{"title":"Perancangan Media Social Campaign untuk Mengatasi Toxic Dating Behavior pada Aktivitas Online Dating","authors":"Ananta Aristia Karina, Agung Eko Budiwaspada","doi":"10.5614/jkvw.2020.11.2.1","DOIUrl":"https://doi.org/10.5614/jkvw.2020.11.2.1","url":null,"abstract":"Aktivitas online dating saat ini mengalami peningkatan kuantitas, baik dari segi aplikasi maupun pengguna. Peningkatan ini perlahan mengubah cara penggunanya untuk berkomunikasi, khususnya dalam hubugan romantis. Hal ini juga berefek pada munculnya berbagai isu sosial yang terkait dengan aktivitas kencan online. Isu-isu sosial yang terjadi menyebabkan timbulnya perilaku menyimpang yang digolongkan dalam toxic dating behavior. Ada beragam kerugian yang ditimbulkan dari perilaku ini pun beragam, mulai dari psikologis, sosial, hingga finansial. Solusi untuk permasalahan ini adalah dirancangnya sebuah program social campaign yang terutama ditujukan untuk mengubah perilaku generasi millennial sebagai pengguna dating apps terbanyak. Agar pesan ini sampai pada sasaran, tentunya diperlukan rancangan media yang persuasif baik untuk menuliskan pesan maupun menyebarkannya. Media campaign akan dirancang melalui lima tahapan yaitu pengumpulan data; analisis data; penentuan segementasi khalayak dan strategi persuasi; penentuan konsep media; serta ekseskusi media campaign. ","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125439728","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":"KAJIAN IKONOGRAFI DESAIN GRAFIS BERGAYA SUREALISTIK PADA T-SHIRT MEREK WELLBORN KOLEKSI TAHUN 2017 DI BANDUNG","authors":"Siti Hadiyanti, Naomi Haswanto, Achmad Haldani Destiarmand","doi":"10.5614/jkvw.2019.10.1.4","DOIUrl":"https://doi.org/10.5614/jkvw.2019.10.1.4","url":null,"abstract":"Local brand is a fashion creative industry which is favored by young people. There are many local brands in Bandung City. T-shirt is one of local brand products which is related to graphic design. Concept and meaning in graphic design on T-shirt can be researched using The Iconography Theory of Erwin Panofsky. Graphic design on local brands T-shirt in Bandung City leads to simple graphic design trends, display direct branding and variation of color in T-shirts. However, one of brand, Wellborn, features graphic design with its own characteristics on the T-shirt as a creativity, that is surrealistic style graphics design on T-shirt. It is a sub category of T-shirt that can be studied through the meaning of graphic design on T-shirt. It underlies the research on graphic design of Wellborn T-shirt. The research stages are observation, interview, literature study, documentation and analysis which includes pre-iconography, iconography and iconology. The purpose of this study is to know the meaning of Wellborn T-shirt design based on The Iconography Theory of Erwin Panofsky and its association with Wellborn branding. The research method is descriptive qualitative. Objects studied are the surrealistic style graphic designs of Wellborn T-shirts 2017 collection. The samples of data are selected using purposive sampling. The result of the analysis shows that in pre-iconography, there are various objects placed in one graphic design on T-shirt. In iconography, it has a secondary meaning that there are things which are limitless, and in iconology, it has the meaning of freedom of mind/thought because it is related to freedom in imagination, infinity and a difference. They show the characteristics of the Wellborn brand. Keywords: Iconography, Graphic Design, Surrealistic Wellborn T-shirt, Bandung.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122748345","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}
Muhammad Adi Sukma Nalendra, Riama Maslan Sihombing, Y. A. Piliang
{"title":"PERSEPSI IBU RUMAH TANGGA TERHADAP MODEL ANAK-ANAK DALAM IKLAN TV (studi kasus iklan susu formula merek SGM)","authors":"Muhammad Adi Sukma Nalendra, Riama Maslan Sihombing, Y. A. Piliang","doi":"10.5614/jkvw.2019.10.1.1","DOIUrl":"https://doi.org/10.5614/jkvw.2019.10.1.1","url":null,"abstract":"ABSTRACT Housewives is the potential targeted market in terms of formula milk then it is necessary to understand very well about the children's visual characteristic strategy on milk formula advertisements. This research focuses on the perception of the homemakers where the appearance of the kids on TV advertisement SGM Explore 1+ version \"manifesto\" and \"the artist\" version as a reference in future design. Regarding the results of the FGD with five homemakers which hold to mining the perception about advertisement and the appearances of the kids inside it. Reaffirming the results that authors gain from FGD, founds that the child who loved visually characterized as active, smart, independent, cheerful and responsive, brave, easy to get along with, creative and close to parents. The kids during the advertisement act to construct the ‘interest and relevance' of the housewives to construct the perception. There are metaphors and metonyms both the advertisement. Children in the \"the artist\" version have a chance to gain the attention and perception bigger that \"manifesto\" version. The child in the \"manifesto\" version perceived as not yet creative and less intelligent by the housewives, in contrast, the child through the \"the artist\" version has the strong persuasive potential rather than \"manifesto\" version. This research found that there was some noise during the advertisement for \"manifesto\" version and there was no noise during the advertisement for \"the artist.\" Keywords : mother, target audience, advertising, perception, child","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116747199","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":"KAJIAN PAKAIAN SEBAGAI PESAN DALAM FILM STUDI KASUS KOSTUM KARAKTER KYLO REN DALAM FILM STAR WARS : THE FORCE AWAKENS","authors":"Agustina Kusuma Dewi","doi":"10.5614/JKVW.2019.10.1.2","DOIUrl":"https://doi.org/10.5614/JKVW.2019.10.1.2","url":null,"abstract":"The clothes worn by a person can express who and how a person's character without having to express verbally. Clothing, which in particular use such as in the film termed a ‘costume’, is a channel for communicating the \"message\" given by the signs that implied. The sign is arranged to raises a meaning according to its creator desires. Diverse identification signs that use communication semiotic approach concluded that the emergence of new characters Kylo Ren at the teaser movie Star Wars: Episode VII may pose a high curiosity in the minds of the audience; but the identification of signs that use conotative semiotic approachconcluded that the \"Star Wars\" as the film succeeded beyond temporality space (era) and time because it has the consistency of styling in costumes both for the character of the antagonist and / or protagonist is characterized by the style of Japanese feudal also showed the ‘novelty’ that trying raised through Kylo Rencharacter has consistently been at the same time pose a ‘familiarity’ and ‘similarity’ in the minds of the audience. Consistency built by George Lucas in styling visual character costumes in the movie \"Star Wars\" has successfully positioned clothes (costumes) becomes an act of communication that are persistent can bring nostalgia for fans of the movie \"Star Wars\" and the visual sensation of innovative nuanced tradition for the new audience this film to do further exploration in the long history of making the film \"Star Wars\". Keyword : Star Wars, Kylo Ren, Semiotika Barthes, George Lucas","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129992942","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}
Fathin Hanifah Langga, Hafiz Aziz Ahmad, A. Z. Mansoor
{"title":"WEB SERIES ANIMASI NUSSA SEBAGAI MEDIA PENDIDIKAN ISLAMI PADA ANAK","authors":"Fathin Hanifah Langga, Hafiz Aziz Ahmad, A. Z. Mansoor","doi":"10.5614/JKVW.2019.10.1.5","DOIUrl":"https://doi.org/10.5614/JKVW.2019.10.1.5","url":null,"abstract":"For moslems, Islamic education becomes a guide in life. The main purpose of Islamic education is to build moslems personalities so that human beings are moral or noble. Animation web series is a choice as well as a medium for information and community education in Indonesia. There is Nussa animation web series that takes up stories about the teachings of Islam. The purpose of this study is to determine the quality of Nussa's animation as a medium of Islamic education that is in accordance with the function of the film, the criteria for educational media based on national education goals and interpretation of the Qur'an, efforts to build the potential for religious awareness in children, and benefits as educational media. This study used descriptive qualitative method. The results of this study prove that Nussa animation has been able to meet the criteria as a medium of Islamic education in accordance with the function of the film, the criteria for educational media based on national education goals, the interpretation of the Qur'an, and its benefit. The ease of access and material on Nussa's animation as a web series is uploaded consistently every week, continuously and gradually, so that the loyal animation fans of Nussa are not stopped to get a message about Islamic education. This makes Nussa animation a very popular animation, often this animation is trending and viral in various social media. However, there are still efforts in facilitating children's development in building the potential for religious awareness that has not been fulfilled. Keywords : film, web series, animation, cinematography, Islamic education, children education medium","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"57 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121276055","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":"PERANCANGAN FILM ANIMASI KEHIDUPAN REMAJA DALAM KELUARGA SINGLE PARENT UNTUK REMAJA AKHIR","authors":"Adeline Nathania Moniaga","doi":"10.5614/jkvw.2019.10.1.3","DOIUrl":"https://doi.org/10.5614/jkvw.2019.10.1.3","url":null,"abstract":"In the absence of one of the parent, many adolescents are stigmatized by the community as who behave deviant or problematic. This will affect the psychological life of adolescents in single parent families. It is lack of media representation that caused many people do not understand the real story about their life. Media that can convey the feelings and experiences of the teenager is needed, from their own perspective. The design method starts with problem formulation, data collection, analysis of design ideas, and ultimately the development of design solutions. Animation is used to convey complex feelings messages in a simple form. Visual metaphors are used to convey a sufficiently deep message to the target audience. The visual style of animation used is Japanese style animation in the 90s. The formulation of the main characters is based on the results of interviews and inspired by their stories. The use of dialogue in more proportional amounts in animated films is an appropriate part to be considered for further design. Keywords : Adolescents, Psychology, Single parent, Animation","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131565050","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":"Kajian Desain Karakter Dalam Game Overwatch dalam Kerangka Metode Perancangan Manga Matrix","authors":"F. P. Supandi, A. Mansoor, S. P. Ramadina","doi":"10.5614/jkvw.2017.8.1.5","DOIUrl":"https://doi.org/10.5614/jkvw.2017.8.1.5","url":null,"abstract":"Overwatch adalah game dengan genre First Person Shooter(FPS) dan juga Massive Online Battle Arena (MOBA). Terdapat 22 karakter yang dapat dipilih oleh pemain dan setiap karater memiliki kemampuan bertempur, senjata, bentuk badan, dan peran terbagi menjadi empat macam, yaitu: offense, Defense,Tanker, dan Support. 2 karakter wanita tersebut dipilih untuk menjadi objek penelitian, karena dalam permainan Overwatch, kedua karakter tersebut memiliki keterkaitan yang dibangun dengan latar belakang cerita yang kuat. Penelitian ini dilakukan dengan analisis struktur visual dengan pendekatan teori Manga Matrix. Pada 3 matrix dalam karakter yang dikaji, yaitu: matriks bentuk, matriks kostum, matriks personaliti. Hasiltemuan penelitian ini adalah manga matrix dapat diaplikasikan untuk menganalisis karakter dalamvideo game Overwatch. Akan tetapi, karena kedua karakter yang dianalisis keduanya merupakan manusia dalam bentuk wanita yang berbeda usia, mekanisme perancangan chara dalam Overwatch dibalik dari matrix personity, matrix kostum, dan terakhir menggunakan matrix bentuk. kesimpulan lainnya adalah game overwatch pada setiap karakternya lebih memfokuskan pada fungsi permainan dari masing-masing karakter. ","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132642385","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":"KAJIAN STRATEGI BRANDING CLOTHING UNKL347","authors":"Rudy Farid","doi":"10.5614/jkvw.2017.8.1.4","DOIUrl":"https://doi.org/10.5614/jkvw.2017.8.1.4","url":null,"abstract":"Nowadays the success of a product to penetrate the market its not determined only by physical excellence, functions, pricing and the distribution aspects of the product. Amidst of myriad similar products offered to the consumer, now the key to conquest the competition is also determined by the branding strategy; that is the strategy of implanting the brand into consumer's mind. Because whenever confronted by many options, consumer is inclined to choose the brand that they know, trust and prefer.Regarding the brand building or branding, in 1996 occurred an exceptional phenomenon in Bandung City: UNKL347 a local clothing company was acknowledged to have a solid brand and compete against reputable international and regional brands. This occurrence raised inquisitions about how UNKL347 achieved its branding and perception in consumer's mind.So in order to comprehend this occurrence, a qualitative and case study methodology is employed. Information is investigated through an in-depth interview to UNKL347's principals, a structured interview to some purposive sampling of consumers and by documents observation. The analytical process is using an interactive method so the data's compilation is structured, comprehensible and its interconnectedness is constructed.The result or conclusion is there are some key factors which determined UNKL347's branding strategy achievement: that UNKL347 is unintentionally implementing branding strategy which is unconventional and even contradictory with conventional branding strategy, nevertheless the brand is conceived by personal recommendations among its consumers. This findings are expected to become as reference for brand building strategy in similar case and for a specific consumers / prospects. ","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"461 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123049924","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}
Robithoh Akbar Irzain, I. Irfansyah, Hilwadi Hindersah
{"title":"ANALISIS VIRTUAL GUIDE MONUMENT KAPAL SELAM SURABAYA (MONKASEL) MELALUI PENGGABUNGAN \"GOOGLE CARDBOARD\" DAN AUGMENTED REALITY","authors":"Robithoh Akbar Irzain, I. Irfansyah, Hilwadi Hindersah","doi":"10.5614/jkvw.2017.8.1.2","DOIUrl":"https://doi.org/10.5614/jkvw.2017.8.1.2","url":null,"abstract":"Submarine monument or known as Monkasel is a submarine museum located in the center of Surabaya. Submarine Monument which was formerly built as KRI Pasopati 410 submarine, is one of Indonesian Navies. Facilities, technical support and human resources are the main obstacles of the Monkasel tourism beneficiaries. In addition, the way information communicated is less interesting to the visitors of museum. In order to solve this problem, digital media which utilizes visitor's devices is designed. Digital media enables visitor to access more information interestingly using their device. Therefore, the information provided by artefact and analog information board will be enriched by digital media. The aim of this research is to perceive about digital media appication such as Google Cardboard as virtual reality in collaboration with augmented reality that can be implemented to artefact in Museum Kapal Selam Surabaya. Qualitative explanative and action research are the methods used for this research. By examining the cause and impact of a fenomena, interactive media helps to reconstruct the value of the fenomena. As a result, user's application on mobile gadget is developed with information provided by the museum. By using Google Cardboard as virtual reality device, the user experiences immersive result of the media. Google Carboard is a technology of first person view that has 360 degree angle, while augmented reality is a combination of invisible and visible object in reality. Augmented reality delivers information interestingly to Monkasel Surabaya visitor by using visualisation of two or three dimentional virtual object on a real object.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130819311","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}
Ira Carella, Naomi Haswanto, Riama Maslan Sihombing
{"title":"PEMETAAN KARAKTERISTIK VISUAL TIPOGRAFI VERNAKULAR PEDAGANG KAKI LIMA DI KOTA BANDUNG","authors":"Ira Carella, Naomi Haswanto, Riama Maslan Sihombing","doi":"10.5614/jkvw.2017.8.1.3","DOIUrl":"https://doi.org/10.5614/jkvw.2017.8.1.3","url":null,"abstract":"Bandung has already become a melting pot of migrant population who come from rural areas, including street vendors society. One distinguishing feature of Bandung's street vendors is its local lettering art, known as vernacular typography. Besides its economic function as a sign to convey information about street vendor's goods, vernacular typography also has a social function to represent the collective identity of street vendors society in Bandung. Collective identity resides in an abstract concept that forms harmony within the diversity in vernacular typography. The aim of this study is to reveal the harmony within diversity in vernacular typography of street vendors in Bandung by systematically assessing its visual characteristics. This study is structured by two continuous steps. The first is synthesizing a mapping method that would be relevant to be applied on vernacular typography. It results in a set of visual aspects with meaning potentials synthesized from van Leeuwen's distinctive features of typography, Machin's inventory of typographical meaning potentials, and Haswanto's morphology of vernacular typography. The second step is assessing vernacular typography samples through content analysis to reveal its visual characteristics. The result suggests that some characteristics are formed by its limited space, materials and processes. Several characteristics tend to create a typical communication system of urban sector informal society in using vernacular typography.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130878552","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}