Sophia Purbasari, Alvanov Zpalanzani Mansoor, A. I. Saidi
{"title":"Kajian Proses Adaptasi Narasi Visual \"Scott Pilgrim Vs The World\" dari Komik Menjadi Film","authors":"Sophia Purbasari, Alvanov Zpalanzani Mansoor, A. I. Saidi","doi":"10.5614/jkvw.2013.5.1.7","DOIUrl":"https://doi.org/10.5614/jkvw.2013.5.1.7","url":null,"abstract":"Film and comic are visual narrative media which emphasize visual elements in delivering its message towards its audiences. Although both media emphasize similar elements, but in comic adaptation movies, there are several changes in visual narrative structure. The research object, Scott Pilgrim VS The World is analyzed through structural adaptation analysis in order to understand the specific aspects of structural changes. The changes are analyzed especially from four elements of visual narrative aspects from both media, which are narration, layout, image, and sound. The overall adaptation processes in Scott Pilgrim VS The World are emphasized in pictorial sequence changes which heavily influenced other visual structure elements. The visual sequence compression in adapting the story from comic to movie while maintaining the story essence is the fundamental adaptation process.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"22 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":"132512509","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}
Senja Aprela Agustin, A. I. Saidi, Triyadi Guntur Wiratmo
{"title":"Representasi Perempuan pada Desain Kemasan \"Kiranti\"","authors":"Senja Aprela Agustin, A. I. Saidi, Triyadi Guntur Wiratmo","doi":"10.5614/jkvw.2011.3.2.1","DOIUrl":"https://doi.org/10.5614/jkvw.2011.3.2.1","url":null,"abstract":"Gender representation is often used as an attribute of a product differentiation in the current packaging design. One of the woman representation could be found on the packaging design of âKirantiâ, a herbal ready to drink which is better known as a traditional medicine by earlier Javanese culture. Kiranti as a text is combined by verbal and visual elements that are meaningful to the readers. How the representation of women and constructions as well as decoding by its consumer are the main questions of this research. Using of discourse analysis method, Kirantiâs text can be traced not only from the visualization, but also of ideas or opinions behind them, such as socio-cultural situation in which Kiranti disseminated. In addition, consideration of readers position as consumers are very important in interpreting the text of Kiranti, because implified particular knowledge in society. Decoding by readers are diverse, ranging from the interpretation of the same message as producerâs intention, differences in interpretation, until modify its message. Visual and verbal elements that appear are the result of the selected signs combination by the producer of meaning, that seeks to utilize conventions that can be accepted easily by society. The combination of the signs are also affected by the construction of discourses, such as codes of Javanese culture, the concept of beauty and menstruating women, as well as the inherent characteristics of femininity (gender), that represented by visual elements, both graphic imagery (photography and illustration), typography, color, and form of the bottle form.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"92 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":"131053526","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}
Iska Dwi Athma Putri Rosyadi, Lies Neni Budiarti, R. Darmawan
{"title":"Peran Film Animasi \"Pocoyo\" dalam Upaya Pengkondisian Imajinasi Anak Autis","authors":"Iska Dwi Athma Putri Rosyadi, Lies Neni Budiarti, R. Darmawan","doi":"10.5614/jkvw.2012.4.2.4","DOIUrl":"https://doi.org/10.5614/jkvw.2012.4.2.4","url":null,"abstract":"Pocoyo is a film that used as a trigger, especially in SDLB Autis Lab Univ. Malang. Autism is a kind of developmental disorder, and its diagnosis is based on certain criterias that have been previously defined. Generally, when people watch a film, there is a process imagination in them. All people, which is a normal one or has special needs, have imagination. It is because of humans are basically creative creature. Therefore, animated films Pocoyoâs role in conditioning autism imagination is important for further study. This master theses used qualitative approach in order to achieve that objective. Content Analysis, Visual Analysis, and Flow concept are used to find out the role of Pocoyo animated film in developing autism imagination. By using colouring work of subjects (child with autism), imagination that formed within children with autism are ascertainable. This research revealed that Pocoyo animated film could condition on subjectâs imagination. When he on colouring activity, there was âkomunikasi-dalamâ within him. Imagination was formed because the film has a blank background, and minimal property. Emptiness made subject feel free to fill it with imagination he had. Subject also had Flow experience, which can be seen in the totality of the coloring pictures. This totality raised because he might have seized the opportunity that offered by emptiness of Pocoyo animated film to be filled with a variety of imaginations.","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":"131769199","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":"Relasi antara Prinsip Visual Barat dan Fengshui pada Desain Logo","authors":"Fenny Ng, Priyanto Sunarto, Naomi Haswanto","doi":"10.5614/jkvw.2011.3.2.5","DOIUrl":"https://doi.org/10.5614/jkvw.2011.3.2.5","url":null,"abstract":"Nowadays, the integrations between Western principles of visual art with principles of Feng Shui in logo designs can easily be found in Indonesia. Principles of Feng Shui, often called as Feng Sui or Hong Sui, is an ancient Chinese way of thinking that emphasize in environment organization. Principles of Feng Shui's four key points are to produce a positive Qi energy, to maintain stability among Yin and Yang, to produce a productive cycle Wu Xing (Five Elements), and to represent the symbolism from Chinese culture. The purpose of this research is to establish an understanding on the relationship between Western principles of visual art and principles of Feng Shui in logo designs, like the similarities on the way of reading logo as well as the differences. Logo designs were analyzed, described, and explained using Western principles of visual art and principles of Feng Shui's four key points into three sections, which are visual elements, logo composition, and logo interpretation. This research used the qualitative method with descriptive analysis. The data were collected through several methods, such as interviews and literature reviews. The four stages of analysis procedure are description, formal analysis, interpretation, and evaluation or judgement. Upon completion, there are three findings. First, the way of reading a logo design using the Western principles of visual art is simpler and straightforward than the principles of Feng Shui. Second, several relationships among the two principles were found in visual elements, logo composition, and logo interpretation. Third, the integrations between Western principles of visual art with principles of Feng Shui in a logo design represents its ideologies as well as the 'shield' to protect the company from any harm.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"50 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":"116143656","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}
Gamaliel W. Budiharga, Widihardjo Widihardjo, Triyadi Guntur Wiratmo
{"title":"Ideologi Jawa dalam Sampul Majalah \"Djaka Lodang\"","authors":"Gamaliel W. Budiharga, Widihardjo Widihardjo, Triyadi Guntur Wiratmo","doi":"10.5614/jkvw.2011.3.2.3","DOIUrl":"https://doi.org/10.5614/jkvw.2011.3.2.3","url":null,"abstract":"Majalah berbahasa Jawa adalah bagian dari wacana yang terpinggirkan. Majalah tersebut terbit dengan tiras yang tergolong pas-pasan, yaitu di bawah 10.000 eksemplar. Ketika masih ada majalah-majalah yang terbit dengan bahasa daerah, maka tentunya menjadi menarik untuk memberikan apresiasi atau kritik terhadap eksistensinya. Pertanyaan lebih lanjut, apa yang ingin dicapai majalah-majalah ini jika oplahnya minim? Salah satu argumentasi yang bisa dijelaskan adalah masalah ideologi majalah. Tulisan ini hendak menguraikan tanda-tanda visual yang muncul pada sampul majalah Djaka Lodang, sebagai salah satu majalah berbahasa Jawa, kemudian membongkar ideologi yang mengendap di balik tanda-tanda tersebut. Ideologi yang menggerakkan majalah juga menjadi ideologi yang dihadirkan dalam keseluruhan desain majalah. Objek penelitian adalah majalah \"Djaka Lodang\", sebuah majalah berbahasa Jawa sebagai contoh kasus untuk mengurai permasalahan ideologi ditampilkan melalui tanda-tanda visual dalam sampulnya. Majalah Djaka Lodang adalah sebuah praktik atau manifestasi ideologi Jawa, karena di dalam majalah tersebut memuat nilai-nilai yang diyakini oleh kebudayaan Jawa sebagai konteks dari majalah itu, serta gagasan yang ingin dikomunikasikan kepada masyarakat Jawa (sasarannya). Sebagai sebuah praktik ideologis, maka tanda-tanda visual yang ada pada majalah berbahasa Jawa bisa diurai dan dimaknai dalam kerangka ideologi Jawa. Pada sampul majalah, tanda-tanda visual menjadi unsur pembangun yang paling dominan yang bisa diurai melalui analisis semiotik untuk melihat argumentasi ideologis yang ada di balik tanda-tanda tersebut.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"68 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":"125060309","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":"Silent Scenes in Manga as the Powerful and Universal Visual Languages","authors":"Hafiz Aziz Ahmad","doi":"10.5614/jkvw.2012.4.1.2","DOIUrl":"https://doi.org/10.5614/jkvw.2012.4.1.2","url":null,"abstract":"Comics as the popular medium of communication, especially medium for the children due to its capabilities in telling stories with its visual narrative has been known for quite long. Manga as the form of comic medium that came from Japan is also well known for its uniqueness. Due to the strong relation within the Japan cultural background, manga has integrated its own distinctive way in telling the stories, visually. One of the methods is known as the silent sequences. The silent sequences term is used to mention the scene in comics that told using minimal sequence and with very little -if any- text or narration. Some even used several of unconnected scenes to create a specific mood or a sense of place. Such scenes could be found in abundance in various manga works, notably in the works of Osamu Tezuka or Mitsuru Adachi. Scott McCloud \"“a comic scholar- relates these sequences as the solid example of moment-to-moment and aspect-to-aspect type of panel transition. By using mostly visual images with less text and narration as the way of telling stories and creating the exact mood for the scenes, the silent sequences could serve as a good example of the universality and power of comic language. This paper is intended to take further analysis behind the context of the silent sequences and the possibilities in using it as a more universal way in visual communication as part of the power in children's literature.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"74 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":"122140798","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":"Borobudur Story Relief, A Silent Visual Narration","authors":"Primadi Tabrani","doi":"10.5614/jkvw.2013.5.1.1","DOIUrl":"https://doi.org/10.5614/jkvw.2013.5.1.1","url":null,"abstract":"Our research team found out that prehistory, primitive, traditional and children drawings havenearly the \"same\" visual language. It uses a different system of drawing then ours. We call these drawings as the 'Introductory' phase of drawing history. Their visuals have its 'grammar', so like in word language, visual language can tell stories. Both have time dimension needed for telling stories. So drawings from the 'introductory' phase are one picture that tells a story. This is one picture silent sequence that can have some scenes, without grids, without texts. This is in tune with Einstein General Relativity Theory (1916), which state that time and space cannot be separated, it is one entity. For a plane Einstein named it STP (Space \"“ Time \"“ Plane). In tune with it, this writer calls this 'new' system of drawing as the STP system of drawing. It has several modes, as: the Pradaksina, most characteristic view, multiple view, multiple time and place, twin, layers, film scene, X ray, make larger, make smaller, no perspective, no frame, no zoom ins/outs, etc. The onlookers can 'read' their pictures, because the artist and the onlookers use the same visual language. It is not a 'dead' still picture like a photo without time dimension, it is a 'living' still picture, which have time dimension.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"17 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":"127820604","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":"Komunikasi: Nyata, Maya dan Hubungannya dengan Pendidikan","authors":"Primadi Tabrani","doi":"10.5614/jkvw.2012.4.1.1","DOIUrl":"https://doi.org/10.5614/jkvw.2012.4.1.1","url":null,"abstract":"Human communication is the topic of this article. It begins with Direct-Contact Communication in prehistory and during childhood. Than follows Distance-Communication that begins with talking, than writing and reading follows. Since the beginning there are always criticism every time a new communication media emerge. This criticism accelerate with the habit of indulging reading literature in the train, chatting by amateur radio and end up in BB's cyberspace and its facebook. Besides its positive effect, we are intoxicated by this IT communication. So we loose many productive hours of working time. The IT (Information Technology) becomes frightening with its \"clever\" CDs in general education and so is the training of skills and competency with the help of IT simulators. Are we educating real human or virtual humans? Is this excess of IT happening a common happening, a risk of being modern? Or are there somekind of education missing? How to overcome it?","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"19 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":"126028547","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}
Elizabeth Elizabeth, Intan Rizky Mutiaz, I. Santosa
{"title":"Kajian Interaksi dan Persepsi Visual pada Game Cut The Rope dan Angry Birds untuk Mengetahui Challenge Based Immersion","authors":"Elizabeth Elizabeth, Intan Rizky Mutiaz, I. Santosa","doi":"10.5614/jkvw.2013.5.1.6","DOIUrl":"https://doi.org/10.5614/jkvw.2013.5.1.6","url":null,"abstract":"Technological progress supports the development of digital game, so that, through people's lifestyle that relies more and more on wireless devices, games become mobile, easy to access, likable and popular. Accordingly, the purpose of this study is to find the relation between games and its players in regards to the communication process and interactive pattern that exist in Cut The Rope and Angry Birds as mobile physics game.This research is an explorative field analysis that uses Creswell case study divided into literature study, case identification, primary data collection and interpretation as the synthesis of the whole. The result of this research is focused on the visual perception and interaction between players and two researched objects.The result shows that visual element, game play, puzzle-like character and sound effect are the most influential aspects of the games since they are considered suitable to the condition and the ability of the casual game players. Besides that, it is known that visual perception is a representation of the function of a common-theme-object with its interpretation that fits the context in a game. Therefore, visual interaction between the players and the researched games are based on four crucial factors: theme, game play, physics movement and simplified presentations of the visual elements. Through the perceptive process, similar kind of games would create a bonding, called challenge based immersion experience, in which this involvement demands the players to understand rules of the games. Such interaction is not influenced by playing time duration and usually does not cause an addiction to the games. Hence, it is clear that the concept of a mobile game has to be understandable through the games' highly comprehensible way, rules, and purpose.This research is mostly focused on the study of the visual aspect of a mobile game, so others still have the chance to do deeply study of the other three crucial aspects of the mobile game: game play, puzzle-like character, and sound effect.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"72 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":"114805468","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":"Evaluasi Desain Media Sosialisasi Kebencanaan Ditinjau dari Kemampuan Literasi Visual (Studi Kasus Media Sosialisasi Tsunami Kabupaten Bantul Yogyakarta)","authors":"Danang Febriyantoko, Naomi Haswanto, Y. Pasaribu","doi":"10.5614/jkvw.2012.4.1.5","DOIUrl":"https://doi.org/10.5614/jkvw.2012.4.1.5","url":null,"abstract":"There society requires an adequate understanding of disaster risk in order to react appropriately to save themselves. The role of disaster media socialization as one source of information is an important element in disaster management. Understanding disaster media socialization reflects community level preparedness in an area. This research is the study of visual literacy measured to evaluate the tsunami socialization media given to the coastal districts of Bantul, Yogyakarta. From the research facts about the level of literacy communities are affected by the social and cultural environment. Based on the results the easy disaster media needed to be found in relation to daily in order to foster disaster preparedness.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"138 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":"132018791","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}