The creation of the independence of visual communication design and visual effects

Author(s):  
Zhao Chao
2018 ◽  
Vol 5 (1) ◽  
Author(s):  
Jonata Witabora ◽  
Kadek Satria Adidharma ◽  
Meilani Meilani ◽  
Anastasia Ari Respati

Visual Communication Design is a growing discipline. It keeps on working and interacting with other discipline in order to respond the ever-changing era and it finally create a new form. Novelty has become something unavoidable. It has become part of the unstoppable globalization. This needs to be addressed cautiously so that this discipline will not put the existing culture at risk. Culture is not only represented by tradition or classical arts. In order to survive, it needs to change, to form a fresh, new meaning in the framework of local culture as small enclaves that finally will preserve and strengthen the character of the culture itself, which is always relevant to the era. This research is expected to contribute to new discipline in colour learning relating to the power of local culture that in turn will develop the discipline of design itself, and at the end of the day, in the long run, will encourage the creation of design artefacts with strong cultural character and characteristic.


2019 ◽  
Vol 4 (1) ◽  
pp. 47
Author(s):  
Farid Abdullah

<p><strong>Abstract </strong></p><p><strong></strong><br />Digital Phenomena in Industrial Revolution 4.0. Entering the era of Industrial Revolution 4.0, the Indonesian government set up a roadmap in the form of Making Indonesia 4.0. To support the digital phenomenon, this article is strengthened by public lecture Eric Hanson CEO of xRez Studio Inc. Greater Los Angeles, USA, on February 5, 2018 themed “Creating Digital Cities”. As a designer, visual effects senior producer,<br />and 3-dimensional digital artist he has been in the production of visual effects-based films in Holywood. The arrival of Hanson made an important contribution to Visual Communication and Multimedia Design education in Indonesia. Visual communication design paradigm according to Hanson experiencing a media shifting. Many works of art, multi media, prints, previously leaning on consumables, shifted to E-media. The existence of this e-media is difficult to resist and many of the efficiency it produces.<br />Hanson also explained his arrival as a form of introduction to the younger generation the opportunities of work in the field of visual communication design.</p><p><br /><strong>Abstrak</strong><br />Fenomena Digital Era Revolusi Industri 4.0. Memasuki era Revolusi Industri 4.0, pemerintah Indonesia menyusun peta jalan berupa Making Indonesia 4.0. Untuk mendukung fenomena digital tersebut, tulisan ini diperkuat kuliah umum Eric Hanson, CEO xRez Studio Inc. Greater Los Angeles, USA, bertema “Creating Digital Cities”.<br />Pendekatan yang dipakai dalam tulisan ini adalah deskriptif-naratif, memakai teori Rogers E. Shoemaker (1995) difusi teknologi komputer terhadap komunitas seni. Fenomena desain komunikasi visual menurut Hanson mengalami perubahan media (media shifting). Banyak karya seni, multimedia, cetakan, yang sebelumnya bersandar pada bahan habis, bergeser pada e-media. Keberadaan e-media ini sulit ditolak dan banyak efisiensi yang dihasilkannya. Simpulan dari tulisan ini adalah telah terjadi fenomena digitalisasi di berbagai kota-kota dunia dan perlunya introduksi kepada generasi muda tanah air terhadap peluang-peluang kerja di bidang desain</p>


2022 ◽  
Vol 4 (3) ◽  
pp. 474-498
Author(s):  
Tsania Putri Mahisa ◽  
Insanul Qisti Barriyah ◽  
Septi Asri Finanda ◽  
Moh. Rusnoto Susanto

This writing aims to (1) describe children's games as ideas or inspiration for the creation of a work of Pop Up Books (2) describe the depiction of the form and process of making Visual Communication Design in the form of a three-dimensional Pop-up Book that elevates Lombok NTB's Traditional Children's Games in order to remain maintain and preserve the local wisdom of the archipelago through children's games. The methods used in the creation of this artwork include exploration and experimentation. In this case, the exploration was carried out by searching for libraries, pictures and all information related to the theme that I took, namely traditional games for children from Lombok, NTB. Then in terms of this exploration, do a sketch activity, which is then visualized in several uses of several bitmap-based applications such as Ibis applications on mobile phones and Coreldraw applications using laptops. The work is done by starting from making a sketch, then designing, printing, then cutting and pasting until finally it becomes a Pop-up book.     The results of the discussion and creation are as follows: 1. The theme of the work presented in: Final Project is Traditional Children's Games in Lombok NTB, with the title "Designing Pop-up Books for Traditional Children's Games as Preservation of Local Wisdom in Lombok NTB". 2. These Visual Communication Designs visualize a collaborative design of Ibis and Coreldraw applications and then the results are printed using an albartos paper machine and create a work called Pop-up Book. 3. The number of book pages created is 11 pages consisting of 1 opening page, 9 Pop-up game pages, and 1 closing page along with front and back covers, with a manufacturing period of 4 months in 2021 starting from July-October.  Keywords: Children's traditional games, Pop-up Books, Local wisdom.


Humaniora ◽  
2010 ◽  
Vol 1 (2) ◽  
pp. 705
Author(s):  
Tunjung Riyadi

 A work of visual communication design which aired on the television screen has a different perspective in its interpretation in the eyes of the audience when compared to other media. By understanding the characteristics and nature of media, proper exploration of graphic design can easily be created. Through literature study, observations of the author as a practitioner of graphic design for television and comparisons with the print media will facilitate the understanding of this study. 


2021 ◽  
Vol 3 (3) ◽  
Author(s):  
Yosef Yulius

<p class="SammaryHeader" align="center"><strong><em>Abstract</em></strong></p><p><em>In the scientific field of visual communication design, the logo is one of the most frequently made designs and has a good market share. Along with the times, designing a logo work has undergone various forms and forms of transitions. The design process has also undergone innovation from various aspects ranging from concepts to the final results. The amount of market demand for a good logo makes the logo designers try to maximize the logo making process to match the expected results. One form of the logo-making process is by applying the golden ratio as a benchmark in determining the proportion and order of a harmonious and regular form to produce an aesthetic visual form. Understanding of the golden ratio is needed as a guide for graphic designers to be able to create a design work that has a basis for structured patterns and arrangements.</em></p><p><strong><em>Keywords </em></strong><em>: Logo, Graphic Design, Visual Communication Design, Golden Ratio, DKV</em></p><p><em> </em></p><p class="SammaryHeader" align="center"><strong><em>Abstrak</em></strong></p><p><em>Dalam bidang  desain komunikasi visual, logo merupakan salah satu karya desain yang paling sering dibuat dan memiliki pangsa pasar yang baik. Seiring dengan perkembangan jaman, perancangan sebuah karya logo telah mengalami berbagai macam transisi bentuk dan rupa. Proses perancangannya pun telah mengalami inovasi dari berbagai aspek mulai dari konsep hingga hasil akhirnya. Banyaknya permintaan pasar akan logo yang baik membuat para perancang logo berusaha memaksimalkan proses pembuatan logo agar sesuai dengan hasil yang diharapkan. Salah satu bentuk proses pembuatan logo adalah dengan cara mengaplikasikan golden ratio sebagai patokan dalam menentukan proporsi dan tatanan bentuk yang harmonis dan teratur untuk menghasilkan bentuk visual yang estetis. Pemahaman akan golden ratio dibutuhkan sebagai panduan para desainer grafis untuk dapat menciptakan suatu karya desain yang memiliki landasan akan pola dan tatanan yang terstruktur.</em></p><p><strong><em>Kata Kunci </em></strong><em>: Logo, Desain Grafis, Desain Komunikasi Visual, Golden Ratio, DKV</em></p>


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