Aditya Satyagraha, A. R. Koapaha, Widihardjo Widihardjo
{"title":"Pengenalan Peran TNI AD melalui Mobile Game untuk Remaja","authors":"Aditya Satyagraha, A. R. Koapaha, Widihardjo Widihardjo","doi":"10.5614/jkvw.2012.4.2.5","DOIUrl":"https://doi.org/10.5614/jkvw.2012.4.2.5","url":null,"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.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"95 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":"124399947","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":"Identitas dan Karakter Budaya Lokal pada Kemasan Makanan Oleh-Oleh","authors":"Nina Nurviana, Priyanto Sunarto, Achmad Syarief","doi":"10.5614/jkvw.2012.4.2.1","DOIUrl":"https://doi.org/10.5614/jkvw.2012.4.2.1","url":null,"abstract":"\"Oleh-oleh\"has become an important thing to buy. \"Oleh-oleh\" package with prominent characteristic of the local culture can be found in a small number of \"oleh-oleh\" shops or stalls. This characteristic might be hard to find in other areas. Nowadays, the number of such packaging is still limited. With its various cultures, Indonesia should have become a great source of inspiration to develop packaging design\"oleh-oleh\". This background triggered the idea that \"oleh-oleh\" packaging design has great potential to be developed. Such \"oleh-oleh\" packaging can be considered to have a unique position for several reasons. In addition to its design, its existence in the area of tourism activities and cultural environment has been continually living side by side with the identity where it is marketed. \"Oleh-oleh\" packaging will be deeply assessed by using a combination method of qualitative and quantitative approaches. Qualitative approach is used to identify the physical and graphic of it. The theory underlining this study is a packaging design theory and theories related to the form of culture. To identify the character of the packaging, theory associated with uniqueness, exotics and emotions are employed. Making use of questionnaire, consumer perceptions of the design are collated. To identify the average opinion of the respondents, a quantitative approach with Semantic Differential assessment method is adopted. The study of the food \"oleh-oleh\" packaging which can be useful source in design planning, shows that: (1) form, materials and how to package are the aspects influencing the construction of the package; (2) cultural context viewed at the packaging is cultural context seen as exotics, nostalgic experience, visual experience, (3) recognition from consumers is needed to show evidence of physical experience to the place visited and the desire to collect (4) aspects of culture on the packaging can be considered as an opportunity to increase sales; (5) the efforts of food manufacturers in decorating the package is considered quite successful in highlighting the uniqueness and the attractiveness of the appearance.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"2 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":"127986102","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":"Simbol dan Makna Bentuk Naga (Studi Kasus: Vihara Satya Budhi Bandung)","authors":"H. Yoswara, I. Santosa, Naomi Haswanto","doi":"10.5614/jkvw.2011.3.2.2","DOIUrl":"https://doi.org/10.5614/jkvw.2011.3.2.2","url":null,"abstract":"Vihara Satya Budhi merupakan salah satu peninggalan artefak budaya Cina yang memiliki bentuk arsitektur Cina . Sistem Hongshui dan konsep YinYang merupakan kunci dalam membangun tempat ibadat. Naga yang merupakan ornamen terpenting dalam klenteng memiliki kedudukan yang tinggi, bahkan posisi naga pada atap menjadi identitas bangunan Cina, karena memberikan makna bahwa bangunan tersebut merupakan bangunan penting, seperti istana dan kuil peribadatan. Kedudukan dan posisi naga pada kuil peribadatan merupakan satu hal yang menarik untuk diteliti. Penelitian ini mencoba melihat bentuk naga yang ada pada Vihara Satya Budhi, Bandung melalui telaah historis dan budaya untuk mencari dan untuk mengetahui kedudukan simbol dan makna bentuk naga yang ada pada Vihara Satya Budhi. Adanya migrasi masyarakat Cina ke Indonesia turut memberikan pengaruh dan perubahan pada visualisasi naga, namun hal ini tidak berdampak kepada bangunan klenteng yang tetap berpegang teguh pada ketentuan yang telah ditetapkan oleh leluhur bangsa Cina. Naga merupakan simbol kekuasaan karena sejak dulu sudah disamakan dengan kedudukan kaisar. Selain kekuasaaan, naga juga merupakan simbol kebaikan dan keberuntungan. Temuan penelitian ini adalah kedudukan naga pada atap bangunan klenteng merupakan simbol identitas dari bangunan peribadatan Cina. Selain pada atap posisi naga pada tiang merupakan bentuk yang sering dijumpai. Hal ini merupakan gambaran bahwa masyarakat Cina diharapkan tidak melupakan kebudayaan leluhur. Dan posisi naga pada tempat dupa juga memiliki arti bahwa naga sebagai pemberi keberuntungan kepada umat manusia patut disembah.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"27 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":"131785304","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":"Analisa Karakteristik Visual dan Strategi Visual Iklan Wall Painting: Studi Kasus Iklan Wall Painting Empat Operator Telekomunikasi Nasional","authors":"Gema Arifrahara, Naomi Haswanto, Deddy Wahjudi","doi":"10.5614/jkvw.2013.5.1.5","DOIUrl":"https://doi.org/10.5614/jkvw.2013.5.1.5","url":null,"abstract":"Advertising billboards is outdoor media conventional, but currently there are phenomena advertising by utilizing wall house or store in a public hall in town. Utilization wall as advertisement media is approach alternative against outdoor advertising at the research is done. The purpose of this research is to know about development advertising wall painting based on characteristic and strategies the visuals on the media. Method research used writer is descriptive analysis in finding and develop object research with the adoption of data via process interview observation and a questionnaire interview structure. Parameters research reviewed based on aspects characteristic visual contained in object radiotelegraphy; tataletak, color, logo, typography, texture, and graphics groundswell. Aspect strategy visual radiotelegraphy; visualization coquet; attached in memory, strengthen trust, maintain attention, and form Attached in memory, strengthen trust, maintain attention, and forming association. Characteristic of visual and strategy visual advertising wall painting show the form visualizations simple. Logo and color is most important element make advertising now that can work effective. Notch advertising wall painting in the series of processes of communication advertising is as an advertisement amplifier and reminder that becomes a fastener of the series a promotion is there.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"76 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":"116020787","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}
Irawati Tirtaatmadja, Nina Nurviana, A. Z. Mansoor
{"title":"Pemetaan Komik Indonesia Periode Tahun 1995-2008","authors":"Irawati Tirtaatmadja, Nina Nurviana, A. Z. Mansoor","doi":"10.5614/jkvw.2012.4.1.6","DOIUrl":"https://doi.org/10.5614/jkvw.2012.4.1.6","url":null,"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.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"40 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":"114667278","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 Aplikasi (App) Buku Digital Sri Pohaci untuk Anak Pra-Sekolah: Pengenalan Sembilan Tanaman Pangan Pokok","authors":"C. Remi, Priyanto Sunarto, Riama Maslan","doi":"10.5614/jkvw.2013.5.1.4","DOIUrl":"https://doi.org/10.5614/jkvw.2013.5.1.4","url":null,"abstract":"Folktales need to be modified and packaged in a variety of media to preserve classic literature. The myth of Sundanese goddess of rice, Sri Pohaci is modified to fit the current context, without changing the basic structure of the story. As the story told, Sri Pohaci incarnated into nine plants. These plants are modified to nine consumptive plants, to support diversification of food consumption program through the story of Sri Pohaci, intended for pre-school children. The pre-design phase for this research applies qualitative methodology based on action research. The e-book application (app) design utilizes digital storytelling method, combined with touch-screen technology to enable interactive animated features. The concept of storytelling through narration, visual, audio and interactivity can increase the sensation of two-way interaction to encourage children's comprehension and enjoyment of storybook.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"60 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":"125146431","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 Emotional Branding dan Budaya Etnik Sunda pada Restoran Tradisional Sunda (Studi Kasus: Restoran Sindang Reret dan Restoran Bumbu Desa)","authors":"M. Hartanti, I. Santosa, Alfonso Ronald Koapaha","doi":"10.5614/jkvw.2012.4.1.4","DOIUrl":"https://doi.org/10.5614/jkvw.2012.4.1.4","url":null,"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.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"1 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":"130915029","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}
Rabendra Yudistira Alamin, Alvanov Zpalanzani Mansoor, P. Setiawan
{"title":"Kajian Representasi Tubuh dalam Film Fiksi Ilmiah","authors":"Rabendra Yudistira Alamin, Alvanov Zpalanzani Mansoor, P. Setiawan","doi":"10.5614/jkvw.2011.3.2.4","DOIUrl":"https://doi.org/10.5614/jkvw.2011.3.2.4","url":null,"abstract":"The development of informatics technology in the 21st century has changed the world as if there is no limit and distance. Communication process has been done through various avatar medium which replaces the presence of human body. Representation has become the main factor to visualize or to create an image of human being towards the universe. Surrogates is a science fiction movie which is presenting the representation of different kinds of thoughts and imagination about how life will be conducted in the future or when mankind will have got the avatar technology of human body which is exactly the same as the person that it is represented. Surrogates, this movie is trying to recreate and represent the fact through representation of human body packed in audio visual language. The purpose of this research is to analyze the body representation of a movie to communicate the message to the audience. The theory is based on film studies and the main question about representation is how the world is constructed and represented through the film media. The approach to study the movie is dynamic picture analyzation based on visualization theory. This approach gives the writer an opportunity to break down the component in a movie into smaller units of representation. According through this research, the writer has concluded that the robot 'body' on Surrogates has completely represented the perfection body of human beings in the 21st century. Appearances and behavior of human body has been successfully sent the message to the audience about the story of this movie. By the end of this research, the writer has described the variable of body sign representation in the movie as a unity, so that the writer can decide the components and structures to create it.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"159 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":"134297730","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}
Dyanningrum Pradhikta, R. Darmawan, Hendy Hertiasa
{"title":"Konstruksi Selera Remaja Putri dalam Dunia Digital","authors":"Dyanningrum Pradhikta, R. Darmawan, Hendy Hertiasa","doi":"10.5614/jkvw.2012.4.2.3","DOIUrl":"https://doi.org/10.5614/jkvw.2012.4.2.3","url":null,"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.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"89 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":"114216401","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 Permainan Digital Kisah Dewa Ruci sebagai Media Pengenalan Wayang bagi Remaja","authors":"Miki Tjandra, I. Irfansyah, I. Santosa","doi":"10.5614/jkvw.2012.4.1.3","DOIUrl":"https://doi.org/10.5614/jkvw.2012.4.1.3","url":null,"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.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"38 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":"133361334","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}