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Wimba Jurnal Komunikasi Visual Vol. 2 Issue 1 2010

Vol. 2 No. 1 (2010)

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Articles Published in This Issue

Explore peer-reviewed research articles published in this issue.

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Simulacra dalam Industri Hiburan Visual; Studi kasus Ragnarok Online

Comic is one of media that emphasize its content delivery through visual sequence. It attracts many researchers because this media is a plane based media (2D) instead of most media which delivers its content in time based media. In designing a story based on visual sequence, there are framing, imaging, wayfinding acitivities in forming a complex visual storytelling especially in comics. Especially in Japan, the development of framing, imaging, and methods of designing a sequence which makes the reader easily read the story through panels in comics are well developed and shared from comic…

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Kajian Grafis Uang Logam Indonesia Periode Tahun 1951-2009

Mostly, coins are made from metals, because of their function as an exchange device in minor transaction. In addition to another function of coins, is their value as collectible items. Both sides of coins have been keeping a great story on it, but less people are notice about this tiny forgettable stuff. Focused on Indonesian Rupiah, sorts of cultural elements and wonder of Indonesian natures are showed up on most of these coins. Equals to an archive, they captured every government

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Urban Screen pada Ruang Publik: Media Interaksi Kreatif dalam Meningkatkan Makna Tempat

Urban screen is a new media screen that performs on the public space. Its existence isnot only enriches the visual landscape of public space, it also indirectly creating public participation both passive and active. If properly created, urban screens can produce relational space that useful to increase the meaning of place. The emergence of relation between physical space and virtual space, material and immaterial, dynamic and static, and between public and private interests will produce the augmented place. The Augmented place will continually create a new different place from we have known.…

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Karakter Game Berbasis Tokoh Raut Golek Sunda

This article is a note from the research concerning on bringing character traits and visual forms of Sundanese golek puppetry into game character. The distinctive side of golek puppetry itself is located in its measurement for the relation between the personality of a character and its visual appearance. This makes golek puppetry as an entertainment with spirit. This research itself is a basis for development of game character (research and development). The conclusions derived from this research used as bases for character development, therefore creating a new and distinctive work. Moreover,…

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Visualisasi Wanita Indonesia dalam Majalah Pria Dewasa

Women usually visualized as model for ads or illustration with the purpose of gaze. Mostly representation of women in mass media related with tradition and culture. Fashion manner and attitude of Indonesian women is one of eastern tradition in Indonesian culture. Today male magazines are Indonesian publication, showing Indonesian woman as their models. How is the visualization pattern built the image of Indonesian Woman? Through visual interpretation and content analysis from sampling of male magazines(For Him Magazine or FHM and Male Emporium or ME), we could find that the image of…

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