{"title":"Perancangan Komik Digital Interaktif \"New Ethnicia\" : Eksplorasi Visual Storytelling Cerita Rakyat Indonesia","authors":"Rizal A. Dzulfiqar, A. Z. Mansoor","doi":"10.5614/jkvw.2014.6.2.2","DOIUrl":"https://doi.org/10.5614/jkvw.2014.6.2.2","url":null,"abstract":"Indonesian folkloree in comic form is still difficult to compete with foreign-made comics both in quality and quantity. Moreover, with Indonesiaâs teens as target market who tend to like comics from abroad, Indonesiaâs folkloree and content in comic may be neglected. In order to prevent those conditions, it required an alternative solution to packaging folkloree through popular visual media among teens such as mobile device. Interactive digital comics in mobile devices may support the presentation of Indonesian folkloree, as long as it designed with the appropriate interactive storytelling and media strategy. This is an action research that delivering solution in form of adigital comic prototype. Through selected aspects of visual storytelling and interactivity theory, data will be analyzed to produce the digital comic formulation from Indonesia folkloree which will work as the foundation of designing interactive digital comics on mobile devices. As the result, the Indonesiaâs folkloree can be delivered through a formulation of combined interactive storytelling and media strategy.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131905983","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 Web Series dalam Format Film Pendek (Studi Kasus Web Series 'Malam Minggu Miko Episode Nissa')","authors":"Iqbal Alfajri, I. Irfansyah, Budi Isdianto","doi":"10.5614/jkvw.2014.6.1.3","DOIUrl":"https://doi.org/10.5614/jkvw.2014.6.1.3","url":null,"abstract":"A web series is a series of scripted videos, generally in episodic form, released on the Internet or also by mobile or cellular phone, and part of the newly emerging medium called web television. A single instance of a web series program is called an episode or webisode. This is an entertainment medium without a lot of history or precedent. As soon as one path to success is established, it quickly becomes obsolete and is replaced by additional innovations in the marketplace.Some web series shows are created by total amateurs, requiring little cost for equipment, special effects or anything else. Others are produced by businesses or bigger media networks, and there are a lot of them out there that are so good that they're comparable to real TV shows, especially if they involve well-known actors and professional directing or production.Web series creator posted new content on a consistent basis and built an audience of regular viewers. Berkala content is absolutely critical online. Successful online creators have had consistent content coming out on a regular schedule and creates a habit. More than any other medium, web series allow content creators to receive feedback from, interact with, their viewers almost instantaneously.Producing web series requires a blend of both independent film or short film and television techniques. Web series 'Malam Minggu Miko' is one of the web series produced in Indonesia that successfully uses the short film format to attract audiences adolescence. Web series also managed to become a pioneer in the use of the mockumentary approach as a story telling approach.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132932454","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":"Brand Identity Design of the Bay Bali","authors":"Rizka Arika, D. Soewardikoen","doi":"10.5614/jkvw.2014.6.2.7","DOIUrl":"https://doi.org/10.5614/jkvw.2014.6.2.7","url":null,"abstract":"Bali is one of the famous tourist destinations all over the world. The tourists who come to Bali are increasing each year. This is followed by the increasing number of the resorts in all over the island. This issue make the competition between the resorts are getting tougher and also make every resort owner to compete to get the consumers. One of the resort on the island is The Bay which is now haven't has a brand identity or logo that could be used to communicate the brand, The Bay, to consumers. Methods used in the collection of data are survey, interview and literature studies. It was found from the data that The Bay needed to have a logo as the identity of The Bay as well as the guidance of logo usage. The results from surveys, interviews, and literature studies showed how customers choose their accommodation for holiday by choosing a comfortable resort. Survey and interview also differentiate the segment, which are upper middle class and foreigners. Balinese elements considered being included on the logo to add more traditional design of Bali on it. By the results of the data, the concept of The Bay logo is to adjust the traditional modern concept with the typical elements of Balinese culture and the image of The Bay. The logo is also visualized as in uniforms, transportation, hotel supplies, and stationery. This design is expected to help the Bay to communicate the brand to consumers.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"65 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132965562","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":"Advertising in the Dutch East Indies in Search of a Tropical Style","authors":"Maartje Brattinga","doi":"10.5614/jkvw.2014.6.2.1","DOIUrl":"https://doi.org/10.5614/jkvw.2014.6.2.1","url":null,"abstract":"This paper discusses advertising in Indonesia in the first half of the twentieth century. A period in which modern life started to emerge and when advertising professionalized. The Dutch colonizer was prominently involved in advertising and founded numerous advertising agencies. Dutch illustrators travelled to the Dutch East Indies to work as advertising artists. Under influence of the Indonesian arts and crafts, and the tropical surroundings they developed a specific Dutch-Indonesian style.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116603305","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":"Visual Identity and Promotion Media for Integrated Tourism of North Jakarta","authors":"R. Sari, D. Soewardikoen","doi":"10.5614/jkvw.2014.6.2.5","DOIUrl":"https://doi.org/10.5614/jkvw.2014.6.2.5","url":null,"abstract":"North Jakarta is coastal areas of DKI Jakarta city which has much more opportunity in improving the interesting potential tourism, not only for citizen in Jakarta but also for Indonesian. However, location of various tours which is scattered throughout North Jakarta and the lack of strong visual identity and promotion media for tourism of North Jakarta that can be accessed easily, make a lot of people didn't know about North Jakarta.Data collecting is carried out through observation, interviews, and related literature. Place symbolization approach are used in designing to achieve the visual identity and promotion media that can unite all of tour destinations of North Jakarta. The result from this research is the designing identity visual of North Jakarta Tourist Destinations using symbol and tagline that are readable and memorized easily by target audiences.Visual identity that includes North Jakarta's Tourism logo, icons of North Jakarta's destinations, and also on promotion media will be used in various media such as map, poster, website, x-banner, guide book, ticket, signage, merchandise and social media so they can help tourism of North Jakarta to be more easily recognized by tourist and can attract the tourist to visit the variety of tour destinations at Jakarta Utara.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"75 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126287876","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}
Faikar Izzani, Agung Eko Budiwaspada, Dudy Wiyancoko
{"title":"Perancangan Game untuk Menumbuhkan Kebanggaan terhadap Indonesia bagi Generasi Muda Indonesia","authors":"Faikar Izzani, Agung Eko Budiwaspada, Dudy Wiyancoko","doi":"10.5614/jkvw.2013.5.2.5","DOIUrl":"https://doi.org/10.5614/jkvw.2013.5.2.5","url":null,"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.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134149675","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":"The Designing of Illustration Book for River Preservational for Children","authors":"Taufik Hendra Lukmana, Patra Aditia","doi":"10.5614/jkvw.2014.6.2.6","DOIUrl":"https://doi.org/10.5614/jkvw.2014.6.2.6","url":null,"abstract":"The design project of this illustration book is backgrounded by pollutioned river phenomenon which is happening in Bandung, West Java, Indonesia. The pollution is mainly caused by the people behavior which are likely don't care about nature and neither have insight on what matters on it. This river pollution is reach at endangered level and can lead into health and social problem and affect on the environmental aesthetic as well. From that reasons above, education on people is needed to prevent the river from further destruction, recover its cleanness, everlast, and function on ecosystem balance.Target audience of this book is primary school children, who are mainly from family, live on the banks of the river. Children age was chosen because at this age they can rapidly absorb information around them. They also start to pre-change on their attitude, value, and behavior so it is expected to have impact on shaping their care-attitude toward environment at their current or future stage of life. This design project took sample on Cikapundung River located in Bandung Regency, West Java, Indonesia.The outcome of this design project is a picture-story book as an educational media, containing story about characters with implied moral messages. Scene fragments in time and ambience background story came with illustrations and narrations, purpose to communicate the education message. By that message, the target audiences are expected to emerge their attitude and changing behavior toward cleanness and everlast river environment arround them.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131370733","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 Casual Edugame Mitigasi Bencana Gempa Bumi bagi Remaja Di Bandung","authors":"Dini Faisal, I. Irfansyah, Hilwadi Hindersah","doi":"10.5614/jkvw.2013.5.2.3","DOIUrl":"https://doi.org/10.5614/jkvw.2013.5.2.3","url":null,"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.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123531925","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":"Identity & Promotional Media of Diradio.Net","authors":"Deri Deri, B. Prabawa","doi":"10.5614/jkvw.2014.6.1.5","DOIUrl":"https://doi.org/10.5614/jkvw.2014.6.1.5","url":null,"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","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121835524","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 Visualisasi Karakter dalam Seri Komik Garudayana","authors":"Mikha Widy, A. Z. Mansoor, Naomi Haswanto","doi":"10.5614/jkvw.2013.5.2.4","DOIUrl":"https://doi.org/10.5614/jkvw.2013.5.2.4","url":null,"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.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130828728","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}