Current Issue

Wimba Jurnal Komunikasi Visual Vol. 5 Issue 1 2013

Vol. 5 No. 1 (2013)

Issue Articles

Articles Published in This Issue

Explore peer-reviewed research articles published in this issue.

research

Borobudur Story Relief, A Silent Visual Narration

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…

0 Views0 Downloads0 Citations
research

Perancangan Aplikasi (App) Buku Digital Sri Pohaci untuk Anak Pra-Sekolah: Pengenalan Sembilan Tanaman Pangan Pokok

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)…

0 Views0 Downloads2 Citations
research

Analisa Karakteristik Visual dan Strategi Visual Iklan Wall Painting: Studi Kasus Iklan Wall Painting Empat Operator Telekomunikasi Nasional

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…

0 Views0 Downloads1 Citations
research

Perancangan Game Puzzle sebagai Media Pembelajaran Aksara Sunda untuk Remaja

Sunda ethnic group have their own writing system, but because of various events in Indonesia, Sunda script is no longer used. After three centuries, West Java government and Sundanese scholars try to re-introduce the script. But teenagers, as one of potential target for Sundanese script socialization, have limited time learning this script in school, while there is also limited learning media for this script outside the school. To give teenagers a better interaction with Sundanese script, such as seeing, memorizing and writing, there is a need of instructional media for Sundanese script,…

0 Views0 Downloads4 Citations
research

Kreativitas Kode Visual Golek Asep Sunandar Sunarya dalam Media TV

'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…

0 Views0 Downloads3 Citations
research

Kajian Interaksi dan Persepsi Visual pada Game Cut The Rope dan Angry Birds untuk Mengetahui Challenge Based Immersion

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…

0 Views0 Downloads2 Citations
research

Kajian Proses Adaptasi Narasi Visual "Scott Pilgrim Vs The World" dari Komik Menjadi Film

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…

0 Views0 Downloads1 Citations

No articles match the selected filter or search query.