagaimana memahami bumper MTV dapat menjadi identitas dari MTV.Adapun tujuan penelitian ini adalah untuk: (1) mengetahui dan memahami struktur komunikasi visual bumper MTV ditinjau dari Cara Wimba dan Tata Ungkapnya; (2) mengetahui dan memahami pemanfaatan Naturalis-Perspektif-Momen Opname dan Ruang-Waktu-Datar pada Bumper MTV; (3) memahami Bumper MTV sebagai identitas dari MTV.Pengkajian dilakukan dengan melihat langsung gambar hidup dan merujuk ke storyboard yang telah dibuat sebagai panduan, lalu bumper MTV dianalisis dan diuraikan menjadi 2 bagian. Pertama, meninjau dari cara wimba bumper MTV tersebut dengan 5 Cara Wimba. Kedua, meninjau tata ungkap bumper MTV dengan 4 Tata Ungkap. Setelah hasil analisis tersebut didapatkan, kemudian dibandingkan dengan 2 konsep bahasa rupa yaitu: Naturalis-Perspektif-Momen Opname dan Ruang-Waktu-Datar sebagai perbandingan untuk mencari titik temu sebuah konsep bahasa rupa bumper MTV.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130651607","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Karakter Game Berbasis Tokoh Raut Golek Sunda","authors":"Donny Trihandono, I. Irfansyah","doi":"10.5614/jkvw.2010.2.1.4","DOIUrl":"https://doi.org/10.5614/jkvw.2010.2.1.4","url":null,"abstract":"This article is a note from the research concerning on bringing character traits and visual forms of Sundanese golek puppetry into game character. The distinctive side of golek puppetry itself is located in its measurement for the relation between the personality of a character and its visual appearance. This makes golek puppetry as an entertainment with spirit. This research itself is a basis for development of game character (research and development). The conclusions derived from this research used as bases for character development, therefore creating a new and distinctive work. Moreover, this research is equipped with preliminary data-collection and narratives about golek and characters derived from literatures and interviews. A result from this research is a new kind of characters that have its distinctive side compared to usual characters in the gaming world. Uniqueness is come out from the distinctive side of golek puppetry in performing visual form that's match with the personality of the characters performed.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"104 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132902684","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Urban Screen pada Ruang Publik: Media Interaksi Kreatif dalam Meningkatkan Makna Tempat","authors":"Litta Primasari, Setiawan Sabana","doi":"10.5614/jkvw.2010.2.1.5","DOIUrl":"https://doi.org/10.5614/jkvw.2010.2.1.5","url":null,"abstract":"Urban screen is a new media screen that performs on the public space. Its existence isnot only enriches the visual landscape of public space, it also indirectly creating public participation both passive and active. If properly created, urban screens can produce relational space that useful to increase the meaning of place. The emergence of relation between physical space and virtual space, material and immaterial, dynamic and static, and between public and private interests will produce the augmented place. The Augmented place will continually create a new different place from we have known. The existences of new media screen may inspire the public to interact among people and people with the place and in the end creates engagement with the place. This paper contributes to inspire the urban planners to increase the meaning of the place in the city of space which have decreased in space quality and provide motivation for the artists to build interaction between art work and public sphere. This paper will focuses on the emergence of relational space in the form of public response to the urban screen.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"297 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115924383","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Pengaruh Visual Storytelling Komik Asing pada Komik Indonesia Terbitan PT Elex Media Komputindo Tahun 2004-2008","authors":"Yohana Alexander, I. Irfansyah","doi":"10.5614/jkvw.2010.2.2.1","DOIUrl":"https://doi.org/10.5614/jkvw.2010.2.2.1","url":null,"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.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127042730","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}