{"title":"Kajian Social Game Pet Society terhadap Pengaruh Gaya Hidup User Ditinjau dari Segi Konteks Kebudayaan","authors":"D. Aryani","doi":"10.5614/jkvw.2014.6.1.7","DOIUrl":"https://doi.org/10.5614/jkvw.2014.6.1.7","url":null,"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.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"15 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":"124906982","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":"Tools for Collections Management","authors":"Alexandra Van Kleef","doi":"10.5614/jkvw.2014.6.2.3","DOIUrl":"https://doi.org/10.5614/jkvw.2014.6.2.3","url":null,"abstract":"Paintings, sculptures, comic books, computer games, stories, it's all part of our heritage. To keep our heritage and our museum collections safe we need efficient collections management. In the last 20 years much has changed and worldwide standards for collections management were developed. One of those standards is SPECTRUM. SPECTRUM is a freely available standard that is currently used in 40 countries across the world.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"9 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":"133163640","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}
Sarah Sofia S. Putri, Alvanov Zpalanzani Mansoor, Naomi Haswanto
{"title":"Kajian Gaya Hipster dalam Logo","authors":"Sarah Sofia S. Putri, Alvanov Zpalanzani Mansoor, Naomi Haswanto","doi":"10.5614/jkvw.2013.5.2.7","DOIUrl":"https://doi.org/10.5614/jkvw.2013.5.2.7","url":null,"abstract":"Hipster logo is popular through online interaction among designers. The theme hipster which refers to modernizing old stuffs is becoming a trending logo design style in 2012. Through structural analysis on 12 confirmed logos as hipster logo, this study will depict the significant graphic elements of hipster logo. This study is conducted to identify what makes a logo called hipster logo. This study will also explain the reasons of certain graphic elements works as iconic visual elements of hipster logo. Through structural analysis, this study finds that circular shape, X symbol or X composition of icons, monogram colors, and sans serif type lettermarks are the basic ingredients in making hipster logo. Those graphic elements then added with certain icons such as triangle, 'estimated' or similar texts, and several images which represent activities or things in 1800s will create a perfect hipster logo. But in the end, it is not the trend or style hype which makes a logo will be remembered, but the shared value between company and its logo is.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"44 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":"134360866","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}
Avisenna E. Ramadhana, A. Z. Mansoor, Naomi Haswanto
{"title":"Kajian Daya Tarik Visual pada Desain Karakter Pokémon","authors":"Avisenna E. Ramadhana, A. Z. Mansoor, Naomi Haswanto","doi":"10.5614/jkvw.2013.5.2.6","DOIUrl":"https://doi.org/10.5614/jkvw.2013.5.2.6","url":null,"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.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"41 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":"129872235","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":"Re-Designing Sign System in Kiaracondong Railway Station Bandung","authors":"Ruth Dina Mentari Hutasoit, I. D. A. D. Putra","doi":"10.5614/jkvw.2014.6.1.2","DOIUrl":"https://doi.org/10.5614/jkvw.2014.6.1.2","url":null,"abstract":"Sign system is a media information that help people to find their way or destination in an environment. Good sign system can be understood by viewer through the information and visualization indeed. Some of public location that craves sign system is a railway station. However as a high accessibility place, actually railway station has many activities in there, like to buy tickets, waiting for the train, obtaining information operational and others. All of that are needed sign system. Kiaracondong Railway Station as one of well known stations in West Java that had plenty visitors. But, the media information like sign system in there is not yet enough to fulfill the visitors requirement, such as some of them are broken, unsupported materials, the visibility and letter size are not standard measure, and minimum quantity sign system.For more clearly this case, it will be required to aggregation and review the data. Actually, the methods that to be used such as directly observation to station area, collecting theoretical data, share some questionnaire to visitors, make an interview to officers, comparing with several similar projects, and matrix analysis.So based on the situation and data management, we need to redesign the sign system with good integration in Kiaracondong Railway Station for help visitors in railway station to acquire their needs like informations and navigations. In other goal, the redesign sign system can be increase the image of PT KAI in business transportation.","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":"130652964","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":"Media Informasi sebagai Pengenalan Batik Magelang","authors":"Dyah Pikaeksi, Patra Aditia","doi":"10.5614/jkvw.2014.6.1.6","DOIUrl":"https://doi.org/10.5614/jkvw.2014.6.1.6","url":null,"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.","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":"131138039","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":"An Evaluation Tool for Story-Relatedinteractive Features in Children App-Book","authors":"Dianing Ratri, Yoomi Choi","doi":"10.5614/jkvw.2014.6.1.1","DOIUrl":"https://doi.org/10.5614/jkvw.2014.6.1.1","url":null,"abstract":"This study discusses existing analysis tools that evaluate the quality of interactive feature inside children app-book especially its correlation with the story in order to find a better app-book design to support story comprehension for young children. To implement the evaluation, a narrative review approach is used from selected studies and field. Five analysis tools related to e-book design were reviewed based on their purpose, coding, advantages and limitation. For knowledge base, the study seeks across interactive design field along with children literature and children education field to presents what it needs to produce coding for story-related interactive feature. The combination between existing analysis tool and literature studies are extracted into coding of story-related interactive feature. Finally, the result presents an evaluation tool with coding which can define the correlation function between interactive features in story inside children app-book, which also can improve users' story comprehension.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"34 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":"126199771","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":"Kreativitas Kode Visual Golek Asep Sunandar Sunarya dalam Media TV","authors":"I. Irfansyah, Priyanto Sunarto","doi":"10.5614/jkvw.2013.5.1.2","DOIUrl":"https://doi.org/10.5614/jkvw.2013.5.1.2","url":null,"abstract":"'Golek' show is a typical Sundanese art that had been built for generations by the convention (golek as a puppet made from wood that can moved). Convention as the reference in the performance golek set to 'standar' or 'tetekon'. Standard be 'rules' or 'code' in the making and golek play. Previously, the golek show was held in open spaces and performed at night until early morning. Nowdays, staged golek becomes shorter only take place within 2-3 hours. Since the television media increasingly showing its existence; and as well as the emergence of other entertainment stage such as 'dangdut', pop music, 'Malay orchestra', or 'solo organ'.In such condition, there was emergence of Golek Stage by Asep Sunarya. He creates breakthoughs by designing many tricks in his wayang-golek show: character smoking, dancing 'jaipongan', doing material arts pencak silat, or spewing noodle. Asep's wayang golek-performance can regain the attention of the people (mosly Sundanese). On the top of that, Asep style becoming new inspiration for other dalang. The evolving of Asep's golek show, then attracted television industry. At this point, the show becoming more entertaintment than before. In television, golek show perform new encoding, like advertizing code, interaactive broadcasting code, and digital visual effect code.The aim of this study is to reveal the convertion of traditional-golek visual code to modern-television visual-code. The methodologies used are structural visual code, and also ethnometodologi approach. Ethnometodologi method used observation's in-depth interview, and unstructural interview upon selective omnicient informants.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"26 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":"124748340","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":"Konsep Plesetan sebagai \"Visual Pun\" Lokal pada Media Promosi Luar Ruang Usaha Kuliner Masyarakat Yogyakarta","authors":"Sudjadi Tjipto, I. Santosa, Naomi Haswanto","doi":"10.5614/jkvw.2012.4.2.2","DOIUrl":"https://doi.org/10.5614/jkvw.2012.4.2.2","url":null,"abstract":"In Yogyakarta form of humor in communicating called the (language) plesetan. Interesting phenomenon occurs when plesetan that was originally a lingua franca is then used as an advertising concept culinary business. Actorsâ culinary business with the help of graphic design utilizing digital printing technology in producing a media campaign with the concept of a plesetan. The research methods used in this study play purely descriptive phenomenology methodology pioneered by Edmund Husserl. Data was collected through field observations by documenting the work of the media campaign culinary business in Yogyakarta and surrounding areas. Interviews were conducted to reveal the informant lived experience of a first person perspective. With this method are expected to be found in the explanation of the concept of Javanese plesetan culture. Then also sought various forms of plesetan in the media and the promotion of outdoor culinary business in Yogyakarta. From the initial observations that have been made assumed plesetan performed by the high level of culinary competition. Found an interesting proof of the theory that good plesetan will continue spoofed.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"37 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":"114618377","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}
Rama Dwissa Wiana, Intan Rizky Mutiaz, A. Z. Mansoor
{"title":"Perancangan Game \"Galah Asin\" untuk Memperkenalkan Budaya Tradisional Jawa Barat","authors":"Rama Dwissa Wiana, Intan Rizky Mutiaz, A. Z. Mansoor","doi":"10.5614/jkvw.2012.4.2.6","DOIUrl":"https://doi.org/10.5614/jkvw.2012.4.2.6","url":null,"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 childrenâs 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.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"9 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":"124210835","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}